Over the summer, I replayed through some of the latest Tomb Raider games. I’m a big fan. For me, they achieve a really nice balance between several different gameplay elements: exploration, puzzles, stealth, and, of course, combat. And these are all elements you can embrace in D&D!
In this article, I’m going to explore how you could recreate the ‘feel’ of Tomb Raider in your Dungeons & Dragons campaign. If you’re a fan of similar games – the Uncharted series or even some of the old LucasArts Indy games – much of this advice is transferable. However, this is not really a guide to recreating Lara Croft as a D&D character. But, hey: if you want to be a thief-archetype human rogue with dual hand crossbows and the noble background, I’m sure no one will mind.
A few limitations
There are a few stumbling blocks to cross with a Tomb Raider–style approach to D&D.
Firstly, Tomb Raider is a very visual video game, and many of its platformer elements – jumping, climbing, balancing, tumbling, etc – may need to be stripped back a bit for tabletop play, especially where there are multiple moving parts involved and the exploration takes place across all three dimensions at once (eg, here and here).
Secondly, D&D is a fantasy game with spells and magic, and some of the Tomb Raider–style puzzles are going to prove less of a challenge to groups with access fly, teleport, telekinesis, and so on. Even low-level spells like misty step and mage hand could be used imaginatively to negate many Tomb Raider puzzles.
Finally, for most of the games in the series, Lara is on her own and has to be self-sufficient, whereas D&D is fundamentally a party-based game. This last problem is arguably less significant than the others (not least because solo play is possible) but could still prove tricky for the dynamics of the game. If a puzzle requires athleticism and acrobatics, for example, and you’re playing a slow and clumsy dwarven cleric in full plate . . . you’re going to have a hard time.
What are the solutions?
- Work with the group to create characters who are better suited for the game style you have in mind. If players are happy to eschew magic and make their own versions of Lara (or Nate or Indy come to that), then it could be a very fun diversion from traditional D&D!
- Tone down the physical aspect of the puzzles, and focus instead on puzzles that are more cerebral. Tomb Raider puzzles often involve pushing objects around, moving around a 3D map, timing a jump just right . . . as a DM, this can all be wearisome to describe without a decent visual aid to help you. Consider reducing the movement to simple skill checks and make the puzzle itself the interesting part.
- Up the ante and give the characters multiple threats to deal with at once. Puzzles are harder to solve when enemies are trying to kill you, and the range of threats on offer will give all the players in the party something to focus on.
- Very occasionally, use your DM powers to negate some of the party’s powers. In Tomb of Annihilation and Dungeon of the Mad Mage, for instance, many divination and teleportation spells don’t function normally. Be careful not to overuse this, though, as it can be frustrating for a player to have their character ‘nerfed’ like this.
The world of Tomb Raider
By default, D&D settings are quasi-medieval fantasy. Gun-toting Lara Croft, on the other hand, is fundamentally modern. So what makes a D&D world feel like Tomb Raider?
- Myths and legends are real. So far, the Tomb Raider series has given us, among other things: Atlantis; Area 51; the Egyptian god Set; Excalibur; Thor’s hammer, Mjölnir; the Dragon’s Triangle; Kitezh; Baba Yaga; Paititi. Whatever the lore of your world, these people, items, and places need to be central to the story.
- Powerful enemy organizations. Whether it’s Natla Technologies, the Fiamma Nera, R.X.Tech, or Trinity, your world needs some kind of well-outfitted international hit mob. In Faerûn, this could be the Red Wizards or the Zhentarim; in Eberron, the Order of the Emerald Claw or the Aurum would be a good fit. Make sure the leader is misguided and power-hungry
- Ancient wonders. In Return of the Lazy Dungeon Master, Mike Shea encourages us to make locations fantastic using age and size. Never has this been more relevant.
Puzzles and exploration
Wizards of the Coast
Tomb Raider has never been just an action game, and if it were a D&D game, exploration would be the most important of the three pillars. How, then, can we capture the excitement of exploring a new tomb and solving ancient puzzles?
- Exploration is all about pathfinding. Make the journey as exciting as the destination. Give players meaningful choices and intriguing obstacles to overcome.
- Go big on your descriptions. As alluded to above, make your locations big, old, and wondrous. Make your players gasp with awe, and make sure it keeps getting cooler and cooler. A zigguarat in the desert is one thing, but having a lost city beneath it is even cooler.
- Don’t overthink the realism of it. In Rise of the Tomb Raider, Lara finds a lost Byzantine ship preserved in a glacial cavern. Who cares how it got there? D&D is a world of fantasy. If something seems a bit crazy and fantastical, you’re doing it right. Just say a wizard did it.
- Make the environment interactive. Water, mud, lava, natural gas, pits, chasms, machinery, ropes: whatever it is, make your locations a playground. I have written about battlefield environments here. Don’t be afraid to change or even destroy your adventurers’ surroundings. at some point in the reboot series, Lara will always have to escape a tomb that is falling apart. It might be a cliché, but it’s fun: embrace it.
- Steal puzzles from everywhere. Stories, films, video games, subreddits, old modules: don’t be afraid to take inspiration for your puzzles from a variety of sources. Tomb of Annihilation has some particularly good puzzles, both in Omu and within the eponymous tomb itself. Players won’t necessarily notice if you reflavour the details in some way. Heck, steal from the Tomb Raider games themselves!
- The natural world can be Lara’s playground, too. How will your D&D characters survive in frozen mountains? Desert sands? The deepest jungles? This is more a feature of the rebooted series from 2013 onwards, but it’s a welcome addition to the game. Give your players scenarios where they lose everything and have to hunt for resources to survive.
- Make rewards feel special and part of the game’s lore. Like Indiana Jones and Nathan Drake, Lara Croft is an archaeologist who prizes historical artefacts. Consider portioning off your treasure in small parcels, and go big on your descriptions to make them feel special. Let the players learn about the world and its stories through the items they find on their travels.
Gunfights seem to have become a bigger part of the Tomb Raider series over time, especially since the 2013 reboot, but it’s clearly an element that many fans of the series are OK with. Tomb Raider is still not a first-person shooter, though, and combat in the game comes with its own particular flavour.
- Aim for waves of enemies over big solo boss fights. Actually, this is good advice for 5th edition D&D in general. More than ten can start to get a bit unwieldy, so start with, say, five or six enemies, and add more and more as the battle goes on.
- Make boss fights a puzzle in their own right. In the Tomb Raider games, a boss is rarely just a bag of hit points. There needs to be some kind of vulnerability that the characters can exploit: a weakness or ‘trick’ that will bring the enemy down.
- Give players the chance to see enemies get tougher as they level up. In the rebooted Tomb Raider series, Lara starts off against lightly armoured opponents, wolves, and the like, before progressing to better equiped soldiers and, ultimately, supernatural threats. D&D is good at simulating this anyway, but it bears mentioning. Guards (CR ⅛) are replace by veterans (CR 3) who are replaced by barbed devils, mezzoloths, or wraiths (CR 5).
- Give players the chance to avoid combat. Sometimes Lara doesn’t have a choice, and the challenge is surviving wave after wave of enemies. But often, with a bit of planning and stealth, there’s an alternative route. Let players choose their own path.
A Tomb Raider–style game might be a fun one-shot or it could form the basis for a whole campaign. Give it a try!
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