I have played 137 hours of Noita, because apparently I enjoy suffering. Noita is a roguelike videogame in which you explore randomly generated biomes, find customizable magic wands, and use them to kill enemies. Watch a few minutes of any video on YouTube and you’ll pretty quickly get a sense of the vibe. Like many videogames, it can be mined for TTRPG ideas.
Danger from Above
Like D&D, Noita is (mostly) a game about going down, down, down into the depths of what is essentially a dungeon. Many (but not all) enemies attack more effectively downward than they do upward. You can clear them as you descend, but both enemy behavior and level architecture become more complex and challenging. Many deaths begin when an enemy attacks laterally or unexpectedly from above, or when multiple enemies apply pressure from different directions.
And it is not just the enemies. Noita is also famous for simulating liquids pixel by pixel. A lot of this liquid is pretty dangerous. That looks like this.
A stray shot, trap, or an enemy-induced explosion can send liquid pouring down on your character. And enemies who have the high ground will often knock your character into toxic, acidic, or flammable substances. Many Noita runs end not exclusively through enemy attacks, but through some combination of enemy action, environmental hazard, and player error.
So ask yourself, what materials or substances are abundant in the dungeon, and how could they be exploited by the dungeon denizens (and, in turn, the PCs)? Baking this question into the dungeon’s design means that players are rewarded for understanding and anticipating what the dungeon is about.
Danger from Below
Again as in D&D, Noita monsters get stronger and hazards grow more dangerous with each level you descend. But the deeper you go, the better the loot you find.
Dropping an explosive on an enemy's head can be a relatively safe way to defeat it. But if that enemy is near some fragile treasure, like a potion, you might easily destroy it (and flood the area with the potion's potentially dangerous contents). And good luck getting the gold the enemy dropped if you also set fire to their surroundings.
Some monsters will fight other types of monsters, and it’s pretty typical to hear combat well below your character, out of sight. Listening carefully will alert you to the presence of something that can kill you on sight.
An attentive DM will often telegraph noises from another room on the dungeon level. But how often do you telegraph sounds from another floor? When can you give PCs a clue (or warning) about what is going on under their feet?
Danger from Yourself
Noita’s customizable wand system makes it quite easy to build wands that are as dangerous to the player as to the enemies, and you won’t have to play the game for long before ending a run with “Minä” listed as the cause of death; which is to say, you accidentally took yourself out.
I find this to be a particularly rich vein to tap for magic items in roleplaying games. Some of my favorite items of all time have been things that my players were too scared (too wise?) to actually use them as much as I would like. I can't exactly blame them. They can’t respawn and start a new run as easily as I can in Noita. But taking the safeties off the magical items really sells the danger and opportunity of the game's world.








