Showing posts with label goblins. Show all posts
Showing posts with label goblins. Show all posts

Thursday, January 12, 2017

Goblins, or Why Use Humanoids


(Note: this post contains spoilers for my Sunday morning game.)

The first time I ever played D&D, I took a piece of graph paper, sketched some rooms on it, and stuck a few goblins in them. Two players went through them, beat the goblins, got the treasure and some XP. I've enjoyed goblins ever since.

I feel like there's a particular prejudice against using default humanoids in OSR games. I think that two points from Bryce Lynch's review standards sum up the reasons why.
  • Non-standard monsters.
    • The party should not know what to expect. What are it’s attacks and weaknesses? Mystery, wonder, and fear!
  • Go light on the humanoids, or even replace them with normal bandits, etc.
    • If all it’s going to do is swing a sword and die then it can be a human. People can do can pretty disgusting stuff.
I've actually tried using this approach in my games for a while, and switched between humans and odd monster races (beastmen, Selenites and others) for my main monsters. But I keep going back to goblins. Why? Well, frankly I don't think a gang of bandits is necessarily a better match than a horde of goblins, and having the option to use either makes the game a bit richer. Sure, the bandits might eventually say "Stand and deliver," but I feel like they're possibly more of a cliché in my game than goblins are.

(As an aside, I'm not picking on Bryce; I like his reviews and I think his standards are good, I just find them a useful statement of an attitude I see in a lot of places.)

When it comes to humanoids, I think the key is to focus on a single type of monster. In my Sunday AM game, there is an influx of goblins in the Fazren Hills, so they'll be a piece of the low-level games. I don't intend for the goblins to act as a step on the cursus honorum before the PCs get to orcs and hobgoblins etc, but rather to use them as one of several factions in a larger sandbox.

For the goblins in the Fazren Hills, what the PCs will find out as the game goes on is that the goblins who are now pushing into human territories have been exiled from the Fae realm. Many of these goblins have links to that realm, and one of the things I need to work up is a chart of minor effects of this exposure – minor illusions, short-range teleportation, conjuring minor items, strange features, and so on.

I particularly want to play with this idea because I love the notion that goblins are really bogeymen, in the old fairy-tale sense. There was an element of this in the bugbear, but there's a reason that we talk about ghosts and goblins, and bugbears was a vocabulary word until Gygax decided to make each thesaurus entry into a monster.

I think a sandbox game needs strong factions, and ruling out humanoids cuts off a whole category right off the bat. The problem with most humanoids in D&D is that they're just an entry in the monster zoo, the ordered thesaurus that the PCs have to kill to get the treasure. I'd say that a good faction in an adventure or sandbox campaign has the following:
  1. A strong hook
  2. A tangible goal in the game
  3. Something that distinguishes them from other factions
Overusing humanoids and overusing humans alike make #3 more difficult. My feeling is that one of any given type of monster makes it easier to do #3 both in terms of the factions, and in terms of making it stand out. If everything is special and different, then it all goes into a kind of sameness. Taking an established monster and tweaking it is a good way to make them stand out but still keep the game familiar and grounded.

At the end of the day, I just like goblins. But I do think they can fit into creative old school play in a way that I don't think is properly acknowledged.

Monday, December 28, 2015

On Goblins and Gnomes


I was looking at some 19th century sources on goblins and fairies (basically the same thing) because Gus L's takedown of The Lost Mine of Phandelver at Dungeon of Signs is so harsh on goblins. I was trying to find some material for a different take on the goblin, when something hit me.

Open any classic D&D book, from Holmes on to the Rules Cyclopedia, or open the Monster Manual for 1e AD&D. Look at Goblins. Now look one entry back (in the MM, just skip the entry for "GOAT, Giant"). That entry will be Gnomes. Every single number for Gnomes and Goblins will be within 1 point of the other. Gnomes have AC 5, Goblins have AC 6. Gnomes have 1 HD, Goblins 1-1 HD. In Moldvay and later versions of classic D&D, Gnomes have 8 Morale and Goblins have 7 Morale. In AD&D, Gnomes speak the Goblin language. In each version, we find that they even have similar (though not identical) leaders, even with similar morale boosting effects in Moldvay. Not to mention, they are both chthonic humanoids somewhere between 3' and 4½' tall.

The implication should be clear: these are the same monster.

I mean, what real differences are there? Gnomes have beards? Goblins are a bit uglier? Alignment? A point of AC and a single hit point? A point of morale? Gnomes are fond of crossbows? All that is minor details. Goblins and gnomes are more like each other than they are like other monsters. More important, it gives things an interesting hook. It's simple to merge the two and differentiate them by alignment and disposition. Goblins are now like gnomes but Chaotic or Lawful Evil in alignment. You can even keep the terms "goblin" and "gnome" and the respective languages.

I picture the merged creatures as favoring classical gnomes. The evil "goblin" versions may be uglier because of association with Chaos, or because they live in the Dungeon-as-Mythic-Underworld, but they should look basically similar. Since goblins have an antipathy to dwarves, perhaps they don't keep beards, but I think visual cues should be subtle to make the merger meaningful.

Twentieth century fantasy literature drew extensively on the fairy tales collected in the 19th century. These were far from precise in terminology. "Goblin" is one of several catch-all terms that referred to pretty much any of the diminutive, chthonic creatures, whether we are referring to mine spirits such as the Welsh Coblynau or domestic brownies. "Gnome" isn't any different. The idea that gnomes are somehow separate is an invention of Gygax.

Once you recognize that goblins and gnomes are the same monster in D&D, a few things happen. First, the dynamic of encounters with short humanoids will be different. Just because a creature is about 3½' tall, doesn't mean that it is always good or evil. This creates an ambiguity that games with short humanoids otherwise lack: you can no longer tell at a glance whether a creature is a friend or foe.

Second, the idea that gnomes have an affinity for illusions is a natural fit for goblins. It's a downright nasty twist to add goblin spellcasters with access to Phantasmal Force. A goblin lair is a dangerous place, and adding illusions can give them some bite. It becomes a place where you cannot trust anything, which adds a distinct layer of classical fairy lore. If the idea doesn't appeal to you on its own, watch Jim Henson's film Labyrinth.

Third, it justifies the existence of gnomes. As written, there's no reason to ever use gnomes. You can always do the same thing with dwarves or halflings, and do it better. But once you make gnomes and goblins the same monster, there's a reason to put them in a dungeon. Neutral gnomes/goblins are a great faction to add to the dungeon mix, with just enough potential for nastiness to make them interesting.

Fourth, there is a great amount of 19th century folklore that works with this view of goblins/gnomes as chthonic fairies. For instance, British Goblins by Wirt Sikes is a good guide to Welsh fairy lore, and the merged creatures that we get from goblins and gnomes can fit a lot of the stories within. The Coblynau (Welsh mine-spirits) are one of several examples of creatures that can be used as inspiration for gnomes. The pranks and demands of British goblins are good ways to make goblins more than one-dimensional bags of HP to be killed.

I think this is a simple solution to a dilemma that I've seen in OSR circles for years now. There is a need for straightforward dungeon factions in the best tradition of B2 Keep on the Borderlands. But after 40 years of the goblin being abused as an entry-level monster, there is some understandable goblin fatigue. This brings them close to their folkloric roots and I think changes the way things work without losing an iconic monster to overuse.

Sunday, July 19, 2015

Goblins are slow, Velociraptors are fast

I got to run a hangout game of OD&D with Greyhawk last night, and the above was the list of books I used in prep and while running the game (less the Arduin Grimoire which I wound up using because it was handy). I'm actually lookng at finally writing the module I've been meaning to write and wanted to run some players through the dungeon; it was successful.

I have to give a positive mention to Geoffrey McKinney's Carcosa; I used his "Spawn of Shub-Niggurath" generator to get inspiration for one of the monsters, which helped add to the high weirdness quotient of the game. I also reskinned a wand as a ray-gun, which went over very well. The dungeon itself is supposed to have an "ancient ruins invaded by some science fiction stuff" feel, so that was all very much to the good.

The one thing that really stood out to me in the game was the effect of movement rates in combat. It's a very static thing, where a high movement rate more or less always wins. The PCs, not yet being burdened with encumbering treasure, were able to chase down fleeing goblins so handily that they could have overtaken them if they liked. Later when they chose to run from a large number of goblins they had no problem doing so.

Likewise, when they got back to the surface they found that they could not run from the velociraptor whose interest they drew. (Velociraptors in my games are basically colorful, predatory turkey-vultures that primarily stay on the ground and have nasty sharp claws.) Giving velociraptors a movement rate of 18" (180/60 in B/X terms) means that the PCs could not even conceivably flee and had to stand and fight. This led to the near-death of the hobbit thief, who took a raptor claw to the face.

This aspect of the game is really important when you play it as generally intended, with monsters regularly breaking morale (like the goblins in my game) and running, and yet it isn't – to my knowledge – covered in any of the various rule sets and revisions out there with anything more sophisticated than the OD&D movement rate system. At best, initiative can get you a head start, but that's about it.

OD&D with Greyhawk has some pretty severe organizational issues, but overall it's such a favorite of mine that I couldn't permanently get away from it. Getting a chance to run it on hangouts is a real pleasure. If you don't have the real thing, I'd recommend giving Iron Falcon a shot. I don't use it because I prefer making my own inferences and rulings from the OD&D booklets, but more than any other clone it gets the rules I prefer to use out.

Monday, July 21, 2014

Ready Reference: Mix-and-Match Humanoids

I've gone back and forth a lot about humanoids in D&D. The cursus honorum of kobolds, goblins, orcs, hobgoblins, gnolls and bugbears is a tired set of clichés. On the other hand, D&D has a lot of resources dedicated to them and they are an archetypal part of the game. Demihuman bonus languages are based on the whole list of humanoids, and default encounter charts pretty much assume them. AD&D makes it even more severe; not having the humanoids basically eliminates the ranger's biggest bonus.

But they are still entirely too predictable. In the interest of alleviating that, here's a table that can give them a bit of variety. Any time there is a need for a low hit dice human-shaped creature in your games, use the table below to create a quick, appropriate humanoid.

1d6 HD AC Move Morale Language Height Damage Special
1 1/2 7 60' 6 Kobold 3' Weapon-1 Small; hate gnomes
2 1-1 6 60' 7 Goblin 4' 6" Weapon -1 to hit in daylight
3 1 6 120' 8 Orc 6' Weapon -1 to hit in daylight
4 1+1 5 90' 8 Hobgoblin 6' 6" Weapon +1 to hit if chief present
5 2 5 90' 8 Gnoll 7' Weapon+1 Wield 2-handed weapons
6 3 5 90' 9 Bugbear 8' Weapon+1 Surprise on 1-3

The table above might produce odd results if you run too literally with it; you could easily have a 1/2 HD creature 8' tall. This would probably be a thin, wispy type of humanoid. Likewise, a 3' type with 3 HD could be stocky almost to the point of being barrel-shaped.

Of course, older D&D never had monster types without some kind of leaders. Only 3 HD humanoids should be considered truly independent. For the remainder, the following chart should be used.

1d4 Leader Bodyguards
1 9 HP / 2 hit dice 1-6: 6 HP / 1+1 hit dice
2 15 HP / 4 hit dice, +2 to damage 1/group: 8 HP, +1 to damage
3 22 HP / 5 hit dice, +2 to damage 1-4: 3d6 HP / 4 hit dice
4 16 HP / 3 hit dice N/A

If the above tables give "bodyguards" more powerful than the leader, this may call for a "Klingon promotion" for one of them.

Because I like you, here's another chart to determine how your new humanoids look.

1d6 Skin Pattern Coloration Head Shape
1 Smooth skin Solid (1 color) Red Human
2 Hairy skin Striped (2 colors) Orange Canine
3 Completely furred Mottled (2 colors) Yellow Feline
4 Scaled Different torso (2 colors) Green Porcine
5 Feathered Multi-hued (3 colors) Brown Serpentine
6 Exoskeleton Iridescent (2 colors) Grey Avian

So there you have it: quick replacements for humanoids that still fit in most OD&D, classic and advanced old-school games.

Wednesday, May 27, 2009

Goblin doesn't have a word for "friend."

One of the oft-neglected concepts in gaming is of the various languages spoken by player characters and monsters. At most, players who roll well for Intelligence write down a few languages out of the list and periodically remember that they have such a thing. This, of course, becomes an issue when the monsters surrender or the players attempt to parlay instead of fighting. Typically, it's handled relatively simply: PCs with the language get to talk with the monsters.

Personally, I like to have a bit more fun with the concept. The one I've run into most is goblin, which is a great stock humanoid type. The way I figure it, goblins are mostly a savage, uncivilized race who break down into small tribes unless actively enslaved by some higher force, like orcs or hobgoblins. This brings us to the question of what goblin language is actually like.

The first thing about goblin is the counting system. There's really no reason for goblins to have a significant counting system; the exact numbers aren't their concern as much as having a rough estimate. So they have words for one and two, which are pretty much universal, and for "some" (which may vary from goblin to goblin) and "many" (which also varies but is bigger than "some"). This is conveniently frustrating for their interrogators, for whom the difference between 5 and 9 goblins may be more significant. I would expect "some" to be based around the goblin's family or fighting unit, depending on the exact context.

Then there are other fun things. Goblins aren't nice folk. The way I figure it, they probably don't have a lot of words for making nice – as the title of this post says, there's no word for "friend." The closest would mean something more like "goblin of my tribe," with a different word for "goblin of another tribe." A human would mostly be referred to by whether they were a threat, or whether the goblin group could defeat them, or whether they were slavers. No concept of allies and alliances exists, and even attempts at diplomacy would involve threats or admission of weakness. Lofty concepts of "fairness," "equality," "justice" would be boiled down to a handful of ideas - "human nonsense" and "weakness."

Goblin language's richness is one that humans would not prefer - the word for what smells good probably includes a rat on a stick. Threats abound, as do vocabulary for hunting, killing, tunnelling and so on. War is present, but as a permanent condition of goblin society. There is no word for "peace" or even "truce." Likewise, what need is there for a distinction between "earn," "find," and "steal"? If goblins are primarily raiders, and secondarily scavengers, there is fundamentally no difference between them.

This is just a sketch; I think I'll write up a more complete (and definitive, possibly with "translations" for effect) article on goblin speech for the miscellany. Has anybody else done any work on this? Or have any input on what a goblin (or orc, or what you like) language should be like?