The Beast Fears Fire - Intro
There's going to be some monsters here.
I'm not sure how often or for how long, history is not to kind on my blogging series, but we'll see. I'll be posting monsters in the style of an RPG bestiary, and yeah, since I run an RPG on Monday night, they will actually be useful in a version of my system, but mostly, I want to try to put things in that are interesting to everyone.
Setting - There's an implied setting here, but I know precisely dick about it. It's probably pre-industrial, but it might not be medieval. It could be as recent as early modern. The place is called Crickton, it's a pluralistic society with two or three main groups contributing to its culture. Murren is to the north, Savel is to the west and the Surlycrow plateau is to the northwest. South and east is ocean. I think.
System - The Rope (as in Get the rope - a common cry from my old gaming group when I foisted playtesting off on them), which, if you care, steals from Fate, Cortex Plus and mostly Apocalypse World. If you care. The important part of the system, which will come up are Moves. This is from Apocalypse World. Basically, a move is a situation in which you roll the dice. If you roll kind of well, you get a hit. If you roll really well, you get a hard hit, which is better than a hit. If you don't roll well, you get a miss, and whoever is running the game gets to make a move of their own.
Taxonomy - I'm going to do groups of 6 monsters, usually, per category, this being due to system consideration which I'll be happy to explain if you want to ask. The grouping of these six monsters (or a certain number of less than six monsters and something that relates to them) is kind of up to me and not subject to anything but my own whim. For example, the first category is going to be Wolves, and a couple of the things that show up in that category are canis lupus related. The others, are thematically related, or look like wolves or something like that.
I'm not sure how often or for how long, history is not to kind on my blogging series, but we'll see. I'll be posting monsters in the style of an RPG bestiary, and yeah, since I run an RPG on Monday night, they will actually be useful in a version of my system, but mostly, I want to try to put things in that are interesting to everyone.
Setting - There's an implied setting here, but I know precisely dick about it. It's probably pre-industrial, but it might not be medieval. It could be as recent as early modern. The place is called Crickton, it's a pluralistic society with two or three main groups contributing to its culture. Murren is to the north, Savel is to the west and the Surlycrow plateau is to the northwest. South and east is ocean. I think.
System - The Rope (as in Get the rope - a common cry from my old gaming group when I foisted playtesting off on them), which, if you care, steals from Fate, Cortex Plus and mostly Apocalypse World. If you care. The important part of the system, which will come up are Moves. This is from Apocalypse World. Basically, a move is a situation in which you roll the dice. If you roll kind of well, you get a hit. If you roll really well, you get a hard hit, which is better than a hit. If you don't roll well, you get a miss, and whoever is running the game gets to make a move of their own.
Taxonomy - I'm going to do groups of 6 monsters, usually, per category, this being due to system consideration which I'll be happy to explain if you want to ask. The grouping of these six monsters (or a certain number of less than six monsters and something that relates to them) is kind of up to me and not subject to anything but my own whim. For example, the first category is going to be Wolves, and a couple of the things that show up in that category are canis lupus related. The others, are thematically related, or look like wolves or something like that.
Published on November 30, 2012 16:38
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