Hey /tg/ I want to run a campaign based entirely around having the party surviving in an exotic wilderness and fighting off and hunting mystical creatures Monster Hunter or Pikmin style. Any recomendations for ideas, systems, or plotlines that could work?
Also dump images of exotic locales and creatures I could use if you could?
can't help you too much with mechanics, but here's a weird elephant and a website with a bunch of wayne barlowe paintings https://waynebarlowe.wordpress.com/
it's kind of hard to do a story for that kind of thing without making it super video game-y. it'd be helpful to know a little more about what kind of tone you want. hunting down giant monsters could be anywhere from really goofy and cutesy to bleak and miserable. there isn't a huge difference between pikmin and shadow of the colossus or dark souls other than tone, really.
>>47276415
Get Mouse Guard.
It was made just for you.
My advice: remember that fighting giant monsters can be so much more than just introducing a monster with "huge" in his title.
I did a Dragon's Dogma game in Mouse Guard and It worked.
Big monsters should be like big questlines. Divided into stages. So the first one could be about circling around the beast, dodging It's attacks. You prepare some stage hazards, perhaps a whole table for them and once in a while, you just throw them at the players.
Not only they need to somehow avoid the stone walls of X, sometimes they can use them for their advantage.
That's plain forest vanilla. You can prepare whole scenarios, hunting the same monster can be completely different close to the cliff's edge, a lake, a bog or some ruins.
>>47276415
Ive been working on a campaign with a similar setting, its was inspired by the eldritch horror in nature thread that happened about a month ago on here.
The idea is that basically mankind has been industrializing and nature is striking back with strange creatures and nature spirits that are spiteful to man, i've been looking at the shadows over Esteren books as what i might run it on but its been slow reading having to separate mechanics from the fluff.
>>47278474
And then there's phase two: struggle - for both the monster and the players. The beast trying to swat off the players, or occasionally rolling on the ground, players trying to secure themselves with ropes or sheer strength, wounding the beast wherever they can or repositioning themselves for a better spot.
Then you can finally kill the beast or force It to fall. That way, the players have to get off the beast to avoid injuries. This resets the fight to the pure combat sitaution. However this time, both parties are dead tired and wounded. PCs should be satisfied as fuck after killing the monster. Make sure that all that struggle is rewarding as fuck.
Anyway, that's barebones shit. You can always add twists like bad weather, monster's mate, rival group or a fire. Shit can be ADVENTURE. And this applies to every system. I just really recommend MG.
Good luck, OP