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The Monsters Know What They're Doing with Keith Ammann
Episode 722nd March 2021 • Making a Monster • Lucas Zellers
00:00:00 00:17:30

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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.

Read the transcript and get more from the show: https://scintilla.studio/monster-keith-ammann/

Get stat blocks, bonus content, and other monstrous perks: www.patreon.com/scintillastudio

Join the conversation: www.twitter.com/SparkOtter

Meet my guest Kieth Ammann:

https://twitter.com/KeithAmmann

https://www.themonstersknow.com


Closing music from Jason Shaw at Audionautix.com

Transcripts

Lucas:

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.

Lucas:

If you like what you've heard and you want to support the show, please share

Lucas:

it with the people you play games with.

Lucas:

Your recommendation lets people know, better than I ever could, that this

Lucas:

project is worth their time and attention.

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.

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