Designing C & S Monsters - by Edward E. Simbalist
note - The statistics presented are for C&S 1st edition.

In the final analysis, any fantasy role-playing game aims at the encounter between man and "monster". Chivalry & Sorcery monsters might appear to be rather limited in numbers to those players conditioned to the veritable avalanche of dungeon and wilderness nasties that can be found in the prozines and apazines of fantasy gaming and in other fantasy role games. However, it should be remembered that C & S was designed initially as a fantasy simulation set in a middle ages environment, and the monsters chosen for it were those typical of such a setting.

That does not mean that other monsters are automatically excluded from a C & S campaign. Quite the contrary. The fantasy world created by a Game Master and his friends need not be a historical mediaeval world at all. Remember, "feudalism" is a type of social/political/economic ordering of society and can apply to Anyplace and Anywhen. The range of possible worlds of fantasy that can be characterized by one sort of feudalism or another is large. Such worlds are limited only by the imaginations and organizational skills of those designing them.

Within a fantasy world, there could be a place for almost any type of creature. But - and it is a very big BUT - the monsters should have their PLACE. The chance of encountering a given monster should be directly related to its nature and the appropriateness of his presence in a particular region. Some monster types, and especially the "exotic" varieties created out of whole cloth by players instead of being drawn from actual myth and legend, ought to be strictly limited both in numbers and in the locations in which they might be encountered.

There are players who regard the number of monster types as somehow being a measure of the quality of a campaign. That is a mistaken assumption.

Numbers in themselves never amount to "better". There are hundreds of different monsters now available. It is rare that any one Game Master will have the time, inclination, or ability to use them all in an effective manner. Considering that every mistake, every failure to exploit the full potentials of a given monster type results in player victories and experience bonuses, quantity is simply not quality. It is, at best, only a novelty that quickly wears off. At its worst, it is bad campaigning. No gimmick monster, however "cute" or "clever" it may be, will ever replace imaginative and skillful Game Mastering.

What is perhaps of greatest value are the possibilities for selecting specific monsters from the plethora of beasties available. Each Game Master has his favorite monsters, as do the players. Selection of monsters for a campaign is a personal matter. It cannot be otherwise for each campaign will bear the mark of the Game Master conducting it. I, myself, will have nothing to do with monsters that violate my personal sense of what is authentic and reasonable. The monsters I design and use have to meet my standards of believability and good play balance. To a degree, my preferences are a matter of personal prejudice, and I prefer authentic monsters adapted honestly and fairly accurately from actual myth and legend, or from good works of fantasy fiction.

I do not condemn monsters designed outside the bounds of tradition. Umber Hulks have always occupied a special place in my mean little Game Master's heart. But I do reject many of the poorly conceived "monsters" arbitrarily designed and introduced into many campaigns without any real thought as to their impact on play balance, not to mention more fundamental considerations which shall be raised shortly. I do not accept any defense of such monsters on the grounds that "it's only a game". Nor do I accept the argument that just because the designers of one game or another put in or excluded a monster that I either have to use it or refrain from using it. There is no "one true way" in such matters except sweet reason and developing fair and balanced play.

I have been asked by a number of players how to adapt monsters from other games to C & S. Before embarking on an explanation of such a task, I would first stress that C & S combat and Magick systems differ considerably from those of other games. Indeed, a veritable void of difference exists in some respects; and direct comparisons of abilities, combat or magical, often become so difficult that one might as well design a new creature. This will become clearer when I show how to convert an Umber Hulk, one of my favorite D & D monsters.

We are told that the Umber Hulk is large and barrel-like in form, generally humanoid but much more squat and massive. It is capable of ripping its way through rock at an incredible rate with its large claws, arguing for immense strength. Because of the configuration of the creature, which does not allow for a mobile head and neck, I would not grant it any bonuses for biting unless a victim was conveyed bodily to the mouth of the creature by its claws. The jaws, despite their formidable appearance, would not be overly powerful because of the tendency of the monster to depend upon its claws (an "evolutionary" factor). Since it is capable of tunneling quickly, I would assign it several additional blows with its claws and give them a high damage multiplier. At the same time, it is cumbersome from its description and likely has little agility or speed. Dodging by such a creature would be a joke. Parrying ability with its claws would be limited. As for the body itself, it would be fairly well armoured, capable of taking considerable punishment, and heavy. The monster would also possess Nightvision, being a subterranean creature. Its sense of hearing I would rate as very low, probably equivalent to that of Lower Undead (C & S, p. 107).

The Umber Hulk, by reason of its brute nature (and personal preference) I rate as having low intelligence and wisdom, probably 1-6 on a scale of 20. It is "instinctive" in its habits and behaviors, probably very dogged in its persistence to "dig out" prey once it has found it but likely too stupid and too ill-equipped with sense of smell or hearing or sight to track prey that has fled.

Clearly, the monster that is going to emerge from such an interpretation will be an Umber Hulk in name only. The monster necessarily undergoes significant changes in conversion:

BodySizeWt.% Hit% Parry% DodgeBlowsNatural WeaponsWDFArmourExperience
908'800+25%-10%-+4MLC6 Large Claws
MLB3 Large Fangs
x6
x2
5 or 62000
IQ :1-6Digging:10'/turn in sand;
6'/turn in earth;
3'/turn in porous rock;
1'/turn in dense rock
Wis:1-6
Targeting:%ages given for Centaurs
Hearing :as for Lower Undead (C & S, p.107)
Movement: 50/130
Environment:Subterranean Dungeon only

This is the type of analysis that is required to develop a monster in C & S terms. Clearly, such interpretation often depends value judgments from the designer. In effect, monsters adapted from other game systems have to be redesigned.


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