How do I handle stat blocks in my game where YOU are the monster.
Greetings, my game Holypunk is a gothic fantasy game where you get to play as the monster; you’re set to be executed by the creed. I need your help, how do I design stat blocks for my game.
Terminology
By no means is it necessary you read this section, but my hope is that it’ll help explain my design philosophy. Don’t worry, the title, the para——, everything prior is using standard RPG terminology. In my game, the players are called monsters. They’re so monstrous in fact “human” isn’t a playable race. I go as far as to call their character sheets “stat blocks.” The enemies are called familiars; if I make an entire section on actual stat blocks, my hope is to call them classes.
But like, most PbtA games don’t do this. Why should you?
To an extent, I’ve been enchanted by the idea of playing my game. I want to run my game, but that’s because I made it. Games with stat blocks to choose from, imo, are just always easier to run. I want that for my game.
Uhh okay, but like… what do YOU want from posting this?
I’m so glad you asked! Well, I want the stat blocks to mirror classes, but I’m really blanking on how to neatly put them together. I see most game separate stat blocks by type (e.g., humanoid, elemental), environment (cavernous, arctic), or some combination. I don’t see why I can’t do that, but I’m wondering if I should. I could do pantheons, and I could do some other metric, idk. I mean if your game had a ton of classes, how would you separate them. Should I only make like 12 “classes” and then have the familiar sheets fall under “subclasses.”
Also, if you have general layout ideas or specific ideas “must haves” lmk. For example, I imagine Paladin or Cleric as a big deal. However, “warlock” I’m thinking doesn’t fit… So even if I do classes, I don’t know if I can think of dozens.
Posted Aug 12, 2026, 3:22 AM UTC