Do you want to Ask the Angry GM a question? It’s easy to do. Just e-mail your BRIEF question to TheAngryGameMaster@gmail.com and put ASK ANGRY in the subject. And include your name so I can use your proper appellation when making fun of your question, your inability to proofread, your poor understanding of brevity, your name, your personal habits, or your failings as a game master, be they real, imagined, or invented for the express purpose of having something to make fun of. And yes, you should consider that a warning. If you want politeness, go ask the Hippie-Dippie-Sunshine-and-Rainbows-and-Bunny-Farts-GM. If you want the best damned advice about gaming anywhere on the Internet for free, well, you’d better be able to take a few punches. Oh, and remember, this column is written at least two weeks in advance and can only address a fraction of the questions it receives. So, if you have an emergency and you’re under a time constraint, go on Twitter and ask Perkins or Crawford to s$&% something out for you. If you ain’t paying for it, you can have either quality or speed, but you can’t have both. And I only offer quality.
Now, on with this week’s question(s).
Orionox asks:
I want to put an unbeatable creature in my game to drive the players and keep them moving. Something inspired by Resident Evil 3’s Nemesis or Alien: Isolation’s Xenomorph. How would you do this? How would you handle the monster’s movements when the flow of time is fuzzy, like during conversations or while solving a puzzle? How would you handle the encounter when players actually get caught and meet the monster? How would you set it up so the players understand that the creature can’t be f$&%ed with?
Holy mother of f$&%, I love this question. I love this question so much I’m not going to talk about how much editing I had to do to cut out the crap and get to the point. And that includes the three sentences of ego polishing that these questions always start with. “Hi Angry, I love you and everything you write and to prove that, I’m going to cite a whole bunch of things you wrote that suggest that I know this idea is going to be hard to pull off and then tell you how you’re the only one who could probably figure this out.” Yeah, you’re welcome everyone for skipping that bulls$&%.
Actually, I’m going to reference something I cut just to make a point though. Orionox, while he was trying to flatter me unnecessarily into answering his question, pointed out that I have gone on record as saying that intentionally creating a too-powerful foe so that your players can only flee or get killed totally sucks, even if it is for the sake of realism. And I stand by that. Screaming that your dead PCs should have been smart enough to run away from the monster that they couldn’t possibly scratch that YOU forced them to confront to prove a point about how the WORLD DOESN’T LEVEL WITH THE CHARACTERS makes you a grade-A f$&%wit. But that’s not what this is. Not at all. And it’s important to understand the difference.
Orionox, you have a reason for that creature to exist. It’s not just because “the world of D&D doesn’t care about your levels, now f$&% you and start running”. It’s because you want to create a tense horror scenario in which the heroes have to accomplish some other goal while being hunted by something. You don’t want the thing to be unbeatable because you’re a d$&%. You want it to be unbeatable because disempowerment is an important part of the horror genre. And you’re not trying to screw your players. Hell, you’re trying to give your players one hell of an experience. Because, when they escape or defeat the thing or whatever, they sure as hell are going to be high-fiving. After they change their pants. And you are keenly aware of the issues because you want to make sure you’re doing it fairly and giving your players every chance to succeed. That’s a GOOD reason to have a too-powerful monster. Go for it.
I hope it works out for you. Anyway, that’s it for this installment of Ask Angry…
Oh, f$&%. I didn’t actually answer the question. I answered the part of the question I cut out as useless irrelevant crap because it was just looking for validation and Angry don’t do that validation s$&%. Except here, I guess. Fine. You can have some validation. It’s a cool idea and a really cool question.
So, how would I do this? Conceptually anyway. Because I’m not going to write your adventure for you. And if I happen to publish an adventure called Alien vs. Predator vs. Murderhobo on the DM’s Guild, just remember that that will be a totally original thing I invented myself (do not steal).
First, it’s important to establish what the adventure is actually about. And what it isn’t about is Xenosis – which is what I’m calling the monster. I mean, it is. But it isn’t. If the adventure is about defeating the Xenosis, the players will be looking for ways to defeat it. That will lead to disaster. The heroes have to have a goal completely unrelated to Xenosis. Or a series of goals. And, look, I know movies and video games make “survival” the goal. But survival isn’t a goal. It’s a motive. Escape, for example, is a goal. That has a finish line.
So, what are the heroes trying to do? Escape from the dungeon? Rescue someone? Locate something? Investigate something? Whatever the goal is, it has to be important enough to keep them in the dungeon with something that is fully capable of destroying them as easily as it scratches its butt. That’s why most of these stories involve people being trapped somewhere. Otherwise, you have questions like “why do those terrified schoolgirls keep going up the horrible, haunted mountain? Is taking pictures of ghosts really a good enough reason? Are they pants-on-head stupid?”
The next question is whether the heroes will actually defeat or destroy the Xenosis before the end of the adventure. And that’s something that might come up if the Xenosis is related to the main plot and might escape into the larger world. If the heroes disturb an ancient horror while they are on their archaeology field trip and the ancient horror is likely to chase them out of the dungeon and then eat the nearest kingdom, the heroes might feel a mite responsible. But if the Xenosis isn’t really evil or horrible, if it’s just a dangerous animal that happens to live in the dungeon that also has the artifact they need, more the better. Of course, you could gradually shift the goal from “do the thing you came to do” to “you’re going to have to kill that thing somehow,” that’s fine. But you’re going to figure out a way that the heroes can kill the thing and make sure you empower them to do so. That’s a whole other question, though. So, let’s just assume there is a dungeon complex, there is a goal, and there is a terrible monster roaming the dungeon who will wreck the s$%& out of the heroes if they try to fight it.
Structure of the adventure figured out, the next step is to make a few decisions about how to handle the actual monster. And the players. And their interactions. And I have some really good advice, here, but I know it’s going to piss people off. So, let me put a disclaimer here.
Tabletop RPGs are not now – nor have they ever been – about establishing systems to simulate a world. They are instead about creating a satisfying game experience that gives the illusion of taking place in a logically consistent world. I will never understand, for example, why some GMs think that random encounter tables or random weather tables are preferable for any reason other than “rolling on random tables feels more fun than planning every goddamned moment of the game.” Seriously. Imagine two GMs. One GM rolls for random encounters during the party’s travels and runs those encounters and the average trip includes three encounters. The other GM carefully plans between two and four encounters to happen during every trip and runs those. Do the players know the f$&%ing difference? Of course not! Is either approach better for ANY REASON? OF COURSE NOT! Rolling randomly is fun for no other reason than it is. Planning carefully is good because the encounters tend to be smoother. The approaches are different, but they have the same outcome as far as the players are concerned.
With that said, I’m going to tell you that, in this adventure, the PACING and TENSION are far more important than any sort of mechanical system. And fair play is far more important than leaving things up to the whims of the dice. Yeah, I said it. Sometimes, you have to admit that, for the game to be good, you’re going to have to take a tighter hold on the story reins. And if anyone wants to take issue with that, well, that’s why YOU can’t run a cool Alien: Isolation adventure.
Now, it’s going to be hard to put this s$&% in order. Sorry. There’s a lot of jumbled issues here. Hopefully, this will make some kind of sense when I’m done writing it.
First, you have to introduce the Xenosis. You have to introduce it early. And you have to make sure the players can see that it is pretty much the baddest bada$& ever. But, if you want to do the horror right, you also have to build toward it. When the players first arrive on the scene, they should see signs of horrible carnage. They should know something horrible is happening. It could start with things being wrecked and abandoned, then build to some blood stains, screams in the distance, or whatever, and then culminate on a horribly disfigured and dismembered corpse. They need to know something is wrong so they are on their guard. And, if you’re going to allow this adventure to take several sessions, it might be worth it to allow an ENTIRE SESSION to go by of ratcheting tension and non-combat challenges. They have to break down doors, climb over ravines, negotiate traps, solve puzzles, whatever. But what they don’t do is get into any fights. With anything. But they keep finding signs that there is going to be a fight. And they keep expecting it. That gets them pretty f$&%ing on edge.
Eventually, you have to introduce the monster. And you’re going to have to decide what it is that makes it powerful. Assuming you go the horrible monster route, it is probably strong, vicious, and practically invulnerable. And you want the players to see exactly how strong, vicious, and invulnerable it is. So, you have to engineer a scene. A scene they can’t get into.
For example, maybe they are on an upper-level balcony that is all caged in. And as they come along the balcony, they can see some innocent redshirts two floors below them. Suddenly, the Xenosis appears. It bursts from a hallway or teleports in or whatever it does – we’ll come back to that – and they try to fight it, but they get wrecked. Utterly f$&%ing wrecked. You’re going to have to be descriptive as hell here. But description isn’t enough.
See, the players’ default assumption will be that they are a lot more powerful than the redshirts. Sure, the redshirts got destroyed by the monster, but the PCs are big damn heroes. They can take the Xenosis out. You have to make sure they do not walk away with that assumption. And there are two great ways to do that.
First, if the players have fought the redshirts before and struggled with them, they will get pretty disheartened to see the Xenosis take out the redshirts. For example, if the heroes got their a$&es nearly kicked by a Hard to Deadly level encounter with an ogre and then they see the Xenosis one-shot the ogre while shrugging off every attack the ogre levels, they are going to realize that they are f$&%ed. You can even use this with the rising tension portion of the game. Perhaps after not encountering anything but carnage for a while, the heroes end up fighting an ogre. Maybe that’s the climax of the first session, even. The ogre is really tough and powerful and they have to work really hard to take it down. But they win. And they assume the ogre was the monster all along. And then they see the ogre was one of several ogres. And the Xenosis just plowed through one without breaking a sweat.
Second, you want to use the game rules against the players. When you force the players to watch the combat from the balcony, drop them into initiative order and play out the battle between the Xenosis and the redshirts. That way, even if they decide to either walk away or intervene, they have to see at least a few rounds of what’s going on. And you’re going to cheat at the initiative. Roll behind the screen. Don’t roll at all. The redshirts go first. Then the Xenosis. Then each hero goes in the order they roll initiative. Now, you’re going to inflate all the Xenosis’ numbers. After all, it is unbeatable in combat. So, it has an AC of 30. And it has a million zillion hit points. And it has multiattack with three attacks. And it has +15 to attack and does 10d6 damage with each attack.
The redshirts go first. They roll attacks and you announce their totals just like you would for any other combat. You roll the dice and say “let’s see, that’s a 24 to hit… so that’s a miss… the ogre swings the club at the massive beast and catches it hard in its adamantine-scaled flank. Its carapace isn’t even scuffed.” And the players should be upset by the fact that a 24 or whatever doesn’t hit the creature. And the Xenosis takes its turn. Roll the dice and announce the result, again, just like any other battle. “Okay, it rolled an 11, so that’s 26 on the attack roll. Easily hits. Let me see damage. I need more dice. Okay, clatter. That’s 48 damage. It sends the ogre flying with a swing of its massive tail. You can hear bones breaking. And now for its second attack…”
By the time the players actually get a turn, they should be smart enough to not intervene. And, because you have quarantined them from the battle, they can’t intervene if they want to. But now they know the Xenosis’ stats. Enough to know they are f$&%ed in any sort of fight. After that scene, if the idiots decide to fight the thing, they deserve to die.
Now, at that point, the players might be a little… upset. That’s fine. You need to expect a little shock. They might say something like “how are we supposed to kill that?” And, you can say, casually, “you probably can’t. You’d better stay away from it”. Be a little flippant, don’t give any ground, and don’t let them off the hook. They might run away. That’s fine. They fail the adventure. But if you lay on the failure thick enough, you can shame them into going back. Something like “well, you return to town without the Sunsword and you find the undead hordes of the evil lich have already started to ravage the town. You can hear squeals barks and smell the tang of burning fur. The fire-zombies have gotten into the puppy orphanage. The sounds of innocent, adorable puppies who never knew their own mommies burning to death while being devoured by zombies fills the air…”
This is actually a really useful trick in D&D. The non-scripted scripted sequence, I mean, not the puppy orphanage. D&D doesn’t allow you to have cutscenes like video games do. And sometimes, that means your stupid players will agency themselves right out of important information. So, forcing the players to be bystanders AND using the rules can allow you to demonstrate things to the players that will be useful later. For example, later, you might need to establish that the Xenosis is afraid of fire. Not harmed by it, but afraid. So, the heroes might need to be ambushed right near a fire trap and the Xenosis might need to win initiative so that it can blunder into a fire trap before the party gets a turn.
Now, let’s talk about the dungeon itself.
The dungeon is going to have to work as a perfect setting for the sort of cat-and-mouse survival horror you’re trying to set up. And that means, it has to allow the Xenosis to move around pretty freely and to approach suddenly. It has to feel like it has a mastery of the environment, after all. Now, fantasy games don’t allow for things like air vents and I assume you’re not allowing the Xenosis to teleport or pass through walls or anything, so you’re going to have to do the next best thing: a mess of rooms with multiple exits with lots of short hallways between them. But that’s not all.
You’re also going to need to have lots of interactive bits. Big, open rooms just won’t work at all. The rooms are going to need lots of furnishings to provide hiding places. And they will need some other interactive bits. Stuff that can be pushed around or knocked over to create barricades, traps that can be sprung, gates that can be closed to slow the monster down, that kind of thing. To help you create the map, you might consider adopting a theme that suits it. For example, a catacomb or crypt. The sort of mazelike catacomb that you’d find under Rome, you know? With plenty of statues and sarcophagi and pillars and alters and tattered hangings and pots filled with oil and iron gates that can be closed and latched.
You need all of this stuff because the biggest thing you’re going to have to figure out is what the players can do when they are confronted with the monster. Obviously, when the Xenosis arrives, the first thing the party is going to do is scatter into hiding places and conceal themselves. But that only gets them so far. See, when it comes to stealth, you have two choices. You can either make sitting and waiting interesting – and in D&D, you really can’t do that – or you can create decision points. The heroes are going to need ways to distract the monster so they can sneak out of the room or slow it down or trap it momentarily so they can run. They have to be able to DO SOMETHING about the monster. And that means they need lots of potential tools. You can’t just have this exchange:
GM: Suddenly the Xenosis appears in the doorway! What do you do?
Alice: I hide.
Bob: Hide.
Carol: I’m going to, um, hide.
GM: Okay, you all hide. Make Stealth checks. Good. You appear to be hiding. The Xenosis starts to prowl around the room. What do you do?
Alice: I’m going to keep hiding.
Bob: I’m good with continuing to hide. <br<
Carol: Let’s see… I think I’m just going to… umm… I’ll stay hiding.
GM: Okay. Uh oh! The Xenosis is going right for Alice’s hiding place! If it gets too close, it might notice her. What do you do, Alice?
Alice: I… hide really hard.
That sucks. If the heroes can shoot a wall hanging down with an arrow behind the monster and it jumps at the hanging and starts savaging it, Alice can crawl quietly to a new hiding place. And then, slowly, the party can make its way to the door. Or they can wait for the monster to leave.
By the way, you might also consider having redshirts or mooks in the dungeon. Undead that the Xenosis doesn’t pay attention to unless they make noise, for example? And maybe the goblins who got trapped while plundering the tomb – with their ogres – and trying not to get murdered. It depends on how complex you want to make the game. But it can add a really interesting dimension if the party has to engage other foes while evading the Xenosis.
And THAT brings us around to the big part: the monster’s behavior and how to track it. And the one thing you DON’T want to do is to track its position on the map and simulate the chase. Because you want to run a fun game. And the best way to handle it is to take a cue from the way Alien: Isolation’s Xenomorph behaved.
In that game, the Xenomorph had two different artificial intelligence programs operating it. One was basically the brain of the Xenomorph itself. It had senses and reacted to stimuli the way you’d expect. It could see and hear and if it saw or heard something, it would check it out. And if it kept seeing or hearing something in the same vicinity, it would investigate more and more thoroughly. It could also be distracted or tricked or frightened. The Xenomorph never knew exactly where the player was unless the player did something stupid like make noise or shoot at it or step on its tail. Actually, that’s not true. Its tail had no sensory organs. But we’ll come to why that is in a moment.
The other artificial intelligence program was omniscient. It knew where the player was and what the player was doing and what objective the player was pursuing. And it also knew where the Xenomorph was and what the Xenomorph was doing. And it was paying careful attention to things like how freaked out the player was, how far into the game the player had progressed, and how long it had been since the player was last tormented by the Xenomorph. If the game was hitting a lull, that AI would send the Xenomorph a little clue in the form of “you might want to check over in this corner of the map”. The Xenomorph would head in that direction and start poking around. Meanwhile, if the player was frantic and had had multiple encounters recently or was having a lot of trouble, the AI would send the Xenomorph somewhere else on the map. It would lie to give the player a breather. Basically, it was monitoring the tension in the game and managing the pace.
That’s why I started with that whole thing about running a game versus running a simulation. Running a good game involves tricking people into thinking you are running a simulation of something that just happens to always feel just the right amount of awesome or terrible or whatever. Now, the designers of Alien: Isolation talked a lot about how important it was for the Xenomorph to play fair. About how it never teleported, or it never knew exactly where the player was without investigating. But they were building a video game and they had reasons to worry about perceived fairness and also about replayability. You don’t have to worry about any of that stuff. Your players trust you. And you’re only going to run this adventure once. And, also, you can’t turn off your knowledge of the players’ locations anyway. So, here’s what you do:
When the Xenosis is off camera, it basically has two states: nearby and far away. When it is far away, it is in some distant corner of the dungeon and is unlikely to detect the players unless something big and loud happens. Like an explosion. Or screaming. And even if it does detect the players, it will only have a vague sense of where they are. It will start moving in their direction. Alternatively, when it is nearby, anything the players do that would attract attention – breaking down a door, talking above a loud whisper, blundering into a trap, opening a sarcophagus – when it is nearby, those activities MAY draw its attention.
Also, if the players are getting relaxed and complacent, it’s time to move the Xenosis nearby. And if the players are getting their a$&es kicked and need a breather, it’s time to move it far away. You need to monitor the attitude at the table closely.
Once the Xenosis is nearby, if the heroes actually attract its attention, it’s time to drop it on camera. It’s time to put it on the map. Now, you don’t drop it right into the room with the players. You put it in the next room. But you make sure they can hear it or see it. They will think it just wandered in somewhere else and it’s getting close. The point is, they always see or hear it coming. If the monster actually manages to get the drop on them, they will probably get killed. Just like how enemies in Bioshock always miss with their first shot, the Xenosis never notices the players before they notice it.
And that allows you to give the players a decision point. They can try to evade, they can try to hide, whatever. Dice will be rolled and so on. And then you play out the encounter. Maybe the Xenosis stops in the doorway, sniffs around, and then plods off in a different direction. Maybe it starts poking and prodding around the room. Maybe it just passes through and goes in the direction the players wanted to go. Whoops. You COULD come up with some random table for Xenosis behaviors if you need to. But you don’t have to. You can just DECIDE what to do with your GM brain. And you decide based on things like how easy the party has it right now, how close they are to a major objective, whether things have been going too hard, or whether things have been going too easy. Feel free, however, to throw PRETEND dice to fool them into thinking the creature’s behavior is based on some complex algorithm instead of what makes the best game.
Now comes the tricky part. What happens when the Xenosis decides to hang out in the room they are in and investigate. And what happens if the party f$%&’s up and gets noticed while they are trying to hide.
Here’s the thing with stealth in RPGs. It sucks. It’s boring as hell. And with the Xenosis on the scene, it’s also a save or die situation. One f$&% up and the players are dead, right?
This is where you have to be smarter and the Xenosis has to be dumber. In order for stealth to be enjoyable, the players actually have to be able to know right before they are about to be caught and they have to be able to do something about that. In stealth-based video games, there is always a delay between the player drawing attention and the enemy doing something. In fact, there’s usually two. Let’s say there’s an enemy at the end of the hallway and you need to sneak across the hall. You misjudge the timing on his patrol route and you leave cover just as the enemy turns around. What usually happens? Usually, the enemy gives a start and his eyes turn yellow or a question mark happens and there’s a noise or a voice cue. The enemy hasn’t actually seen the player at this point. The enemy is just curious because he thinks he saw something. If the player reacts quickly enough, pulling back into cover, the enemy will say something stupid like “I guess it was just the wind” or “stupid space-cats” and turn back around. If the player is a little slow, the enemy goes into investigation mode. He starts moving toward the place where he saw the thing. Meanwhile, the player can back around the corner and find a better hiding place. Or throw a smoke bomb. Or throw a rock. Or trigger a trap. Or shoot the enemy.
The point is, the player has multiple decision points between “got noticed” and “game over”. And you have to allow that too. The Xenosis has to have states like “poking around” and “curiously investigating” and “actively searching” and “about to pounce”. And those state transitions have to be noticeable and the players have to have chances to deal with it.
Of course, in an RPG, this can be very dangerous. A series of bad die rolls can lead to a character getting shredded by the Xenosis. And you can’t just reload your last quick save. But that’s the price of being a hero. But having multiple chances to recover and having several friends who can provide distractions or throw down darkness or fog cloud spells means the players are never screwed from one bad roll. But you’ve got to break all the stealth rules here and make sure the players have opportunities to recover or react. Otherwise, it’s all just “hide, hide harder, oops, failed Stealth, you’re dead.”
And while we’re on the subject of the monster’s behavior, you also need to think about the ways the players might be able to recover. Is the monster distracted by meat? Will it stop to devour food? Is it afraid of fire? How long does it take to break through steel gates if the players close and lock them? Can the players outrun the monster? See, ultimately, if the heroes do manage to get all the way to “about to pounce,” they need some way to get out of that pounce since they can’t win a fight. And if you want the players to feel like absolute geniuses, you need to telegraph that stuff without outright saying it. Set up an encounter where the Xenosis blunders into a fire trap and then runs off. Later, when Alice the wizard uses burning hands to drive the Xenosis off before Bob gets eaten, she’ll feel like she was smart for paying attention. And if the party doesn’t have fire, let them find some vials of pitch that was used to mummify corpses or something, so they have a fire weapon. Let them kill giant spiders and harvest the meat to use as a distraction after they come upon the Xenosis devouring a giant spider.
I could go on. Holy f$%& could I go on. This is really just a starting point. You could build a great three-session adventure out of this mess. Hell, you could build a megadungeon adventure path out of this. After all, Alien: Isolation did it. But frankly, I can’t. These Ask Angry things are supposed to be short and I’m supposed to get at least two questions out of the way with each one. So, I have to stop. Hopefully you can go from here.
Thanks for the awesome question. Now I will be forever disappointed by every other Ask Angry question ever.
Man, I love thinking through s$&% like this.
OK, this is definitely the basis for the next one-shot I run. This is absolutely brilliant.
Would it work better to simply fudge ALL the numbers for the Xenosis or would it be smoother to actually come up with working stats for it? I can think of arguments for both sides.
I think it would be better to simply just fake all the combat statistics. Thats because the monster in this scenario is not supposed to be a combat encounter. Its purpose is to scare the players and create the right atmosphere.
Otherwise you run the risk of the players finding some way to still fight the monster and win,which defeats the purpose of the whole concept. You dont want to get the monster with 1000000 hp to get beaten by 100 uses of magic missile because it ignores armor and you did not think about your players poking it to death.
And if you decide to make the monster immune to that spell on the spot,you could have simply not provided stats at all and just winged it anyway.
I just dont see any benefit for figuring out statistics in this case.
And if someone thinks it should have combat stats for fairness or realism or something like that,I am afraid you cant run an adventure of that kind without the constant risk of the whole adventure falling apart because you forgot one obscure spell,skill or combo on one of the character sheets.
Well, Angry makes the point that you’re shortchanging the simulation for the sake of the game while still providing the illusion of said simulation, so I think it comes down to how comfortable you are with the game you’re playing.
Using Pathfinder for my example, if I’m unfamiliar with the system, I might try to scare a group of low-level players by demonstrating its Damage Reduction 25/magic if I know they don’t have any magic weapons. However, savvy players are likely to have oil of magic weapon or two on hand if not on a player’s spell list. Then not only do I have to scramble to make it scary in OTHER ways, but I’ve shot myself in the foot: by drawing attention TO a vulnerability and how they can surpass it, I’ve actually made the players believe they are meant to kill it. But if I’ve been running Pathfinder games for 5 years, I won’t make rookie mistakes like that and can certainly fly by the seat of my pants.
(As an addendum, in the instant of ‘coming up with stats because you’re unfamiliar with the system,’ I definitely mean that you should pick something from a bestiary that’s way out of the player’s league rather than coming up with it yourself, because otherwise you’re going to hit the same problem for the same reason.)
It would probably be best to come up with static numbers (more to guide yourself, like what can it break and such) than to roll. The players need to know that their knowledge of the monster isn’t fuzzy or wrong, or they’ll get too stressed having to work out it’s potential.
If, however, it is shown and proven that it can break through a barred gate but not through a stone wall, the players will get all the information they need. Compare to rolling and the players wondering if it can ever break the wall.
Having run adventures like this before, I can tell you the answer is: It depends.
If the Xenosis is some unstoppable can’t-win force of nature the players have to either avoid or die to, then sure. Bullshit all the numbers you want. The stats barely even matter – its strictly a challenge on the adventure scale.
However, if you want the players to actually engage the thing at some point, you shouldn’t visibly fudge its stats. Bullshitting die rolls behind the screen is fine, but you have to be consistent with the monsters stats. Learning what Xenosis is capable of / weak to is half the challenge of killing the damn thing. They need to know that its claws do enough damage to smash small doors in one hit, or that its initiative is better than theirs, or that has too many hp to alpha strike. If you aren’t honest and consistent about how strong/fast/tough the murderbeast is, or what its capabilities are, or what its defenses and weakness are, the players start learning facts that aren’t true and making bad assumptions. And then they might try to fight the monster without enough tricks to actually defeat it, and wipe.
This might be my favorite Ask Angry yet. This is actually quite similar to one of my old half-formed adventure ideas about sealing a planar breach at the heart of an ancient dwarven city, with the PCs creeping from one hall to the next as dust swirls through pale sunbeams, dreading the cold and metallic smell that heralds the stalking, inscrutably alien presence of a Walker in the Wane.
The part that was most useful here was the tip on small, tight spaces filled with items to use. I knew I needed decision points beyond ‘I roll Stealth’, but my galleries and factory halls did not lend themselves well to interactable objects.
I wonder how this could be adapted to work with monsters that have other senses? A blind one that hunts by sound? One that only notices movement? Or magical auras? Or life-force? The definitions of ‘hiding place’ and ‘distraction’ would change dramatically, I would assume.
I thought myself of a giant snake-like monster, the kinda that moves stupidly fast and chomps on ogres for a snack.
It being so fast, that would make the “it sees something, it sees you, it readies to attack you” sequence messy to play (the slow reflexes can be solved with some fluff like a charm that was given to the players or something), and running away from it would be impossible. However, because of how big it is, it would have some trouble going through doorways, taking it two turns to squeeze through the gap. This would give the players a chance to escape, but if they goof too much in the hallway, it will come through and dart onto them, and eat them.
This can then be expanded onto defense mechanisms for the players. Say, the monster spots one of the players and there’s no nearby escape ways, but there’s a small chimney hole that the player can cower in. The monster will try to attack them, but it just can not reach the player (it’s a massive snake, it has no arms). Have it spit, scream, growl and slam against the chimney trying to break it, before it gives up or is distracted and leaves.
This being said, I think that it’s better to work all around a mechanic of the monster. A blind monster that hunts by sound could be distracted with metallic item noises (slam a pan), echoes, and similar things. Make the players use rugs to remain silent and hide clues behind loud things that can be silently obtained if the players think before sliding the massive wardrobe.
A monster that checks out magical auras, the players should be briefed about it and given a lot of small enchanted stones for them to use to distract the monster with. Perhaps the area is full with ancient magic machinery that can be activated to lure it away.
A monster that detects life force, the players are going to need some serious blockades to stop it. Think of the giant snake.
Overall, hiding spots and distractions don’t change too much, they are merely adapted. Just remember to stick to one or two traits of the monster, and focus on making them fun to deal with.
Not sure if you addressed this and I missed it…. But why don’t the Xenomorph’s tails have nerve endings? Is that related to giving the players hints on how they could deal with the monster?
Maybe to avoid stuff like it accidentally poking someone?
There’s a scene in Alien: Isolation where Ripley sees the alien for the first time and its tail flops over the desk she’s hiding behind and definitely touches her out of view (frankly it seems to pass through her leg off camera).
This is great! Just the kind of thoughtful consideration I’m looking for. Thanks!
“The sort of mazelike catacomb that you’d find under Rome, you know?”
For reference, here’s an actual, mazelike catacomb under actual Rome:
https://www.researchgate.net/figure/Plant-of-San-Callistos-catacomb-s-with-the-indication-of-the-places-in-which-the_fig1_258163452
https://www.google.com/search?q=catacombs+of+st.+callixtus&rlz=1C1CHBD_enUS766US766&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiDoMXwlaTaAhVK0oMKHcqHCPUQ_AUICygC&biw=2560&bih=1509
Great advice; I recently struggled to run a near unbeatable monster that was hunting my players through a dungeon. It was based on a published adventure and the players had accepted the premise that it was going to be deadly. Unfortunately, the adventure provided terrible advice for running the monster. A highly stealthy predator and that could smell them anywhere in the dungeon and would just kill the characters it would catch. No fun. I decided it would not be stealthy and it would not follow them everywhere.
I did put my players into harms way from the start, but only if they tried to save the red shirts—which some did obviously. It was a 5e game so I knew that the players had some abilities to disengage. For their first encounterI also provided them with a direction where the monster could not easily follow. They survived, but not without being sufficiently freaked out.
I used Angry’s Time Pool system to rack up the tension and decide on when the monster would be close. It worked really well for this. They didn’t know what the dice meant exactly, but they knew that I added dice when they spent time and that they were probably bad news. Also, in their first encounter I had used simple sound effects that turned out to work great. A rumbling belly and gnashing teeth. It clearly signaled the approach of the creature and added to the horror.
Unfortunately for the players, they made a lot of noise in the only dead-end area of the dungeon, which put them in grave danger. As they were loudly discussing, only one of the players heard the rumbling and gnawing. They did not heed this players calls to be silent and listen. The rumbling got louder and they did not notice until it was too late: they were trapped.
It culminated in a great finale in which most PCs successfully hid; only two were in the sights of the creature. As I was about to determine which player would be eaten, one player apologized to the other, turned invisible and fled. Up to this point this player had always been helpful to others, but his character had been corrupted earlier. The hapless remaining PC was almost saved by her peers, but was ultimately eaten. As the monster ate their comrade, the remaining PCs detonated the part of the dungeon with the monster, turning tragedy to victory.
I found this difficult to run well. Based on my experience, I agree with Angry: 1) strongly signal the invincibility of the monster—tell players if you need to; 2) have a variety of options for players to deal with the threat—they’ll find others as well; 3) signal the monster’s approach load and clear; 4) use the Time Pool—it’s great for this; and 5) make sure your players are OK with the risk of PC death, because that is the cost of failure in most of these cases.
That really does sound like a fantastic use of the Time Pool!
If, perhaps, you think your players might not enjoy sitting around, unable to intervene, while you pretend to roll dice at yourself, you might try a lighter touch.
You could, for instance, include a room that shows the aftermath of the battle with the ogres. With perhaps one surviving traumatized ogre, fearful of everything, and babbling about THE MONSTER. And the monster could later have the fresh heads of the ogres dangling from its belt, still dripping gore. I don’t know about your players, but my players would probably get the message.
More importantly, the whole dungeon environment should keep the players off-balance. The dangers should be tied in large part to the player’s choices, rather than the character’s skill, so they feel like they can’t count on their character’s abilities to fix their mistakes. The perception check is an imperfect safety net, it should make them nervous to rely on it.
An example of this is a pit trap, concealed well enough that it is out of passive perception range, but easily detected (no check necessary) if the lead character is moving at half speed and probing the floor ahead with a pole.
The dungeon should be large, with a lot of intersections and loops, so when they choose one passage they have to worry about what might be coming up behind them from the passage they did not choose. And you should think about including periodic checks for wandering monsters (with THE MONSTER a possibility on the table). And you should think about how you are going to handle mapping.
Because they will need a map to navigate the dungeon. But if they map as they go it takes longer. And if it takes longer there are more wandering monster checks. Which includes more chances of meeting THE MONSTER.
Since the traps are easy to spot by making the right decisions, they could be deadlier than normal. But they don’t have to be. They could be merely hindering. Or they could be nothing more than alarms. Which attracts THE MONSTER. Which you now have to flee from. Into an area you have not mapped. Which might have traps. Which traps would be easy to spot if you were going slowly and carefully. But you are running, so you probably won’t see them.
Oh, crap, Donovan fell in a pit. With adhesive at the bottom. It’s not deep, or hard for the rest of the party to jump across, but it might take a while to get him out. Can the party get him out before THE MONSTER catches up? Do they even try? The attrition rate could be high, you might want to consider having every PC bring a squire. For replacement characters.
Now you’ve pulled far ahead, you think you have lost THE MONSTER. But you weren’t exactly mapping as you ran. Where the hell are you? More importantly, how do you get the hell out of here? And what the hell is that violet, slug-thing writhing on the pedestal, anyway?
Uncertainty is what survival horror dungeons are made of.
If this sort of unbeatable boss, more horror vibe less combat interests you I suggest checking out “The God That Crawls”
http://www.drivethrurpg.com/product/105954/The-God-that-Crawls
This is super neat. I’m going to be running a sci-fi campaign over the summer and was thinking of starting off with a Dungeon crawl classics like funnel and letting the characters try and escape from a xenomorph like creature. This article is going to be super handy for building that first adventure. Thanks Angry!
Hey Angry your Patreon link on the homepage(Support this site) leads to Patreon’s homepage instead of yours. Just letting you know. Burn this after reading.
Fixed. Thanks.
Who are you and what have you done with the real Angry!?
“Imagine two GMs. One GM rolls for random encounters during the party’s travels and runs those encounters and the average trip includes three encounters. The other GM carefully plans between two and four encounters to happen during every trip and runs those. Do the players know the f$&%ing difference? Of course not!”
Players may not have noticed, but their brain did.
“Your players trust you.” Not for much time.
Fantastic read as always! I’m considering how you could use the Multipart Monstrosity rule to gives the players more options. Nothing that would kill the core monster, and likely it’d have regeneration or the like so that the limbs/eyes/what have you would heal after the party has escaped. Just something that would let a reasonably safe player intervene to help out a friend who’s in much more trouble, if they can’t think of a suitable distraction.
It’d also work well to explain why the monster might have a fear of something or be reluctant to go somewhere that can’t actually kill it; some of its parts lack resistances and immunities that the core creature has.
I’m considering a creature that’s blind, but tracks prey by rough echolocation (can navigate a space but not identify a target by itself), sound, and scent. I feel like scent’s kind of the kicker; how could I communicate to the party that they stand a better chance of escape if they disguise their scent, and provide access to things that the monster would chase but hasn’t already eaten?
the problem with scent is that the players will automatically place a trail to follow making it more of a chase or run away sequence than a stealth section.
Well that’s the challenge; the party have to disguise their scent, either by covering themselves with something to mask it or regularly creating much stronger-smelling things to lure the monster away. Obviously premenantly masking your scent with whatever’s on hand would be preferable, so somewhere in the dungeon I could have them need to go through a waterfall that would wash whatever they’ve smeared on themselves off. And then they need to use distractions for a bit, and it’s tense because they’re not sure if it’ll work. And then they find another source of something smelly after a short while, so running fast may mean that they don’t all die to the invincible monster for not realising the other option, but it’ll wear them out and really panic them.
Similarly, the echolocation can be fooled. Maybe the dungeon is full of statues. Maybe there’s plenty of rubble or gravel that’s easy to bury oneself in. Combine either with the scent tactics, and you could have a player covered in something stinky posing in the middle of the room with the monster RIGHT NEXT TO HIM and not quite sure if he’s food. I’d love to see that. It’s a scene that happens in a lot of horror films, including Alien itself.