The last of the set of basic design principles for classic Dungeon Crawls are those around the animate opposition, the active threats to the character, commonly called ‘monsters’. The second of the booklets in the original 1970’s edition of Dungeons & Dragons was titled “Monsters and Treasure”, and began with a list of potential antagonists. Little has changed, the taxonomy of Monsters still has a special place in the game that has increased in importance, size and detail with almost every edition. There’s plenty of reasons for this, monsters are fun and interesting, and a big part of the impetus for play is discovering and confronting wondrous creatures. Yet what exactly monsters do in play is also interesting, and not entirely obvious.
|David Trampier - Goblin|
From the AD&D Monster Manual