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My OD&D Encounter SOPs

I've been running Murdicog's Manse with the Underworld & Wilderness Adventures dungeon encounter tables. These provide nothing aside from the type of monster encountered (numbers are my addition).

I've been gradually compiling a mental "Standard Operating Procedure" for OD&D monsters that fills in some of the gaps left by their printed descriptions. I thought it worth sketching one out for all the entries on the table, tailored to my preferred sci-fantasy "arcade-mode" milieu.1 Obviously this is nothing novel; I think everyone does something similar when running a dungeon game. But the exercise of writing them all down was fun and prompted me to make some improvements.

The following loose SOPs are conceived with three purposes in mind:

  1. To inform how I interpret reaction rolls.
  2. To give each monster a gimmick or "thing" that occupies their time in the dungeon (what are they up to if surprised? What do they want?).
  3. To provide a reasonably well-defined, learnable way for players to reduce the risk of combat.2

OD&D Monster SOPs

The ones I'm just not sure about yet

Notes

This was partly inspired by discussing the Realm of Yolmi Bestiary with Scribble recently. The Yolmi monsters all have a very clear "thing" they do when encountered -- though bizarre and silly, it's usually very well-defined. For example, here's an entry I picked at random, "Gamblers":

Gaudily dressed, they invite Adventureers to play with them in obviously crooked games for high stakes. If refused, they will attack 45% of the time. They are also quit adept at passing phony coinage.

The nature of the "crooked games" is vague, but this is otherwise a very well-defined encounter. I know exactly how to run it from three sentences.

Just for fun, here's one more, the "Psii":

Creatures whose breath interacts with the atmosphere to produce a fire-breathing appearance. Their sole purpose in life is to melt coins onto rocks.

A little tougher, but once again it's a very specific thing that this monster wants and does.

Monsters & Treasure provides some guidance along these lines, but it's muddled up with the way most of the monsters were pulled from Chainmail -- many descriptions seem to assume you are encountering the monsters in the wilderness. I think Yolmi is thus a good model for writing monsters in a way that is parsimonious but able to articulate a well-defined encounter guideline.

More broadly, it occurs to me that the basic problem of how to interpret a random encounter (e.g. with 2d6 Goblins) has generated a wide range of solutions:

All, I think, are useful tools for the right situation.


  1. In order to be maximally confusing, the descriptions here are sort of the Antarctic Adventure Jam milieu, and sort of what I'd use running generic OD&D off the book.

  2. A matter of playstyle preference -- I like the idea that as players learn more of the ways of the dungeon, they can find ways to bypass combat. I think this also adds some interesting texture to the monster list -- Kobolds can be appeased with a shitty poem, but Orcs are probably going to attack. Undead are mindlessly hostile but can be turned by Clerics. Animals like food, but don't hang around after they've finished. The dungeon also gets somewhat more violent as you go deeper.

  3. I imagine them a bit like the warriors in Chants of Sennaar.

  4. For my Murdicog's Manse game they function a bit differently, but for future stuff I'll use what's written here.

#game-design #musings #odnd