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Random Esoteric Creature Generator

****( ) (based on 1 rating)
IMPGMG4375

Add PDF: $7.99

Print Edition: Discontinued

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Looking to instill a little fear in your game? Then look no further!

Nothing brings the thrill—and terror—of discovery to a game like new monsters. Faced with the unknown, mighty-thewed heroes tremble in their hauberks, wizened wizards fumble with their spell books, and even the most audacious of rogues hesitate before plunging into battle.

Nevermore worry that your players have memorized every monster’s stat, power and weakness. Nevermore resort to tired fantasy clichés, and worn out monsters fought a thousand times before. The Random Esoteric Creature Generator ensures that each monster your PCs cross is unique, unexpected, and best of all, unknown. With an unlimited number of horrific combinations, this is the last monster book you will ever need.

Bring terror back to the table with the Random Esoteric Creature Generator!

Systems-neutral, designed to be used with any RPG

Dragonsfoot Review: "In the end, TRECG accomplishes the goal of providing a vehicle for creating creatures never seen by your players. It is much more than Appendix D on steroids, as I am sure some will consider it. At a minimum, the material is a laundry list of attributes that can be added to existing creatures for more flavor. At its best, you can use it to create brand-new creatures, to inspire you to expand your game world."

Writer: James Edward Raggi IV
Developer: Harley Stroh
Cover Art: Doug Kovacs
Graphic Designer: Peter Bradley
Editor: Ken Hart
32 pages

Product Availability


PDF: Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

Print Edition: Discontinued

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.

IMPGMG4375


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Product Reviews (1)

Average product rating:

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An RPG Resource Review

****( )

Diving straight in, the Introduction compares 'traditional' and more 'experimental' styles of role-playing, with a strong case for the 'traditional' style being timeless and enjoyable by successive generations of gamers... but that while good plot design, innovative situations and novel traps will keep players on their toes, the classic monsters are so well-known even beyond role-players that reactions to them are predicatable and dull. To regain the sense of wonder - and of danger - that a monster encounter ought to provide, this book is intended to aid the referee in providing new, even unique, monsters without the need for being a professional monster designer!

The method proposed - as indicated by the title - is based on random tables, but from the outset the referee is encouraged to allow his own ideas to take priority, using the tables as stimulus rather than a straitjacket. An interesting note is that creatures need not necessarily be balanced to party strength, provided the monster does not have to be defeated in face-to-face combat for mission objectives to be achieved, it is quite all right for the party to flee in terror from an overwhelming opponent!

Beginning with a run-down of the essential characteristics that will need to be determined, there are then a selection of tables to help decide everything from body shape to method of locomotion, how it fights and even its distinctive features. Strict adherence to die rolls can result in mighty odd creatures - but if the result is not quite right, go ahead and change anything you wish. You can even determine combat strategy randomly, if the creature's design does not make one obvious - even if you choose not to roll on any of the tables, just reading them can start spawning ideas for that next show-stopping monster! The book rounds out with suggestions for drawing all your ideas and rolled results into a coherent whole, and then ways in which it can be presented effectively to your players and their characters.

While presented as 'systemless' the book is actually geared towards the general outlook of Dungeons & Dragons, although it doesn't matter which edition you play. If you use a different fantasy ruleset, you may need to develop different information for monsters but these tables will at least help you to devise the basic concept of your monster even if you then need to build the final design to suit the rule mechanics of your choice. Overall, if you want to go beyond published monsters, this is a good book for ideas if not complete creatures!



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