What Makes a Monster (Series | Part 1: Psychology of Players)
A Three-Part Series on Making Monsters in ttRPGs
Read the entire series on Monsters below:
Introduction | → Part 1 (Current) ← | Part 2 | Part 3
Long before Bram Stoker’s Dracula or Murnau’s Nosferatu, the Minotaur was prowling deep within the twisting corridors of the Labyrinth on Crete.
In many tellings, the creature was the grim consequence of Athens’ defeat in war — a war by King Minos to avenge the death of his son Androgeus. His victory forced the Athenians to send their children, year after year, as a living tribute for this monstrous half-bull, half-human to devour in the Labyrinth.
It’s widely agreed by mythologists and poets that there were two “King Minos.” This is to better corroborate the vastly elongated rule Minos held over Crete, alongside the widely divergent personality quirks the king is represented by in legends.
The first King Minos was the son of Zeus and Europa and is largely considered the 'good' king Minos. Lycastus, the son of Good King Minos, had a son also named Minos.
"Minos II" — the "bad" king Minos — is the Minos in the myths concerning Theseus, Daedalus, and the Minotaur. As a total aside, through one of his children, he was also the grandfather of King Idomeneus, who led the Cretans to the Trojan War. The more you know!
Barring its literal descriptive qualities, the Labyrinth has become a symbol in storytelling for fate's intricate — often punishing — twists.
Allegorically, just as Theseus overcomes the Minotaur with cunning or brute strength, he becomes a champion of reason and order against the lurking chaos that devours the innocent.
Players in a tabletop roleplaying game confront threats that test their courage, morality, and unity — much like Theseus and the heroes of old did.
The details change — vampires, dragons, alien horrors — but the root remains the same: fear of the unknown, dread of an unstoppable force, and the hope that a clever plan or heroic act might dispel the shadows.
Players, Monsters, and Emotions
Monsters evoke a spectrum of emotions from fear to awe. They are horrific, grandiose, monstrous (obviously), and regal — sometimes all at once!
When players interact with monsters, game masters are often at the mercy of the context in which they’re presented. A pack of gnolls arriving at midday after the party has had ample time to prepare isn’t too dissimilar from if they were a company of humans or a group of bandits.
However, with resources running low at night, they become closer to the stuff of nightmares, and all those primal feelings start bubbling up in the players.
The key to a great encounter is tapping into those feelings. Here are a few core emotional responses monsters can elicit:
Fear and Tension
The looming shadow of an unseen predator, the skittering of claws in the darkness, the sudden screech of an ambush. Fear arises from the unknown and the anticipation of danger.
Creatures like Call of Cthulhu’s cosmic horrors are designed to shatter the mind with their incomprehensibility, while a stalking vampire builds dread through its deliberate, calculated menace.
Wonder and Awe
The raw power of nature or the divine, the understanding of laws older than humankind, and the reverence for entities unheard of in the modern day. Creatures that are, quite literally, awesome can inspire the players just as easily as they can plant a seed of curiosity.Think of the first time players encounter a celestial being or an ancient, forgotten guardian. These creatures often become more than bags of hit points and instead become embodiments of the fantastic.
Anger and Vengeance
A monster threatening the players’ bonds — their homes, allies, or principles — can ignite righteous fury. Whether it’s a demon razing a village or a corrupt ruler abusing their power, these foes provoke players to action.A powerful enemy that inspires vengeance can cast long shadows over the course of a campaign — a powerful enemy that feels like the capricious extension of the GM’s whims can end a campaign before it begins. Be careful when trying to tap into that anger, as it can very quickly go from character anger directed at a monster to player anger directed at you.
Empathy and Moral Dilemmas
Not all monsters are purely evil. A werewolf cursed to harm those they love or a golem created only to serve but yearning for freedom can create moments of genuine pathos. These encounters challenge players to look beyond the creature’s monstrous exterior and instead see reflections of their own humanity.Everyone knows what it feels like to be misunderstood or treated as an “other”. Similar to evoking anger, however, be wary on introducing too many monsters-are-just-other-people — you may just create decision paralysis whenever the players are confronted by any type of creature that opposes them.
Player Archetypes and Monster Engagement
Every table is different, but players often fall into archetypes that shape how they interact with monsters.
You may have seen these sorts of archetypes in guides for how to run certain types of games — the 4th Edition Dungeon Master’s Guide for D&D may be one of the more famous examples.
While the archetypes are by no means binding or inflexible, by understanding them as starting points, you can tailor encounters to maximize a monster’s effect in a given adventure or session:
The Tactician
This player thrives on strategy and optimization. For them, monsters are puzzles to be solved. They want encounters that test their ability to outmaneuver foes, exploit weaknesses, and leverage their characters’ abilities. Above all, Tacticians treat monsters as parts of the game, just as their characters are.The Storyteller
These players are invested in the narrative. They see monsters as characters in their own right, seeking to understand their motivations, backstory, and place in the world. For storytellers, a compelling villain like Strahd von Zarovich from Ravenloft or a tragic antagonist like Zariel from Descent into Avernus can elevate the game.
The Roleplayer
Immersion is key for this player. They want monsters that provoke emotional reactions and allow their characters to shine. Whether it’s a chance to deliver a monologue before vanquishing a foe or a moral quandary about sparing an enemy, roleplayers seek depth and nuance.Similar to the storyteller in some ways, the roleplayer differs in that they want a monster to serve as a cue for their character to shine in the spotlight.
The Adventurer
For these players, the thrill of discovery and combat is paramount. They love exploring new environments, encountering strange creatures, and diving headfirst into danger. Monsters that are visually striking, exotic, tied to intriguing locations, or are just plain new will never fail to captivate them.
Looking Ahead at Part Two: Designing Monsters
Understanding your players' psychology is the foundation of memorable monster encounters.
By tapping into players' emotions, tailoring monsters to their archetypes, and sometimes subverting those expectations, you can craft creatures that resonate deeply and linger in their memories.
Monsters are both obstacles and opportunities for connection, growth, and creating unforgettable worlds and stories.
In the next part of this series, we’ll focus on designing monsters mechanically — balancing their abilities, stats, and gameplay impact.∎
This article is brought to you by the following paid subscribers who make this newsletter possible:
Azzlegog
Colin
Michael Phillips
Mori
Space Pirate
Loved the lore deep dive! Can't wait for part 2!