MONSTERS & TREASURE
BEASTIARY AS SETTING “MEN”
There’s a tabletop RPG maxim that monsters determine setting, and while it can
be taken too far there’s definitely a bit of truth to it. The antagonists faced by players and their
characters, especially in an emergent game (by which I mean one with a sandbox
or where the player’s decisions and interests otherwise largely set the tone
and nature of the game’s locales, enemies and intrigues) the players opinions
and goals are likely to be at least partially formed by how they feel towards
certain early encounters. The death of a
character in the first game to goblins can make the player angry enough to
devote several sessions to being goblin eradicators for example. In a game where the goblins are replaced with
bandits, draconians or halflings there will be a very different tone to these
subsequent adventures.
Of the original D&D booklets - tiny ugly things published in the mid 70's -
the second is titled "Monsters & Treasure" and contains Dungeons
& Dragons ur bestiary, with 68 or so monsters (or classes of monster, it's
not always clear). Reading through these I can't help but wonder what
kind of implied setting this set of adversaries make for. The monsters are not ordered in any real way
in Monsters & Treasure, though the idea that they are listed from most
common to rarest is a bit appealing, secondly the descriptions of these
Monsters are heavy on practical details, such as the weapons mixes of human and
humanoid enemies, but sparse on ecology, description or other evocative
detail. It seems interesting to me to
take a look at a few of the monsters and to think about how to use, describe
and elaborate on the various Monsters & Treasures enemies. For this I have decided to tie my reskins
(minimal I hope) to my Fallen Empire setting (the place where I play around
with vanilla tabletop fantasy concepts).
I won’t be commenting on the statistics of these monsters except
generally, because OD&D statistics are quite simple and really rather easy
to imagine on the fly.
MEN (BANDITS, BERSERKERS AND BRIGANDS)
The first entry in Monsters & Treasure is either incredibly monstrous or
terribly mundane – Men. It is also the
longest entry and comprises at least seven subcategories (for my purposes
Cavemen and Mermen will be separate monsters, but they likely shouldn’t
be). The category of Men includes
various dangerous types inclined towards robbery and violence: Bandits,
Berserkers, Brigands, Dervishes, Nomads, Buccaneers & Pirates.
This is what Monsters & Treasure has to say about Bandits (I’ve removed
excessive mechanical detail):
“BANDITS: Although Bandits are
normal men, they will have leaders who are supernormal fighters, magical types
or clerical types. For every 30 bandits there will be one 4th level
Fighting-Man; for every 50 bandits there will be in addition one 5th
or 6th level fighter; for every 100 bandits there will be in
addition one 8th or 9th level fighter. If there are over 200 bandits there will be a
50% for a Magic-User [of 10th to 11th level!] and a 25%
chance for a Cleric of the 8th level…
[Bandit leaders have a small chance of having magical equipment]
Composition of Force: Light Foot
(Leather Armor & Shield) = 40%; Short Bow (Leather Armor) or Light Crossbow
(same) = 25%; Light Horse (Leather Armor
& Shield) = 25%; Medium Horse (Chain & Shield, no horse barding) =
20%. All super-normal individuals with
the force will be riding Heavy, barded horses.
Alignment: Neutrality”
 |
Not These Guys - from Dark Souls |
Bandits then aren’t scruffy types
one encounters here and there a handful at a time, they are legions of warriors,
encountered in groups of 3D100 and led by powerful and special NPCs. Bandits seem to have a degree of military organization and certainly
military equipment, albeit not the best, and they aren’t necessarily evil. My own mechanical inclination is to make the
encounter number (for everything in Monsters & Treasure) the number of the
monster type residing in a hex rather than a single encounter. A bandit band of 200 presumably has
infrastructure to guard (A camp at least) and not all of its force will be set
in ambush (without good reason). Instead
smaller groups of bandits will watch the road, patrol their perimeter and
generally act as random encounters, and will warn the camp/fort if they
encounter anything dangerous.
What the numbers, organization and powerful leaders of bandits seem to imply is
that they aren’t just robbers, highwaymen or thieves, but entire armies of
misrule. That they can roam the
countryside (along with their less pleasant offshoots) without interference
implies a lack of social order. In
Monsters & Treasure “Bandits” imply two possible things about the
setting. First that there is some sort
of rather nasty and titanic war occurring (or perhaps just ended) in the game-world,
leaving large bands, full military units up to size of a small battalion roaming
the countryside and preying on travelers.
The Second, and perhaps less apocalyptic world building implication from
the bandit entry is that the bandits aren’t really ‘bandits’ in the classic
sense of highwaymen, but rather the local forces of order outside any sort of
legal structure or control. The local
lords, barons, mayor, cult leaders and other leader types have large armed
bands of militia or retainers and they tax whatever comes through their domains
heavily.