In one of the earlier installations of this series, Pay Attention To The Environment, I mentioned that a lot of the time Game Masters forget that there are actual environmental hazards that exist in a lot of the dungeons we create. Everything from toxic air, to deadly temperatures, to inclement weather is a possibility, and all of these things provide a unique flavor and challenge to a particular dungeon.
However, I wanted to provide a late caveat to this advice. Namely that these hazards and difficulties should have some way for player characters to deal with them, and that they shouldn't just exist as a blanket middle finger. Because giving players the chance to do something clever (or to find the resources to deal with the hazard in the dungeon itself) will let them feel accomplished, and like they earned something. If they can't do anything about it, they'll just feel like they're being punished.
There will still be times where there's not much to be done... but those should be used sparingly whenever possible.
![]() |
| Anyone else's lungs tingling? I feel like there's something in the air down here... |
As always, don't forget to sign up for my weekly newsletter to
get all my updates right in your inbox. Also, if you've got a bit of
spare cash that you'd like to use to help keep the wheels turning,
consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.
Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!
Hazards Need Solutions (So They Don't Feel Like Punishments)
Let's take a moment to present a concrete example of what I'm talking about here. Your party needs to cross a room. A low fog bank hides the floor, as well as the places where there's weak spots, or outright holes. The idea is that the party cannot see the places they're treading on until it's too late. Whether this is meant to be a tense room to cross, or there are monsters they have to fight while dealing with this hazard, it's meant to represent an area of challenge.
Now, players could just bite the bullet, rush in, and hope they pick the proper path through the mist, trusting on their reflexes and abilities to save them from serious harm. But there should be some way to dispel the mist, even if it's for a limited period of time. When it comes to solutions, there are usually a couple of options... but most of them boil down to:
- Player Abilities: One or more of the characters has a feature that allows them to bypass a particular obstacle or hazard.
- Environmental Off-Switch: There is something in or near the hazard itself that allows the player characters to either reduce the penalty, or remove it either entirely or for a period of time.
- Loot-Based: There is a piece of gear or loot somewhere in the dungeon that will allow players to overcome the current hazard, or greatly reduce its efficacy.
Now, ideally, a Game Master should have some combination of all three solutions present to ensure there's always a way to deal with the obstacle in front of them.
![]() |
| I wonder if the pocket watch we found has something to do with this... |
Let's return to the example of the mist-covered floor, and the hazards it's concealing. I'm going to use Pathfinder examples because it's the system I know best.
Now, for the first solution, let's say someone is playing a Burn Rider barbarian archetype, which gives them the extraordinary ability Cindersight. This allows them to see through smoke, fog, and mist as if it's not there, provided they have enough light to see otherwise. So at least one character can just see where the holes in the floor are, as well as the enemies who are lurking within the mist. Now, that character could just dictate to the other members of the party where the hazards are, and what routes are safe, which partially solves the problem, but it doesn't negate the concealment for enemies like iron cobras (or just regular cobras) lurking in the fog... for anyone other than the barbarian, at least. Alternatively, a spellcaster could use something simple like gust of wind to blow away the mist, revealing what's beneath it... for a time, at least.
But say there's an environmental off-switch. Perhaps there are grates that could be forced open with a high Strength check (once they're found), and they will suck the mist away. Perhaps smashing out a boarded up window would naturally allow in sunlight and wind, dispersing the mist. Or if the mist is being generated by a magic item like an eversmoking bottle, capping it would naturally cut off the mist and allow what already exists to dissipate. Ideally an environmental off-switch is something any character should be able to interact with, but it likely requires some variety of danger to accomplish, or a particular ability (like the high Strength to flip the switch) in order to make the arena safe.
Lastly, there's a loot-based solution. Ideally an item will exist somewhere else in the dungeon before the hazardous room, and players should face some kind of difficulty in order to acquire it. As an example, say there was an encounter with several cultists, and their cult leader in a previous room. Players who slay them might find their enemies were wearing Goz masks, which among other things allow the wearer to see through smoke and mist (it's also a heinously expensive item, but it will work for this example). Alternatively, the party might find scrolls of spells like gust of wind, ensuring that even if that spell is not on the casters' lists, or they didn't prepare it today, they still have the resource needed to deal with this hazard.
![]() |
| Don't worry... I've got this. |
Incorporating this design philosophy does several things for you as a Game Master. First and foremost, it makes your dungeons feel more like a puzzle that needs to be solved, and players who go in prepared may find that they can save themselves a lot of time, energy, and effort... but if it turns out they don't have the abilities to bypass a particular challenge, they can still choose to brute force it (likely risking serious harm to their characters in the process), or they can examine the area to find a solution to the problem.
Ideally, you want your players to be thinking, observing, and treating your arenas like organic parts of the world, rather than as pass/fail locations where you either brought the correct solution with you, or you have to pay a pound of flesh to get past. Also, as a bonus for players who are willing to get really stuck in, it's also possible that denizens of the dungeon may know of ways to get past difficult areas, or they can turn off particular hazards for the party, assuming the party bribes, threatens, or performs the proper social interaction. As I said in Monsters Don't Have To Be MONSTERS, encouraging social interactions with various creatures can really keep your players on their toes!
Also, for those who would like to see this philosophy at-work, consider checking out my own adventures A Night At The Slaughterhouse Inn (for Pathfinder) and The Price of Iron (for Dungeons & Dragons 5E).
Like, Follow, and Stay in Touch!
That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!
Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi channel I contribute stories to, The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!



















