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| Monkeying in the Design Mines |
You can read this post and find links to my other works over on my static site!
Farmhands pledging $1 or more over on patreon got to read this a week early!
Howdy, Farmhands!
The Donkey Kong Hexcrawl comes from a relatively simple desire to role play within the setting and tone of the Donkey Kong Country series. I grew up with these games and want to imagine myself running around in that world. It doesn't really have to be any deeper than that- Gadda wants to pretend to be Monkey instead of Elf this week. But since I intend to do so with Other People who arguably should be as excited for this activity as I am, there's some further considerations to be had. Something I've learned over the years is that just because two people engage with the same media, it doesn't mean they digest that experience identically. Assuming such is the quickest way to destroy a shared imagined world, as the conflicting visions... conflict. Therefore, when attempting to adapt a property into the shape of an elfgame, I need to declare some goals and define some terms. What is Donkey Kong to -me-?
1. Exploration
Donkey Kong Country 1-3 are masterpiece examples of putting hidden content in a video game. Breakable walls, barrel cannons at the bottom of deep gaps, hidden collectibles just off screen- every level is built with the expectation that players scour every pixel to find them all. These extra challenges and pathways made experimentation rewarding, not only giving those that found them extra loot (usually bananas), but also increasing their save file's completion percentage as proof of their bravery. The sheer joy of discovering one of these secrets makes each one incredibly memorable. The topography of the very first level naturally coaxing Rambi the Rhino directly into a hidden cave is iconic for a reason!
This is partly why I've chosen a hexcrawl as the base experience. I want players to see the map, know where the key landmarks are located and then... go exploring in the spaces between. Spending time and energy searching through a specific hex should reveal Something, even if that hex is "only" connective tissue between two major landmarks. I'm a big fan of Landmark, Hidden, Secret (who isn't, really?), and while it's use is not unique to hexcrawls, I find hexcrawls that employ it to feel extra Explore-y? Idk, it's mostly vibes based on games I've read and played. What I'm less interested in is the Logistical considerations of more traditional hexcrawls. Time and the actions of opposing factions should be the largest barrier to access, instead of Rations or Carrying Capacity. Running low on Bananas should be a concern less because your character will starve, and more because without it, you can't take the shortcut through the thick forest without needing to stop and refuel every other watch. A Hexcrawl that's less of a challenge, more of an organizational structure.
2. Implication
The Kremling Krew are a band of pirates, with bandanas and cutlasses and sailboats. Why, then, are they also armed with late 20th century Army helmets and Camouflage tank tops? Why did Funky Kong become a Gun buff for a bit in DK64? What was this "Kremean War" the Brothers Bear mention when you visit the Northern Kremisphere? Something Happened, and it's left it's mark on everyone living in the region, even if they won't speak of it plainly. And what of the Aztec-inspired Kong Ruins spanning the entire island, when the Kong Klan itself is made of less than 20 individuals? The shattered Kremling structures and sunken Kremlantis based on Greco-Roman architecture, when the stated homeland of the Krew is a single island off DKI's coast? The past of Donkey Island is colorful, but vague, and presenting those puzzle pieces to a table to make sense of sounds like so much fun.
This is where the project becomes more like Fanfiction. None of the games were written with more overarching lore than was needed to produce the individual title. Much of Donkey Kong's history has had the ip bounced around to different studios frequently, and only in recent years has any corporate plan been put in place to cement the franchise as one defined thing. That hasn't stopped it's fandom from making connections or inferring meaning between games in it's sister/umbrella franchise, Super Mario, which leads to some fascinating concepts. Did you know that in one of the Mario Party games, 5 Bananas fuse to become a Power Star? Or that in Mario Galaxy, we're taught that Power Stars form from baby Lumas, the infant form of all life in the universe? All of existence is a cycle of death and rebirth, star dust forming into new life and continuing the cycle in perpetuity while deific beings have risen above it to form heavens from which they grant the wishes and dreams of the life below them including but not limited to being the sole source of procreation which they deliver via Stork!!!
I want to introduce these concepts to the Island and allow the Players to follow where it leads. I'm not interested in producing a complete history and lore bible of my personal interpretation of DKC trivia, but I do want to include these inferences to see what a table will make of them. Will they investigate the Star Spirits who beget sentient life upon the planet? Probably not. Will their conflict with the Tiki-Tak tribe make them question the life-giving properties of Banana Mush? More likely, and with a lore explanation if they're curious! Mostly I want the table to figure out what -their- Donkey Kong Island is like through play.
3. Collection
Donkey Kong 64's reputation precedes it, though it's place as "The Game That Ruined Collectathons" is in dispute in the modern era. Really, it's record breaking number of collectibles is just the endpoint in a series of games with an increasing number of things to grab. Donkey Kong Country required you to find 67 Bonus Levels across it's stages to reach 101%. DKC2 had 75 Kremcoins and 40 DK Coins, both required to complete the game at 102%. DKC3 tops this at 85 Bonus Coins, 41 DK Coins,15 Banana Birds, and a minimum of 65 Bear Coins to complete the game at 103%. These numbers ignore additional currencies that can be acquired and spent repeatedly, such as Bananas, Balloons, and Kong Letters. Collecting quantities of shiny objects has been core to the experience from day 1.
All that junk to nab works fine in a platforming video game, but I cant replicate the experience 1 to 1 in a ttrpg and expect players to be as excited about a Kong letter the 50th time as they were the first. That said, having a significant amount of loot is one of the joys of old school play, meaning I'm already leveraging my audiences' innate desire before figuring out how, exactly, to make collecting Bananas fun.
4. Monkey Business
Donkey Kong Country is a video game made by British Developers using a Japanese company's IP for a largely American Audience. It's just plum goofy, really. And while early D&D is goofier than most people give it credit for these days, it would be super easy for me to accidentally lean into the darker implications and get lost in traditional elfgame dungeon crawling, forgetting that we're pretending to be cartoon monkeys! I don't want to do that. I don't want the threat of death and dismemberment, I don't want illness or starvation, but I'm using a chassis for games where you go into a hole and die there! I've struggled with this previously with my never-complete Sanic Hack and that experience will help me here. There is a sweet middle ground to be found. I swear it.
Oh wait, did I get this far into the post without stating directly that I'm writing this with the assumption you're playing an Into the Odd hack or other OSR system? Cause I am. Fool of a farmer, I be. Sorry about that.
So, to recap, my goals are:
- Exploration: Places to Go, Things to See, Discoveries to be made Frequently and Easily
- Implication: Mysteries Raised, Connections Made, Few Answers with Players responsible for the rest
- Collection: Loot Generated, Resources Awarded, Stuff for Players to hoard
- Monkey Business: Keep it Silly, Keep it Light, Bad decisions shouldn't be punished TOO harshly.
These will be the four pillars I keep in mind as I craft both the island, and the handful of homebrew rules to use while playing within it. God this post has gotten long.
Let's talk about the swing I've already decided I'm making, then. Bananas will be Currency, Spell/Feat spending resource, and Rations. Only some of you will understand the joke if I call it "Banandium Archive". That's ok. Step 1 is to make Bananas slightly more accessible than gold. Dungeons have more of them, but you can find them fairly easy by just traveling about. Loot tables have a 60% chance of producing some bananas. You'll accrue a pretty pile of these, but only because you'll be spending them just as quickly.
CURRENCY
Bananas as Currency means you can very quickly flip them into other resources and gear. All trade and barter should use Bananas, meaning it's always in demand. Need some Armor? Bananas. New Weapon? Bananas. Various Monkey Themed Services including Barrel-based Aviation? You got it; Bananas. There's an upper limit to having a hoard of Bananas on you, though- 100 Bananas can be traded in for Balloons, which are spent to revive your character when they fall in battle. There is very little utility to not handing in your entire stash the moment you can afford a Balloon. You'll find more the next time you go into a dungeon or search some tree-tops, after all.
This entire idea assumes a Physical Table with tokens to manipulate. A fully digital game of this would require a ton of bookkeeping that I wouldnt personally find fun. I want people to reach into a bowl and pull out 20 🍌 tokens, then chuck 100 of them back in the bowl to recieve a 🎈 token.
RATIONS
Bananas as Rations means that even if you stay in a safe location, your stock of them will slowly tick down. When you're flush with them, this barely matters, but once a sale is made suddenly youre risking deprivation and travel becomes costly. Some character options, such as playing a Tiki-Tak, will even have a larger daily ration requirement. This helps keep the Hoard small, while also incentivizing players to go out and do the exploration this is supposedly all about. It also means that large purchases, even the ever-helpful Red Balloons, come with an immediate concern; you're particularly vulnerable unless you go out of your way to find more Bananas and fast.
SPELL/FEAT RESOURCE
Spells in this project will appear in the form of "Songs." Essentially they are scrolls from which a Kong can learn a new tune, and playing it causes a magical effect. I've gone back and forth on this one, but think I like the following- In order to perform a Song (Or other sort of Feat.), the player must have previously prepared by eating Bananas above their daily ration requirement, up to a maximum I'll set later. Maybe 5? Spending one of these reserves allows the effect to happen as intended. Performing without reserves still works, but at risk of gaining Exhaustion and locking a slot of their inventory. (Of course, the clear condition of Exhaustion is eating an amount of Bananas outside of combat.)
The choice at the start of the day is then, "Do I use up banana reserves when we might never see combat?", and in the moment, "Do I rely on my regular damage output or buff it to end this fight sooner at the risk of being weak for whatever comes next?" When the players know they have a surplus of bananas and are going into a dungeon where they'll inevitably get more, they'll naturally want to spend to be fully charged- -but then, do they spend the max and do a bunch of super moves or hold off and hope for good banana rng drops early on to buy one more balloon for safety's sake?
KONGCLUSION
Going back to my 4 pillars, what does making the primary collectible, Bananas, work as Currency, Spell/Feat Resource, and Rations do towards supporting them?
This constant flow of doodads going in and out of the players hands should, in theory, produce a similar experience to the Collection pillar. The increased drop rate of Bananas and consistent need for them will promote the Exploration pillar. The act of constantly grabbing and relinquishing Banana tokens, preferably into a large bowl in the center of the table, certainly feels like Monkey Business. And if I wanted to stretch, the Implication of this cycle of Banana eating could lead to some very interesting questions at the table. If I weren't a coward, I'd make the whole loop work faster by introducing usage die for tools and weapons, increasing the money-sink. That would push the experience a little too far from the light tone I intend to set, so for now, that will remain left out.
Until Next Time,
Farmer Gadda







