This whole “Design Zelda Monsters” thing is proving to be an interesting experience. See, as similar as many video games and tabletop games are, there are still inherent differences in the way we treat tactics and tone within games. In a video game, tone is often established by visuals and sound. At the table, we have a very different view of the world. If we see it at all, it’s usually from a god’s-eye perspective. We invent a lot of what we see in our own minds. Similarly, tactics are often very different in a video game where you’re dealing with active, mobile characters rather than turn-based tactical movement.
Therefore, when designing a monster like the redead from Zelda, I had an interesting task ahead of me. I had to create a monster that functioned mechanically like the redead. But I also had to create something that felt like a redead. I wanted to give the players the creep-factor of simply seeing it standing in a tomb, unmoving. But I also wanted to establish the shock when it screams and freezes you in place, and the slow horror as it approaches. Continue reading “Monstrous Monday: Night of the Living Redead”