RPG hook: Going goblin

Illustration by Ed Appleby
Illustration by Ed Appleby

Goblins, goblins, and more goblins!

By Davie Wong, Sport Editor

 

Anyone that has ever played an RPG game set in a medieval fantasy world has probably run into their fair share of goblins. Those green (or whatever colour you decide), creepy, humanoid creatures are staples in early-level adventures. But that’s where a lot of game masters leave them. As players grow more experienced and powerful, the mood tends to shift towards the bigger cousins of goblins, the ogres. However, that doesn’t always need to be the scenario.

The biggest reason for moving away from goblins is their lack of threat. Goblins are usually inept, stupid, and pretty spineless. But that’s only as true as a game master will allow it to be. Normally it would take much more work than it’s worth to make goblins seem even moderately threatening. However, if the intent is there, it’s certainly possible to makeover our often-underwhelming friends.

Goblins don’t have to be enemies. Naturally cunning and devious creatures, goblins have their own societal structures and hierarchies. Perhaps the party was hired to retrieve an item, only to find out that the item they were supposed to be retrieving, they were actually fact stealing. Perhaps the item belongs to an influential goblin that the other goblin wants removed, and hopes that bringing the two parties into conflict will result in the death of his rival.

Perhaps the party, on the way to another objective, is caught in between two warring factions of goblins. Their leaders might be clashing over petty things such as dibs on a fancy helm of some sort. The party is dragged into the conflict one way or another, and must navigate the “complicated” goblin hierarchy.

In terms of power levels, not all goblins have to be weak. If goblins are well-armed or enhanced in some magical way, they can pack quite the punch.

Speaking of magic! Although goblins are generally considered too dumb to use magic, some goblins might come across a magical item that grant them a high level of intelligence. A goblin able to cast spells, weave words of intrigue, and lead? Sounds like a good threat to me!

There’s also the friendly kind of goblin. Like humanity, some goblins are born different. Instead of the need to kill and cause havoc, they just want to live peaceful and only moderately mischievous lives. But due to their poor physical stature, they can’t defend themselves too well and usually end up prey to roaming bandits. Perhaps the party goes out of their way to defend them.

Or the ultimate twist—and challenge for a game master. Maybe one of the party members is a goblin. Homebrewing (when you make up a custom race, class, or feat outside of the rulebook) an entire race is no easy task, but it’s the most rewarding. A tip may be to take an existing race as a template. For example, halflings or gnomes can be adjusted for goblins. Flip some of the characteristics and change some of the mods to better reflect how goblins are viewed and bam, you’ve got yourself a goblin!

No matter what you do, just remember that goblins are sentient creatures, no matter how dumb they are. Don’t forget to diversify personality from goblin to goblin. It’s no fun when all the goblins act the exact same!