Sunday, August 18, 2024

On Shadowdark

 

I have recently been attracted to a new OSR (or OSR-adjacent?) RPG: Shadowdark. It is a streamlined but relatively comprehensive ruleset originally derived from D&D 5E, but greatly - and pleasantly - modified for streamlined play and an OSR atmosphere. While this is not one of the B/X-based games dominating the OSR market, such as Old School Essentials (OSE), it captures the older-school feel very well while retaining modern conveniences and tossing various cumbersome D&D 5E mechanisms aside.

The base system is simple: roll 3d6 six time in order for your Ability Scores, choose an Ancestry (race), choose a Class, roll for hit points, but some gear, and that's it - you got a character. No complex background and skill rules here, only Ability Scores used for virtually all rolls, from combat to perception to spellcasting. The base mechanic is 1d20 + Ability Modifier vs. a difficulty number. Some special abilities - which are quite uncommon - grant 5E-type Advantage to these rolls. Combat works as in typical d20, with ascending AC and hit points, using abstract ranges.

Yes, you make an INT roll to cast spells in Shadowdark as in my own Barbaric! system. No daily slots, only a limitation on spells known per level for the spellcasting classes (Cleric and Wizard). You roll to cast; if you fail, you cannot use the particular spell for that day; if you roll a natural 1, you roll for a mishap (if you are a Wizard) or must do penance (sacrifice or quest, if Cleric). Simple, and adds an element of danger to spellcasting. How does that affect the game world? Probably magic is less common and seen as less reliable, or even as dangerous. Expect fewer famous wizards and spellcasting clerics running around!

Monsters and NPCs follow their own rules - and are very easy to build. On one hand, this is less simulationist than in systems using PC creation rules for NPCs, but on the other hand, this greatly speeds up prep work. Want an NPC to have cool powers? Just stat them up and that's it. Stat blocks are simple, and monsters use Ability Score rolls as well. Monster creation seems freeform, without lengthy design processes, and there is much less focus on game balance. You just create what seems appropriate for the adventure at hand. PCs - as in most OSR games - will sometimes face tough opponents forcing them to flee.

One thing I like less about Shadowdark is its "mudcore" aesthetic. PCs are supposed to be poorer than in most OSR systems and treasures are supposed to be smaller by an order of magnitude (the recommendation is to change gold pieces in non-Shadowdark adventures to silver pieces without changing their number). Even powerful level 10 characters don't necessarily grow rich or establish strongholds. They still crawl dungeons. On the other hand, there is an effective Carousing mechanism enticing characters to spend treasure on partying hard for extra XP. which I like very much. This can lead to PCs getting into interesting trouble, while being an elegant way to provide a use for extra gold (which in 5E, for example, accumulates in high levels with less use).

All in all - a solid OSR-adjacent system, which seems to be easy to prep and run. One of my RPG groups asked me to run it for them, which I'm going to do in the Stonehell megadungeon using the Blackmarsh setting by Bat in the Attic Games. In this blog, I'll gradually post conversion notes for the dungeon, setting, and their monsters to Shadowdark.

6 comments:

  1. As a fledgling Shadowdark GM, I'm interested in megadungeons for my players. Looking forward to reading your comments on Stonehell. Nice review!

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  2. Awesome! Wish I could be in your campaign sounds amazing

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  3. I like Shadowdark a lot in a lot of things, though rolling for small powers every 2 levels triggers my OCD. I don't love the mudcore aspect particularly, but that feels like pure GM fiat to me.

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  4. I like Shadowdark enough that I am using some of the elements in my 1E AD&D / Gamma World campaign. Just cause the system is different is not saying it has bad ideas, there are a metric ton of really good material in here.

    And as for the mudcore aspect, well that take some getting used to. But like everything, if you do not like it, change it for your game.

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