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Tag: advice

Non East Asian Versions of Monks and Martial Arts

So, there is an idea out there that monks have no place in a western European inspired campaign setting.  Settings like Forgotten Realms or Greyhawk owe a lot to western European history, legends, and literature for their basis, and monks are not part of those traditions, or so the argument goes. This came to mind while looking at the Midgard setting and noticing they had many character options for the range of character classes, but not for monks. I asked about this and was directed to this blog post about monk weapons characteristics, which is awesome, but was also told there was not a lot of places for monks in Midgard to be from. That feels like something I can counter. Note: I love the Midgard setting and I am not offering criticism here.  I am writing this because I feel this is a common sentiment that maybe should be countered.

The Myths of Monsters

Monsters are often born of myths and legends. Oh sure, there are some born of fiction. There even some created specifically for games, like the Beholder. Many of the iconic monsters pull from real world legends, though.

The Dragon is one of the oldest of man’s monsters. There are legends of dragons all over the world and they seem to even predate written language. Could be someone saw a dinosaur fossil and wondered about the monsters.

Honor Among Thieves

Honor Among Thieves

They say there is no honor among thieves.  That is probably true, but there are rules. There are societies, crews and of course guilds. I have written up a few guilds and there are plenty of others to draw on, but it can be hard for some folks to figure out how to use them.

The easiest use of course is adversaries. They steal the PC’s stuff and the PC’s have to get it back.  Either that, or they beat the PC’s to the loot. That is fine but is not always the most compelling answer. Many players are into the whole idea of playing criminals. There is something to the appeal of crime stories. There is a reason why we keep seeing heist films getting made. Gangster flicks are iconic and Robin Hood is an enduring legend. Criminal societies make good stories.

The problem is, not everyone knows how to translate that kind of story to table top. If you will permit, I will offer some advice on that point.

Stealing the Guild

Consider the thieves’ guild.

The thieves’ guild is an odd artifact of fantasy games. Once you accept that a hero can be a thief, you begin finding ways for the thief to belong to the world. Wizards have colleges and councils. Fighters become knights, become lords, and even become kings, ruling by this ax. Clerics have their religious hierarchies. The choirs of angels have nothing on the politics of churches. Thieves, though, are inherently outsiders. They prey upon the world. Yes, Hobbits get led astray by dirty road dwarves into being burglars, but that is not quite the same thing. A thief is more than just someone who sneaks around. Thieves’ have their own subculture. In fantasy games, it is called a guild.