Showing posts with label dungeons. Show all posts
Showing posts with label dungeons. Show all posts

Monday, December 15, 2025

Dungeon Design Tips: Build Challenges Around Your Table's Abilities

It's the first session after your last level up, and you as the Game Master know your evoker just picked up fireball. They're excited as hell to use it... so at some point in the next combat, there's a moment where enemies are clustered together in perfect formation for an explosion to wreck havoc. Or maybe the barbarian just got this really handy ability that lets them get extra damage on enemies bigger than they are... and wouldn't you know it, the enemies drag out an ogre because they think it will help win the day!

Some people might call this patronizing your players. However, it's a good idea to throw them bones every now and again, and to actually understand what this represents for your game, and the give-and-take between you and your players.

So you took the fighting style for dragons? Well, how convenient...

But before I get into the meat of today's post, remember, 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!

Make Sure They Can Actually Accomplish The Goals


A criticism I once heard for the video game System Shock 2 was that it presented itself as a full freedom RPG where you could build whatever character you wanted, but when you got to the latter parts of the game you had to be able to overcome very particular challenges. And if you didn't build a character with the requisite skills to do those very specific things, well, sucks to suck, guess you have to go back to the beginning and try again!

And while I'd argue that's bad design, I see how it happens with a video game, or even a premade campaign. Designers need to provide challenge, but they also have to take a stab in the dark, guessing what players are most likely to do, and to bring to the table. However, with a pen-and-paper RPG, the GM has all the power in the world to alter challenges to actually fit the characters who are across the table from them. And that's exactly what they should do.

Note that I said "fit" the characters. Not change the game to make it easy for them, or to change it to make it harder for them, but to specifically do something to fit the game, its themes, and the challenges, to the party that's actually in front of you.

Could I, perhaps, make a Diplomacy check or two?

Consider for a moment a dungeon that has a number of traps in it, but the party does not have anyone with the ability to actually disarm traps. Well, one solution to this is to change the nature of the traps so that it better suits the story you're actually telling. For instance, instead of a rending scythe, are there traps that try to lower a portcullis, turning them into a test of strength for the barbarian to hoist, holding the path open until the others can get through? Does a room slowly fill with water, allowing the amphibious character to hunt for the off-switch with relative ease? Or do you remove traps as a meaningful obstacle, and replace them with something your players do have the capacity to deal with?

For instance, are there doors blocking the path that require the knowledge of a certain song? Is there a maze that could be solved by someone with a ranger's unique tracking and survival skills? Or are there inhabitants of this dungeon who could be persuaded to help players walk past particular traps with the right social skill checks (and perhaps a bribe or two)?

In the original setup, the party did not bring a rogue (or just a character capable of dealing with traps). As such, the traps become significantly bigger obstacles, usually just resulting in them being a random hazard that's going to suck out resources, and feel like a punishment. "Because you came here without a trap finder, now you're just going to get hit over the head with traps." And while that might be fair according to the rules, it quickly gets boring for players, who just feel like they're being punished because they built a different character than this game was designed for.

Provide Them Opportunity, Not Success


To reiterate what I said above, you want to provide your players the opportunity to actually use their characters' skills and abilities, instead of giving them deliberately mismatched challenges they don't have the ability to deal with. Much like how if you know you have a sorcerer who specializes in fire spells, it's kind of a dick move to make all the monsters they have to fight immune to fire (or so resistant to it that they might as well be).

And you don't have to change every, single challenge in your game to suit the talents of the characters present. However, it is helpful to make sure there are multiple ways to progress forward so that you don't get to a certain point and realize you have built a challenge that your party cannot hope to actually overcome. I actually talked about this a while back on Discussions of Darkness, and GMs who don't watch that show should head over the the Azukail Games YouTube channel and at least check out Episode 6, The 3 Solutions Strategy For Storytellers.


In short, ask if there are multiple paths to success, and if the characters at your table are capable of participating. You don't want to just hand your players success; you want to hand them the ability for their character to participate in a meaningful way.

Maybe that means you allow a trial-by-combat to impress the duke the party is supposed to get close to when no one has a really high Charisma, but there are some serious bruisers in the party. Maybe that means you have the big bag's encampment guarded by deadly wargs so the druid can get some use out of their animal empathy. Perhaps there's a black market way to get spell components in prison so the wizard has the ability to participate in the upcoming jail break. Or maybe it means that you line up a bunch of enemies in a single fight so that you can give one of your players the chance to let loose with lightning bolt so they feel like they made a good decision on their spell choice.

Your players should still have to make smart, strategic decisions. They should have to expend resources. There should still be a chance that they fail. But they shouldn't be making their checks with one hand tied behind their backs because they didn't guess what skills and abilities would be most necessary for overcoming the challenges you were planning on using!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. 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 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!

Sunday, September 21, 2025

Dungeon Design Tips: Find A Reason For PCs To Survive (And Try Again)

In the early days of RPGs, death walked with every character as a constant companion. All it took was a single bad tumble of the dice, or the wrong word spoken to the wrong NPC, and it was time to roll up a new character. As games have grown and changed, though, a lot of us have gravitated toward the party-as-main-characters model, where the party are the cast of the novel that is your campaign.

However, while it's a lot harder to kill PCs in most modern games (as long as you aren't playing an OSR game, or something deliberately lethal), it can still happen. Which is why it's a good idea to make sure you have something in your back pocket in case the dice roll hard against your players, but you don't want their stories to be cut short just yet.

You're in a dungeon, after all.

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!

To The Dungeons With Them!


Consider, just for a moment, some of the standard low-level adventures that you often go on. We've all likely been through:

- Bandit hunting

- The goblin cave

- Orc raids

- An evil cult

There are dozens of other options out there, but these will work to illustrate what I'm talking about. So, your players have gone off on one of these missions, and they either bit off more than they could chew, or the dice really went against them, but they find themselves on the wrong end of the stick. If that's the case, ask what happens to prevent this from being the end of their stories.

- The bandits gather the party's gear, and haul in their unconscious bodies. They can always kill them later, but anyone with the skill and bravery they showed might be worth a ransom... the boss is the one who gets to decide that. So they get their wounds treated, and might have to escape from a stockade in order to get their gear back, and take the fight to the bandits.

- The goblins felled the ones who thought they could stop them. They could just kill them, but they want to play with them. Dragging the party to the shaman so they can be healed, the party is now forced to participate in gladiatorial combat for the goblins' amusement, or they get shoved into a cage with wargs, or something else deeply dangerous. An opportunity to escape and retake the advantage is what they need... but will they get the chance?

- The orcs managed to smash the party. Do they awaken hours later, their gear taken, but each of them left with a weapon as a sign of respect? Or do the orcs take the party, healing their captives whom they intend to make into slaves, as is their right as the victors in combat?

- The cult realizes the party is going to be a serious problem... but it's also what they represent. They need to interrogate them to find out who else knows about the cult, and who will be expecting the party to surface again. They may need to torture them, and as we saw in The Princess Bride, they need to be healthy before the torture starts. And when the cult has all the information they need, the party will make for potent sacrifices... they just need to escape before that happens.

Let's see... what other plot twists can we create?

Of course, low levels aren't the only times characters can meet unfortunate or unexpected ends. Especially since high-level encounters can feel like a game of rocket tag where one bad save can lead to your character being down for the count.

And while death may not be the end in a lot of RPGs, there are things you can do to make their escape from the jaws of defeat more dramatic than just forking over some diamond dust and having a cleric cast a spell... especially if you wind up with a TPK. So consider the types of creatures your party is fighting, the current plot they're part of, or even the location they happen to be in.

As an example, if your characters are involved in conflict with fey, is there some obscure rule of hospitality that means they cannot be slain outright? Must this matter be escalated to one of the high nobles, and a ruling established? Perhaps requiring a trial by combat, allowing the party to take their best shot in a different arena?

Alternatively, if you're running a more traditional, Chosen One sort of game that expects these specific characters to press forward and save the world, do they have the ability to try to escape from the Underworld? While this might become a secondary dungeon crawl, or a combat against one of the psychopomps that try to usher souls to the other side, it can give your players a sense of purpose and power over their own deaths by having to fight their way back to their bodies... literally as well as metaphorically. And if this is a plot you intend to run, I'd recommend checking out The Black Ballad by Storyteller's Forge, as it's a great resource for this sort of thing. There's also a Pathfinder Conversion Pack, which can be useful.

Lastly, consider the place the party meets their ends. If they're in a place that's rife with undeath, does dying in this location curse someone, giving them a kind of dark resurrection? Perhaps adding one of the half-dead racial templates found in my supplement Moüd, City of Bones (available for Pathfinder and DND 5E)? If they're on holy ground, are they offered a bargain by the god, goddess, devil, or demon this place is dedicated to (or was dedicated to, if it's been forgotten)?

It All Depends On You And Your Game


Some groups like it when death has teeth, and the end is final unless someone survives and manages to resurrect or reincarnate the dead or defeated party members. However, it's often a good idea to have some dynamic plans so that defeat and death don't just feel like an arbitrary roll of the die... especially if that puts major kinks into the story you're all trying to tell!

But as with all things, make sure you talk this over with your group to be sure you're all on the same page before it's time to start rolling dice.

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!