Continuing to run this Super Sentai Spelljammer campaign. It’s going pretty well, I’m definitely learning a lot.
Creating unique environments and story elements and encounters is relatively easy for me.
The gameplay part though? That’s harder to make really engaging, and that’s the reason everyone’s here.
Various DMing Thoughts
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Combat can get dull if it drags on for too long, or if it’s to linear.
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I feel like the answer to this is maybe making monsters with more unique abilities and patterns. Something like a vidcon boss megaman monster that you have to figure out the pattern for, then exploit it.
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Giving good rewards is hard? Money seems so meaningless, and I can’t give them weapons all the time. Hard to think of something cool and rewarding to get from encounters. I gave them those grenades from Spirits Within that let you cushion your fall in an ethereal slime blob, but nobody’s used them. I dunno if little trinkets like that are good rewards.
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Having to learn what spells everyone has suuuuucks. Creating a portal out of plot convenience, then having a player close it with a spell I forgot they had, or having them deploy some kind of stealth ability there’s no easy counter for can make encounters trivial in a boring way.
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This is a tough one, since you want players to be very creative and try different things, but you also don’t necessarily have so much content for each encounter that you can afford for them to circumvent entire sequences.
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Example 1: They decided to assassinate the astral elf emperor recently, which is great. They do a stealth mission, but one of them can just turn into a perfect replica of the prince, so, that player just walks past the dangers while the rest of the party can’t really take part in the mission, which trivializes the whole encounter. Then, when the rest of the party tries to sneak through, the thing is revealed and a big ol’ slog of a fight starts. Stealth with a party is weird in D&D.
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Example 2: I make a dungeon that’s a derelict space station where they see autognomes everywhere, signs of battle, but no sign of the person they’re here to talk to. This NPC is (secretly) also an autognome, mimicing the person they’re there to meet, who has died months ago. One player just reaches out psychically using a built-in D&D ability, and technically, the autognome, I guess, would be able to be contacted, and would respond, so the dungeon is then kinda thwarted since they can just talk to this autognome and she can be summoned there to show them around.
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In short: You don’t want to quash creativity, but it also sucks when the main encounter / content is trivialized by it, and you didn’t necessarily have the time in the week to come up with something else as a backup.
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Dungeon Design
Dungeon design is pretty new to me.
I think exploration is a big part of the fun of D&D, and I want the party to interact more and try things out. I want to avoid there just being one way to do a dungeon, and it’s all on-rails.
With that in mind, what’s the ideal dungeon design? Again, I’m looking to video game design for ideas. You have some locked doors, you look around for the key, you find hidden areas, you fight monsters, you encounter an obstacle with some weird way to around it, etc.
I’ve had it said that you should just make obstacles without knowing what the solution would be, but, seems like it would suck to just not be able to progress, if the party didn’t happen to have any bright ideas. I guess I could just always come up with a deus ex machina to progress them if they get truly stuck, and keep it in the back pocket.
So could use some advice on dungeon design, if y’all have any.
Batship Example
For example, right now I’m doing an encounter with “The Batship”, an extragalactic space bat fighter-jet thing that eats spelljammer ships and is helplessly piloted by a cursed test pilot hooked into an immortality machine against his will:
I have no fucking idea what the team is going to do, but I want to just give them a bunch of options and let them decide.
For whatever reason, the original design of this ship was your standard mean-spirited Gygaxian “there is no way to positively interact with this” philosophy. You can’t really kill it, you can’t save the guy inside, you can’t even explore it… like there’s a rule that every single step you take on this ship forces you to roll a save against being permanently charmed into being a crewmember? And using a wish will monkey paw you into being trapped in a space coffin for ever? Just seems wild to design a cool spaceship and not let the players interact with it or resolve it, or anything.
So, I’ve given them a way to get inside this ship - the plates open enough to crawl in when it curls in to “feast” during its attack - and they’ve spoken to the pilot, who pleaded for death or release. They’ve resolved to heroically save this guy. They cleverly spoke with his guy’s dead internet girlfriend, so I also gave them a code that will be somehow useful here.
I put together a dungeon for this last night, but it’d be great to flesh it out a bit more, add some more interest. The current dungeon just has lore rewards, some weird extragalactic gadgets, and some space weapons (if they find them).
Basically, they enter near the feet of the ship, there’s a combat encounter, they find a way into the “spine” of the creature, then walk down this hallway (the gravity plane is on the wall) fighting monsters, they get across open, battle-damaged sections further up the spine, then they reach the head, where they either have some genius idea to open the main door to the boss, or they find the vents and enter the boss room that way.
When they reach the pilot, there will be battle with the Batship AI, where they can either:
- Kill the pilot, ending his suffering.
- Extract him, saving him, which will kill this ship, and with it an amazing spelljammer weapon.
- Take his place, which will “kill” the Player Character that enters, but leaves the Batship as a Power Rangers-ass green rangery “bad guy ranger” NPC character they can both battle and work with in the future.
- Reprogram? Which will doom this pilot to a further eternity of being shackled to this ship, but will sicc the ship on the enemy empire they’re fighting.
All the sections behind a thin line are “hidden” and can be uncovered with investigation.
Head:
Spine:
Feet: