Quote:
Originally Posted by Nightshade
I think its a bad idea to underestimate the "Its just too damn much work" factor here, though; even people trying to create original game worlds have only so much time to put into that creation, and have to decide on priorities. Often monsters, especially non-intelligent ones, are a low priority on that because they're fairly detail intensive but not particularly core to the player experience.
|
That's why I have the slogan "man is the most dangerous animal". I prefer adventures where the goal is to stop evil cults, corrupt elites, or some mysterious uncanny thing; slaying a whole bunch of beasts doesn't interest me, and in the BRP system it's likely to get you killed for no good reason.
So, if I truly need a "monster", I'd rather design a one-off suited to the adventure or campaign. Otherwise, I'll draw my enemies from opposing organizations, nations, and cultures. (Last year, I played in a d20
Midnight campaign where 90% or our enemies were orcs, goblins, and evil humans ... but each had enough personality, and importance to our actual goals, that we players never felt bored. Except during combat, but that's d20 for you.)
Even in a science fiction game, I'd rather decree that humans brought Earth creatures with them rather than start cranking out alien beasts (although having generic Grazer/Chaser/whatever templates would be appreciated). I'm even parsimonious with sapient alien species, since most "aliens" in fiction could just as easily be genetically engineered humans with a cultural quirk.