- Story-light, lore-heavy
- Map exploration with loops (Jaquayed dungeons)
- Deliberate and punishing combat
- Gameplay mechanics that interact with death
- Boss Fights
- A dark/grim overall tone
- Git Gud – player skill/knowledge increase more important than gear/levelling up
If only I could be so grossly incandescent!Solaire of Astora
It is entirely possible to make a game with all of these qualities.
But if a game has enough of these qualities that it continues to feel souls-like, then it is still souls-like.
Everyone’s experiences of a game are unique, so this is really my list of qualities for a souls-like game. Yours might differ.
It was revealed last week that the new Dark Souls ttrpg will use a version of D&D 5th edition.
This is a very odd pairing.
Odd enough that not one, but two ttrpg game jams have sprung up in response.
- Better Soulslike Tabletop Jam – end date March 31st
- Bonfire Jam – end date March 2nd
Predictably, I am working on an entry.
2 thoughts on “Some qualities of a souls-like ttrpg”