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Eschaton, Cult Strategy Deck Building Game, Game Review

The time of the Dark One's rising is getting closer. As Armageddon looms, the factions are striving to gain the glory of being the true followers. Building the cult by gaining worldly and other worldly followers. Looking for artifacts. Battling other cults. Preparing for the day of reckoning where one cult will be raised above the others to be the chosen of the Dark One.

Eschaton is a deck building game, from Archon Games, pitting the players against each other in a dark fantasy world. Each player starts with a deck of seven cards and play a hand of five cards. Unlike some deck building games Eschaton does not rely on building connections between the cards. Instead, there are four attributes that different cult members represent. The hand is built, the scores for each attribute being played out in order.

Zeal allows the player to add more cards to their hand. No one starts with zeal. And certain cultist inspires more zeal in followers bring them out, in turn, making a player's hand bigger and adding to the scores of the attributes, if more zeal is added in the draw, then more cards are added.

Divination allows draws on the Arcana deck. This additional deck includes artifacts and other worldly followers that can be added to your deck. These build on your attributes, count for victory points, and affect play in other ways. In our game, my friend was able to add a card that every time it came into his hand he was able to curse another player, giving them a penalty.

Me taking some notes at the start of the game
Influence brings in more followers to your cult. The greater your influence the stronger the followers you can attract. This allows you to gain greater ability scores from a single card.

Aggression brings in the game board. The cults share the known world and it is through a player's aggression score that they are able to manipulate events on the board by adding and moving their own forces, or removing another person's markers from play.

Since the cards are score keeping your abilities, we found there is no reason to hide your cards when it becomes your turn. We started drawing the five and turning them over. This allowed for some quicker play because you weren't needing to look at the combinations that could be created. This was a great advantage also for learning the game.
A player can also shrink their deck. Along with building your deck you can sacrifice cultist and remove them from your deck. This is an interesting strategy that allows players to manipulate their deck to bring the stronger cultists into play more often by sacrificing the weaker ones needed earlier in the game. You don't have to sacrifice them and doing so doesn't count for or against any final scoring. It is a strategy move a player has to decide on doing to manage their deck.

The final deck used, the Event Deck, is the time keeper for the game. This is a semi-random deck that is built with Event and Omen cards. At the start of each round a card is turned over. Event cards effect play for that round. These can be random twists causing adjustments in strategy to cope with the event. Omen cards are longer term strategy changes that earns favor with the Dark One, victory points. Those stay in play until the next omen card, or Armageddon. Near the bottom of the deck, the Armageddon card announces the return of the Dark One, at the end of the round points are tallied and main cult is raised to glory while the rest are cast down.

Our game in progress
Two of us were able to sit down with one of the developers, Adam, to play Eschaton at Salt Lake Gaming Con this year (2017). The game was quick to learn and we were quickly into the full swing in the first round. Our event deck hit Armageddon on the seventh round, with two Omens going into play earlier. Our Seven round game went a few minutes over one hour. Our final scores were within seven points from high to low. And my friend came out on top of the developer.

Strategies

In our initial game three different strategies were being used. I was building world forces (aggression), my friend was building on divination, and the developer started out with zeal. As the game progressed I could tell there are other strategies that could be used. Strategies would also work differently with the number of players.

We had three players and there was limited contact on the game board. Eschaton is designed for up to 6 players, and the more there are the great the contact, and therefore, the aggression level. Strategy must take into consideration the number of people in the game.

Replay-ability

The variation in the artifacts deck and the event deck means that every game is going to have something different players have to deal with. Competition for the scoring from the Omen Cards will increase with more players. Personal decks will vary as different cards are added to reflect different strategies.

By changing the size of the Event Deck the length of the game can be varied, which will also impact strategy choices. We played 7 rounds, and the game definitely would have played out differently if we played with a deck that allowed for twice that number of turns.

Artwork

Some of the cards
The majority of art is done to match the theme of evil cultists. Most everything is done in black and white. However, the stronger cultists are done with more color, making it easier for them to be identified and advancing the feel of the theme presented. The art on the cards provides eye appeal during game play.

Overall

Eschaton is a good strategy game. It provides replay-ability and variations to the strategies used and how those strategies develop.

The setup and cleanup of Eschatonwas easy. The only constructed decks are the Event Deck and player decks. Cultist and markers are set out and the Divination Deck is shuffled.

The game is designed for ages 14+. I am sure this is because of the theme of the game. The rules were easy to learn and because you can play with an open hand on your turn, younger players can be helped without worry of over influencing their choices.

Eschaton is designed and produced by Archon Games (Web Page) (Facebook page)for 2–6 players, ages 14+. A game is designed to last 1–3 hours (and this is in controlled by how big you make the Event Deck).

Armageddon has arrived. Each cult bares themselves to the Dark One to see which one will be raised up. Fire blazes out consuming those judged unworthy while you and your fellow followers look on.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Shocking new study: German Shepherds die because they can no longer stand up



In March last year, the footage of the best of breed German Shepherd (above) scurrying bent-backed and stressed round the big ring at Crufts sparked an outcry way beyond the dog-world. (See the footage here).

Now, a new study published in Canine Genetics and Epidemiology articulates the troubling state of the breed today in finding that the two leading causes of death for the German Shepherd in the UK are musculoskeletal disorders and "inability to stand".

In fact, if you add in deaths from spinal cord disorders (which often lead to paralysis in GSDs) this new study suggests that almost half of German Shepherds (45%) die from issues that are likely linked to the stresses caused by abnormal conformation.

Says author Dan O'Neill: "These results are higher for causes of death related to osteoarthritis/inability to stand/spinal problems in GSDs compared with some other larger breeds that we have explored and therefore are a point of note."

One can only say "likely", because the study does not differentiate between Sheps with a sloped or unnaturally curved back and those with a more normal one. This is simply an overall snapshot of the breed in the UK and all the more depressing for that.  For something more specific, we will have to wait for the results of a KC-funded locomotion study at the University of Surrey which is quantifying the different GSD types.

The truth is that there are very few German Shepherds in the UK (or indeed elsewhere) that are anything like as sound in body as this favourite-of-mine dog from 1925, Ch Klodo vom Boxberg.



To compare, here's the dog that was named best female at last year's Sieger show in Germany.


As a result of measures introduced by the Kennel Club after the Crufts 2016 GSD scandal (including - I kid you not - adding to the breed standard the line "Must be capable of standing comfortably and calmly, freely and unsupported in any way") the UK GSD show scene is in some turmoil.

We are indeed seeing dogs with somewhat straighter backs and sturdier back ends in the UK show-ring but there remains a hard-core group of GSD breeders and judges who still want dogs like the 2016 Crufts winner. They continue to cling to the German showline dog - as evidenced by  this logo for the British Singer Show held last month.



In Germany, whose show breeders are ultimately responsible for fucking up the breed, there has been a lot of discussion and some small indicators that change might be on the way.  There will be many watching to see if there is any moderation in the dogs at this year's Sieger Show (the German showline dog's flagship event) in September.

There is also now a splinter group in Germany - the RSV2000  - which promotes a more workmanlike dog.

And just look at this dog which won Best Puppy at a show in Sweden earlier this year.

Uxås Criga
To those of us who weep when we look at the modern show German Shepherd it all offers a small glimmer of hope.

Then I go to the breeder website for the 2016 Crufts best of breed Cruaghaire Catoria - or "Tori" as she is known - and see that they are planning on breeding her (for the third time) this autumn (see here).

I am not sure who is going to win the battle of the GSDs.

Hopefully the dog.

PS: there was one other fascinating finding in this study: that female GSDs lived longer than males - 1.4 yrs longer on average in fact.  They found that they are markedly lighter, and less aggressive, too.


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Heroes of Darkwell, Game Review

Monsters are threatening the town of Darkwell. They are moving closer and it is up to someone from Darkwell to protect the people from the creatures that are attacking. There are no adventuring heroes, so it is up to some of the town folk to take up arms and battle the monsters before the town is overrun. And, if you succeed you will be known as the Heroes of Darkwell

Heroes of Darkwellis a fantasy themes cooperative board game. Two to four players must work together, battling the advancing monsters before the town is overrun, or the boss monster makes it into town.

Each player takes on the role of a character. The characters are all peasants of the town of Darkwell who accept the challenge of defenders. Battling the monsters earns the character experience and gold. Experience allows the player to advance their character into a hero (a choice between two options) and to improve their skills by buying cards to build a deck. Gold can be used by the individual, or more appropriately, used by the group to buy the equipment that best suits the each character.

There are several decks used to advance the game.

Individual player decks are built by defeating monsters, which earns treasure and experience. There are also side effects that can occur which make situations harder. Each player builds a deck of from the skills they buy, by spending the experience they earn, and side effects they are enduring.

Equipment, which is purchased with the gold collected as treasure, goes into play. Equipment and gold can be passed around (in our game it was mentioned that some groups combine their gold and we did that, which made it a lot easier to track) so it is on the right player, or, for ready use to remove those problems, like poison or fear. Since each player is building their own deck, consideration needs to be given on which player should be purchasing the skills to get the card into the right deck. Also, strategy needs to be developed to allow the person to be able to defeat monsters so everyone is earning experience to buy the skill and advance to hero. In our game we had to set a monster up so our cleric would be able to defeat it and earn the experience to become a hero.

Our game in progress
A monster deck times the game. The monster deck is built so as the game progresses the monsters become stronger. Somewhere near the end of the deck is the monster boss. The monsters win if three lower level monsters or the boss inhabit the town. The players win if the boss is defeated. The boss requires cooperation between the players to be able to defeat it.

The strategy through the game is to build the characters in a manner where they all are equivalent to each other. The more heroes fighting the boss gives you a better chance of defeating it. It is about preparing for that last major encounter.

I can see where there could be some added variation to the game by mixing up the monster deck or making it shorter, giving some harder challenges at different times which would require the players to change up their strategy.

We were able to play Heroes of Darkwell at the Salt Lake Gaming Convention this year (2017). We had three players and the game took about an hour and forty-five minutes. Heroes of Darkwell was easy to learn and the only questions we had after the first turn was some minor clarifications on some of the cards.

Me on the left and Rob "the photographer" on the right
The time frame is 60-120 minutes, roughly a half an hour for each player in the game. Our first game was close to this scale.

The designer wanted to create a board game with the flavor of early role-playing games. The artwork reflects that desire and is fun.
Heroes of Darkwellis designed for ages 12+ and I think that younger players would be able to be involved because of the cooperative nature of the game.

Heroes of Darkwellis from Exalder Games (Facebook Link) and is schedule for a Kickstarter for mid to late October 2017.

The monsters have been defeated and the citizens of Darkwell are cheering their new heroes.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Creating a Dark City, of Orcs

Orcs from Lord of the Rings
Many campaigns touch on the idea of having a non-human city, a dark city, a city in the underdark. Creating these cities are really no different than creating cities game masters (GMs) create along the surface of their worlds. And, they don't have to be fantasy settings.

Dark cities can exist on other worlds, in other dimensions, on the space station orbiting the planet, or the island of pirates. Every one of them will have a reason for starting and flourishing. But, the reasons may be a little more nefarious. The same elements come about in the many of the same ways. The trade goods are probably different and acquired in a different manner, but, if the basic elements of the city aren't there the location wouldn't last.

In a recent conversation several GMs of different levels of experience were discussing some of the differences between a dark city and a regular city. in the conversation it was mentioned that several would like to have a dark city established in their campaign, but didn't want to put the time into its creation.

I've covered some basics about creating a location—how a town starts, then grows. I don't think it would do any good repeating those articles with just twisting it to a darker location, so I plan on approaching this in a different way.

I present to you the city of Hork. I have worked on Hork for over the years and have used it to one degree or another in different campaign.

You can use what I present, but I doubt I will be able to ever present it all, just like the other locations I have done, but I can hopefully give you a feel for the general atmosphere of the city and a number of locations and people (creatures) that live there. I understand time constraints and therefore give you the option of using what is presented as is or interweaving it into your locations.

Background of the city of Hork

Hork is a rough translation of the word home in the orcish language. And, for a number of generations now thousands have called the city their home. Just like in cities created by other creatures, some residents of Hork are born in the city and live out their entire lives there. It is a city of many races, a place where the differences might be more tolerated, in exchange for the "good to the society" they provide.

How the orcs came to live in the city is under some speculation as there are different histories, depending on who you talk to.

Orc history

A number of generations ago the chief of the Black Fang tribe, Kurruck, was given a vision of becoming a great tribe by overpowering the tribal enemies, dwarves. He took his vision to the tribal shaman who spoke to the strength and the truth of the vision from the orc gods, for it was the will of the gods for the orcs to be triumphant. Kurruck shared the vision not only to his own tribe but also to other tribes. Other shamans spoke to the truth of the vision and the leaders of the other tribes made Kurruck the Great War Chief, without a fight between the tribes.

The army of orcs marched on the city of dwarves and the dwarven gods left the short people because of the fear of the orc gods. The outer doors were torn asunder and the orcs marched in slaughtering the short warriors that stood against them while the women and children fled out secret passages.

The city was claimed and the tribes claimed the halls as theirs. Kurrick was made the first Great King of Hork. Guided by the shamans, Kurruck created the ruling council of kings, the leaders of the tribes that fought to capture the halls. Since then the orcs have ruled the area, above and below the surface.

Drawf by babagannoosh99 of deviant art
The Black Fang tribe is still one of the strongest orc tribes in the city, and seldom has it been out of the Great King's throne. And, then, only for a short period of time.

Dwarven history

Several generations ago during the time of transition between two kings in the halls of their ancestors the city was betrayed by an evil priest, legends now call him Pyrite, whose plans were thwarted by the dying king and the son who was to replace him.

Pyrite opened the gates of other planes while his servants worked at opening the gates of the city both to the lower caverns and to the surface, allowing hordes of enemies to swarm in. It was only through the work of the evil priesthood on the inside of the gates that allowed the city to fall. Most of the warriors, and many of the women and children, were killed by the advancing forces along because of the treachery.

Dark Elf history

For many years the high priestess Shebet worked to influence the dreams and demeanor of the weaker minded races around her city.  With her underlings and the wizards she slowly influenced the orcs, the dwarves, and several races in the deep caverns. Her goal was to accomplish put her own home in a state of relative safety. She manipulated specific individuals of the lesser races to believe they were on a holy quest of their gods, when, in fact, she they were doing her biding at the request of her god.

The dark elves watched as the races clashed, and relished the destruction that was created. They only threw in at the last when it appeared the dwarves might be able to secure the lower gates and consolidate their lines of fighting.

The dark elf wizard released their magic to unleash dark creatures into the city, creating more chaos for all the races in the battle. Each of the dark forces in the battle claimed it was from their gods, while the dwarven defenders cursed the traitor Shebet had nurtured.

The dark elves allowed the orcs to claim the city. Hork provides a buffer between the surface world and the dark elves. It is now a place the dark elves feel they can more easily manipulate. The orcs love to trade for the goods and services the elves can provide, even when they don't fully understand the price they are paying.

Who lives in Hork

The city is a mixture of races like most major cities. There are members of what most consider the dark, or monstrous, races. There are also those who come from the fairer races who live in the recesses of the city of Hork. Those who are drawn to the darkness or just hiding from the light.

Welcome to the city of Hork. Make sure you can show your strength because the weak die, or worse.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Witchy Eye by D. J. Butler, Book Review

In his latest book, Witchy Eye, D. J. Butler introduces us to an alternate history of the North American continent in the 1700s. It is hard to describe the book in much detail without giving spoilers (and I don't want to repeat the book jacket), but here are a few things that can be said.

The Alternate History Twist

How would events have progressed differently if magic and religious mysticism existed throughout the recorded history of man?

It is easy to tell that Butler created a rich backstory. Thankfully, he doesn't reveal it all at once to the reader. The bits and pieces are doled out in bits, snippets of information are used to create a foundation the story is built on.

There are parts of history most people are knowledgeable about, which provides the familiar. Then, his historical twist is applied. An example is knowing that Isaac Newton was a great wizard.

The Setting

Witchy Eye takes place in the lands east of the Mississippi River. What we know from our world is presented as the story starts in Nashville, then down to New Orleans, then back up the river. The geography is the same. Everything else, politics, economics, and people are different because of the work that went into creating the events of the world leading up to the current "present."

The Characters

The reader is introduced to the main and secondary characters who become easily identified as the story unfolds. Each has a strong presence and is relatable.

When a character takes over the role as narrator, with the shift in point of view, it was easy to recognize whose eyes I was seeing the events through. The individual histories of the characters influenced what they saw and how they reacted, giving the story another level of depth as the individual's story became part of the greater one.

Every character has their own agenda. Each is traveling their own story arc. They are intertwined without being lost in the general story or the main story of Sarah.

The Plot

Sarah is on a journey of discovery, but this isn't the main theme, but it carries the story well. It is relatable from the beginning as her hopes, along with the hopes of the other characters, progress.

Dave Butler
There are a number of twists that kept me wanting to keep turning pages. I found them well foreshadowed without being blatant. Butler provides great explanations of the religious myths and how they tie into the story he is telling.

The plot built to the confrontation I knew must come. Not everything presented is resolved in that conflict (it is clear this is the first book of a longer story), but don't be dismayed, this book stands on its own. This part ends with the promise of more, not an ending that left me wondering why it ended there.

Summary

Witchy Eye is a wonderful story that is unique and refreshing. From comments made to friends while I was reading, I know several who have already started reading Witchy Eye, or have added it to their reading list.

The lead character is fifteen years old and it is appropriate for young adult readers, however, don't let that fool you. Witchy Eye is a good read for all ages. It might not be as graphic as some novels that are pushing back for the adult audience of readers, but the story is strong and holds its own.

I am ready for the sequel.

Witchy Eye is written by D. J. Butler and published by Baen Books.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).



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Isle of Monsters, Game Review

The island is a peaceful place and the inhabitants like to keep it that way. They get few visitors because of the monsters that live on the island. Others wonder why the inhabitants stay on the island with such fearful monsters. But, they do, and, they don't seem to have any problems living with the horrid creatures.

Isle of Monsters, designed by Joshua DeBonis and Nikola Ristestki has artwork by Kwanchai Moriya and produced by Mayday Games, is about capturing monsters and caring for them so you can compete against the others players in scare contests.

Each player is working to become the Island Protector. This is done by catching and feeding the creatures on the island. Though the creatures look fierce and frightening, they are not. It is in how they are fed and presented that makes them look so ferocious.

Mechanics

There are several game mechanics taking place during the game. The first part of a round is spent gathering monsters and the food to feed them. Not all the monsters and food available on the game board are available to everyone, just those on the nearest outer islands and the center island. You need to keep an eye on what monsters your neighbor is feeding to see if there is the right food, and enough of it, for the monsters you have or want to capture.

After everyone passes from that phase the monsters that have eaten enough are matured and included into a deck used for the scoring phases of the round.

My hand early on
Scoring takes place in two levels. The first level is to present a single, or grouping of monsters of the same type (earth, fire, or water) to compete against the other players' monster(s) to scare the crowd in attendance at the Scare Festival. Individual monsters have scores from 1 to 9 and their scores are added together when they are played together. The card(s) are hidden so you don't know what others have chosen until everyone reveals at the same time. The person with the highest score on their cards wins the scare contest.

After the monsters have scared the crowd they can scare each other (fire scares earth, earth scares water, and water scares fire). This isn't worth as many points, but it is possible with a larger game that the person scaring other players earns more points than the person who won the contest.

The monsters used in that round of scaring are set aside and the next round starts with the players who have remaining cards. The scaring rounds continue until only one person, or none, has cards left in their hand. Additional scare points are earned for having extra monsters.

The monsters used in the scaring during the round do not leave the game, they just can only be used once a scare round. After the round they are returned to the deck the player is building. It is added to during the next maturing phase.

Strategy

Since each player is limited to the two piles of monsters on the outer islands to either side of them, strategy is limited to what is available. However, a player needs to be aware of the strength of the monster, higher points takes more food to mature, and what they eat. You also have to decide if you want to be able to combine monsters, therefore, they need to be the same type. You can also work at creating bigger or smaller monsters. (Early in the game there is not enough food to mature the bigger monsters.) Bigger monsters are better for winning the scare contests, but maturing more smaller monsters allows you to compete in more rounds.

Appearance

Some of the cards
During our play-testing it was the artwork that drew the attention of two of our players. The artwork is done by Kwanchai Moriya and one player mentioned that it reminded them of Pokemon cards. The artwork is fun and each of the monsters shows a different level of maturity for its type as it goes up in score.

The materials in the game are of good quality. The components are sturdy enough to withstand being played.

Re-playability

We were able to play a couple of games back to back without a problem. Younger players, or those who are not as adept at strategy, should be able to play this multiple times in a row without problems. It is also a game that could sit for a little while and be easily brought back to the table for another session.

Overall

Isle of Monsterswas easy to learn, and easy to teach. Set up and clean up was also quick. Although more experienced players have a slight advantage the advantage wasn't so much as to take away from the game.

Isle of Monstersis designed for 2–5 players. I played it with three players and it went well. There is a 2-player variation and I think the fun would increase as you add a fourth or fifth player.

Isle of Monstersis designed to last 20–45 minutes. Our games, even while learning took about 30 minutes. The time is controlled by the deck of monsters and the number of players doesn't vary the time much. The variable is more in deciding what you want to do.

Isle of Monstersis designed for ages 10+. Experienced younger players may be able to play this game. They may not catch all of the strategy nuances, but the artwork art is a draw for them.

A new Island Protector has been named. The others who vied for the title did well, it was a close competition. There is already talk of who is going to go for the title the next time the competition is held.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).



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Creating New Encounters by Providing a Twist to What You Already Have

Avid role-playing gamers are known to learn about the monsters they expect to encounter, especially players who also are game masters (GMs). This has made for a steady market for expansions for new monsters. But, then the race is on once again, as the players get a hold of the expansion and soon know about the new monsters. There are some "tricks" a GM can use to bring in "new" monsters their players won't know. Here are some ideas in creating monster encounters that will keep players guessing what they are running into.

I am not the only GM who has prepared a new role-playing game (RPG) adventure and wonder what monster I can use as an encounter that my players won't know. Since my gaming group has members who have been playing Dungeons and Dragons for over thirty years, and most of them over twenty, when we play they have a good understanding of the monsters in the standard works and many of the outlying supplements. Providing an encounter where they don't immediately know what the monster is, and how to defeat it, can be a hard hurdle to get over. This isn't just the long standing classic games either, players like to be prepared, and GMs can prepare as well.

Dealing with this escalation of knowledge can be handled in different ways. One of the popular ways is to buy another book of monsters for your game system. These books can be great resources for you to use and as long as there are enough people buying them, companies will keep writing them. These books provide a multitude of monsters to draw upon. For this to continue to work for surprising your party, you need to make sure others in your gaming group are not dipping into the pages. These additional books are great for games with complex creature building systems and you don't want to spend the time building up a new encounter.

Many people like building new monsters. Building your own creations allows you to specialize the monster to the setting, adventure, and encounter you want to run. Another advantage of having the monster be your own creation is you control the information. Unless you give it out, no one at the table is going to know the monster they are encountering. The downfall for creating these monsters is the time involved in making your creation.

I have used another method of creating encounters which is quicker and easier, and you can still surprise your players. I use existing monsters and provide variations to the look, stats, or another factor of the monster already presented. This has worked with my home group and where I have GMed a game at an open gaming table. Let me provide a couple of examples of what I have done recently.
 
I was GMing a party beginning characters, with new and experienced players. I wanted to make sure the new players would get the awe factor of the encounter without the experienced players voicing their knowledge about what was happening. The group entered a swamp and a number of creatures were swimming up the open channels and surrounding the small island the party was camped on. I described the creatures as overgrown frogs of 3–4 feet tall when they stood on the ground. The experienced players were making judgements of what the characters were seeing based on the players knowledge of the monsters. None of them were able to discern what they were really encountering. The new players were given the opportunity to play out the encounter without corrections about how they described it, or the actions they chose. In simplicity, I had changed the description of kobolds and gave them claws instead of spears.

I did a similar twist with another group of experienced players. They party was moving along a road through a forest and found a small outpost besieged by short, odd-shaped lizardmen. These were lizardmen straight from the Monster Manual with a twist on their description and fighting tactics. Because they didn't fit into the knowledge some players already had about lizardmen, the players maintained a steady conversation about how to handle them. They started referring to them as prehistoric lizard folk, further back in the evolutionary line. (That worked well because I used that point further on in the adventure.)

This also works well for larger, bigger, and meaner monsters. In past adventures I have used the statistics from a race of giants and with only minor changes and presented them to the party without them knowing what to do. And, who says a dragon has to look like a giant lizard? Yes, it makes them look mean. But, Asian dragons have always been described differently. With a little bit of a change a dragon can appear like a giant dog, a long coiled snake, a lion, or even a ferret. The concepts of demons and devils also open up great tweaks to existing statistics. The main block of statistics can be used with only a change in the description.

Even with my most experienced players, the changes in description and minor adjustments to abilities has kept them guessing at what they are dealing with. The other important item I have learned is, even when players are not meaning to, a certain level of meta-gaming occurs. To provide an encounter that limits the meta-gaming, don't work straight from the books. Players who also GM know the books, if they see where you are referencing in the common book of knowledge, they will have ideas of what type of creature you are working with. This, in turn, will modify their play. Keep your monster notes on another piece of paper, notebook, or laptop away from view of the players. This will help keep the suspense higher, which, in turn, will modify how the players react.

Another easy way of hiding what the party is encountering is by hiding them in plain sight. Use the hidden traits of skill, feat, advantages, training, or whatever is available in your game and drop them on a monster. This can be done as easily as changing a movement from climbing to swimming. I also reuse other resources.

I have also collected character sheets of player characters and non-player characters to use. When I need an easy encounter I have one already worked up. A few fast adjustments and it's ready to go. I did this awhile back with an encounter with orcs. The main part of the encounter was the basic abilities of a past character party with the stats dropped on the orcs. I have also done this by recycling the stats of an encounter from modules others have written. There is a wealth of available encounters in adventures from the past.

Creating your own adventures is rewarding. When you're running a campaign and have a regular weekly game, there is pressure to create new and exciting things for the rest of the group. It takes time to create the wonders when you have to do them from scratch. Luckily, there are years of material you can use, adjusting it to meet your needs and desires. I have never had players complain about me using these tactics to create adventures. Many times they were pleasantly surprised when they found out what I had done. With this strategy of creating encounters, I know at least one person who has taken up the position behind the screen because it alleviated some of the fear of running a game.

Originally posted on Stuffer Shack.

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