The Monster Reaction table is my favorite rule of the entire
OSR. In fact, I like to use it even outside of its original purpose. For
example, when I want nonbinary results (it even uses 2d6, my favorite
mechanical roll). But this post is not about that. In fact, it is about using
Monster Reaction to further flavor encounters.
Traditional OSR games (especially retroclones like OSE) are
extremely lethal in general. That is not an error but a feature. Look at the
Monster Reaction table (OSE Classic Fantasy Basic Rule p. 49) carefully.
According to it, only about 2-3%* of all the encounters should start right away
as combat. Almost 25% of all encounters will have unfriendly monsters but that
does no mean that they will attack.
*I suck in statistics, and might be wrong, but I hope you
get the point.
That opens up a lot of opportunities. In fact, considering
the Monster Reaction table, most creatures met by the party will be busy with
something else instead of “patrolling” the dungeon or wilderness (of course,
except things like constructs and most undead).
Using regularly the Monster Reaction table is a great to
inject a different feeling to your OSR games, but it does require a good deal
of improvisation skill by the referee to make it work properly. Here are a few
ideas to further inspire your games if you decide to use the Monster Reaction
rules. They are not to be used always but should provide some help when you are
at a loss on what to do. Obviously, those suggestions also use 2d6.
Monster
Reaction Result: 2 or less – Hostile, attacks |
|
2 |
The creature
can talk, even if that is not possible to its species. It will pretend to be neutral,
and offer advise, but as soon as it gets the party in trouble, it will attack
cruelly and seeking to maim rather than kill. It doesn’t need to roll morale. |
3-5 |
For some
reason, the creature enters an uncontrollable berserker rage upon seeing the
party. The focus of its rage might be a specific member of the party (maybe
it even knows the name of the character), a type of character (elves,
clerics, etc.) or something carried by them. It doesn’t need to roll morale. |
6-8 |
The creature
attacks but stays on the defensive and tries to hold the party there. It is
expecting reinforcements (maybe others of its kind, or help from another
monster in the adventure, or even it might be charging up a specific and
unique power). |
9-11 |
The creature
is wounded from a previous encounter (roll or chose against which monster).
Reduce its hit points (-1 to -4 for each Hit Dice) and final XP accordingly.
It will stop attacking if the party retreats and it is more vulnerable to morale
checks. |
12 |
The creature is
maimed (maybe a missing eye, scarred hide, lost natural attack, etc.) by
someone like a member of the party. It will seek to avoid that specific
member and might have to roll morale if attacked by him. Nonetheless, if it
survives, it will desire revenge in the future. |
Monster Reaction
Result: 3-5 – Unfriendly, may attack |
|
2 |
The creature deeply
fears something otherwise innocuous possessed by the party. If it can get rid
of it, it would love to devour, kill, or attack the party. |
3-5 |
The creature
is just a scout and will attempt to attract the party to its allies. Only
then it would risk an attack. |
6-8 |
The creature
dislikes the party but desires something else (a treasure, control over a
specific place, to defeat another monster). That is more important… at the
moment. |
9-11 |
The creature
only hesitates because it was wounded in a previous encounter (roll or chose
against which monster). Reduce its hit points (-1 to -4 for each Hit Dice)
and final XP accordingly. It will try to buy time to heal or find refuge. |
12 |
The creature
misjudges the power of the party, believing them to be a lot more powerful
than they look. If given proof otherwise it will attack. |
Monster
Reaction Result: 6-8 – Neutral, uncertain |
|
2 |
The creature is
actually an outsider, like the party, and desires some treasure or magic item
in the adventure. It may even ally with the party but it will never divide
its desired spoils. |
3-5 |
The creature is
running from another encounter (roll or chose another encounter). Probably
scared. The pursuers will arrive soon. |
6-8 |
The creature will
slowly try to flee, but only to keep following the party from a distance,
until it makes up its mind. |
9-11 |
The creature just
killed another monster (roll or chose another encounter). For now, it just
wants to rest or heal. If necessary, reduce its hit points (and XP) to
reflect the previous combat. |
12 |
The creature
seeks something possessed by the party (food, a new weapon, a component for a
spell, or something weird that is otherwise essential to it). It is willing
to trade or follow the party for a while to convince them. It will flee if
hurt and probably it will be hostile in future encounters. |
Monster
Reaction Result: 9-11 – Indifferent, uninterested |
|
2 |
The creature
is not what is seems and is in fact more powerful than it looks. It could be
a shapechanger, spirit, construct, extraplanar, etc. (if in doubt, just change
it to a magic creature with a few HD more or make resist to non-magical
attacks maybe). It does not understand pretty much anything about the world. |
3-5 |
The creature
is obsessed with hunting or killing another monster (roll or choose another
monster). If the targeted monster is a potential future ally of the party
that is even better. |
6-8 |
The creature
is trying to find another of its kind (its mate?), who is trapped or lost in
some location of the adventure. Instead of another creature, it might be
looking for an item that once belonged to it. |
9-11 |
The creature
is completely amnesic or somehow lost. |
12 |
The creature is
actually a mirage, illusion, or haunt. It will ignore the party unless
interacted in a strange way (through magic, song, riddles, prayers, or
offerings). At best, it might offer a place of refuge or rest. At worst, it
might curse the party or force them to expend resources. |
Monster
Reaction Result: 12 or more – Friendly, helpful |
|
2 |
The creature
cannot tell the difference between its kind and others (or does not care).
For example, if it is an orc, it will believe that all party is composed of orcs.
It is possibly mad. |
3-5 |
The creature
seeks protection (or revenge) against another monster (roll or choose the
monster) and it thinks the party is the answer to that. |
6-8 |
The creature is
ridiculously helpful as long as it is fed with something (rations, candles,
paper, etc.) or entertained (with songs, fire, etc.). A turn or two without
that and the creature becomes agitated. If the situation persists, it might
flee but not before attempting to the take its “favorite” character with it
(or some item that it believes to be the source of its desire, such as a
wizard’s grimoire if it likes paper). |
9-11 |
The creature
is completely in love with one member of the party. It is also very
possessive and jealous. |
12 |
The creature
is a civilized demihuman, polymorphed or cursed in its current form. It
cannot tell the party directly of its condition, but only through signs or
indirect clues. |
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