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Tips for Dungeon Masters when role-playing monsters

by Clyde Starr

Created on: June 27, 2009

In a game like Dungeons & Dragons, the monsters are the meat and potatoes of the game. Sure, there are games out there that go from one political/diplomatic role-play session to another, and there are definitely gamers out there that like that sort of game, however, the thrill of a challenge is what gets the blood flowing and also what draws those new players watching the action into wanting to join in the fun. Now, Dungeons & Dragons is first and foremost a Role-Playing Game. The key to this being Role-Playing. The PCs(Player Characters) will provide the role-playing for their own roles in the action. They develop the personality, mannerisms, and overall motivation for their actions in the game and it is their responsibility to act that out. The DM(Dungeon Master) on the other hand has the responsibility to do the same for the NPCs(Non-Player Characters) in the game. The biggest group of these and by far the most interesting is the antagonists. The enemies of the characters, be they corrupt officials or mindless flesh eating zombies, or a rampaging dragon, are what we like to collectively refer to in the game as the 'Monsters.'

Monsters doesn't refer to what a creature is, as much as its role in the game in general. If it is contrary to the goals of the PCs, put in their way to cause and prolong conflict, then it is a monster. Role-playing these monsters is what truly brings the game alive to the PCs and spectators alike(if you have any, that is.) while playing the game. Just like with important allied or neutral PCs, a good idea is for the DM to come up with mannerisms, modes of speech, and, if you have the facility, different voices for intelligent, speaking monsters in your game. Deep gravelly voices for that Ogre Chieftain sets the mood in the game. A smarmy, whiny, squeaky voice for that goblin cutter also gives you an idea about its overall role in the game to come. Instead of just diving into combat after combat, if you begin with a little dialogue involving the intelligent monsters and the PCs, the game itself is enhanced.

What about non-intelligent or unspeaking monsters, you might ask? Just because something doesn't speak Common doesn't mean it doesn't have a personality. Anyone who has ever owned a pet knows that animals, like people each have their own idiosyncrasies that can be depicted by the DM when playing the game. For help in determining how to run a specific monster, be it an intelligent humanoid or a mindless pile of living

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