In a recent Dungeon Regular episode, Hirward’s Task, I found a neat framework for challenge design that I’ve never seen before. This post will be an exploration of whether or not it has legs.
Basically, and perhaps unintentionally, this module had three clear, built in solutions to its primary challenge, and they were clearly geared for different player characters:
- A combat solution
- A cunning solution
- A communication solution
Let’s explicate this a little:
- A combat solution is one where fighting an enemy will solve your problem without cunning or communication
- A cunning solution is one where using the tools in your world and environment will solve your problem without combat or communication
- A communication solution is one where talking to the people in your world will solve your problem without combat or cunning
So, in this case, there was an air elemental loose in a laboratory, after a foolish wizard activated a cursed censer of air elemental summoning. The player characters obvious solutions are:
- Fight the air elemental
- Use the rod of negation in a nearby lab to destroy the censer of air elemental summoning
- Talk to the air elemental, recognise that it actually hates it here and is held here by magical wards, and help free it
Now, it’s obvious and intuitive after reading those three solutions, that there are probably more than three solutions to this particular challenge. But that’s not actually my business as a designer. I’m using this as a shortcut to Arnold K’s OSR Style Challenges. Arnold’s advice is sound, but how do I personally make challenges that meet these criteria. It’s easier said than done.
You do it by using the three C’s. Then, you’ve opened your challenge up to a wide range of possibilities, and that means that even more possibilities will present itself. There is one corollary to using the 3 C’s though: You need to place the solutions in reasonable proximity to the challenge. That’s not necessarily the entirety of the solution — a clue that points you to the solution in another castle, or to talk to a sage somewhere is perfectly valid as well. When I’m designing challenges, then, I’d simply design them as a table, and make sure that every part of the table is checked off when I’m writing up my challenge.
Here are some examples.
Jack o’ the Lanterns is loose in the village
Challenge Grid | Solution | Location |
Combat | Defeat Jack | Town square |
Cunning | Extinguish his lanterns | Thirteen make up a magical sigil around the town; Nana Bubu knows this |
Communication | Persuade Nancy, the teen who conjured Jack, to unsummon him | Nancy is trapped in the barn, being threatened by bullies |
The door to the wandering mausoleum is closed
Challenge Grid | Solution | Location |
Combat | Kill the mausoleum | The mausoleum |
Cunning | Fly into the mausoleum from above | A hot air balloon can be found with an artificer in Gnometown |
Communication | Answer the door guardian’s riddle | The answer to the riddle is found at the site of a defeated mausoleum a county away |
The treasure horde has been enchanted and is floating away on a brisk breeze
Challenge Grid | Solution | Location |
Combat | Defeat the wizard who is enchanting it | In a wizard tower, looking through a scrying globe |
Cunning | Use the wand of breezes to control the breeze yourself | Found in the same wizard’s tower, in a storeroom |
Communication | Negotiate with the wizard for a cut of the treasure | In a wizard tower, looking through a scrying globe |
Anyway, there you have it. An easy way to pull together some challenges with multiple solutions that suit a range of approaches and skill levels.
Idle Cartulary
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