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A DnD Homebrew

Bloodborne Dungeons

The goal of this project was to convert Bloodborne's game design to a different genre. Specifically, I made a D&D like homebrew by incorporating the most important mechanics and aspects of the game while trying to maintain the feel of the original.

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Mechanics

The most important mechanics that I transferred were:

  1. Attacking

    1. Weapon Morphing​

      1. Maintains strategy of combat instead of relying on completely random events

    2. Shooting

  2. Dodging

  3. Replay / Exploration

    1. Bonfires​

    2. Difficulty

    3. Collecting Items

    4. Customized Unique Maps like in chalice dungeons 

    5. Enemies spawn in the same place

  4. Bosses / Mini Bosses / NPCs

    1. Bosses were remade with their core mechanics

    2. Every level has one Hunter which has the brains and tools of the player, essentially putting them on equal footing. These enemies drop a unique tool. They also utilize the brains of the DM while chasing players throughout the level.

    3. Must be defeated to progress

 

Secondary Design Incorporation and Alterations:

  1. Simultaneously Turn Based

    1. Requires memorization of previous play throughs​​

    2. Increases difficulty and emulates uncertainty and danger of every encounter

    3. Maintains stress of gameplay

  2. Fog of War

    1. Replicates traps

    2. Requires multiple playthroughs and learning from them

    3. Increases difficulty and weakens new players 

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System Requirements

Although the game was designed for tabletop, it functions very well through an online system such as Roll 20 and could be completely automated. The current format was designed to only require each player to know and operate under their own ruleset, making it much easier to digest and execute.

Unfinished Concepts

The game was designed for one player and level for scope however, I have a very rudimentary scaling system for other levels and boss encounters. Each boss was designed to have a clever and intuitive weakness that players can discover through strategic gameplay and replaying encounters. For example, the Cleric Beast cannot grab the player if they run behind it and the boss room for Micolash is the level. The unfinished boss cards are below.

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