How Dead by Daylight Created a Dungeons and Dragons Legend With Vecna

As a longtime enthusiast of both Dead by Daylight and Dungeons & Dragons, I can’t help but feel a sense of excitement and nostalgia with the recent release of the Vecna chapter. Having spent countless hours immersed in both worlds, I appreciate the thoughtfulness and attention to detail that Behaviour Interactive has put into this latest addition.


The Silent One. The Everlasting Monarch. The Master of the Decaying Tower. With the merging of worlds in Dead by Daylight and Dungeons & Dragons, this figure is now referred to as The Lich.

Vecna’s past has been intricately woven for decades, with fresh versions and missing pieces continually being incorporated into his enigma. As Vecna, along with survivors from the Forgotten Realms, ventured into the Fog, a new frightening episode unfolded for this formidable character.

1. Following multiple playthroughs of Vecna since its launch, we had the chance to chat with Creative Director Dave Richard and Game Designer Janick Neveu about their unique take on a Dungeons & Dragons icon. We also discussed how the interactive elements and player decision-making present in the world’s beloved tabletop roleplaying game impacted the overall gaming experience.

It was essential for us to discover the answer to this question at the outset: How did Behaviour Interactive manage to make Vecna fly? Unlike other Killers, who remain grounded, Vecna floats on his own. However, when he activates his Fly ability, he rises above the ground and effortlessly glides over structures and even Survivors. While a movement power that enables quick traversal of the map is not extraordinary in itself, nor is flying over obstacles, Vecna’s altitude appears to be unparalleled. So, what’s the secret behind this feat?

“According to Neveu, it’s an optical illusion in our minds. The character never truly leaves the ground, but through clever camera work and animation techniques, we’re made to believe that they’re flying. Neveu emphasizes the importance of keeping their Killer rooted to the map, as detaching the character from the ground can lead to complications. They mentioned The Twins as an exception – a Killer who can abruptly lift off the ground and function like a projectile.”

Designing Vecna initially proved challenging due to the potential complications. Firstly, the developers needed to ensure their plans for The Lich could be achieved within the development timeline and using the available technology.

Initially, when designing Vecna for Dead by Daylight, certain boundaries were established. However, this didn’t prevent Behaviour Interactive from thinking ambitiously. Originally, the team imagined a fully equipped Lich with as many as ten spells, which could be expanded or modified through additional content. In reality, Vecna was launched with only four spells. This is in line with the versatility of Vecna’s spellcasting in Dungeons and Dragons, where the balance of gameplay can vary.

1) Despite this, the team aimed to make Vecna seem formidable without providing him with potent spells as seen in Dungeons and Dragons, where he is known as the most fearsome antagonist. He not only commands numerous minions but also possesses the ability to kill a person simply by speaking a single word if desired. However, fans of Dead by Daylight might argue that The Entity can be just as restrictive as it is generous towards its unwilling participants. It wouldn’t surprise anyone if Vecna were toned down to align with other beings that inhabit the Fog.

Despite certain limitations, the developers intentionally designed Vecna to be both terrifying and easily identifiable. While he may not cast Fireball, a potent high-level spell, he still exhibits an impressive level of power consistent with the rules of Dead by Daylight.

“Richard shares his enthusiasm for D&D, not only for its damaging spells with powerful effects, but also for the inventiveness of utility spells that can be employed in unexpected ways. The magic lies in the players’ ability to think creatively and use these spells effectively.”

1. Most of Vecna’s spells serve utilitarian purposes, and they are indeed potent. Among these, Mage Hand stands out for its versatility – it allows Vecna to move objects and even prevent them from falling. Neveu informed us that the team recognizes this power as significant and is working on adjustments.

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If you hold the gauntlet known as The Interloper, you’ll be able to move faster and potentially escape. However, it’s acknowledged that the current window of opportunity for the Survivor is rather narrow. To make things fairer, we aim to extend this period and provide more counteractions for the Survivor.

Outside of the game itself, it was clear during this interview how deeply the team cares for Dungeons and Dragons. Previously mentioned, Strahd was initially considered for this installment, and Richard personally expressed his fondness for Ravenloft as a favorite setting in tabletop role-playing games (TTRPG). This affection is evident not only in Vecna but also in the customizable Survivors that reflect real player choices and the new chapter’s map, The Forgotten Ruins.

Known as “a blend of concealed wisdom and shrouded mysteries,” The Forgotten Ruins serves as an affectionate tribute to Dungeons & Dragons, reflected in its incorporation of D20 dice and the enigmatic Vecna. It comprises The Rotted Tower, Vecna’s residence, along with a variety of pathways enabling players to teleport within and beyond these boundaries. From a gameplay perspective, integrating such features into an almost decade-old game with numerous complex elements was no small feat.

“According to Neveu, incorporating gameplay into a map is quite complex. It’s a delicate process as we must consider how the new gameplay element will interact with the existing content. Each time we introduce a fresh component, it requires adjusting the existing rules, perks, and abilities to fit. There are various weapons like axes, throwing knives, spear guns, among others. It’s not an impossible task, but it demands careful planning and adaptation.”

Though teleportation presented challenges for the team, it wasn’t their sole concern. Initially, there were plans for other creatures in the map besides the Beholder, a one-eyed monster with tentacles, which observant players might have spotted.

Richard shared that due to constraints on what we haven’t yet explored in our game (which is clearly Dungeons & Dragons), he couldn’t delve deeply into the topic. However, at some point, the team briefly pondered incorporating a dragon soaring above the map. Given the time and resource limitations, as well as the belief that such a “Elden Ring-style dragon” wouldn’t significantly alter the map’s dynamics, they eventually decided against it. Yet, envisioning a dragon swooping overhead while navigating The Lich is an exciting thought!

Due to the thriving achievement of the chapter and the widespread acclaim of Dungeons and Dragons in the gaming community, we found ourselves pondering a playful query. Given that Dungeons and Dragons is entering the Entity’s Realm, could it be possible that the Entity’s Realm will adopt a Tabletop Role-Playing Game (TTRPG) setup in response?

“Never say never.” Well, we’ll take it.

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2024-07-30 14:23