Also, I loved that you called out the Uncaged adventures. Back when I was running largely fifth edition, they were one of my favorite resources for monster, focused adventures that deviated from the normal expectations.
Almost every single time I've run one of those adventures. It was fantastic and the whole table loved it.
I loved the 3 part especially releasing them quickly. Great topic, great ideas and tips. I’m trying to figure out how to make mine scarier for my players. I’m not sure if it’s me or the players. They don’t seem very anxious when monsters pop up. Maybe I need to pitch my voice a little different and show anxiety and show that these guys want to kill you? Or show urgency?
That's a bit tricky, not knowing your group or playstyle! What I tend to do if I need something to be scary is really spend a lot of time working up to it with atmosphere and tone.
Give me an example of a scary monster you might put in front of your players!
Well last month we had a big shark hiding in a deep hole in a cave system full of water. They saw a tiny glimmer of light. I presented the choice, do you want to check it out? It did turn out to be treasure but the shark was also there. We were using swim mechanics too. I described the shark as huge, scary with a maniacal hungry look in his eyes.
As somebody who doesn't have quite a phobia but STRONGLY dislikes deep, seemingly endless water, I would be sweating!
But one thing I like to do when I'm having a monster that surprises the party is I really start... slowing down... the way I speak... and get a little closer... and quieter... until everyone is naturally matching my voice and cadence. If I'm in person I slowly dim the lights too.
I toss in a few fakeouts. Something brushes up against them in the dark. They feel a rush of water, but nothing is there. Then, suddenly, it is there, just waiting for the exact moment to strike. Maybe it's so still it blends into the background. Whatever it is, it doesn't jump out and try to kill them. It just stares as if totally absent-minded. Then if anyone approaches it, it lunges.
YMMV, but that kind of stuff works for me!
Then I give the monster some really scary features. Like the shark is half-decomposed or has been magically grafted onto some other kind of horrific creature.
I especially like the idea of something brushing up against them, or the rush of water. All hints that something is there, without revealing what or where it is.
Honestly, I like the 3-part formula but it was also on a topic I consider quite relevant to my current interests so maybe YMMV? And theres always value in single articles. Either way, this was a fun set of reads and I'd do it again. I'll probably be coming back to this series when building monsters to see where inspiration and guidance can strike the hot iron. Thanks!
I really love multi-part series for the extra room they give to explore the topic. Too often, the die out before being completed, so I appreciated that you got these out in a set of rapid-fire releases.
Good advice too, and useful across a variety of gaming systems and styles. I'll apply it in the upcoming finale to my Public Access campaign, and hopefully in many more games in the future.
It was a bit of a feat to be sure - last week was pretty busy IRL, but like you I hate when a series dies out before being completed even if the completed thing would end up rushed.
Loved the series and would enjoy seeing more of them in the future.
Also, I thoroughly enjoyed the historical stories for each
Thanks Mylon! The historical angles were some of my favorite parts IMO, I'll probably be doing more of that when I think it's appropriate!
Also, I loved that you called out the Uncaged adventures. Back when I was running largely fifth edition, they were one of my favorite resources for monster, focused adventures that deviated from the normal expectations.
Almost every single time I've run one of those adventures. It was fantastic and the whole table loved it.
I loved the 3 part especially releasing them quickly. Great topic, great ideas and tips. I’m trying to figure out how to make mine scarier for my players. I’m not sure if it’s me or the players. They don’t seem very anxious when monsters pop up. Maybe I need to pitch my voice a little different and show anxiety and show that these guys want to kill you? Or show urgency?
That's a bit tricky, not knowing your group or playstyle! What I tend to do if I need something to be scary is really spend a lot of time working up to it with atmosphere and tone.
Give me an example of a scary monster you might put in front of your players!
Well last month we had a big shark hiding in a deep hole in a cave system full of water. They saw a tiny glimmer of light. I presented the choice, do you want to check it out? It did turn out to be treasure but the shark was also there. We were using swim mechanics too. I described the shark as huge, scary with a maniacal hungry look in his eyes.
As somebody who doesn't have quite a phobia but STRONGLY dislikes deep, seemingly endless water, I would be sweating!
But one thing I like to do when I'm having a monster that surprises the party is I really start... slowing down... the way I speak... and get a little closer... and quieter... until everyone is naturally matching my voice and cadence. If I'm in person I slowly dim the lights too.
I toss in a few fakeouts. Something brushes up against them in the dark. They feel a rush of water, but nothing is there. Then, suddenly, it is there, just waiting for the exact moment to strike. Maybe it's so still it blends into the background. Whatever it is, it doesn't jump out and try to kill them. It just stares as if totally absent-minded. Then if anyone approaches it, it lunges.
YMMV, but that kind of stuff works for me!
Then I give the monster some really scary features. Like the shark is half-decomposed or has been magically grafted onto some other kind of horrific creature.
I especially like the idea of something brushing up against them, or the rush of water. All hints that something is there, without revealing what or where it is.
Honestly, I like the 3-part formula but it was also on a topic I consider quite relevant to my current interests so maybe YMMV? And theres always value in single articles. Either way, this was a fun set of reads and I'd do it again. I'll probably be coming back to this series when building monsters to see where inspiration and guidance can strike the hot iron. Thanks!
Glad to hear it was helpful!
I really love multi-part series for the extra room they give to explore the topic. Too often, the die out before being completed, so I appreciated that you got these out in a set of rapid-fire releases.
Good advice too, and useful across a variety of gaming systems and styles. I'll apply it in the upcoming finale to my Public Access campaign, and hopefully in many more games in the future.
It was a bit of a feat to be sure - last week was pretty busy IRL, but like you I hate when a series dies out before being completed even if the completed thing would end up rushed.
Glad you found the information useful!