INTRODUCTION
Hey fellow adventurers and monster enthusiasts! Today, I'm taking a delightful dive into the past to revisit a true gem of the early role-playing game scene: the one and only "Monsters! Monsters!" In 1976, Ken St. Andre, the visionary creator of the second oldest role-playing game, Tunnels & Trolls, unleashed a fantastic companion game: Monsters! Monsters! It was initially published by Metagaming Concepts before finding its long-time home with Flying Buffalo in 1979. For four decades, the game remained a beloved classic, largely unchanged... until now!
I recently had the pleasure of poring over a 2007 reprint of the original edition – a charming forty-page saddle-stapled booklet that remains remarkably faithful to its roots. The new first page credits, mentioning the websites of the ever-talented Liz Danforth and Flying Buffalo, are the only immediately noticeable additions to this otherwise faithful reproduction. I even recall owning a comb-bound edition decades ago with a slightly different cover, but both capture that wonderfully whimsical spirit – a giant riding lizard and warrior, embodying the game's playful heart.
Flipping through the pages, Danforth's black-and-white line art, full of skill and humor, leaps out. While perhaps not always directly contextual, these illustrations are delightful features in their own right. The layout is a testament to a different era of game design: tiny page numbers, generous margins, and single-column, ragged-right text in a serif font. Instead of sidebars, the author cleverly employs footnotes to deliver supplementary information. The writing style is distinctly informal, even delightfully silly at times, and refreshingly avoids getting bogged down in excessive detail. It's a game that aims to deliver eighty percent of the gaming goodness in twenty percent of the page count – a testament to its lean and focused design. A table of contents is present, but with a game this concise, an index simply isn't needed.
The game's iconic by-line, "When YOU want to be the monster!", perfectly encapsulates its revolutionary premise. In a world where player characters were almost exclusively heroic humans, "Monsters! Monsters!" dared to ask: what if the goblins, orcs, and even dragons had enough of being the plundered? What if they wanted their own set of stats and a chance to fight back? While the core rules presented here cover spell levels up to 4 (the full "Tunnels & Trolls" system goes much higher), the seed of monster equality was firmly planted.
Character creation is a blast. You choose your monster species or draw one randomly from a convenient list of 52 options. From the politically-minded Black Hobbits to the hulking Ogres, the slimy Mutant Slimes, the undead Living Skeletons and Zombies, all the way up to the majestic Dragons and fearsome Balrogs – the choices are wonderfully diverse. I fondly remember my own foray into the game as a 14-year-old with a penchant for the absurd, selecting a Balrog with the deeply unfulfilled desire to surf! That, my friends, is monster equality in action. The game provides minimal but evocative descriptions for each creature, including the wonderfully categorized "human scum." What truly sets "Monsters! Monsters!" apart is its inclusion of beings drawn from fantastic literature, gleefully thumbing its nose at the Tolkien Estate with the inclusion of Balrogs alongside Shadowjacks (from Zelazny), Demons (from de Camp), Shoggoths (Lovecraft), the mispelled but clearly recognizable Snark (Carroll), the bizarre Snollygosters, and the ancient Tsathouguas (Clark Ashton Smith). This willingness to embrace and blend creatures from across the spectrum of fantasy is a huge part of its charm.
Monster characters boast a full range of attributes, simplified yet effective, drawing from the "Tunnels & Trolls" system: Strength, IQ, Luck, Constitution, Dexterity, and Charisma. Rolling 3d6 and multiplying by a species-specific value quickly generates these scores. Height and weight are determined similarly, along with a letter-based speed rating. The Charisma system is particularly clever, using a code to determine how humans might react to a monster's social presence – from terror to awe to disgust. The example of a slightly below-average Balrog with impressive Strength, surprising (for a Balrog) IQ, and a speed of "Fast" perfectly illustrates the system's simplicity and flavor. The crucial derived ability, Combat Adds, based on attributes above or below a certain threshold, further shapes a monster's combat prowess. Simple rules for carrying capacity, using Luck for saving rolls and spotting secrets, and IQ for languages and spellcasting round out the character basics. Equip your monster appropriately, and you're ready to rumble!
"Monsters! Monsters!" was ahead of its time in recognizing the importance of experience points over mere treasure accumulation. The author explicitly states that the goal isn't just gold, but the growth and increasing power that comes with experience. Points are gained through combat, treasure, magic use, finding magical items, successful saving throws, the delightfully monstrous act of gorging on the fallen (half your Strength in experience!), taking captives, and even destructive behavior. While still rooted in the "kill and loot" model to some extent, it cleverly expands to encompass stereotypical monster actions. The level progression chart, admittedly a bit of a mathematical puzzle, provides bonuses to attributes based on species modifiers as characters grow in experience. The included sample scenario, the "Woodsedge Inn," is a stroke of genius. Providing detailed stats and maps for the inn and its inhabitants – a few score of men, women, and children – the scenario's explicit purpose is to be on the receiving end of a player-character monster assault. It's a brutal but brilliant role reversal, forcing players to confront the consequences of the "adventuring" they might be used to on the other side. The potential for surprising resistance from the villagers adds an unexpected layer of challenge. The game sequence alternates between strategic five-minute turns (movement, encountering wandering enemies, recovery) and tactical combat. Combat is resolved by comparing total damage output, with the losing side distributing the difference among their members (though missile and magic damage are applied individually). Physical damage is mitigated by defenses, with the remainder chipping away at Constitution. A short example of a mad hobbit facing two ogres provides a clear illustration of the combat system. Saving Rolls, when needed, are determined by a simple formula based on Luck and the level of danger. Missile attacks are resolved with a single d6 roll cross-referencing Dexterity and range. A brief section on weapons provides damage dice, bonuses, and minimum attribute requirements. Beyond a somewhat incongruous page of provisions that monsters might even have to buy, the rest of the booklet is dedicated to a selection of 1st to 4th level spells. Described with brevity and simplicity, these spells can be purchased by characters based on their level and are cast by expending Strength points. The spell names are wonderfully silly – "Take That, You Fiend!", "Oh-go-away," "Yassa-Massa" – perfectly capturing the game's lighthearted tone.
But the monstrous excitement doesn't stop there! After four decades of thrilling monster mayhem, "Monsters! Monsters!" has been reborn in a completely NEW, rewritten, and re-edited 2nd edition! This new version retains the beloved appeal and core structure of the original but bursts onto the scene with all-new artwork and exciting new options like stunting and a monster chaos factor. The updated "M! M!" rules now feature 49 distinct monster kindreds for players to choose from, providing their unique dice modifiers and, for the first time, a special power unique to each kindred! Each monster type is now described in its own dedicated section, and the entire rule set is better organized and far easier to navigate, with monsters helpfully separated into humanoid and non-humanoid categories. Players will also find two different types of character sheets, including one with portrait spaces for personalization. The new edition boasts a dedicated Spellbook, comprehensive weapon and armor lists, new abilities, the intriguing chaos factor mechanic, 18 vibrant cut-out full-color standee figures, and a brand-new 26-page GM adventure set in the perilous ruined dwarven city of Hael'Ku! Hot off the presses! This is a revision of Ken St Andre's Monsters! Monsters! RPG. Think Tunnels & Trolls, but you play monsters instead of your standard adventurers. M!M! has been around since the late '70s. Ken St Andre, for those who don't know, is one of the pioneers of the TTRPG industry, having created the world's second-oldest role-playing game. He read OD&D and was inspired, but baffled, because he wasn't a wargamer (unlike Gygax and Arneson). T&T was his response, and M!M! soon followed. It never achieved the popularity that D&D did. Fast-forward to the 2020s, and Ken St Andre no longer holds the rights to T&T. M!M, however, he still has the rights to, and it plays very similarly to classic T&T from what fans of the system have said about it. It's beloved by T&T fans and has a small but passionate following. The production values are... amateurish and suggest a very, very low budget. But there's a fun and imaginative game in there.
WELCOME TO THE MONSTERARY OF ZIMRALA! Join us in an amazing new world with some of the strangest creatures you’ll ever encounter! Along with ancient gods,
And now for the truly exciting part for me! As a longtime admirer of "Monsters! Monsters!" and the imaginative worlds that Ken St. Andre has crafted, I am absolutely thrilled and deeply honored to announce that I've had the incredible opportunity to contribute to the ongoing legacy of this fantastic game. Through the generous spirit and creative vision of Ken St. Andre, my own playable race, the Tygerians, and their island home, the Tygerian Isles, are now officially part of the Zimrala setting!
For those unfamiliar, the Tygerians are a proud and fiercely independent race of humanoid tigers. They are skilled hunters, possess a strong sense of honor, and have a rich culture deeply intertwined with the natural world of their island home. The Tygerian Isles, a new archipelago nestled within the diverse tapestry of Zimrala, offer a wealth of new adventure possibilities, from exploring ancient ruins hidden within dense jungles to navigating the complex social structures of the Tygerian clans. Being invited to contribute to a game that has held such a special place in RPG history is a dream come true. Ken St. Andre's willingness to embrace new ideas and expand the world of Zimrala with my creations is an act of creative generosity that I will forever cherish. I'm incredibly excited for players to have the chance to experience Zimrala through the eyes of a Tygerian warrior, shaman, or storyteller, and to explore the unique challenges and opportunities that the Tygerian Isles have to offer.
In conclusion, "Monsters! Monsters!" remains an exceptionally clever, insightful, and influential game, now revitalized and expanded in its fantastic 2nd edition! Its simple yet effective mechanics and groundbreaking premise of playing as the monsters continue to captivate, and the new edition, along with the incredible "Monsterary of Zimrala," only enhances the monstrous fun.
And for me personally, this journey into the past has now intertwined with an exciting leap into the future, as my Tygerians now roam the wilds of Zimrala, adding a new chapter to the incredible story that Ken St. Andre began all those years ago. Be sure to grab the new 2nd edition of "Monsters! Monsters!" and the "Monsterary of Zimrala" (also available at DriveThruRPG under Troll Godfather Press), and keep an eye out for future supplements and adventures that will delve deeper into the world of the Tygerians and the mysteries of the Tygerian Isles – the monstrous fun is just beginning!