Lego D&D should happen

I was checking twitter the other day and came across a series of tweets from a guy I know through Chicago Nerds about a game he was playing called Brickquest. The photos were all really interesting and I assumed it was a real Lego game like Lava Dragon or Creationary. Turns out it’s actually something someone put together on the internets. You can go download the rules.

This got me thinking, though. The Lego video games have all been great. Lego Star Wars was a lot of fun and I eventually hit 100% completion on it. This past weekend I reached 75% completion of Lego Batman, mostly because it seems to be much less of a grind than Lego Star Wars. Friends swear by Lego Indiana Jones and isn’t there a Lego Harry Potter? There should be a Lego D&D game. It has the potential to be a really great game and I think Traveller’s Tales could do a fantastic job with it.

It’s got massive potential for environments, interesting play mechanics, fun monsters, wacky puzzles and a ton of humor.

Last night I wrote up a brief outline of my initial thoughts. Races haven’t been worked out yet but it is a mechanic I’d like to be in the game. Each one would give a special ability, with the human special ability being multiclassing. The character creator would, therefore, be a bit more in-depth than the normal Lego game. I would love to be able to implement experience points and levels. Perhaps a new game mode called Quest or Campaign mode would be needed to do that where you create a party of four characters that go through a series of adventures together, growing more powerful with levels and equipment before fighting a Big Bad.

Below is my brief outline/proposal. It’s written assuming the reader is familiar with both D&D and the Lego games. Sorry about that if you aren’t.

Lego D&D: The Videogame

Each minifig would represent a class from the traditional D&D game. The classes would have unique abilities that allow them to solve a variety of puzzles and overcome the environmental challenges. The enemies of the game would also run the gamut of traditional D&D tropes from goblins, to evil humans, orcs, dragons, beholders, skeletons and perhaps even a lich. The story would follow a group of adventurers who are swept into a grand adventure filled with danger, intrigue and lots and lots of loot. While their beginnings are humble, they eventually become mighty heroes and exemplars of all that is good.

Barbarian: Rage to ignore damage for a brief time but winded afterward. Strong. Axe.
Bard: Sing a lullaby that puts enemies to sleep. Rapier.
Cleric: Holy. Special area attack. [Heals?] Symbol
Druid: Transforms into various animals, allowing access to new areas. Scimitar.
Fighter: Picks up/ uses other weapons for greater reach or damage. Strong. Varies.
Monk: Double jumps. Very fast attack speed. Unarmed.
Necromancer: Magic. Animates skeletons. Staff.
Paladin: Holy. Has a shield that can block attacks. Sword.
Psion: [Magic?]. Strong. Can push enemies like Jedi jump attack. Orb.
Ranger: Has special bounty missions to hunt monsters. Bow.
Rogue: Unlocks doors. Hides in shadows. [Poisoned?] Dagger.
Shaman: Directs animal followers to perform group tasks. Spear.
Sorcerer: Magic. Casts a lightning spell that can power arcane devices. Wand.
Warlord: Directs followers to perform group tasks. Mace.
Warlock: Magic. Teleports. Dagger.
Wizard: Magic. Fireball spell that can break objects. Staff.

Below are listed types of enemies, not a complete list of all the available enemies. There should be variety for each category listed below, with cosmetic and possible mechanic differences. Possibility of an evil version of each class is noted but not listed below. Barbarians are included here less as an indication that the class has an evil version but more a descriptive term for uncivilized humans that are not merely humanoids. The game should ultimately have enough variety in enemies that the players don’t feel like the game was directed at any one particular group.

Evil Human: Tough. Knights/paladins/fighters in black armor.
Barbarians: Wild, uncivilized brutes clad in furs carrying axes and clubs
Cultists: Robe-wearing demon worshippers
Goblin: Small. Green with an evil grin. Possibly only wearing loincloth.
Orc: Tough. Strong.
Kobold: Small. Throw spears/shoot bows. Very quick
Tiefling: A stereotypical megalomaniac. Will be humorous for his monologue.
Elemental: Appropriate effect (fire, ice, earth, air). Possible with Lego bricks?
Archon: Tough. Humanoid elementals. Work for giants.
Dragon(s?): Campaign 2 BOSSES. Large. Breath weapon, flies, exotic location(s).
Beholder: Campaign 1 BOSS. Engages multiple characters at once, fought with environment
Bulette: Large. Charges characters, burrows
Skeleton: Slow and easy to kill.
Zombie: Slows characters on a hit.
Wild Animals: Large variety. [Will not attack druid in animal form?]
Gelatinous Cube: Mini-boss. Envelopes characters.
Giant Spider: Jumps far distances. Has a web that entangles characters.
Giant: BOSS. Large. Hurls boulders, wields club.
Drake: Large. Knockback
Lich: Campaign 3 BOSS.
Displacer Beast:

Dragon(s?): Shoot breath weapons.
Dire Wolf:
Drake: Land-bound giant lizard.

Heavy: Objects not movable by most characters. Indicated by some sort of handle?
Holy: Able to interact with divine temples and altars. Indicated by shining light from the heavens.
Magic: Works like the Force in Lego Star Wars. Manipulate objects that are either far away or only magically active. Indicated by sparkling field.
Strong: Can lift/manipulate heavy objects.
Tough: Takes more hits to kill than a normal monster.
Transform: At certain locations, druids can turn into a particular animal that has some special quality (size, super jump, flight, swim, etc). This is indicated by a booth(?) with an animal symbol.

About PK

PK Sullivan is a game designer and writer living in Chicago.
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