
The Obojima Podcast the Blog | Episode 20: Monster and Ecosystem Design
This blog post was made using dictation summary software, and posted for SEO purposes. If you really want to know what this episode is about, check out the full episode here: https://youtu.be/qEz0lNW4TFs?si=PHzvJZ4UGp-DERRl
As the groundbreaking political philosopher Thomas Hobbes once put it: "Homo homini lupus," or "Man is a wolf to man." What does that have to with Obojima, you ask? We have no idea. It just sounded cool and has something to do with monsters! Speaking of which, welcome to episode 20 of the Obojima podcast!
This podcast dives into the creative process of building Obojima: Tales from the Tall Grass. But things first, let’s meet our intrepid, monster-mashing crew of writers.
-
Jeremiah Crofton - The Creative Director of 1985 Games and the creator of Obojima
-
Ari Levitch - Head Writer
-
Adam Lee - Head Writer
In this episode, the team focuses on one of the most exciting aspects of game design: creating monsters and ecosystems that feel alive, strange, and memorable.
Monster Creation and Inspirations
The team is currently developing over 20 monsters for the Obojima book. Some are already conceptualized, while others are still in early stages. Discussions included how monsters can reflect mechanics like sword school feats—for example, targeting the legs, chest, or head for different effects. One standout idea was an ogre with a detachable head braided to its body, creating eerie tactical encounters.
Other monster concepts leaned into mimicry, spellcasting, or speech-based abilities, such as monkey-like creatures that control players with simple commands. The team also explored group monsters that overwhelm adventurers with coordinated effects, making encounters feel tense and unpredictable.
The Brackwater Wetlands
A large portion of the conversation focused on the Brackwater wetlands. Here, monsters aren’t just combatants—they embody the strangeness and ambience of the setting. One concept was a tall, spindly-legged creature with a mossy body that snares and abducts adventurers. Inspirations ranged from swamp spirits to lizards that run on water.
Monster motivations went beyond simple aggression. Some might feed on warmth, blood, or beauty, while others steal voices or joy, creating curse-driven mechanics that demand roleplay solutions. Environmental hazards like swarms of insects, leeches, and cold exposure add extra danger and immersion.
Creatures of Mount Abora
The snowy peaks of Mount Abora also sparked brainstorming. Proposed creatures included snowball spirits, horned wolves, and snow-dwelling jellyfish that cause paralysis. The team imagined locals developing tools and antidotes to survive these threats, adding realism to the setting.
Other ideas leaned more fantastical: a furry barracuda that swims through snow, a mountain sloth with ice-climbing skills, and a giant, intelligent, flightless vulture that doubles as a witch. These concepts emphasized originality while avoiding overused tropes like werewolves.
Ecosystem Design and Player Experience
The designers stressed that monsters shouldn’t always be about combat. Some encounters should serve as puzzles, roleplay opportunities, or sources of atmosphere. This ensures players experience Obojima as a living world, not just a series of battles.
Discussions also touched on improving watch mechanics and overland travel, aiming to keep survival-focused play engaging rather than tedious. While no final solutions were decided, these topics may return in a future episode.
Key Takeaways
-
Obojima’s monsters are designed to reflect fear, emotion, and strange motivations—not just hit points.
-
The Brackwater wetlands emphasize ambience, curses, and nontraditional encounters.
-
Mount Arbora features unique snow creatures that balance realism with fantasy.
-
Ecosystem design matters: monsters, hazards, and travel challenges all contribute to immersion.
- Thomas Hobbes should not be allowed anywhere in Obojima. He's a really depressing philosopher!
Closing Thoughts
Episode 20 highlights the creative challenge of building monsters that feel distinct, strange, and alive. From swamp spirits that steal voices to snowy predators that swim through drifts, Obojima’s ecosystem design promises to deliver encounters that surprise players at every turn.
Check out the full episode here: https://youtu.be/qEz0lNW4TFs?si=PHzvJZ4UGp-DERRl