5 World Building Tips (Vol 1, #5): Monsters
This is the fifth in a series of world building articles! Today’s theme is monsters. This will get you started, but you can read more about this in Chapter 5, “Creating Monsters”, from Creating Life, (The Art of World Building, #1).
Tip #1: “Do You Need Monsters?”
Our story might not need monsters, but in games, what else is there to kill but species and animals? Adventuring characters need threats to worry about, but a species/animal can suffice. The best reason to invent a monster is the reason they’ve historically been created: to instruct us in morality and other concerns about how to live. Find your theme and invent your monster.
Tip #2: “Determine What It Can Do”
A monster’s skills are often the reason it’s terrifying. Decide on one or two traits it uses to kill, hide, or terrify people (even if on accident). This should coincide with your purpose. Get started by fantasizing scenes of people hunting it, being hunted, or fighting it, and what signs of its existence it leaves behind.
Tip #3: “Understand the Difference between Monsters, Species, and Animals”
A species is a lot smarter than a monster, usually, a villain like Dracula being an exception, partly because he was once human and not dead for long. Animals differ in being numerous, whereas a monster is typically the only one of its kind. But we can break these “rules” once we think about them. Read Creating Life to learn more.
Tip #4: “Decide Where Your Monster Originated”
Accidents are an easy way to create monsters, especially in SF, where imaginary technology can wreak havoc. But magic and other supernatural forces can do the same. Consider whether someone created your monster on purpose, too, and for what reason? This can give us a world figure. Evolution might also have led to this creature’s existence. Determine its origins to create a well-formed monster.
Tip #5: “Decide What the Monster Wants”
Whether it’s food, revenge, security, peace and quiet, or to hoard treasure, knowing what the monster wants will determine its behavior and lair. Treasure is actually a silly thing to desire, given that money is only useful when we’re part of society, and a monster isn’t, by definition. Read Creating Life to consider other factors.
Summary of Chapter 5—Creating Monsters
The difference between monsters, species, and animals is largely sophistication and numbers. Many monsters are created by accidents that turn an existing species or animal into something else, but sometimes monsters are created on purpose. In the latter case it’s especially important to decide who caused this. A monster’s habitat has an impact on its usefulness and sets the stage for creating atmosphere and characterization that will largely define our audience’s experience with it before the terrifying reveal. Its motivation in life, or in our work, also determines what it does and the sort of trouble it’s causing for our species.