Showing posts with label Dungeon Design Tips. Show all posts
Showing posts with label Dungeon Design Tips. Show all posts

Saturday, April 5, 2025

Dungeon Design Tips: Pay Attention To The Environment

Our adventures are supposed to take place in dangerous, terrifying places. From lost ruins, to dense forests, to haunted castles, our parties go to places where most normal people would never go. However, as Game Masters, we always seem to forget that the environment they're in isn't just limited to the box text we read at the beginning of the scene... it should show up on the mat as well!

Because environmental factors can be a huge component of any encounter.

Previous entries in this series (for those who haven't seen them) include:


Initiative? Ah hell... I can't see a damn thing!

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!

It's About More Than Light And Darkness


When it comes to environmental factors, the most common aspect Game Masters remember to use is light levels. If the party is sleeping around a campfire, and they're ambushed by orcs in the dead of night, then the firelight only goes so far, and beyond that there's darkness. This situation obviously benefits creatures with darkvision (such as the attacking orcs), and penalizes those who don't have the ability to see in the dark.

And while that is an important consideration for your combats, it is far from the only environmental condition one might have to overcome.

All right... let's get this fire going.

For example, consider some of the following environmental effects your party might have to deal with, and how they could drastically tilt the challenge level of a quest, and the encounters in it.

- Temperature: If the temperature is too cold, or too hot, it can require very specific gear, spells, and potions to combat it. This can also greatly reduce viable armor choices, or favor the natural abilities of certain species over others.

- Visibility: Whether it's from mist and fog, dense trees, or even rain, visibility is a huge deal when it comes to encounters. This is particularly true when it comes to enemy movements, and the difficulty this can inflict on those who focus on ranged weapons and spells during combat.

- Wind and Storms: There are half a dozen spells for dealing with wind, and we rarely end up using any of them. Whether it's affecting those trying to track by scent, interfering with arrows and bolts, or it's significant enough that it poses a real hazard to Small-sized creatures, this doesn't factor into nearly as many campaigns as you'd think it would. And when you add in lightning strikes, deafening thunder, and other aspects, it can be a real issue to overcome!

- Miasma: Whether it's the rotting stench of a swamp, or the bad air deep in a dungeon, breathing in the wrong thing can be unpleasant at best, or dangerous at worst. Add in the fact that it can hide the stench of dangerous enemies, or render the ability to track by scent impossible, and you have a serious obstacle.

- Water: The existence of water and water hazards changes things up entirely. Whether it's ankle-deep water that hinders movement, waist-deep water that can be a serious hazard for Small-sized characters, or deeper bodies that are a risk for anyone who can't breathe under the waves, water comes in many shapes, sizes, and choices.

These are just a few of the options when it comes to the enviornment that we often overlook as a Game Master. Because as I've mentioned in previous installments of this little series, putting your party in a plain, white room or an open field with perfect lighting, clear sight lines, and no cover on concealment means that you've handed your players a straight-up fight.

Why would your monsters ever do that?

While you don't have to stack the deck against your players like a death run by Tucker's Kobolds, consider the environmental effects that should be an issue for them, and possibly for their enemies. If the dungeon is underground, or it's night time, what source of light is the party making use of? Do their enemies also need a light source, or can they see using other means? Is the air laced with spores of poisonous mold that don't bother the necromancer's undead minions, but which can be a serious problem for the party? Is the exposed side of the Dragon Mountain a place of cutting winds and potential avalanches, both of which might be used by yeti and ice dragons to wear down and kill their enemies?

So before you decide to just add more hit points to your enemies, or to slap another dozen monsters onto an encounter, ask yourself whether you've considered possible environmental effects. Because they might not be a make-or-break part of an encounter, but they can be that little extra bit of challenge that can put an edge on your game.

Lastly, if you're looking for some extra things to throw into your games regarding weather and strange conditions, consider these classic encounter lists:


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 my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, 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!

Monday, February 10, 2025

Dungeon Design Tips: Antagonist Action Economy (Never Fight Just One BBEG)

Every Game Master has been in this situation. The party has been working their way closer and closer to a final confrontation with a powerful enemy. They've bested their traps, they've slain their minions, and now it is time for an epic clash! But when the dice hit the table, the antagonist you spent so much time building up and preparing is roundly stomped into the pavement, left beaten, broken, and defeated in a matter of a few rounds (or sometimes less).

While there are a lot of factors that can go into this kind of defeat, one of the common threads between most of the stories you hear GMs tell is that they were running a 4-on-1 combat... and that's a losing scenario for most monsters!

No matter how powerful you think they are.

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!

The Problem


The idea of the party facing down a single creature in battle, their combined strengths necessary to overpower it, is an iconic image. Whether it's a lich lord, a full-sized red dragon, or some other adversary, so many of us have been raised on this setup (both in games as well as in films, comic books, etc.) that we just assume that's the way things are supposed to be.

The problem is the numbers of your action economy just don't add up.

Now, for folks who aren't familiar with the term action economy, it's just a fancy way of saying the amount of stuff you can do on a single turn. For example, let's say you're facing down a necromancer lich. They are a potent foe with a nasty template, a slew of immunities, and a bunch of dire powers to draw on... but generally speaking, they can only use one of those abilities on their turn. So if the lich wants to cast a spell, they'd better make sure it counts... because the party wizard and cleric also get to cast a spell, and that's on top of having to deal with the angry barbarian charging straight at the lich, and the paladin who isn't far behind him!

Oh balls...

Typically the big bosses of the dungeon have fat sacks of hit points, a bunch of pre-cast buffs, monstrous templates, and enough magic items to help them become a threat to an entire party worth of adventurers... the problem is that they need to dodge every bullet the party fires, metaphorically speaking. If the party manages to land a status effect, to slow the enemy, to instantly counter their spells or abilities, etc., then no matter how powerful they're supposed to be it's going to be Good Night Gracie in a big damn hurry.

And while this can make the party feel like big time badasses, it can also make what should be a climactic battle feel... well, anticlimactic. And while I've talked about cover and firing lines, combining traps with combat, and even getting rid of doors in this series, I'd say this week's solution is one that will solve more than half of all the problems that Game Masters deal with.

In short, stop giving your players a single target to gang up on.

The Solution


Give your antagonists backup. That's it... that's the solution.

Whether your lich lord has a cadre of bodyguards to defend their person, or your fallen paladin is backed up by a conjurer and a sniper, the idea is that you are breaking up the laser focus of your party, and giving everyone a dance partner.

If the lich has an undead champion to guard their person, now the party members have to weigh the pros and cons of dividing their attention. Does the barbarian engage the undead black knight, hoping to keep him busy while the paladin closes with the necromancer? Or do the melee bruisers both double team the bodyguard, hoping to take him out quickly while the spellcasters attempt to contain the lich?

Forcing your players to make these decisions means they have a wider array of options, and they have to sometimes get creative with their strategies and tactics. For example, with multiple targets on different ends of the battlefield, would the wizard get more use out of spells that put a wall of iron between the party and the black knight instead of directly attacking the lich? With multiple enemies, does the cleric choose to buff the brawler going toe-to-toe with the bodyguard, keeping him in the fight longer so the paladin doesn't end up having to fight a two-front battle?

And the more antagonists you put on the board, the more choices your players are going to have to make. Not only that, but you are going to have more strategic options, and you won't have to focus so much on making any single antagonist powerful enough to face down the entire party on their own.

This is actually where we get into The Anti-Party, which can best be summarized as the Legion of Doom to your party's Justice League. If you have an evenly-matched party of antagonists with similar abilities, now your players have to get really creative in order to make sure they are able to best their foes.


The important thing to remember here is that when you add multiple enemies, you should be diluting the power of the Big Bad and spreading it around. It also allows you to have boss antagonists who aren't either extremely powerful monsters (dragons, demiliches, etc.), powerful spell casters, or some combination of the two. For example, if you want to challenge your party with a bandit lord, you could have them as a decently high-level ranger, in an area that's full of traps they've set to give themselves an advantage. However, you could also give them half a dozen henchmen, or some kind of tamed monster threat to sic on the players. So rather than the entire party versus a single ranger, they have to deal with his arrows, his traps, but also the two dozen ghouls he's released from their cages, and his two bodyguards who are also taking pot shots at the party.

The more targets there are on the field, the wider the array of tactics the party will have to make use of in order to be successful. For example, does the evoker create a wall of fire to hold back the ghouls, buying their companions a precious round or two before the undead monsters close? Or do they sling spells back at the archers, trusting the front line fighters to hold the line? Does the barbarian's great spear come in handy due to its reach, and does the fighter stick close with them, using their shield to grant their companion additional protection from the rain of arrows above?

With so many additional moving parts, a battle becomes an actual battle, instead of a grudge match against one enemy. Not only that, but you have more things you can do as the Game Master than options that feel like dirty tricks, or which could permanently cripple player characters (rendering them permanently blind, giving them debilitating curses or diseases, destroying their enchanted gear, etc.). While you shouldn't make every fight with a boss (or mini boss) into the Battle of Helm's Deep, ask yourself why the head of an entire assassins guild, a feared bandit lord, or the head of a dark cult is standing alone against an entire hit squad coming for them... then ask who they would keep around just to make sure it's a fair fight.

Also, if you haven't watched any of my series Discussions of Darkness, check out episode 25 below, Don't Overuse The Game's Big Bads. Because if you're no longer trying to have just 1 antagonist taking on the whole party, it throws the party's plans into chaos because they now have to deal with a wider array of challenges coming at their faces.



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 my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, 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!