Plenty Of Time To Die: A Shadowdark Review

This classic dungeon crawl experience raised over a million on Kickstarter

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Blockbuster Kickstarters tend to be examples of the old adage of “An overnight success years in the making”. The recent Shadowdark one that raked in over a million USD is a perfect example. While The Arcane Library wasn’t as well known as some third party 5e creators, it was doing excellent work in the 5e space and racking up a fan base that reacted well to Shadowdark. It also likely hit at just the right time as D&D fans were looking for a new flavor of dungeon crawl. Creator Kelsey Dionne was kind enough to give me an advance copy of the full PDF and discussed the game at Gary Con where she was running full table demos for enthusiastic backers. How does the game recapture that dangerous feeling of classic dungeon crawls while still keeping popular elements of 5e? Let’s play to find out.

Shadowdark throws things back to a classic dungeon crawl experience with quick character creation, deadly encounters that players must weigh between fighting, avoiding or outright fleeing. Dionne has said that she wants to deliver those old school elements but not be stuck with legacy mechanics. Take the best stuff from those older sourcers but also elements from more modern designs. There are also a few things in the game that make it unique. The most well known one is the use of a real life timer. Torches last one hour in the dungeon and things get much more difficult in the dark. Time and light also seem like resources that can endanger characters beyond the claws of monsters and the spikes of traps. Staying out of the dark becomes something the DM can use to complicate encounters. Monsters go after whoever holds the light source first. Players have to find a place to stash the torch during a treacherous climb. That timer also puts pressure on the players to act rather than planning to plan.

Character creation wears its ancient influences on its bracers. Six traits, 3d6 for each all the way down with four classes to choose from. All of these classes fit on one or two pages for ease of reference and simplicity of choice. That randomness extends to a handful of charts where players can roll for a completely random character. The breeziness of the process makes it easy to ditch a set of rolls for a new character or not get too broken up should that character become a grue snack early on in the game. Randomness continues as characters grow with level ups coming off of a chart that contains the usual mix of class talents, ability improvements and such. Rolling a 12 means the player chooses, otherwise progression is left a little to chance. XP is handled by collecting treasure, allowing for players to grow without having to throw down in combat. As someone who prefers to design characters, this isn’t my usual cup of tea, but I’ve also come to enjoy playing characters as they lie too. Gaining a +1 to longsword attacks tells an emergent story based on what happened in the dungeon. It brings to mind those moments where a fighter pulls out their trusty weapon and says “We’ve been through a few things, haven’t we?” that fits this kind of story better.

There are also modern bits of design in Shadowdark. The most obvious lift is advantage and disadvantage but there are others that stand out from the general classic D&D base. Ancestry is another, both in using the modern terminology and being a broad feat-style bonus rather than a predetermined number of bonuses and penalties. These characters also are given smaller, wider bonuses as they level rather than cranking up the math to higher levels. Armor Class goes up, ability scores turn into d20 modifiers and casters only lose spells on a failed casting roll. Though the fights are brutal, death saves of a sort exist. Characters have 1d4 plus their CON modifier to either roll a 20 on their turn or get healed/stabilized. Enough of these elements exist that make this an excellent game for older D&D players to show new 5e fans how things were done in the “old days” without worrying about explaining THAC0 or why the wizards must carry around a dagger.

A few elements blend the old school and the modern together. Players gain XP for gaining treasure but they also gain it for spending treasure on raucous nights at the pub. The more players spend, the more XP they gain. There are charts of course, that offer other consequences of those blurry nights of carousing. Consequences that can tie in to later adventures. When that mysterious tattoo the wizard picked up during their last trip to town starts glowing in the dungeon, it’s a good way to weave a longer story into the game.

And if the rules included aren’t enough, Shadowdark provides options. Even something central like the torch timer has options as something the players can watch on the clock or something the DM tracks behind the screen. GMs can turn the dial towards hardcore with choices like death at zero hit points or making stabilization harder or they can lower the difficulty through more use of luck tokens or giving out XP for dead monsters. Though the four basic classes offer a lot of options more official ones, like the Pit Fighter and the Hell Knight, have been seen in upcoming Cursed Scroll supplements. Kickstarer backers also chose the ranger and the bard to be developed as stretch goals. The lightness of the classes means making one that feels like an old favorite very easy for homebrew and third party options.

Beyond official expansions, rules edits or third party community choices, Shadowdark captured one of 5e’s most underrated strengths: adaptability. With a minimum of prep time, I feel like I could run everything from King’s Festival to The Lost Vault of Tsathzar Rho tonight for a mix of players who’ve never played and ones that have been around since the 80s. Shadowdark cuts most of the fat of other versions of D&D, leaving a lean, mean dungeon crawling machine.

You don't have to take my word for it. This Shadowdark Quickstart contains everything you need to try out the game.
 

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Rob Wieland

Rob Wieland


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Jahydin

Hero
@Emberashh
I think I get where you're coming from... The book is written in a very "matter of fact" style that conveys the rules as efficiently and succinctly as possible. Maybe that comes across as dry?
 

I like the style of its presentation and how it's written. Just very little in there that is new game-wise. Kudos for their campaign and timing especially, that was a genius time to run.
 


Can you clarify what you mean by soulless? Is it the language used? The rules themselves? The setting? A combination? Something else? Note that I haven't read Shadowdark as such and don't run it, but have watched Shadowdark video content/reviews.

As said, soulless is defined as tedius and uninspiring.

Its uninspiring because it has next to no personality and because the few places it does have interesting ideas it seemingly refuses to explore them. The random levelup tables for instance are an interesting idea, but the execution is just dreadful in all ways but presentation.

And because of that, and the fact that its just another OSR book (that Ive already read, played, and run countless variants of), makes it tedius.

For comparison, my group is playing DCC in the interim while I keep chipping away at my own game. DCC, for its flaws, is a system I can read to this day and still get excited to go play.

Layers on layers on layers of flavor and interesting ideas in every single page, and it still presents mechanics in an easily referenced way.

Hell, even 5e still fits that bill in terms of exciting me.

Shadowdark in comparison to these is just empty of all of that, and intentionally as far as I can tell, as it appears to trust users will fill in the flavor but not take any consideration to people that will fill in the rules instead; as said, SD is just another OSR game. It doesn't anything that any other game doesn't other than a small handful of unexplored and boringly executed ideas.

So if SD has no unique personality to it that makes me want to explore it, and is basically useless as a rulebook, its not good.

That won't be the same for everyone, sure, but for me I don't think its a zero sum where I couldn't have been appealed to better without disrupting the appeal to others. The game could only have been better had it been allowed to be more than it is.
 

@Emberashh
I think I get where you're coming from... The book is written in a very "matter of fact" style that conveys the rules as efficiently and succinctly as possible. Maybe that comes across as dry?

Its basically written as a book of quick reference guides rather than as a more typical RPG book. A QRG is a valuable thing, and one RPGs need to focus on, but making your book nothing but is overkill.
 

Andvari

Hero
As said, soulless is defined as tedius and uninspiring.
Its uninspiring because it has next to no personality and because the few places it does have interesting ideas it seemingly refuses to explore them. The random levelup tables for instance are an interesting idea, but the execution is just dreadful in all ways but presentation.

And because of that, and the fact that its just another OSR book (that Ive already read, played, and run countless variants of), makes it tedius.

For comparison, my group is playing DCC in the interim while I keep chipping away at my own game. DCC, for its flaws, is a system I can read to this day and still get excited to go play.

Layers on layers on layers of flavor and interesting ideas in every single page, and it still presents mechanics in an easily referenced way.

Hell, even 5e still fits that bill in terms of exciting me.

Shadowdark in comparison to these is just empty of all of that, and intentionally as far as I can tell, as it appears to trust users will fill in the flavor but not take any consideration to people that will fill in the rules instead; as said, SD is just another OSR game. It doesn't anything that any other game doesn't other than a small handful of unexplored and boringly executed ideas.

So if SD has no unique personality to it that makes me want to explore it, and is basically useless as a rulebook, its not good.

That won't be the same for everyone, sure, but for me I don't think its a zero sum where I couldn't have been appealed to better without disrupting the appeal to others. The game could only have been better had it been allowed to be more than it is.
Thanks for clarifying.
 

Divine2021

Adventurer
Eh, I read DCC as I kept on seeing it mentioned throughout threads like this, and it comes across to me as written by an arrogant dude with a way too high opinion of himself and his arbitrarily made conclusions as to “what is the real spirit” of old school DnD, a tone that I found so off putting that I wish I could get a refund on the PDF. But as I said above, to each their own.
 

Eh, I read DCC as I kept on seeing it mentioned throughout threads like this, and it comes across to me as written by an arrogant dude with a way too high opinion of himself and his arbitrarily made conclusions as to “what is the real spirit” of old school DnD, a tone that I found so off putting that I wish I could get a refund on the PDF. But as I said above, to each their own.

To be fair though, thats just the OSR in general. Ive read a lot of OSR games in particular, many within the last few weeks. That kind of arrogance towards the ideal is absurdly common.

But DCC, imo, at least pays for it by being genuinely awesome
 

Divine2021

Adventurer
To be fair though, thats just the OSR in general. Ive read a lot of OSR games in particular, many within the last few weeks. That kind of arrogance towards the ideal is absurdly common.

But DCC, imo, at least pays for it by being genuinely awesome
That arrogance you speak of isn’t present in Shadowdark, nor does the author of Shadowdark annoyingly put herself in her own rule book repeatedly. The self-assured constant Pat on the back that Goodman gives himself comes across as incredibly insecure. Goodman probably is a good guy in real life, but he when reading the DCC rulebook you get the sense that he thinks himself the second coming of Gary Gygax. Incredibly off putting, and another reason that I wish I could get my money back. Shadowdark plays awesome. DCC probably plays great as well, I wouldn’t know, I haven’t played it. But at least in Shadowdark I don’t feel like I have to acquiesce to the author’s repeated declarations of genius.
 

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