Monsters and... £13.99
Bigger Bads
Bigger Bads is a new sourcebook for the roleplaying game Monsters and Other Childish Things.
Bigger Bads is a book about monsters. Big monsters. Giant monsters. Ginormous monsters. Ginormous monsters and the kids who love them (or who get eaten by them).
We play loose with scale in the Monsters and Other Childish Things core rules, leaving questions of size vaguely vague. My monster is the size of a Jeep, yours is as big as three rusty old refrigerators, Dave’s is the size of a Pez dispenser—but dude, it is a seriously gnarly Pez dispenser, and when its head snaps back it isn’t chalky candy lozenges that pop out, it’s 500 pounds of broken bones and teeth and dried-up hairballs. It’s noisy, messy, and smells like a mummy threw up.
What matters most in Monsters is the scale of action that the monsters operated on and paid attention to—stuff that was kid-scale and affected kid life. It doesn’t really matter if one monster is the size of a parrot and the other the size of a Peugeot.
Well, folks, it’s time we changed all that.
Bigger Bads gives you a system to take the action from kid scale all the way up to giga-kid scale. With Bigger Bads you can build, play, fight, flee, and befriend monsters big enough to eat mountains and poo significantly-smellier mountains. Sometimes, a monster gets so big that it’s less a character or antagonist and more a location to stage some crazy action. Implausible, you say—but you’ll eat that word in a crow sandwich when you have your first crazy monster-fight on the back of Mi-Go’Jirra against the monkey aliens from Planet K controlling the great beast’s prehuman brain with psychic mega-lice.
And that’s just the start. A new mini-setting, new rules for range, threats, and weird kid powers, and a whole slew of new antagonists round it out.
Bigger Bads is a book about monsters. Big monsters. Giant monsters. Ginormous monsters. Ginormous monsters and the kids who love them (or who get eaten by them).
We play loose with scale in the Monsters and Other Childish Things core rules, leaving questions of size vaguely vague. My monster is the size of a Jeep, yours is as big as three rusty old refrigerators, Dave’s is the size of a Pez dispenser—but dude, it is a seriously gnarly Pez dispenser, and when its head snaps back it isn’t chalky candy lozenges that pop out, it’s 500 pounds of broken bones and teeth and dried-up hairballs. It’s noisy, messy, and smells like a mummy threw up.
What matters most in Monsters is the scale of action that the monsters operated on and paid attention to—stuff that was kid-scale and affected kid life. It doesn’t really matter if one monster is the size of a parrot and the other the size of a Peugeot.
Well, folks, it’s time we changed all that.
Bigger Bads gives you a system to take the action from kid scale all the way up to giga-kid scale. With Bigger Bads you can build, play, fight, flee, and befriend monsters big enough to eat mountains and poo significantly-smellier mountains. Sometimes, a monster gets so big that it’s less a character or antagonist and more a location to stage some crazy action. Implausible, you say—but you’ll eat that word in a crow sandwich when you have your first crazy monster-fight on the back of Mi-Go’Jirra against the monkey aliens from Planet K controlling the great beast’s prehuman brain with psychic mega-lice.
And that’s just the start. A new mini-setting, new rules for range, threats, and weird kid powers, and a whole slew of new antagonists round it out.
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