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Showing posts from March, 2025

Monsters are Puzzles

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Standing in the way of your goals, or being a goal upon themselves, monsters are central to the D&D-like TTRPG experience. So why don’t we add a little more gameabilty to them? I really like a video Zee Bashew made about this topic quite some time ago. (this is a REALLY good video). Generally, monsters are dealt with in one of three ways: 1. Taking them out Combat. Killing them. Often the standard approach in popular TTRPGs. Vulnerabilities : aspects that affect the monster negatively. These are common puzzle elements for monsters, popularized by games like Pokemon. You could go so far as to make a vulnerability that’s an instant-kill! Abilities : anything monsters can do apart from hitting players. The best abilities force players to change their normal approach. I myself really like environmental effects that directly impact a combat encounter with the monster. 2. Negotiation Monsters are human too. They have feelings. Feelings you can exploit. As long as ...

Making “Church of Worms”

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This adventure is my submission to the Eternal TTRPG Jam - Blood Worm Moon . This subject evokes something cult-like. Blood and Moon describe the eternal struggle between vampires and werewolves. Apparently, worms wormed their way into that struggle… Conflict worms + werewolves = Weremoles . Acolytes that turn into hideous moles while in moonlight. Cursed by the vampires that they managed to defeat. worms + vampires = Bloodworms . Worms that turned vampiric after eating the corpses of the defeated vampires. Now they thirst for blood. Ironically, everything went downhill when the vampires were defeated. Now the weremoles are plagued by their worm adversaries. Another twist is introducing a descendant from the vampires, set on revenge. He sets up a nice three-way conflict for players to game. Layout Church is a nice contrasting setting. Both vampires and werewolves are associated with unholiness. It’s why the weremoles used to be acolytes. Religion is a nice foil. Ch...

Gameability in Dungeon Design

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Every Gamemaster will try their hand on dungeon design at least once. With the white paper staring at you, it’s difficult to determine where to start. Combat? Puzzels? Intrigue? Today, I hope to provide a useful tool to help with that. Choices make a Game Having options makes a dungeon interesting. The kind of option can be divided into 5 categories. Gameplay How to reinforce Gameability Combat (see your character sheet) Use monsters with different abilities Factions Managing your relation to different factions Add multiple faction Give each faction (conflicting) goals Let each faction offer something good Resources How en when to use your resources Add (one-time) usable resources Give them diverse purposes Environment How to conquer obstacles or solve problems using the surroundings Create an interesting dungeon ...