Phantasmal Killer—Fight Your Mysteries!

Welcome back to Phantasmal Killer, a blog delving into weird and fun game mechanics and how you can take advantage of them to bring new ideas to life at your tabletop. In each article I look at using a game system in unexpected ways to create unique or bizarre characters to pummel your players.

I have a personal philosophy in game design: You are what you model. If your game system is built around combat, most of your encounters will come down to fights. If your game system is built around skills, your players will wander through the story and sensibly flee from shoggoth. The results will vary from group to group—especially if you have a bard—but ultimately adventures will do best when they reflect whatever the system handles best.

But what about when you want to build an entire adventure around challenges your system doesn’t reflect?

There’s plenty of space for handling unusual encounters via roleplay and skill checks, leaving the details up to player imaginations and acting, but there’s also a lot of added tension when you build a subsystem to handle that interaction. Having some rules adds the same sense of tension and chance that combat normally has. But building a subsystem means investing a lot of time into creating new rules, playtesting new rules, and writing cool flavor text for your cool rules for your blog. If only someone had already built a cool rule system to do handle that cool mystery or romance subplot your wanted to run!

Someone has. The game designers!

Here’s the thing: Most games already have a fleshed-out combat system, already well-balanced and chocked full of adversaries. The only thing separating swordfight from a political debate is how you describe it.

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Phantasmal Killer—Leveling Weapons

Welcome back to Phantasmal Killer, a blog delving into weird and fun game mechanics and how you can take advantage of them to bring new ideas to life at your tabletop. In each article I look at using a game system in unexpected ways to create unique or bizarre characters to pummel your players.

Let me paint you a picture:

Delfinia only learned of her family history—the glory and the shame—when she found the sword in the attic. With its blade like poured moonlight, it was clearly a blade of kings and gods, secreted away in a miserable corner of their mud stained farmhouse. At first she railed against her father: Such a blade could only be stolen. But over a third large glass of whiskey, her father revealed the truth: The sword—called Urchel, the Wyrmcutter—was their legacy, and its first wielder—the Golden Knight Guillame, savior of the Seven Kingdoms—was her father’s father. A legacy her father turned his back on and fled to their miserable, forgotten corner of the lands her family once ruled.

Delifinia inherited her grandfather’s thirst for adventure, just as her father knew she would, and wine on the lips is sweeter than mud under the nails. Once she knew the truth, she would never be content with a hardscrabble life in a miserable little farm on the border marches. The Golden Knight had vanished when her father was still in swaddling clothes, and the young champion needed to know what became of the family legends she had only just uncovered. And so, with Urchel strapped to her hip, Delfinia set out for the wilds to find new peoples and uncover lost relics as she followed in her grandfather’s footstep. Some day, some how, she would find him and reunite their blood with the moonsilver blade to guide her.

And while raiding her first dungeon she found a +1 sword and sold Wyrmcutter for beer money.

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Phantasmal Killer—Tiered Villains

Welcome back to Phantasmal Killer, a blog delving into weird and fun game mechanics and how you can take advantage of them to bring new ideas to life at your tabletop. In each article I look at using a game system in unexpected ways to create unique or bizarre characters to pummel your players.

Admit it. We’ve all beaten the villain in a videogame before and said “That was way to easy,” only for the villain to return, powered-up and ten times as challenging. As each iteration of the villain falls, they bounce back bigger and meaner than ever! It’s the anime trope that launched a thousand memes. But it’s also something that tabletop RPGs—mostly rooted in early 20th-century fantasy fiction, rather than video games and anime—don’t capture as well.

Tiered villains are opponents who bounce back immediately after defeat with more power, more health, and posing a far greater threat to the conquering heroes. They provide a fun bait-and-switch for an encounter, as the players think they’ll encounter one threat only to face another, but they also provide a way to raise the narrative stakes of the adventure, as the danger literally escalates before the heroes’ eyes. What they thought was a decisive victory suddenly becomes a far more dire fight for survival. A tiered villain is also a handy tool for “boss battles” that end too quickly and easily thanks to a lucky critical or a bad initiative roll. If your heroes take down the final villain of the storyline too easily, it can feel unsatisfying, and ad-libbing a “final form” for that opponent unleashed by their defeat lets you re-use that un-used statblock.

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Phantasmal Killer—Filing Off the Serial Numbers

Welcome back to Phantasmal Killer, a blog delving into weird and fun game mechanics and how you can take advantage of them to bring new ideas to life at your tabletop. In each article I look at using a game system in unexpected ways to create unique or bizarre characters to pummel your players.

As a busy gamemaster in a time of global crisis, you have a lot to juggle. You’ve got a job and a dog and band of fourth-level murder-hobos stuck in a dungeon and they’re getting real sick of battling albino elves and mushroom-folk. Maybe you could come up with something really out-there and fun, but who has the time to build a bunch of new statblocks from scratch?!

You do, madam. With cheating!

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Phantasmal Killer: The Multivillain

Welcome to Phantasmal Killer, a blog delving into weird and fun game mechanics and how you can take advantage of them to bring new ideas to life at your tabletop. In each article I look at using a game system in unexpected ways to create unique or bizarre characters to pummel your players.

One of the most common dramatic problems for a GM in any RPG is that powerful, single villains tend to be a gamble. If they’re not significantly more powerful than the player characters, the action economy—how often each side gets to act—means your heroes can rip them to shreds before you roll their first attack. But if your villain is too powerful, they can unleash attacks that entirely overwhelm your heroes in a single blow. You might balance the action economy by giving your Big Bad Evil Guy a band of minions, but tactically-minded players know to skip the bread basket of evil and dive right into the main course. You might instead hand-waive your BBEG’s early damage rolls to give your heroes a fighting chance, but many players love the challenge of pitting their wits and luck against the gamemaster’s and resent a curated experience keeping them alive.

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