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Monster Mash
A Supplement for Super Console
Written by:
Colin Fredericks
Edited by:
Sarah Lancaster, Dan DiTursi, and Quentin Hudspeth
Illustrations from:
Clipart.com, and the Devil’s Workshop Image Portfolio series, specically:IP 1.2 (Jason Walton), IP 1.4 (Jason Walton), and IP 1.14 (Butch Mapa). © Louis Porter Jr. Design.All artwork is protected under copyright.
Inspired by:
Games by Squaresoft, Enix, Climax, Arc, Nintendo, and a few other console gamecompanies. No violations of trademark or copyright are intended.This is a work of parody,
© Copyright 2006 by Colin Fredericks.
All rights are reserved. Youmay make reference to this product in your own writings (e.g. to create a supplement or add-on), but you cannot legally create derivative works (e.g. “Monster Mash 2: Electric Boogaloo”). This book contains no terms that the author claims as trademark. However, this work is protectedunder copyright law, and all rights not specically waived above are reserved. All trademarkedterms and the depictions thereof are trademarks of their respective companies. This work uses thefonts Palatino,
Techno
 , and
Blackmoor 
. The current version was created using Adobe InDesignand Photoshop on MacOS X, running on a dual-processor G4.
 
 M n  s  t   M s  h  :   I  n  t  d   u  t  i    n  P  g  1  
Introduction
Welcome to Monster Mash
Here it is:
Super Console’s
rst supple-ment. Within you’ll nd everything you needto take up arms on behalf of the Main Villain,to play a monster turned to the cause of good,or to become a dark overlord yourself.
Why Play a Monster?
Plenty of console games have a tokenmonster character, but few of them make itthe main focus of the game! What makes itworthwhile?First, it’s a novel gaming experience. Thereare all sorts of new abilities to try out, the funof transforming into a new monster type, newequipment, and so forth. It’s almost like a newgame where you already know the rules.Second, it’s a different viewpoint. As onemight imagine, monsters have a differenttake on the world than most Main Characters.Fighting for their survival isn’t a new andfrightening prospect for them, it’s old hat. TheMain Villain is still frightening, but not becauseof his plan to rule the world - he’s frightening because he’s so powerful. A monster’s life isn’t just fun for number-crunchers, it’s full of funthings for a role-player too.Third, you get to talk funny.
The Setting
Unlike
Console
 , which has a plethora of possible times and settings to draw from,
Monster Mash
has a narrower focus. Thissupplement concentrates on one of the GreatWars between Good and Evil, sometime be-tween the beginning of the Medieval Era andthe end of the Post-Magitech Era. The generalassumption is that the game is operating inthe middle of the Magitech Era, with somesophisticated technology working alongsidepowerful magic.Your characters are monsters. From goblinsto slimes to dragons to dryads and everythingin between, you’re playing “the bad guys.”At the beginning of the game, your monstershave a choice: do you join the Dark Lord inhis quest to rule to world? If you do, you’ll be ghting against the goody-two-shoes thatpushed your kind to the edges of the worldand then brought them in for experiments. If you don’t, you’ll be turning against your ownkind for the sake of the planet itself. There’sno in-between here — this war will engulf the entire planet, and your characters play apivotal role in it.Of course, none of this is written directlyinto the rules; it’s just assumed in the back-ground. If you want to strip out the monsterclasses and use them as is in your own game,there’s no extra work that needs to be done.The same goes for the new statuses and itemtypes.
Why Monster Mash?
Valent Games has had good luck with monster-oriented supplementsin the past (see
The Other Side
 , our d20guide to playing monsters as PCs), soI thought we’d give it a shot again.
Console’s
tongue-in-cheek approachalso makes it perfect for this kind of upside-down play. There’s just some-thing inherently funny about playinga two-foot-tall sprite with a 30-foot-talltitan sidekick.Also, we could use some extra cash.Mostly, though, the idea kept stick-ing in my brain and I had to write. A lotof game designers have this tendency:we get interesting ideas and not onlyhave to put them on paper, but haveto put them out for other people to seeas well. It’s intellectual exhibitionism, Isuppose.
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