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Experiences running Shadow of the Demon Lord?
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<blockquote data-quote="CubicsRube" data-source="post: 7637444" data-attributes="member: 6848185"><p>The first thing to note is that Shadow of the Demon Lord is explicitly created for short campaigns. The typical structure is you gain a level per adventure (an average 4 hour session) and it maxes out at 10. If you're looking for longer term campaigns out of this system you will probably find many design decisions stacked against you.</p><p></p><p>The second thing to note is that it's incredibly modular. The main lethality in the game comes out at some creatures who have instant death effects if they take you to 0 hp. Simply take those out and it goes back to their death save mechanic.</p><p></p><p>Also for modularity, the grimdark setting is easy to remove. Most of the classes exist in a space of fantasy steampunk. If you take out a couple pf schools of magic and don't use some of the more gross monsters then it's fine. You can remove the corruption and insanity mechanics, but i like to have them as they reinforce heroic behaviour (e.g killing an innocent gives an automatic corruption point) and models fear effects (getting overloaddd and going temporarily out of your mind). You can just change some of the table effects for the two and they work fine.</p><p></p><p>Lastly i woukd put at a way more streamlined 5e. I find it much easier to run. I would also argue that there are more choices in shadow than 5e, they are just represented by more classes to choose from at level 3 and 7.</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 7637444, member: 6848185"] The first thing to note is that Shadow of the Demon Lord is explicitly created for short campaigns. The typical structure is you gain a level per adventure (an average 4 hour session) and it maxes out at 10. If you're looking for longer term campaigns out of this system you will probably find many design decisions stacked against you. The second thing to note is that it's incredibly modular. The main lethality in the game comes out at some creatures who have instant death effects if they take you to 0 hp. Simply take those out and it goes back to their death save mechanic. Also for modularity, the grimdark setting is easy to remove. Most of the classes exist in a space of fantasy steampunk. If you take out a couple pf schools of magic and don't use some of the more gross monsters then it's fine. You can remove the corruption and insanity mechanics, but i like to have them as they reinforce heroic behaviour (e.g killing an innocent gives an automatic corruption point) and models fear effects (getting overloaddd and going temporarily out of your mind). You can just change some of the table effects for the two and they work fine. Lastly i woukd put at a way more streamlined 5e. I find it much easier to run. I would also argue that there are more choices in shadow than 5e, they are just represented by more classes to choose from at level 3 and 7. [/QUOTE]
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