Gygax wrote:On occasion one player or another will evidence a strong desire to operate as a monster, conceiving a playable character as a strong demon, a devil, a dragon, or one of the most powerful sort of undead creatures.
Or a goblin or lowly kobold…
Gygax wrote:This is done principally because the player sees the desired monster character as superior to his or her peers and likely to provide a dominant role for him or her in the campaign.
Or they want to
play something different. They
might have an interesting character in mind.
Gygax wrote:A moment of reflection will bring them to the unalterable conclusion that the game is heavily weighted towards mankind.
“Unalterable”?!
Gygax wrote:ADVANCED D&D is unquestionably "humanocentric", with demi-humans, semi-humans, and humanoids in various orbits around the sun of humanity. Men are the worst monsters, particularly high level characters such as clerics, fighters, and magic-users - whether singly, in small groups, or in large companies. The ultra-powerful beings of other planes are more fearsome - the 3 D s of demi-gods, demons, and devils are enough to strike fear into most characters, let alone when the very gods themselves are brought into consideration.
It is worth noting that this is because of design, and that rules were added to keep humanity (and the PCs) on the top in spite of all logic.
It’s also interesting that he’s dismissing “men” as monsters when pretty much every early campaign had an evil wizard or necromancer as the bad guy at some point.
Gygax wrote:Yet, there is a point where the well-equipped, high-level party of adventurers can challenge a demon prince, an arch-devil, or a demi-god. While there might well be some near or part humans with the group so doing, it is certain that the leaders will be human. In co-operation men bring ruin upon monsterdom, for they have no upper limits as to level or acquired power from spells or items.
Why are the leaders human?
Oh, that’s because demi-humans have level, class, and stat limits compared to humanity, which has none.
Why do all demihumans have these hard caps on advancement? Oh, that’s because they live hundreds or thousands of years. So with a similar rate of level advancement as humans, they’d take-over the world with their much more experienced forces (because all rulers and leaders are high-level) so the demi-humans have a hard, artificial limit to make the game how the writer
wants it to be.
Gygax wrote:The game features humankind for a reason.
Yes,
you wanted it to.
Gygax wrote:It is the most logical basis in an illogical game. From a design aspect it provides the sound groundwork. From a standpoint of creating the campaign milieu it provides the most readily usable assumptions. From a participation approach it is the only method, for all players are, after all is said and done, human, and it allows them the role with which most are most desirous and capable of identifying with. From all views then it is enough fantasy to assume a swords & sorcery cosmos, with impossible professions and make-believe magic. To adventure amongst the weird is fantasy enough without becoming that too!
Really, this is a reasonably solid argument.
The world is fantastic and humans are the central framework with which everything else is contrasted. And fantasy humans and nations, all based on historical nations and societies, make it easy to understand the world.
Of course, this all falls apart when you consider the many fantasy worlds, both before and after, that place humanity in an equal role to the non-humans, or have humanity as new and different and not in charge.
It’s also insulting to the role-players, suggesting that because they are human they cannot,
ever play or think like a monster. While, at the very same time, asking the DM to do it each and every single game!
Gygax wrote:Consider also that each and every Dungeon Master worthy of that title is continually at work expanding his or her campaign milieu. The game is not merely a meaningless dungeon and an urban base around which is plopped the dreaded wilderness.
Unless you’re playing his Greyhawk campaign, or starting with
Keep on the Borderlands in which it totally is.
Gygax wrote:Each of you must design a world, piece by piece, as if a jigsaw puzzle were being hand crafted, and each new section must fit perfectly the pattern of the other pieces. Faced with such a task all of us need all of the aid and assistance we can get. Without such help the sheer magnitude of the task would force most of us to throw up our hands in despair.
So… without humanity as the clearly dominant force that rules the entire world and easily subjugates all other races, the world would be too complicate to work?
So any world where humanity is not the center of the solar system with all the other “demi-humans, semi-humans, and humanoids in various orbits around the sun of humanity” no DM could possibly make the game work?
Gygax wrote:By having a basis to work from, and a well-developed body of work to draw upon, at least part of this task is handled for us. When history, folklore, myth, fable and fiction can be incorporated or used as reference for the campaign, the magnitude of the effort required is reduced by several degrees. Even actual sciences can be used - geography, chemistry, physics, and so forth. Alien viewpoints can be found, of course, but not in quantity (and often not in much quality either). Those works which do not feature mankind in a central role are uncommon. Those which do not deal with men at all are scarce indeed.
Fiction with humanity (or real humanity) in a minor role?
Gulliver’s Travels,
The Wonderful Wizard of Oz,
Alice in Wonderland,
Tarzan of the Apes,
A Princess of Mars,
The Jungle Book, the Flash Gordon serials,
The Lion, the Witch, and the Wardrobe, and
the freakin’
Hobbit!
And when you look at worlds that have no historical bearing and nothing in common with historical humanity you have such works as
Elric, Jack Vance’s
Dying Earth,
the Chronicles of Thomas Covenant, and pretty much everything by Tolkien and Robert E. Howard. Both, with the exception of Tolkien and Donaldson’s Covenant books, most of those were set on ‘Earth’, so they had to feature humans and couldn’t have elves and dwarves and such.
Gygax wrote:To attempt to utilize any such bases as the central, let alone sole, theme for a campaign milieu is destined to be shallow, incomplete, and totally unsatisfying for all parties concerned unless the creator is a Renaissance Man and all-around universal genius with a decade or two to prepare the game and milieu.
Way to encourage us Ernie.
I *love* that he just outright says a human-less campaign, or even one with humanity in a minor role, would automatically fail.
But it’s nice to know the creators of
Dark Sun and
PlaneScape were all a “Renaissance Man”…
Gygax wrote:Even then, how can such an effort rival one which borrows from the talents of genius and imaginative thinking which come to us from literature?
It rivals it by borrowing from the “talents of genius and imaginative thinking” that wrote fiction that downplayed humanity.
It rivals it by daring to imagine a world that is not like ours 500 years ago, but with elves and dragons.
Gygax wrote:Having established the why of the humanocentric basis of the game, you will certainly see the impossibility of any lasting success for a monster player character. The environment for adventuring will be built around humans and demi-humans for the most part. Similarly, the majority of participants in the campaign will be human. So unless the player desires a character which will lurk alone somewhere and be hunted by adventurers, there are only a few options open to him or her.
Translation: I’m right, play the game how I think it should be played. And instead of giving *any* advice on how to make it work I’m going to give advice on how to
not make it work and how to punish those who try.
Gygax wrote:A gold dragon can assume human shape, so that is a common choice for monster characters. If alignment is stressed, this might discourage the would-be gold dragon. If it is also pointed out that he or she must begin at the lowest possible value, and only time and the accumulation and retention of great masses of wealth will allow any increase in level (age), the idea should be properly squelched.
Because you can never have a game that starts above 1st level.
And you cannot add class levels to monsters.
(I also personally loath that last sentence: I’ve always found Gygax’s prose terrible and a mass of awkward structure or poor word choices. Whenever I’ve updated his work, I’ve revised the heck out of it.)
Gygax wrote:If even that fails, point out that the natural bent of dragons is certainly for their own kind - if not absolute solitude - so what part could a solitary dragon play in a group participation game made up of non-dragons? Dragon non-player characters, yes! As player characters, not likely at all.
So… the DM can do it but the PC cannot.
It’s fine to have a humanoid dragon shooting the breeze with humans when it’s the DM’s pet character, but players better play humans and darn well like it.
Gygax wrote:As to other sorts of monsters as player characters, you as DM must decide in light of your aims and the style of your campaign.
Nice of you to give us permission.
How about some advice on how to do so?!?
But considering this is the ‘key’ rule of the piece/essay, it sure was buried.
Monsters as PCs: It can be done. No rules against it. Up to the DM. Here’s an essay on why I think humans rock.
Gygax wrote:The considered opinion of this writer is that such characters are not beneficial to the game and should be excluded.
Yes, I think I’ve got that.
Gygax wrote:Note that exclusion is best handled by restriction and not by refusal. Enumeration of the limits and drawbacks which are attendant upon the monster character will always be sufficient to steer the intelligent player away from the monster approach, for in most cases it was only thought of as a likely manner of game domination. The truly experimental- type player might be allowed to play such a monster character for a time so as to satisfy curiosity, and it can then be moved to non-player status and still be an interesting part of the campaign -and the player is most likely to desire to drop the monster character once he or she has examined its potential and played that role for a time. The less intelligent players who demand to play monster characters regardless of obvious consequences will soon remove themselves from play in any event, for their own ineptness will serve to have players or monsters or traps finish them off.
This paragraph is all kinds of awesome.
To summarize:
1) Don’t say “no” when players ask to be monsters. Just make their life miserable and punish them for trying something new
2) Add lots of drawbacks to steer them away to the proper course
3) Those who enjoy playing non-humans are obviously less intelligent
4) Don’t worry, because they’re dumb, the monster-players will quickly die in a trap
5) Allow other PCs to gank people playing monsters.
Gygax wrote:So you are virtually on your own with regard to monsters as player characters. You have advice as to why they are not featured, why no details of monster character classes are given herein. The rest is up to you, for when a11 is said and done, it is your world, and your players must live in it with their characters.
Nice.
Glad I didn’t pay $20 in 1979 bucks for this back in the day.
Gygax wrote:Be good to yourself as well as them, and everyone concerned will benefit from a well-conceived, well-ordered, fairly-judged campaign built upon the best of imaginative and creative thinking.
“You know, as long as that imagination and creative thinking is of things I approve of.”