D&D: 10 Ways You Can Make Survival Elements Fun

2022-08-27 09:20:00 By : Mr. Bruce Zhao

Survival mechanics can force players to be creative when overcoming challenges, and introduce a level of engagement that most tabletop games never see.

For a Dungeon Master looking to add survival elements to their Dungeons and Dragons campaign, it can be difficult to determine what rules will make the game more fun and which will turn it into a slog. These features should be carefully considered for the impact they will have on the gameplay.

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That said, with a bit of careful planning it is quite possible to not just make survival an interesting addition to the game but to make it the focus in an early campaign. Survival mechanics can force players to be creative when overcoming challenges, and introduce a level of engagement that most tabletop games never see.

First and foremost, as with any well-prepared campaign, it is important for the Dungeon Master to talk to the players as a group about the kind of game they want to play. If everyone agrees that a survival-focused story sounds fun, then the next most important step is hammering out the rules. Within the various books, there are many options available to add these elements to the game. However, not all of them will be as interesting to all players. Gauging what the group finds fun is the first step toward building an engaging campaign.

Dungeons and Dragons 5th Edition is not a survival game. Many of the spells, abilities, and features of the different classes and backgrounds can essentially negate any need for food, water, or shelter. It is important to make any changes to character abilities before the campaign starts and to discuss them with the players beforehand.

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For example, many of the Ranger's class abilities can completely bypass most survival aspects in a game, even at low levels. Instead of completely removing these powers, discuss how these abilities can be incorporated in a more interesting manner, such as adding rolls for their success and failure. On the other hand, spells like Goodberry may need to be moved to higher levels or removed completely.

The main fun and danger in a survival campaign will come at low levels when characters cannot simply rely upon an extensive repertoire of spells and abilities to mitigate these aspects of the game. Beginning the campaign at the lowest levels encourages the players to be creative in their problem-solving, using what little resources they have to overcome challenges. Spending a bit of time at these levels before moving into the mid-tier gameplay and beyond can be a good idea, just make sure the players understand so they can set their expectations properly.

Weight limits can be one of the most tedious features to add to a game. Unless your players all love math, calculating how much each character can carry and the weight of every item in their pack is going to exhaust most players.

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The best way to get around this while still incorporating some elements of realism into this aspect of the game is just to use some level of common sense. Every once in a while, when players come across some new loot, have them look at what is in their inventory and judge for themselves if what they are carrying seems logical, and if necessary the Dungeon Master and group can arbitrate such matters, applying penalties only if necessary.

In D&D, injuries and wounds are typically transitory things, a temporary inconvenience for anything short of outright death. With magical healing available to most classes even at low levels, injuries are easily surmounted with enough rest. Adding in a system that factors in sickness and more permanent injuries can go a long way towards making this part of the game more interesting, and it can also give players with the Medicine skill or Herbalism Kit proficiency a little more to do than they normally would.

While giving players access to mounts in the early game can make certain aspects of survival and travel much easier, it also adds a fun and interesting dynamic to the game. Keeping these creatures alive can provide a certain level of challenge, and the beasts themselves often become integral and beloved members of the party. In addition, having access to vehicles can encourage the players to go further afield, exploring new locations with the added mobility they possess.

Naturally, one of the best elements of any survival game is exploring different environments and overcoming the challenges they present. Whether that be crossing a harsh and unforgiving desert, scaling a snow-swept mountain, or surviving on a remote island after a storm, the setting is an integral element of conflict within these stories. Players will remember how they escaped the avalanche as they crossed the mountain range, just as much as they will how they defeated the monster they encountered along the way.

Along with having interesting environments for the players to explore, dynamic weather systems can truly add another element of survivalism to the game. Rain, snow, and heat can all make for a more realistic setting and make the world feel more alive.

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Having extreme weather can also create some very unique challenges for the party to overcome. Flooding rivers the characters must cross, fierce snowstorms that disorient them and do steady cold damage over time, and massive storms at sea that threaten to send the group overboard can all be just as exciting as any combat encounter.

As with any Dungeons and Dragons campaign, the bulk of the enjoyment will come from the encounters the party has along the way. In a survival campaign, this becomes even more important, as making travel exciting will be tantamount to keeping players invested. Having the players come across a dangerous beast while they hunt for food, or discovering a strange and mysterious settlement after a long bit of travel can add a lot to the fun in this type of story.

In most campaigns, the characters will eventually level up, and as they reach higher levels the challenges posed by a survival campaign will naturally decline as they gain access to new and improved abilities. Instead of looking for ways to continue to force these types of challenges into the game, it may be time to move on to other aspects. This can help keep things fresh and new for the players and the Dungeon Master, and the experiences the characters had along their journeys will still play an important role in their future development.

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Jared King is a writer and content creator with extensive experience in the fields of gaming and entertainment and now writes as a contributor to CBR. Having worked his way up from burger flipper to a manager in a successful restaurant, he decided to take the plunge and pursue his passion of writing and creating full time, which he continues to this day in many forms of media across the internet. His love of storytelling has given him wide expertise on all things entertainment, from video games and tabletop roleplaying to television and movies, which he uses to inform his work in many ways.

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