Tips for Monster Hunting

Originally Published:  2009-08-01
Last Updated
:  2010-11-07
Original Concept:  Gerry Harris
Final Design:  Gerry Harris

Search:

This free script provided by JavaScript Kit


House Rules

Associated Games/Campaigns

Advanced Dungeons & Dragons
Cadillacs and Dinosaurs
Dark Æther
Dark Conspiracy
Dark Traveller
Gamma World

Associated Pages

HMMWV
The Logistics of Survival in a Zombie Apocalypse
Home

House Rules

Campaigns

 
 
 
 

A recent episode of one of my favorite shows, Primeval, had our intrepid heroes travelling to a monster-infested future to stop the bad guy (actually a woman) before she could bring her nefarious plans to fruition.  The team consisted of a special forces type (Veteran), a former detective (Experienced) and two science types (Green).  Knowing that one of the critters they would be encountering would be the Future Predators, our team wisely packed several concussion grenades with which to "blind" those beasts.  However, the group took only two firearms -- a sub-machinegun and a shotgun -- no backup weapons, no sidearms, not even a knife.  Shortly after travelling through the anomaly, one of the weapons was destroyed by a giant bug, and the other was snatched away by a Future Predator, leaving our heroes virtually defenseless.

Later, the cop and the two science-types find themselves treed in the Cretaceous by a band of raptors.  Remembering, suddenly, they have a sack full of concussion grenades, they drop one amongst the raptors.  Of course, one of the science guys is too busy talking to take cover and is knocked from his perch and is injured.  Knowing they have an injured team member, and also knowing the raptors will wake up shortly, do they decide to kill the raptors?  Nope.  They sit around stupidly talking until the critters wake up and start causing problems again.

Characters like these are honestly too stupid to live, and are only saved by the fact their writers give them unlikely outs.  Unfortunately, characters like this are far too common in the media.  Characters in role-playing games should be considerably more savvy.  Hence our tips for Monster Hunting:

You can never have too much firepower.  Each member of the team should pack as powerful weaponry as can be obtained in that milieu, and a lot of it.  If you're in a fantasy setting, make sure you have some sort of ranged weapon, such as a bow or crossbow, a stand-off weapon like a polearm, a close-in weapon like a sword or axe, and a last-resort weapon such as a dagger.  For more modern settings a rifle or a shotgun would become the main weapon, with a pistol or sub-machinegun for closer actions, and possibly a pocket pistol as a last resort.  Don't forget to carry a knife of some sort, as it will come in handy for more than just fighting.

Party size also counts here.  If you're going to a place crawling with 150 kg monsters just waiting for their next snack, four people (two of whom would be useless in a fight) are just not going to cut it.  Detail or hire a team to accompany you; get as many as you can.  In addition to the extra firepower, they also provide extra sets of eyes, and can come in handy for march security or perimeter defense.

This was a major failing of one of my other favorite shows, Stargate SG-1.  Sure, a four- or five-person team might be ideal from a writer's point of view, but it sucks when it comes to reality.  There is a reason a Green Beret A-Team has a dozen members; indeed considering the jobs SG-1 was called on to do, an A-Team would've been the ideal organization to use.

A friend of mine on another site had a few comments regarding firepower, or lack thereof:

If your gun jams, or runs out of ammo, don't just throw it away.  These issues can be fixed, easily.  You see this more often on TV shows than movies.  The character's weapon no longer fires so he just tosses it away.  First off, that pistol he just discarded was probably worth about $350 to $500, so he just threw a lot of money in the trash.  Secondly, jams can be easily cleared, and, if your party has standardized its weaponry ammunition should be fairly easy to come by.  If worse-comes-to-worse, use the damned thing as a club.

Never miss a chance to pick up extra guns and ammo, from any available source. This should be standard practice for any group adventuring in harm's way, but on TV and in the movies you see the heroes pass up this opportunity time and again.  Of course, when dealing with non-human monsters who may not use weapons, this point is moot, but then again a well-prepared party should be lousy with ammunition anyway.

True, shooting a vampire or other such normally-immortal baddie won't kill them, but won't they be much less likely to chase you if their heads are shotgunned mush?  It doesn't matter if you can't kill the thing coming after you; at least you can slow it down.  Even Cthulhu was deterred by an application of kinetic energy (it was hit by a boat).  If you can buy yourself some time, maybe you and your team can get away.

There is nothing wrong with taking the time to ensure that that masked psychopath on the floor/hanging from the tree/at the bottom of the ravine/impaled on the piece of wood is really dead. A bullet to the head is a good start; three is better.  Remember our raptor friends from earlier?  The two science-types should've stomped on the raptor's heads until they were sure the critters were dead.  The last thing you need is for the monster you were sure was toast to get up and start chasing you again.

Jason Voorhees, Michael Meyers, and Leatherface make good use of sharp implements and gardening tools. They'll work for you, too.  Remember that knife we talked about earlier?  Of course, if it has gotten to the point where you're within arm's reach of the baddie, things have probably already gone pear-shaped for your party.

Any large, solid, portable object (fire extinguishers, wrenches, hammers, shovels, etc.) is a weapon waiting for a user.  Don't ignore them.  Sometimes you're not hunting the monster, but the monster is hunting you.  If you are caught without your weapons or your team, don't stand there like some horror-movie victim just waiting for the critter's teeth to sink into your quivering flesh -- grab something and throw it or swing it.  If you can make the monster back off you may just be able to get away or summon help.

Bring Vehicles.  Sufficient, or even exorbitant, firepower is only one facet of a successful monster hunt.  There is an old adage in the military that amateurs study tactics and professionals study logistics.  The same is true when it comes to hunting Things-Man-Was-Not-Meant-To-Know.  If the situation permits, bring along a vehicle or three.  Vehicles will allow you to close with or escape danger rapidly.  Vehicles will also allow you to carry more and bigger weapons, and additional ammunition and other supplies.  Vehicles can also double as shelter should the situation arise.

This was a major peeve of mine regarding Stargate SG-1.  The stargate was five meters wide — more than sufficient to allow a HMMWV to drive through.  The teams then could explore larger areas of a planet, carry supplies for base camps, and evacuate wounded should the situation dictate.  Instead our intrepid heroes trudged through the wilderness hoping to stumble across something interesting.

If the situation precludes bringing along a vehicle, and the campaign is a future or near-future one, substitute robots.  Combat robots have already made their debut in the sands of the Middle East.  In a few years several companies will field robots that can tote large amounts of equipment over just about any terrain.

Vehicles and robots are more than just logistical tools.  They can also be used as weapons in a pinch.  There is nothing like being hit with 2+ tonnes of metal travelling at several meters per second to make a monster think twice.  And even relatively small robots can be sent to distract the baddie allowing the team to get away.

Train, Train, Train.  You may have heard the old military axiom:  "sweat more in peace, bleed less in war."  This holds true for monster-hunting teams too.  Your team needs to work as a team, not as a group of individuals.  The latter gets picked off, one-by-one, by the baddies.  Remember the group at the beginning of this article?  We had a soldier, a cop, and two geeks.  While the first two were no great shakes when it came to taking out the baddies, the latter two were completely useless — and one of them was downright stupid in a stressful situation.  You don't need characters like this on your team.  If you are going to be saddled with science-types (for plot purposes, obviously), make sure they know how to use the weapons available to the team, your communications protocols, rally points, and anything else vital to the survival of the team and the success of the mission.  Otherwise, it's likely the monster will eat them first and then come after your now-depleted team.

Also, it's a good idea to cross-train your team on each-other's equipment.  It would not be a good thing should you lose the only member of your crew who can operate a specific weapon or device, especially if that weapon or device is vital to the completion of your mission.

Plan for Everything, Including the Unexpected.  In the Primeval episode referenced in this article (and really, just about any Primeval episode) the characters charged ahead without much of a plan other than finding the bad guy.  This might work if you have the writers on your side, but in the world of monster-hunting it cannot be counted on.  Have an idea in advance what your objectives are and what contingencies there may be, and make sure everyone on your team knows these too. 

If you have the opportunity, rehearse the operation, and then rehearse it again with some members of your team missing to ensure you can complete the mission should you suffer casualties.  As mentioned above, have a rally point should everything go pear-shaped, and make contingencies for dealing with wounded team-mates.  If the monster has been running off with innocent victims, have a plan if any should be found alive.

You may have noticed these tips would also apply in many military gaming situations.  The reason for this is simple:  monster-hunting is pretty much identical to any other type of human violence.  It doesn't matter if the monster in question is of the intelligent sort (in which case it's likely to follow to a greater or lesser extent the tips in this article to deal with its foes), or a mindless killing machine; operations to defeat it are going to resemble military operations. 

In the end it all comes down to which one of you will come out of the situation alive.