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The Company of Monsters - playtest v1

Here is a pdf with some of the basic moves and 4 archetypes: The Beast is an animal, without language or tools. The Numinous is a wizardy monster, strange and sorcerous. The Stalker is a stealthy killer. The Venerated is an icon to the monsters of the wilderlands, dispensing advice and assistance.

The travelling rules are not yet finished, use Perilous Wilds for now and roll with whatever stats make sense.

I had to write up the play procedures on a separate page, so here they are:

1. The Map.

Create 3 regions on the map. For each one, describe what type it is, and choose whether it is civilized, wild, or a border regions. The 3 original regions can’t all be the same type.

Civilized areas are those under the complete control of civilized humans. There are no truly wild places in civilized areas. All plants and animals are domesticated and under the control of humans. Choose what types of civilized humans live in each region.

Wild areas are free from the influence of civilized humans. Civilized creatures venturing into wild areas face only war, and wild areas can be places of open warfare between monsters and civilization.

Border regions include:

- Occupied territory (occupied by an asshole wizard, rogue warlord, civilized outpost, invaders, etc). Choose a type of human invader.

- Monstrous client kingdom (how do these monsters work with the humans?). Describe who the monsters are and how they collaborate with civilization.

Civilized regions next to wild regions must be separated by some kind of natural (or unnatural) barrier. Or put a border region between them instead.

Add specific locations and smaller areas to the regions on the map, but do not draw routes between them until after you have made your protagonists.

2. Protagonists.

Choose monster archetypes. There can be multiples of the same kind.

Follow the instructions on your sheet: select your stat ratings, features, flaw, gear, and special abilities. You have a list of words to help you name things.

Choose what region is your natural habitat and draw routes that you know on the map.

Each player comes up a quest and offers it to the company, after you introduce your monsters. The company votes on which quest to pursue (GM breaks ties instead of voting).

3. Play the Game.

There are three types of scenes: Action scenes, Interstitial scenes, and Travelling montages.

Action scenes include drama, exploration, fighting, and other stuff you want to zoom in on. You use all the action moves and reactions moves in these scenes.

Interstitial scenes are those that include little in the way of action and drama. You can describe montages of time passing or play out conversations, but nothing exciting is examined in detail. You can use reaction moves in these scenes (esp. to level up), but don't use action moves until you get to an actual "action scene."

Travelling montages are necessary for the company to get to most new locations, and usually requires the travelling moves. Travelling montages may be interrupted by action scenes and interstitial scenes. 

The Company of Monsters - playtest v1

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