When I first started working on this system, my goal was to
improve the realism of monster lore checks. But thinking it over, ‘realism’ isn’t the
right word. After all, how realistic can
you be when dealing with dragons and demons and orcs? I think what I was really after was to
improve immersion. That is, I
wanted to decrease the chances that the rules would get in the way of immersing
ourselves in a good story. One of the
rules of good story-telling is that uncertainty creates drama and certainty
creates boredom. If characters are
presented with uncertainty, it creates drama, and pulls the players deeper into
their immersion in the story. The
current system for monster lore features a lot of flaws that break
immersion. From the example of the
Tarrasque and the ningyo to the Yeti in the desert to the hala demon from the
depths of Hell, all of these provide opportunities for players to recognize the
absurdity of the system, which in turn breaks immersion by drawing attention
away from the story and towards the rules.
This begs the question of what makes a good story. Taking books, movies and TV shows as our
template, a good story almost always involves uncertainty. A story where the outcome is a foregone
conclusion is boring. No one is
interested in a character that always makes the right choice, always has the
correct answer, and always wins. We want
our protagonists to face impossible choices, to fight against insurmountable
odds, and often to lose the battle before winning the war. We know intuitively that the protagonist will
triumph by the end of the story, but it’s the illusion of uncertainty that
keeps us reading or watching until the end.
It’s what makes the story interesting.
Turning back to role-playing games and monster lore
specifically, what makes a more interesting story? The character that sees a monster, makes
their Knowledge check and casually comments “Ah, that creature there is a kurobozu,
from Bestiary 5. It is an undead
creature, has the evasion ability and has a disease breath weapon. I rolled a 30 on my Knowledge (Religion)
check, so I calculate its CR at roughly 6”, or the character that sees the same
monster, and says “I think I have heard of this creature before. It is called a kurobozu; I heard a
bard from Tian Xia tell a tale of it, but I know nothing more.” The first reaction is a rules reaction, the
second is a story reaction. The first
breaks immersion, the other improves it.
The first reaction presents no mystery, no uncertainty. The other creates mystery, tension and
uncertainty.
My point is that uncertainty creates drama. And drama makes for good stories. And the more uncertainty a character faces,
the more interesting the story becomes.
That premise should be considered as we create our new monster lore
system. Some monsters should be
mysterious. How can we translate this imprimatur
into a cogent mechanical expression, and does it improve immersion in the game?
I’ve mentioned previously that I’m prone to complicating
things. At this point, before I start
adding bells and whistles to our system, I want to acknowledge that through
this process, we have created a working product. As it stands now, our new monster lore system
is robust, balanced and achieves our design goal. The player’s interface with the rules remains
the same (see monster, roll check, determine result), and while the new system
creates more work for the GM up front, the potential for improved immersion is
worth the effort spent. I could walk
away from this right now and be happy.
But we still have some nagging problems that we haven’t
solved yet. Remember the Yeti in the
desert? And the hala demon from the
Abyss? We still haven’t looked at these
issues yet. Before I jump in and start
complicating this paper bag, I want to point out that every idea that
follows from this point is a suggestion.
I need your input to determine if the added complication is worth the immersion
value it potentially creates.
The environment
Everyone is talking about the environment. Pressure from the political
left is forcing me to think about it as well.
And how it can affect our new monster lore system. To start this portion of our discussion off,
let’s go ahead and answer one of the two questions about the yeti in the
desert. Why is the yeti in the
desert? Actually, we don’t care! Remember that we aren’t interested in determining
how many yetis exist in the desert, we only need this as a reference to
determine how much the characters know about yetis. Keeping that in mind, let’s talk about
environmental matches and mismatches.
Each monster in the Pathfinder RPG gets an entry in their
stat blocks called Environment.
Environment gives us two pieces of information: Typical climate and
typical terrain. Example: Our yeti
(Pathfinder Bestiary 1, p. 287) has an Environment listing of ‘cold
mountains.’ We’ve learned a few things about
Betty (sorry, I couldn’t help it. At
least she doesn’t live in the Serengeti…).
Her typical climate is Cold, so arctic, sub-arctic and high elevation
areas. Her typical terrain is
Mountains. Great. What can we do with that information?
To start, we need to remember that our group plays adventure
paths, which means that our chances of encountering Betty are 100% if she is
featured as an encounter in the AP. It
doesn’t matter that we encounter her in a hot desert environment, because the
adventure says she’s there. Maybe the GM
calls shenanigans and replaces Betty the Yeti with her cousin Freddy the desert
yeti (who quite likes spaghetti). But
let’s just roll with Betty for the purposes of our experiment. Fact: Betty the yeti, who likes cold
mountain environments, is encountered in a hot desert. We don’t care why she’s there (maybe
she’s seeking confetti), but we do care about how much the characters
know about yeti. The characters are from
a hot desert environment. Should Betty’s
environment mismatch affect our character’s Knowledge checks for monster
lore? You bet your sweet ass it should!
One of the elements we must consider is the character’s
environmental origin. See, this gives us
a context for what kinds of monsters the character should be more familiar
with, and which ones she knows less about, in a general sense. Adventure paths normally advocate for having
characters originate in the AP’s geographical region. For example, Giantslayer characters are
recommended to originate from the town of Trunau, Crimson Throne characters
from Korvosa, and Mummy’s Mask characters from the city of Wati. It isn’t required, of course, but rather suggested
as a way to tie characters into the setting and the story. Assuming all characters follow this recommendation,
we have a unified origin environment for all the characters, we can compare
their native environment to the environment listing for a creature, decide what
a match means and what a mismatch means.
It gets more complicated if one or more of the characters hails from an
environment outside of the AP region. In
our Giantslayer campaign, only one character remains that originates from
Trunau. We have five out of six
characters in Crimson Throne that come from Korvosa, but the sixth has been there
long enough to consider it home. I’m not
sure what to do about that; I’m just noting it here so I don’t forget about it
later.
Let’s just pretend that all characters in the Mummy’s Mask
campaign are from Wati, and no one needs to be a special snowflake and play a
Viking or a mongol or a pirate. This geographically-unified
group wanders through the desert and encounters Betty the yeti (who’s feeling
quite sweaty). We compare the
character’s environment reference (hot desert) with Betty’s environment (cold
mountains) and we come up with a mismatch.
From the perspective of immersion, the characters should have a harder
time figuring out what Betty is, because she’s not native to their
environment. Yeti just aren’t found in
hot deserts. How do we translate this
environmental mismatch into game mechanics?
What about environmental matches?
I have two ideas:
- Decrease the DC for monster lore checks by 5 where environmental match occurs, and increase the DC by 5 if a mismatch occurs.
- Grant a +5 circumstance bonus to monster lore checks where environmental match occurs. Alternately, impose a -5 penalty to monster lore checks where mismatch occurs.
Personally, I prefer the first option because it doesn’t add
any complication to the players, but your thoughts are desired and welcome. I’m also not set on the values for the
bonus/penalty/DC change either. We could
also further refine the system to differentiate between climate and terrain. Let’s say Betty’s cousin, Freddy the desert
yeti (who’s from Cincinneti [oh God I can’t stop]), is encountered in a
hot desert. Freddy the yeti’s native
environment is hot mountains, so we have a partial match. How would you handle, and is such granularity
valuable from a player perspective?
The result is that characters who live in a particular
environment can recognize monsters from that same environment more easily, but
they have a tougher time identifying monsters from environments other than
their native one. Monster lore checks
are affected by climate and terrain.
Templates and variants
As written, a template increases a monster’s Challenge
Rating by a fixed amount, i.e. +1, +2, etc.
So, a CR 10 monster with a +1 template is increased to a CR 11
monster. This, in turn, increases the DC
for monster lore checks by an equivalent amount. So, bringing back our behemoth hippopotamus,
we apply the celestial template to this CR 10 creature, turning it into a CR
11. With our new rules, the un-templated
behemoth hippopotamus can be identified with a DC 20 Knowledge (Nature)
check. When we apply the celestial
template, our Humongous Holy Hippo™ still becomes a CR 11 creature, but the DC
for monster lore doesn’t change, because it’s no longer based on Challenge
Rating.
So how do we adjust for templated monsters? The simple solution would be to just increase
the DC for monster lore checks by the same amount that the template increases
the CR of the monster. But really, is
this sufficient? Does it adequately
express in the game mechanics that the creature is truly different in some
way? Sure, we can probably guess that
the Humongous Holy Hippo™ is a celestial creature because of the halo around
its head, but what about if we applied the Boreal Creature template? Now we have a Humongous Hoary Hippo™. Maybe we can identify it by the icicles
hanging off its ears? What about a
Humongous Hellish Hippo, or a Humongous Haunted Hippo? Does an increase of +1 or +2 really reflect
the changes that the template makes to the monster?
Variant monsters are a little different, in that the variant
creature could potentially have a lower Challenge Rating than the normal
creature. The variant critter is potentially
easier to identify than its standard version, which is stupid. A variant creature should always be
harder to identify, regardless of how its Challenge Rating changes.
Here’s my thinking: Since we’ve already established a
filtering criterion for Frequency, why not use the same filters for
templates? Templates from Bestiary 1
would increase the DC for monster lore checks by +1, those from Bestiary 2
& 3 would increase DC by +2, and those from any other publication would
increase by +3. I think that might
adequately account for the strangeness of a templated creature, but still make
the more common templates easier to identify than the more esoteric ones. What do you think about this solution?
Outsiders
Last potential complication, and then I’m ready to refine
and publish. Let’s talk about the
Metaverse. For purposes of definition, let’s
say Metaverse is any plane of existence other than the Prime Material
Plane. Places like the Abyss, Limbo, the
Elemental Plane of Air, the Negative Energy Plane, the Ethereal Plane,
etc. 99.9% of all living beings in
Golarion never get to see any of these places until they die, and when they do
die and go to their eternal reward or punishment, they can’t come back and tell
anyone about what it’s like unless they’re raised from the dead, which 99.9% of
beings can’t afford. In short, very
few beings can visit the Metaverse and share their observations.
But there exists that 0.1% that actually does visit Elysium or Axis or the
Elemental Plane of Pudding and some of them write about it. There is an opportunity for characters
to study and learn about the Metaverse, which is why we get a Knowledge (the
Planes) skill. Considering how rare, difficult
and dangerous it is to travel the Metaverse, and how few creatures have the
means and opportunity to do so, wouldn’t creatures from the Metaverse (i.e.
Outsiders) be so alien and inscrutable that they don’t fit into our standard
filtering system for monster lore?
Should not the DC’s for identifying outsiders be harder?
Think about it: Unless you are traveling through the planes
of existence and encounter an outsider on its native plane, Outsiders will never
be in their natural environment. Any
Outsider encountered on Golarion is not in its natural environment
unless it has the ‘Native’ subtype. We could
still classify the Frequency of Outsiders by Bestiary publication, so we would still
have uncommon, rare and very rare creatures, but it just feels like Outsiders
should be kicked up a notch.
We could bump up the DC’s for monster lore checks for
Outsiders by 5 or 10. A rare (normally
DC 20) Outsider would therefore be increased to DC 25 or 30, reflecting the
limited amount of knowledge anyone has about these creatures. The drawback, of course, is that the ranks
you have invested in Knowledge (the Planes) become less valuable. At an increase in DC of 5, a first level
character with INT 18 and a rank in Knowledge (the Planes) would have a 45%
chance to identify an uncommon Outsider.
With a DC increase of 10, the chance to identify decreases to 20%, with
no chance of learning a useful bit of information about the creature. How do you feel about Outsiders? Do you think they should be treated
differently, or am I just being a mean GM?
Okay, I lied. Two
more fiddly bits and I’m done. I
promise, because it’s 5:00 and I want to go home.
Name that Monster!
This next suggestion is
a little meta-gamey, but it could be a fun way to grab a bit of a bonus as a player
of the game, rather than as a character in the game. Here’s how it would work: You encounter a creature. The GM reads the short description of the
monster from the relevant Bestiary. “This
eerie beast appears to be the animated skeleton of a huge fanged cat, its bones
glowing with fire and seething with smoke.”
And then, you are shown this picture:
Before your character
makes any Knowledge check, as a player you get an opportunity to guess
what the creature is. If you guess the
creature correctly, your character gains a +5 insight bonus to their monster
lore check. If the player guesses
incorrectly, but is able to identify the creature’s subtype, they are instead
awarded a +2 insight bonus to their monster lore check.
I know enough to be dangerous...
Lastly, how about a mechanic where if you fail your check by
5 or more, your character remembers an incorrect piece of lore about the
creature? You think it’s DR 5/silver,
but it’s really DR 5/cold iron. You
think the monsters main attack deals poison, but it actually deals a disease
effect. Would that be fun, or just a pain in the ass? In my Savage Tide campaign many years ago, I
had a player who flubbed a roll and truly believed that the very human villain
was a fiendish tyrannosaurus. While this
example involved a Gather Information check instead of a monster lore check,
it’s such memorable moments that this idea seeks to capture.
And that’s it. After
we discuss the options presented above, all that remains is to codify the
system in a rules-consistent format, and introduce them into our game. Which I will do in the next, final post on
Monster Lore.
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