If you don’t want to commit to $1 per month but would rather pick and choose your monsters, this is for you.
I am starting to collect the older treatments together (because Patreon won’t let me price anything lower than US$3.00) and sell them freely. Here is the first one: https://www.patreon.com/posts/three-celtic-156032357
Paid members will still receive a treatment every month, and will get each treatment at least a year before they go on public sale.
Take a look, and see what you think. Try them out in your games, and if you think they are worth $1 per month, become a paid member!
Or stay free and pick and choose your monsters. Either way, thanks for your support!
April’s Monster of the Month is now posted for paying members. Is it a dragon? Is it a giant snake? Yes – and also no. Lindorms are a broad family that offer the GM lots of options. https://www.patreon.com/MonsteroftheMonthClub
A recent poll of Monster of the Month Club members showed that people love Vaesen, so here are all the creatures that I’ve published through the Free League Workshop. More will be appearing, so watch out for announcements! https://www.patreon.com/posts/monsters-for-155366342
It’s now been seven months since I was laid off, and I could use your help. Here are six things you could do that would make a difference.
I hate having to beg, and I know everyone has their own problems in these crazy times, but anything you could do would be very gratefully received.
Job Referrals
If you work in game development or publishing, refer me for any senior-level narrative design, writing, editing, or worldbuilding vacancies in your organization.
Spread my Resume Around
A resume and samples are attached to my LinkedIn profile (under “Featured”).
Introduce me to any academic contacts who book paid guest speakers on game design, narrative design, the history of the Warhammer IP, or anything similar.
Thank you in advance! I know a lot of people have enjoyed my work over the years, but although it has made a lot of money for a lot of people, I was never one of them. That’s the lot of the salaried or work-for-hire writer.
Just posted for paid members of the Monster of the Month Club: the Lamia. The version of the Lamia that entered D&D through the 1977 Monster Manual is not exactly that same as the Lamia of Greek mythology. See the whole tragic story here, as well as four case studies and the usual array of basic and optional abilities along with adventure seeds fro fantasy, historical, and modern settings.
Paid memberships start at just $1 per month! As a member, you can expect regular, in-depth treatments of creatures from worldwide myth and folklore — some familiar, some not — in a tried and tested, system-agnostic format that is easy to use with your tabletop rpg system of choice.
Join us on Patreon at patreon.com/MonsteroftheMonthClub and follow us @MotMClub, or email rpgmonsterclub@yahoo.com.
A perfect nuisance to enliven a stay at a monastery – and if you prefer inns or private houses, the buttery spirit and the clurichaun are quite similar!
As usual, you get 3d6/d20 and d100 stats, stat guidelines for other systems, plus three adventure seeds (fantasy, historical, and modern). There are also case studies from medieval Germany and 17th-century England.
The members’ vote for February was tied between this little beauty and the lamia, so March’s Monster of the Month is decided! Look forward to her mythological origins and some intriguing differences from the versions you’ll find in many games.
In a previous post, I mentioned the Frankenstein game that Mike Brunton and I developed at Games Workshop, and promised to say a little more about it.
As far as I know, there was no formal plan to spin off a set of boardgames themed around classic horror monsters. Fury of Dracula came with Steve Hand when he joined GW, and he also created Curse of the Mummy’s Tomb, but the visual presentation of each was very different. Frankenstein, of course, was never published, for reasons that will become clear.
Anyway, here is what I remember.
It all started in a Nottingham city centre pub one evening after work: The Bell, if memory serves. Mike and I started riffing on a Frankenstein concept and throwing out ideas, each more ridiculous than the last. Ale flowed and we were cracking each other up, as we often did, but the following day we thought that we might actually have something. Mike drew up a map and some rules, and I started writing silly text on some blank cards.
The premise of the game was very simple. The board was a hex grid with a lab at each of its six corners. Each of the 2-6 players took the role of a mad scientist involved in a race to create a monster from body parts. The bulk of the board was made up of spaces representing a typical German-ish town from the old Hammer and Universal horror movies, and players set out across the board in search of the body parts they needed. The hospital, the morgue, and the graveyard were able to supply some parts, but a quicker option was to obtain them from innocent townsfolk. Think of it as a beetle drive (the Cooties game, to American readers), with added murder.
Townsfolk came in various strengths, which was matched against the player-scientist’s Lunacy rating in combat. A nice little balancing mechanic ensured that while a higher Lunacy made you more likely to win, it also reduced the number of body parts you could retrieve from an encounter, because you made more of a mess of your victim.
By today’s standards, the range of victims was quite tasteless, including women and children, but this was the 80s and tasteless humor was considered edgy and fun. Take a look at The Young Ones or almost any other British comedy of the time. Anyway…
Other players could try to sabotage you by playing encounter cards on you to increase the difficulty of a combat. Police cards, in particular, could stack to a hideous degree if multiple players decided to gang up. Otherwise, you drew an encounter card when you entered a new space, and either chose to fight it or save it – perhaps to play on an opponent.
The object of the game was to collect all the parts for a complete monster – torso, left and right legs, left and right arms, head, and brain – assemble them in the lab, and wait for a storm (also an encounter card) to animate your creation. Storms came in varying strengths, which affected the chances of success. There were also sabotage cards – lab accidents, rotten parts, and so on – to slow opponents down. The first player to animate their monster successfully was the winner, although we were also considering an expansion pack (de rigeur for boardgame pitches to GW at the time) in which the monsters started terrorizing the town themselves, and fought it out for final victory.
Mike and I assembled a prototype and played it in the GW Design Studio with other writers and designers, to universal acclaim. We were invited to demo it for Bryan Ansell himself at his impressive home (Castle Grayskull to us mortals) just outside Nottingham. Or rather, I was – and that’s where things started to go awry.
Mike was Yorkshire through and through, never afraid to speak his mind and equipped with a wit that could seriously upset anyone whose abilities were not commensurate with their rank – and in his mind, that included most of Games Workshop’s management at the time. It was decided that he shouldn’t be present at the demo, and I should do it alone.
The trouble was, Mike had been tinkering with the rules and the draft I took to the demo was completely new to me. The demo was a disaster, and both Mike and I were berated the next day by various middle managers who denied ever having liked the game and how dare we waste Bryan’s time like that.
Frankenstein was over. I made various efforts to fix the problem, but Bryan had decided it was a bad game and that was that. All the game’s most vocal supporters now hated it, and always had, rather than helping us to get a another chance at a demo. And this despite the fact that the game had already been mentioned in White Dwarf’s news column, the very accurately named “Awesome Lies,” and that cover art had already been commissioned from Les Edwards, the artist behind the Fury of Dracula box art. Our game had failed, and was never to be mentioned again.
And it was all my fault, or at least I felt it was. Frankenstein remains a lifetime regret, although I have to be honest and say that its gallows humor crossed most lines of decency and good taste, and it would definitely not be publishable today.
The hag is a well-known creature in many fantasy games, but the underlying folklore is complex, varied, and often terrifying. This 6-page, system-agnostic, PDF monster toolkit includes:
Stat guidelines for d20-based, d100-based, and other tabletop roleplaying systems.
A full monster description with lists of basic and optional skills and traits.
Notes on four variants: Black Annis, Grindylow, Cailleach Bheur, and Fad Felen.
Three adventure seeds, covering fantasy, historical, and modern settings..
As a member of The Monster of the Month Club, you can expect regular, in-depth treatments of creatures from worldwide myth and folklore—some familiar, some not—in a system-agnostic format that is easy for an experienced GM to use with the tabletop rpg system of their choice. Join us on Patreon at patreon.com/MonsteroftheMonthClub, follow us @MotMClub, or email rpgmonsterclub@yahoo.com.
I’m going through a rough patch, both personally and professionally. I had intended to post on the never-released GW Frankenstein game, but time got away from me. Soon, I promise.
For now, here’s an update on my Monster of the Month Club Patreon campaign. Please back it if you can – even $1 a month makes a difference – or buy me a coffee at https://buymeacoffee.com/graemedavis.
Anything is greatly appreciated.
Here’s the most recent post:
The Pooka is now posted for paying members, and voting is open for November’s Monster of the Month! Choose from:
1. Banshee
2. Black Dog
3. Hag
4. Basilisk
5. Redcap (Borders ogre type)
Vote in the community channel that corresponds to your membership level!
I’m interrupting the series on WFRP 1 in-jokes and Easter Eggs because I just stumbled across an unboxing video for this little game, which I had almost completely forgotten. I’m putting down what I remember about it while it’s still fresh in my mind.
Curse of the Mummy’s Tomb was a boxed boardgame designed by Stephen Hand, the designer behind Chainsaw Warrior, Fury of Dracula, and Chaos Marauders. I believe it was the last game he designed for Games Workshop before quitting, unhappy with management and his role in the company. In a way, his experience paralleled mine: boardgames and roleplaying games both suffered as GW’s focus on miniatures became all-consuming. I remember (half) joking at the time that it would be more honest if the company was called Miniatures Workshop.
One of the more novel design elements was the 3D board, which was assembled from carboard components in the box. The playable characters were miniatures chosen from GW’s Gothic Horror line, and I wrote up a few more miniatures as playable characters in a support article for White Dwarf. I suspect that in the eyes of GW management, the whole thing was as much an attempt to shift some more of those minis as a sequel to the well-received Fury of Dracula.
And that’s all I really remember of this game. The unboxing video will tell you everything you need to know about it, except for one thing: at the time, there was an effort to make a third gothic horror boardgame, which never came to fruition. I’m not sure it was even announced.
The nuckelavee is a demonic monster from the Orkney Islands, which spreads pestilence and terror in equal measure. This 4-page, system-agnostic, PDF monster toolkit includes:
Stat guidelines for d20-based, d100-based, and – through comparisons with common creatures from most settings – all other tabletop roleplaying systems.
A full monster description with lists of basic and optional skills and traits.
Three adventure seeds, covering fantasy, historical, and modern settings.
As a member of The Monster of the Month Club, you can expect regular, in-depth treatments of creatures from worldwide myth and folklore—some familiar, some not—in a system-agnostic format that is easy for an experienced GM to use with the tabletop rpg system of their choice. Join us on Patreon at patreon.com/MonsteroftheMonthClub, follow us @MotMClub, or email rpgmonsterclub@yahoo.com.