Showing posts with label dungeon design. Show all posts
Showing posts with label dungeon design. Show all posts

Tuesday, October 21, 2025

Dungeon Design Tips: You Need To Make Social Skills Viable If You Want Players To Use Them

(Apologies on the formatting, but I originally wrote this in my word processor, as my Internet service was down for a week. I don't know why it has chosen to appear this way, and I'm trying to fix it.)

One of the biggest complaints a lot of Game Masters have is that players will always try to solve problems with spells or steel, rather than using their wits or their words. However, while that is a valid complaint to have, it is important to first look in the mirror before assigning all the blame to the players sitting around the table.

In short, did you give them a reason to believe that rolling for diplomacy or persuasion would actually work? Or has that always led to the enemy getting the first shot in, putting the party at a disadvantage for the coming combat?

Now, stick with me here, I want you to NOT roll initiative just yet...

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If Words Don’t Work, Players Won’t Use Them


Generally speaking, players understand there are non-combat options to solve issues… but that understanding seems to only exist when their characters are in locations where combat is frowned upon. If they’re in a town, for example, they’ll try to barter for goods, sweet talk their way out of trouble, or threaten their way past a couple of street toughs… but as soon as the PCs step outside of the designated “friendly” zone, it’s like all their non-combat options get grayed out.

Your job, as the Game Master, is to show that just because the party is venturing through the depths of a forest, or they’re entering a dungeon, that doesn’t mean their social skills are no longer viable. And to do that, it pays to sprinkle in some encounters where players can see this in action.

Let's have a conversation, shall we sweet ones?

For example, say your players encounter a flitting fey creature (like one of the ones you might find in 100 Encounters in a Fey Forest, for instance) while they’re moving through the woods. They could attack it and drive it off, yes, but does doing so mean they find the forest ahead of them is now filled with traps? If they speak cordially with the creature, will it offer them guidance through the woods? Or perhaps tell them the location of a buried treasure, in exchange for a promise to take on a small task for it? If they’re merely pleasant, and offer it some of their rations, will the creature watch over them while they’re in its part of the forest, looking for some way to pay back the “gift” it was given?

Expand this idea out in other ways. Do the ogres guarding the wicked sorcerer’s fortress actually dislike the role they’ve been forced into, and they would love to see the spellcaster killed, as long as they get the gold they were promised? Do the rank-and-file members of the Mistwood Raiders think their war leader has gone too far in kidnapping people for ransom, and killing people who weren’t even resisting? If so, could they be persuaded to offer the party information, or even help, if they promise to end the bandit king who wears the bone crown taken from the forgotten tomb of the Mad King? Could they go so far as to open talks with a vampire who seems to be attacking a nearby town, or to engage with a dragon to establish an agreement between it and the terrified people who have lived in its shadow?

Parley? Well, I suppose...

Now, obviously, social skills won’t solve every situation. Clockwork automatons, mindless undead, and territorial magical beasts don’t respond to social overtures, and they will do what their programming, orders, or instincts urge them to do. There will always be antagonists whose goals are directly counter to what the PCs want, and so reaching any kind of agreement will be impossible. And there will always be enemies who think themselves too powerful to bend even an inch to the demands of others, no matter how soft the silk those demands are wrapped in. However, if you want your players to embrace a variety of tactics to solve problems, then it’s important to show them that there are reasonable creatures in the setting who will at least hear them out when they try to be diplomatic.

Lastly, it’s important to consider how this can affect the reputation of the party. If the sorcerer is known for an uncanny ability to bargain with fey creatures, does he earn the name Silvertongue among them (or Ironjaw for those who end up on the worse end of the agreements)? If the dwarven fighter sealed a pact with an orc clan, and upheld his end of that bargain, does that earn him respect among other members of that clan or nation? Perhaps opening doors that would have remained shut to him if he and his allies had merely slaughtered those who got in their way? And if the party takes prisoners, accepts surrender, and treats those who opposed them with honor, that’s something that should also be known to others after a time. On the other hand, if the party breaks promises, lies, cheats, and steals, then they’re going to find those bad decisions catching up with them, and their reputations are more of a weight around their necks than anything else.

For more on this, check out the article Character Reputation in Fantasy RPGs: The Small Legend.

And if you’re looking for more ways to incorporate social encounters into your next campaign, consider checking out some of the following supplements:



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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 SkyFacebookTumblrTwitter, 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!

Sunday, January 12, 2025

Dungeon Design Tips: Cover, Firing Lines, and Dynamic Arenas

If you've played RPGs long enough, chances are you've been in your share of scrapes and scraps. And while there might have been one or two memorable events, chances are good that a majority of these combats were in wide open fields, square or rectangular rooms, and with an occasional circular chamber mixed in for variety. But while the shape of these arenas might change, many of them suffer from the same problem; they're wide open spaces with clear sight lines.

So if you want to make your arenas more dynamic, consider changing that up.

Who's up for a little crossfire?

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!

Cover, Firing Lines, And Changing Up Your Formula


Let's use the humble tavern as an example. It's one of the most infamous places in fantasy RPGs, because it feels like this is always where your adventure takes place. And while we often think of taverns as little more than long, rectangular rooms, consider all the potential aspects of them. There's the bar itself, which provides cover for those standing behind it. There might be heavy support columns that could do the same throughout the room. There's also the benches and tables that one could leap up onto in order to claim the high ground, or flip over in order to hide behind them in the event that arrows, crossbow bolts, or spells start flying.

And that is just a single example of how a relatively "normal" location for a combat could immediately become a more dynamic arena. But ask yourself what could happen if you introduced that same kind of philosophy to other places where it's likely that steel and spells will come into play.

This is where creativity can really alter the challenge.

Consider the goblin cavern that most adventurers will venture into at some point in their careers. Are there small niches higher on the wall where said goblins can station archers to fire down on intruders? Are there lower ceilings that make their home difficult to invade for anyone Medium-sized, forcing them to fight at a disadvantage? Are there stalagmites that break up line of sight along the cavern, making it hard to target individual enemies as they converge? You could even take this strategy and apply it in outdoor areas, using tall grasses, underground burrows, and even simple hills to give some targets high ground, cover, and so on.

And this is before you have players assault locations that are specifically built to give the advantage to defenders.

This isn't just castles, though they're the most obvious location. Narrow bridges and hallway choke points, stairways, balconies, fences and barricades can all add dynamic aspects and elements to your dungeons and encounters, while also making particular powers more viable and interesting than they would otherwise be in a game where all your arenas are empty, square rooms with no real strategy involved except swinging a sword or firing arrows until all the enemies fall over.

For example, say you have a castle courtyard where there are melee warriors down in the dirt with the party, but there are archers or spellcasters up along the ramparts directing their aggression downward. At this point, characters who have access to spells like spider climb, or abilities like shadow jump could use those to immediately close vertical distance, shifting their position up to threaten the ranged enemies who thought they were safe. Alternatively, if you had an evoker with a spell like chain lightning or fireball up their sleeve, they could use those to clear the upper deck, while the party melee brutes kept the other enemy fighters busy.

And if you had a particularly acrobatic/mobile party, they might all be able to clamber up to the ramparts, keeping themselves out of melee reach while using their new, more protected position to their advantage by slinging spells, firing arrows, or just hucking bombs down at an enemy that can no longer reach them.

These will fix a VARIETY of problems...

The more dynamic you make an area with things like cover, difficult terrain, high ground, low ground, and so on, the wider a variety of tools and strategies your players will be able to use to achieve their goals. And, on top of that, it can stop combat from feeling like just another slog... which is what this whole series is about!

Lastly, when designing these arenas, keep in mind that this also adds to the CR of the encounter. So keep in mind that fighting a squad of orc berserkers and a single shaman in a knock down, drag out brawl is a very different matter than crossing an area of difficult terrain with cover, Czech hedgehogs, and so on that forces the party to get... creative with their solutions!

If you enjoyed this article, and you'd like more ways you can change things up as a GM, make sure you grab a copy of 100 Tips And Tricks For Being A Better Game Master!


 

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 SkyFacebookTumblrTwitter, 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, November 11, 2024

Consider Removing Doors From Your Dungeons (Dungeon Design Tips)

We've all had that moment in a dungeon crawl where we find ourselves at a door, asking whether or not to open it. After all, doors represent the possibility of risk. It might be trapped. There might be an ambush on the other side of it. There might be a hoard of treasure. Or it might just be an empty bunkhouse, a derelict kitchen, or a broom closet.

However, doors also serve another purpose we don't often think about as Game Masters... they segregate the arenas where things take place. After all, ask yourself when was the last time a monster opened the door instead of the player characters? When was the last time something occurred  that drew enemies, curses, or even allies from beyond this current room/location when there were doors present?

While doors have their uses, this week I want us all to consider what might happen if we take a few of them off their hinges, and ask how that would change things in the games we run.

This entry was inspired by the post Doors Are Terrible by Manowaffle.

Consider, for example, the archway and its implications.

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!

What Happens If You Remove The Doors?


Consider, for a moment, the humble door. At its most basic, this door represents an action sink; it typically takes some kind of resource for someone to open the door, leaving them unable to use more of their turn (especially if an ambush occurs or a trap goes off once the door is open). It also, as has been mentioned, functions as a kind of boundary (in our minds, if not on the board). Because yes, we might be academically aware that the thin, wooden door isn't going to stifle the sound of a barbarian's roar of bloodlust, or the blast of the gunslinger's weapon, but nine times out of ten it doesn't matter how raucous the combat is. As long as no one opens the next door, nothing is going to come to where the party is because it's out-of-bounds in our minds. Sure, monsters might hear a commotion, but they'll just set up an ambush behind the door, and wait for the party to come to them.

Who knows what the hell is behind these doors?

Now take a moment, and ask yourself what would happen if you put your players in a dungeon that didn't have doors in it... or at least had significantly fewer doors. Perhaps there were once doors, and they've rotted out in the dank. Maybe the doors were smashed out during a previous siege, or maybe the location merely has grand archways that never had doors in them at all. You might have hanging curtains for privacy, or even chains and beads, but nothing really separating one room from another.

Do you have that image clearly in your head? Good. Now ask yourself what kind of dynamic movements this lack of doors offers for your game.

Take your traditional setup for a dungeon, where the party comes in from the south to a big, square room that has additional doors to the north, west, and east. Think of it almost like entering a dungeon in Legend of Zelda. Instead of just dealing with whatever the threat in this main chamber is, unconnected from anything else, your party is now acting in an organic environment. Can they sneak past the goblin guards in the main room, angling themselves into the side chamber? If they begin combat, what will it take to draw the interest of any other forces in the complex? What kind of patrols of monsters exist that they have to be concerned with?

And, most importantly, how will the party (or their enemies) use these open doors to their strategic advantage?

Does the paladin stand in the doorway behind his tower shield, protecting the ranger while they ply their bow? Does the rogue duck into the shadows, sneaking from one archway to another to stab unsuspecting foes in the back, or to fire their crossbow unseen? Does the dynamic space make the ability to shape the battlefield with illusions, smoke bombs, or other forms of concealment more powerful? Does the party genuinely have to contend with size restrictions, using narrow spaces to thwart larger foes, or grappling with smaller enemies who retreat into crawlspaces that leave bigger characters easy prey?

These are all questions we don't really think about when we're sectioning off the parts of a dungeon in our minds, and constructing specific arenas that have specific, laid-out challenges for our players to deal with. But when we open up the entire dungeon, and treat the whole thing as one, connected, Rube Goldberg device that's ready to go off with movements the party can only partially stop, it can become a much greater challenge.

So Where Should There Be A Door?


Now, it's perfectly possible to build an entire dungeon without a single door in it. After all, hallways, thresholds, stairs, and other locations are still perfectly viable locations for traps, ambushes, and so on. However, doors do still serve a valuable purpose, and there are several places they should be. But their presence should feel organic, rather than taken for granted. For example:

- Exterior Doors: These doors keep out invaders as well as the weather. Whether the doors are huge, like castle gates, or relatively small like postern doors, these are meant to be serious barriers that are not overcome lightly.

- Security Doors: Typically found at a choke point, think of the sort of doors you'd find at the entrace to a cell block in a prison, or for gaining access to a deeper part of a castle or fortress. These doors are meant to be defensible, and difficult to pass through without a key, the proper tools, a spell, or some combination thereof.

- Vault Doors: The ultimate door, a vault is the highest possible security. Whether it's defending some great treasures, or it's keeping unfathomably dangerous beings locked away, these doors are typically strong enough that you can't just smash through them with brute force even if you have time to try. They require a combination, answers to a riddle, or even proper spells to open.

Now, other than these big three categories, ask yourself why interior doors are necessary in a given location. Because if access is meant to be free and easy (such as between the back and front of a shop or a tavern), then chances are good there will just be a curtain, or at most a swinging, batwing-style door. The doors of an inn are likely to be closed off to give guests privacy, and the doors of a prison are locked and barred to prevent escape. But will the huts and cottages in a village even have interior doors? Or exterior doors, for that matter? Would an aging castle exposed to the elements for centuries still have doors now, even if it once did? What need for privacy would a crypt have, especially if there was nothing valuable buried inside the vaults? Would a place meant to be open to the public, like a church, have more than a handful of doors to ensure only specific people could easily access specific locations?

Again, whether a door does or doesn't belong on the map is a choice that's ultimately up to you. However, it is worth stopping to ask how we let the presence of doors funnel us into one-challenge, one-arena thinking, which can make an RPG feel far more like a game, and far less like an unfolding experience for your players... good or bad.

However, if you do want to have doors in your dungeons, consider using some of the following resources:


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 FacebookTumblrTwitter, 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!