Inspired by this blog post (http://blog.trilemma.com/2014/10/non-mechanical-difficulty-levels-for.html?m=0), I’ve…

Inspired by this blog post (http://blog.trilemma.com/2014/10/non-mechanical-difficulty-levels-for.html?m=0), I’ve…

Inspired by this blog post (http://blog.trilemma.com/2014/10/non-mechanical-difficulty-levels-for.html?m=0), I’ve been thinking of tags that can be applied to dangers to reflect their disposition. These tags can be used to paint a picture of what an engagement against that danger would be like: how quickly the PCs get noticed, how the danger reacts, etc. here’s what I have so far, what others could be added?

• Slow: They are relatively easy to run away from.

• Fast: They can outrun an average human, making escape difficult.

• Unorganized: They do not work well together or communicate poorly, and could be dealt with piecemeal.

• Factional: There are factions within the group that don’t always get along, creating opportunities to make alliances or divide and conquer.

• Militaristic: They are disciplined and trained to quickly and aggressively respond to threats.

• Gestalt: They operate as one mind. If one knows something, they all know, and they can coordinate with frightening efficiency.

• Defensive: They act to drive others away from their immediate homes, but not any further.

• Territorial: They pursue threats to their territory, which may be as large as an entire region, and won’t stop until the threat has left the area.

• Vengeful: If you mess with them, they’ll make sure you won’t do it again.

• Proactive: They are actively searching for threats, and will bring the fight to them.

• Vigilant: They have scouts, keen senses, or magical scrying to warn them of approaching danger.

• Stationary: They cannot move from their position.

• Site-Bound: They don’t leave the site where they are found.

• Ranging: Their reach is far and wide, able to cross entire regions.

• Horde: There are hundreds of them, or maybe even thousands.

• Stealthy: They remain hidden from sight until it’s too late. Expect ambushes.

3 thoughts on “Inspired by this blog post (http://blog.trilemma.com/2014/10/non-mechanical-difficulty-levels-for.html?m=0), I’ve…”

  1. I personally think these could be valuable descriptions when combined with the existing monster descriptions, even if it’s specific to your campaign or world. However, as a cluster of tags, I think there’s some repetition and overlap of concepts, and certainly some duplication of effort with what already exists in DW in particular.

    For example, DW already has number/group/density, which already covers things like Solitary or Horde. And there is a specific category of tags for range that is combat specific, different from the ranges that Michael addresses in his blog.

    But I think there’s a lot of cool stuff you could do (and I may do for myself) with creating tag categories for such things as:

    – Perception (Oblivious, Inattentive, Alert, Vigilant),

    – Tactics (Unorganized, Cohesive, Militaristic, Hive-mind),

    – Pursuit (Fast, Normal, Slow, Stationary, Site-bound, Local, Region, Nation),

    – Aggression/Response (Defensive, Passive, Vengeful, Predatory).

    Some categories may get two tags, such as a blood thirsty tribe of goblins that is both Fast and Local under Pursuit.

    Ultimately, for me, these would be helpful primarily as GM notes for creating new creatures or specific instances, rather than as a blanket tool for a bestiary. But they could certainly be useful there, too.

  2. Very useful (thankyou!) except for ‘Horde’ which overlaps with an existing mechanic in DW for establishing HP, consider, “Multitude” or “Swarm” or “Throng”, to avoid confusion.

    FYI ….

    In large groups: horde, d6 damage, 3 HP

    In small groups, about 2–5: group, d8 damage, 6 HP

    All by its lonesome: solitary, d10 damage, 12 HP

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