Keith Ammann, author of Monsters Know What They're Doing, shows us how to decode a monster's game mechanics to discover its intended use. We also get into how culture makes monsters, both in game and out.
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Meet my guest Kieth Ammann:
https://twitter.com/KeithAmmann
https://www.themonstersknow.com
Closing music from Jason Shaw at Audionautix.com
Hello and welcome to another bonus episode of Making a Monster, the
Lucas:show where game designers show us their favorite monster and we discover how it
Lucas:works, why it works and what it means.
Lucas:Usually.
Lucas:I'm Lucas.
Lucas:This week, I want to talk about crunch.
Lucas:In game design, crunch is a measure of how much math is involved in playing the game.
Lucas:Video games like Monster Hunter and Destiny have a lot of crunch,
Lucas:and they reward players who pay careful attention to the numbers.
Lucas:Narrative-focused games like Fate Core involve almost no crunch at all,
Lucas:favoring narrative mechanics instead.
Lucas:All these games have to "crunchatize" their monster - they have to code
Lucas:it into the mechanics of the game.
Lucas:See, it's one thing to tell me a spooky ghost story.
Lucas:It's another thing to tell me how exactly the ghost damages
Lucas:me and how much damage I take.
Lucas:And all of these crunchatized monsters have created a demand for someone to
Lucas:decode daft blocks into plain language, tactics, and directions for game masters.
Lucas:And that's someone is
Keith Amman:Keith Amman, author of the blog, The Monsters Know What They're
Keith Amman:Doing, TheMonstersKnow.com, and also the books The Monsters Know What They're
Doing:Combat Tactics for Dungeon Masters and Live to Tell the Tale:
Doing:Combat Tactics for Player Characters.
Doing:Mostly what I do is, analyzing, reverse engineering, other people's creations.
Lucas:Is there one of your entries that you feel is, your most popular or
Lucas:best represents the work that you do?
Keith Amman:Oh, I can absolutely tell you which one is the most
Keith Amman:popular it's hags, runaway number one.
Keith Amman:Second place is not even close.
Lucas:What's second place, by the way.
Keith Amman:Ah, I knew you were going to ask me that and I don't have the, uh,
Keith Amman:but I can, but I can check real quick.
Keith Amman:Uh, so after hags, with 116,000 all time views, number two is beholder tactics with
Keith Amman:almost 70,000 views; followed by dragon tactics with 67,000; and Mind Flayers with
Keith Amman:64,000 and vampires with 61 and a half.
Lucas:I think what you might have done hags excepted, is reverse engineered a
Lucas:popularity ranking for D and D monsters.
Keith Amman:I think you're probably right.
Keith Amman:To an extent, let's see.
Keith Amman:So after vampires then comes goblins, liches, aboleths then
Keith Amman:ooblexes,, which surprises me a little bit; then skeletons, zombies
Keith Amman:and shadows; giants, orcs, nothics.
Keith Amman:I think nothic is up there because of people running, Lost Mines of
Keith Amman:Phandelver and wondering what they should be doing with this thing.
Lucas:right.
Lucas:Yeah.
Lucas:And that might be the same thing for the ooblex or Oblex?
Lucas:They
Lucas:made that stat block available for free before Volos came out.
Lucas:So I think
Keith Amman:Oh, okay.
Keith Amman:Okay.
Keith Amman:That would stand a reason.
Lucas:Why is it important that the monsters know what they're doing?
Lucas:Okay.
Keith Amman:Two reasons, one intangible, one mechanical.
Keith Amman:The intangible reason is you want the game setting to feel alive.
Keith Amman:You want it to be immersive.
Keith Amman:And so you want to express the nature of the monsters that
Keith Amman:the PCs are going to encounter.
Keith Amman:You want them to feel like themselves because that is part of the draw of
Keith Amman:the entire role-playing experience.
Keith Amman:The mechanical reason is that if you're not using the monsters abilities to
Keith Amman:their best effect, then you're not actually achieving the challenge rating.
Keith Amman:As the designers calculated that challenge rating, you might be playing a CR seven
Keith Amman:monster as a CR four or CR five monster if you're making suboptimal choices for it.
Keith Amman:Now, there are reasons why you might want to play a monster below its CR.
Keith Amman:You might be playing it for comic value.
Keith Amman:You might be playing it for story value.
Keith Amman:But if the monster's function is to be a combat opponent, then you need to get
Keith Amman:your full value out of it or the players won't feel challenged and the combat won't
Keith Amman:feel as satisfying as it ought to be.
Keith Amman:I'm not a kill your players DM.
Keith Amman:I, I am a scare your players DM, but I'm not a kill your players dM.
Keith Amman:I'm fundamentally on their side.
Keith Amman:And I think every DM worth their salt ought to be on their player's side.
Keith Amman:But you do want to give your players challenges that make them feel like
Keith Amman:they worked for their victories.
Keith Amman:So if you are, if you're not playing your monsters as if they do
Keith Amman:know what they're doing, then the experience is going to fall short.
Lucas:What are, your bon mots in the field of medieval
Lucas:strategy and, historical tactics?
Keith Amman:Um, not much.
Keith Amman:The analyses that I do on the blog come out of the stat
Keith Amman:block, not from tactics first.
Keith Amman:And, and part of that is that my background is not in military science.
Keith Amman:Most of the research that I have attempted to do into military science runs up
Keith Amman:against the fact that most available sources assume the use of firearms.
Keith Amman:Everything you read about small unit tactics these days
Keith Amman:is, what a fire team will do.
Keith Amman:And D and D parties are not fire teams.
Keith Amman:They are close combatants.
Keith Amman:They are direct engagers.
Keith Amman:So a lot of the analysis that I do is not so much rooted in historical
Keith Amman:military tactics, as it is in making the best use of the quote unquote laws
Keith Amman:of combat as defined by the rules.
Keith Amman:But that being said, for my latest project, I am reading an army doctrine
Keith Amman:reference publication, ADRP 390, on offense and defense, and I'm
Keith Amman:finding some real gems in there.
Keith Amman:One of the ones I think I like best is that when you're preparing for
Keith Amman:combat, when you're trying to come up with a plan, you should spend the
Keith Amman:minimum amount of time necessary to ensure a reasonable chance of success.
Keith Amman:Because the longer you delay, the more opportunity your
Keith Amman:opponent has to prepare as well.
Keith Amman:And I think that's just for every party out there for whom the perfect has
Keith Amman:become the enemy of the good, this is a message that deserves to be heard.
Keith Amman:Don't spend all your time trying to cover every possibility you are
Keith Amman:trying to manage risk, not eliminated.
Keith Amman:You can't eliminate it.
Keith Amman:You can only thoughtfully minimize it.
Lucas:Surely in this case you would have heard the adage, "No plan
Lucas:survives first contact with the enemy."
Keith Amman:Exactly.
Lucas:We all spent an entire session planning for a combat instead of
Lucas:fighting and then have been disappointed.
Lucas:So I have to, I have to appreciate that advice as a
Lucas:player, as well as a tactician.
Lucas:Let's take it from the other direction then.
Lucas:I would love to talk about the hag in this instance, partly because there have been a
Lucas:couple of other hags on making a monster.
Lucas:And because I have this question myself, I would love to hear
Lucas:maybe one or two things.
Lucas:That a player should know if they're going to run a hag.
Keith Amman:So this is going to be kind of hilarious.
Keith Amman:A lot of these questions I can't answer off the top of my head because part of my
Keith Amman:reason for creating the blog was to create a reference for myself to go back to so
Keith Amman:that I didn't have to memorize everything.
Keith Amman:Um, I can, I can tell you a lot more or about the monsters that I have
Keith Amman:actually run than the ones that I've thought about, but have not run and hags
Keith Amman:largely fall into that latter category.
Keith Amman:One thing to remember about hags is that they are not team players by nature.
Keith Amman:If you are fighting a hag coven, and one of the hags is a focused
Keith Amman:down, they're going to cut and run.
Keith Amman:The tenuous relationship that held the coven together is going to collapse and
Keith Amman:they're going to turn on each other.
Keith Amman:And that is not an optimal way for the hags to act, but it's
Keith Amman:consistent with their nature.
Keith Amman:And so that's what I have them do.
Keith Amman:The other thing, however, is that when they are working together as a coven,
Keith Amman:the synergy they get in the form of their coven spells is very, very powerful.
Lucas:Two that you would be able to point out as like, the
Lucas:one, two punch of the hag coven?
Keith Amman:.I'd say probably eyebite and bestow curse or hold person
Keith Amman:and anything because paralysis is so extremely powerful in five E.
Keith Amman:I call it the demon king of the debilitating conditions.
Keith Amman:Bestow curse and eyebite are not so much a combination, but they are
Keith Amman:two of the most powerful things that the hag covencan do because they
Keith Amman:offer options that let you hit player characters where they're strong.
Keith Amman:If the target has extra attack, they can make them waste their actions,
Keith Amman:which is particularly devastating to a character with extra attack, because
Keith Amman:they are relying on being able to attack more than once to be effective.
Keith Amman:They don't have other abilities that they would lean on instead they are
Keith Amman:leaning on their weapon attacks.
Keith Amman:And so taking away their action just undoes them.
Lucas:You talk a lot about monsters as a product of their environments
Lucas:or, their ecology, I think and I wonder if there are any similarities
Lucas:between this, and a monsters, cultural or historic environment as a story,
Keith Amman:Oh, absolutely.
Keith Amman:I think that Venn diagram is a circle.
Keith Amman:Um, if you have a creature with a sophisticated enough society,
Keith Amman:that society is going to have its effect on the stat block.
Keith Amman:Take orcs, for example.
Keith Amman:Orcs, as "statted out" in five E, are very specifically followers
Keith Amman:of Grumsh and the Orcish Pantheon.
Keith Amman:That holds conquest and physical valor as the central virtue.
Keith Amman:So if you're going to create orcs with a different culture, they are necessarily
Keith Amman:going to have different special abilities from the ones who are "Grumshians".
Keith Amman:Other things are definitely going to vary and be more reflective
Keith Amman:of the kind of culture that these alternative orcs come from.
Keith Amman:You talked about how some monsters have, have changed from edition to edition
Keith Amman:or how they've been coated has changed.
Keith Amman:Goblins have changed profoundly.
Keith Amman:Fifth edition goblins are slippery, hit and run attackers, but AD&D goblins.
Keith Amman:I just, out of curiosity, I went back and looked to see how were
Keith Amman:goblins defined in AD&D what were their distinctive abilities?
Keith Amman:Because when I was first playing AD&D, and granted I was only a teenager at the time,
Keith Amman:but it seemed that there was very little to differentiate different humanoid races.
Keith Amman:Five E in contrast does a very good job of defining the different humanoid
Keith Amman:species in contrast to one another, at least if you read between the lines.
Keith Amman:AD&D's goblins were essentially defined by the fact that they like to take slaves.
Keith Amman:Okay, glad they changed that.
Keith Amman:And then orcs, I have for a very, very long time, thought that,
Keith Amman:orcs needed a better treatment.
Keith Amman:There have been many, many societies in human history that survived by essentially
Keith Amman:being border reavers - by raiding.
Keith Amman:Their point of view about raiding is not that it is what their evil
Keith Amman:god has commanded them to do.
Keith Amman:It's a survival strategy for them, probably a very rational
Keith Amman:survival strategy, given the environment in which they live.
Keith Amman:So what happens when their circumstances change?
Keith Amman:Either they can stick to those old raiding ways which are going to be more and more
Keith Amman:maladaptive over time, or they can try to find new ways of being in the world.
Keith Amman:In my current campaign have orcs that do both.
Keith Amman:I have orcs that stick to those raiding ways, and I have orcs that are very
Keith Amman:consciously trying to resist them.
Keith Amman:And I think that is an interesting way to treat orcs.
Keith Amman:That is the approach that I like to take.
Keith Amman:There are always going to be creatures that engage in activities that their
Keith Amman:victims define as evil, of course, because they're being victimized for
Keith Amman:them, but they have their reasons.
Keith Amman:Their reasons may not be well-developed or they may be very well developed,
Keith Amman:but you don't know until you ask them.
Keith Amman:As the DM, you want to have kind of a, an idea about it.
Keith Amman:For my orcs that are trying to resist the old ways, they are in fact
Keith Amman:unapologetic about those old ways because from their point of view,
Keith Amman:humans, elves and orcs got all the best land and weren't willing to share it.
Keith Amman:Wherever orcs are, there's already somebody else there and they attack us.
Keith Amman:So of course we fight back and of course, sometimes we take the
Keith Amman:fight to them to show them that they shouldn't mess with us.
Keith Amman:It's the code of the streets, you know?
Keith Amman:Just, applied to the mountains and the valleys and the
Keith Amman:forests instead of the street.
Keith Amman:These particular orcs get to a point where they realize they are actually
Keith Amman:stronger than their neighbors.
Keith Amman:And one particularly enlightened leader, instead of saying, "This means we can
Keith Amman:finally crush them," says, "This means we can finally get them to leave us
Keith Amman:alone and live in peace for a while."
Keith Amman:So he signs a treaty with the neighboring dwarves and they get to
Keith Amman:actually enjoy a golden age for a while.
Keith Amman:I think that you're only going to come up with stories like this if you
Keith Amman:actually spend some time trying to get into the heads of the orcs and
Keith Amman:how they see the world they live in and how they justify the things that
Keith Amman:they have done and are doing now.
Lucas:My guest is Keith Amman, the author of a series of books decoding
Lucas:monster stat blocks from Dungeons and Dragons into combat tactics for
Lucas:dungeon masters and players alike.
Lucas:The Monsters Know What They're Doing, MOAR Monsters Know What They're
Doing, and Live to Tell the Tale:
:Combat Tactics for Player Characters.
Keith Amman:The books are trade books published by Saga Press, which
Keith Amman:is an imprint of Simon and Schuster.
Keith Amman:So you can get them at any independent bookstore, Indie Bound, Bookshop.org,
Keith Amman:Barnes and Noble, Amazon, wherever you like to buy your trade books.
Keith Amman:If you would prefer to get it from your friendly local game store,
Keith Amman:they can obtain it wholesale from Simon and Schuster distribution.
Keith Amman:I am working on the sequel volume to The Monsters Know What They're
Keith Amman:Doing, which is going to tackle monsters from Volos Guide to Monsters
Keith Amman:and Mordenkainen's Tome of Foes.
Keith Amman:And after that, I am also working on a project called How to Defend
Keith Amman:your Lair, and, more details will be available on that in the future.
Keith Amman:I am on Twitter at @KeithAmman.
Keith Amman:I am fairly active on Twitter.
Keith Amman:I try to keep it as much about D and D as, and as little about politics
Keith Amman:as I can, and often fail, um 20, 21 resolution, more gaming, less other stuff.
Lucas:Thanks for listening to Making a Monster.
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Lucas:There's a lot of my interview with Keith that didn't make it into this
Lucas:episode and it will be available along with tons of other monstrous perks on
Lucas:Patreon at patreon.com/scintillastudio.
Lucas:That's patreon.com/s C I N T I L L a studio.