Earl Norem |
Big monsters are a hallmark of Bronze Age Four-Color fantasy of the Swords & Sorcery mode. These creatures are often are the antagonist of the "big battle" of the issue, the full manifestation of the menace posed by the main villain--and occasionally the main villain themselves. Less formidable big monsters may be an obstacle to the final confrontation with the villain.
The monsters come in a variety of forms from merely giant to gargantuan natural animals to animate statues/automata of humanoids or animal shape. Tentacled, tendriled, or pseudopod-waving creatures seem to particularly common. I suspect so their threat is made clear in a way that doesn't immediately injure the heroes or result in a Comics Code Approval imperiling amount of blood.
So are multiple heads. Both of these have the added benefit particularly in games of allowing one creature to engage multiple heroic opponents more easily.
These creatures, at least the bigger ones, are seldom defeated by hacking them until they die. In game terms, the simplest to defeat require a "critical hit" or called shot of some sort, often an injury to their eye. Others are dispatched by a trick of some sort: using the environment or their own abilities or natural weaponry against them. Finally, some can only be killed using a special item or weapon, typically obtained earlier in the adventure.
What does this meaning for emulating the genre in gaming? These are my take aways:
- Unique, big monsters need to show up regularly. Maybe not every adventure, but most of them.
- The best way to defeat the creatures should seldom be the most obvious brute force method.
- This means the GM needs to reward creative thinking by the players to handle these encounters.
- If the ways of defeating the monster are particularly limited, the means must be telegraphed to the players and be available to them.
By gum, a rare sighting of Claw in the process of being unconquered. I know the Doom that Came To K'Dasha-Dheen when I see it. :)
ReplyDeleteThe tentacle/pseudopod/tendril thing also lends itself to our hero showing off their incredibly physique by tearing themselves free of constricting appendages where those of lesser mettle go screaming to their deaths. Be sure to give a chance for your strongman PCs to indulge in some showy grappling escapes.
A lot of the things get the Lovecraftian "indescribably horrible" treatment too, followed by a laundry list of disjointed attributes and physical features.