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Design / Re: creating compelling monsters
« on: October 16, 2014, 10:40:49 PM »
A compelling monster is one you can tell stories about. It has desires and perceptions and gets angry or afraid. One of the cheapest ways to make a monster more compelling is to have it declare what it is perceiving or what it wants. for example when an enemy humanoid notices you it could say something like "you're not Fred" or "thief!" or so on. You don't even have to make the monsters take any action, simply stating a desire is often enough. A dragon can say "I smell gold" a guard can mutter to himself "I'd rather be having a nice drink". As long as they don't get too repetitive this makes it feel like the monsters experience the world and are not just mindless automata.
Random connection but, I have heard that octopuses grew big brains because they have so many enemies that no one tactic works against all of them. I believe that one of the things that makes a monster compelling is that it takes different tactics to deal with it.
Some Octopus inspired tactics
Random connection but, I have heard that octopuses grew big brains because they have so many enemies that no one tactic works against all of them. I believe that one of the things that makes a monster compelling is that it takes different tactics to deal with it.
Some Octopus inspired tactics
- Disguising yourself as a dangerous creature such as an orc (perhaps by wearing orcish armor) to scare away weaker critters and allow you to cross open areas more safely
Decoys to distract opponents so you can run in the opposite direction
Holding absolutely still so that large predators lose interest.
Walking without rhythm so sand worms don't detect you.