Let me try something here.
I have a lot to say about D&D, obviously. I’ve played it a whole bunch. But I, as a well-rounded human approximation with hobbies and favorite foods and the shallow husks of broken dreams, know about other things too. Some are hard to apply to a tabletop gaming blog (though I’ve posted about that in particular), but one that’s easy to relate is retro video games. If a video game was released before 1999, there’s a great chance I’ve heard of it and a good chance I’ve played it. I want to leverage some of this deeply unnecessary knowledge into DMing with Charisma, so we can start with a genre that (sort of, I guess, if you squint) kicked off forty years ago today: Metroidvanias.
At their core, Metroidvanias are the space in the Venn diagram between “exploration” and “progressive power gains”. It sounds like these should be easy to work into D&D, a game ostensibly about exploring things (dungeons) and fighting other things (dragons), but I’ve found it’s hard to get a Metroidvania-specific style of these things into the d20 ruleset. Metroid was one of the first things I tried to adopt into D&D, and I abandoned it pretty early because I couldn’t get what I thought were the hallmarks of the games or setting. Now, with the wisdom of bad decisions, I have a better idea of how I might tie things in, such that I probably could run a Metroid (or Metroid-inspired) adventure if not a full campaign.
I think it’s best to avoid major changes to the rules when possible. If you want a D&D Metroidvania, you want D&D by necessity, not a total conversion that changes most of its core functions. (That’s true of any system, but this is mostly a d20 blog.) You don’t need new classes or races or even weapons, not when you have the power of reskinning. You just need to hit the key requirements: a focus on rewarding exploration and progression via abilities granted by power-ups. Continue reading