Plenty Of Time To Die: A Shadowdark Review

This classic dungeon crawl experience raised over a million on Kickstarter

1681246375267.png


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.
 

log in or register to remove this ad

Rob Wieland

Rob Wieland


log in or register to remove this ad

Marandahir

Crown-Forester (he/him)
As far as I can tell, this doesn't seem to be set in the Shadowdark, but is rather a generic OSR-style setting… false advertising, much?

I can see a bunch of people thinking this is a sourcebook for the Underdark of the Shadowfell, which has been known as the Shadowdark since 2008.
 

Whizbang Dustyboots

Gnometown Hero
As far as I can tell, this doesn't seem to be set in the Shadowdark, but is rather a generic OSR-style setting… false advertising, much?

I can see a bunch of people thinking this is a sourcebook for the Underdark of the Shadowfell, which has been known as the Shadowdark since 2008.
I find that hard to imagine. "Shadowdark" as a D&D term isn't one that WotC even thinks is worth protecting. It's an obscure term (and a pretty silly one at that) because someone thought it was necessary to give a special name to the Underdark (itself a silly name) in another dimension.

And if someone can't tell by the trade dress, the product description and the fact that they had to purchase it from the Arcane Library site that it's not an official WotC book about a sub-section of a dimension that WotC doesn't have a setting book for (heck, they don't even have a setting book for the planes as a whole yet), that feels like a problem between keyboard and chair, rather than something anyone else is responsible for.
 

Dr. Bull

Adventurer
I find that hard to imagine. "Shadowdark" as a D&D term isn't one that WotC even thinks is worth protecting. It's an obscure term (and a pretty silly one at that) because someone thought it was necessary to give a special name to the Underdark (itself a silly name) in another dimension.

And if someone can't tell by the trade dress, the product description and the fact that they had to purchase it from the Arcane Library site that it's not an official WotC book about a sub-section of a dimension that WotC doesn't have a setting book for (heck, they don't even have a setting book for the planes as a whole yet), that feels like a problem between keyboard and chair, rather than something anyone else is responsible for.
Excellent answer... Well played!
 

Dr. Bull

Adventurer
That (previously mentioned) ranking of OSR games was probably based on a wildly subjective survey. Old grognards (like myself) are notoriously opinionated... :)

Personally, I haven't been this excited about a game for many years. For me, ShadowDark is my Holy Grail. In fact, I can finally sell my massive collection of retroclone and old-school revival books. Anyone interested? I won't use them again.

Besides the beautiful layout and elegant design, it's also helpful that Kelsey Dionne is an excellent writer. Good writing is important.

I think that quite a few folks have already addressed many of the strengths of ShadowDark. In my opinion, the most significant strengths are derived from what was cut from traditional OSR games:

1. Most of the OSR rules include tables for classes (especially for the thief). Those tables are replaced with the elegance of advantage, disadvantage, and talents. With this system, your 1st level ShadowDark thief is not going to feel completely incompetent for only having a 10% chance to hide in shadows or open locks.

BTW: That has bugged me for 44 years... Why would anyone try to disarm a deadly trap if they only had a 15% chance of success???

2. Far too many OSR systems still use descending armor class (which require more tables or THAC0), which is unnecessary and confusing. Ascending armor class is simpler and more logical. Occam's Razor should be a consideration in game mechanics.

3. I won't need to read endless paragraphs of "fluff" or "flavor text" that limit my imagination. In ShadowDark, Class and Ancestry descriptions are brief and concise. If I'm a player in this game, shouldn't I be the one who provides my character's description? If I'm the GM, shouldn't I be the one who decides how different ancestries and cultures have evolved?

4. I won't need to read through class descriptions to glean vital information. For instance, the fighter class description is only 6 sentences long (plus a few items and a small table). Despite this brevity, the ShadowDark fighter is a much more flexible class than fighters from other OSR games. This illustrates the elegance of the class talents. After reading the 4 core classes, I already have a "feel" for how to create modifications and house rules.

5. I don't need to spend my time sorting through minutiae. Us old-school nerds love our tables and lists, but many OSR games go too far. In Castles & Crusades, the authors provide statistics for 11 types of helmets, 25 types of armor, 8 types of shields, and 74 types of weapons. Looking at the C&C equipment list, the authors include cost and weight of any conconceivable purchase. Mundane items are included, starting with bagpipes, barrels, baskets, brooms, and buckets. The authors also felt compelled to write 19 long paragraphs on encumbrance and included 4 tables to help calculate equipment load. ShadowDark retains the spirit of encumbrance rules, but uses a much more elegant (and more realistic) system. Once again, Occam's Razor was used effectively.

6. I don't need to use miniatures or a grid. They are optional. Calculating a travelling GM's encumbrance suddenly got a lot easier!

7. I won't need to worry about confusing terminology. For instance, the word "level" is not applied to multiple elements. Character experience is expressed in levels. Spells are listed in "Tiers"... I've waited decades for that one to get cleared up!

8. In addition, I won't need to reference the rulebook frequently. Maybe I'll look up a monster or use one of the GM tables when I need inspiration?

9. I won't have to hear any more off-color jokes about the term "Dungeon Master". Now I can just be a GM.

10. Finally, I won't need my reading glasses, thanks to the large font size!

My mind will be focused on the story, the suspense, the characters, the improvisation, and the action.

- Dr. Bull
 


Bill Zebub

“It’s probably Matt Mercer’s fault.”
As far as I can tell, this doesn't seem to be set in the Shadowdark, but is rather a generic OSR-style setting… false advertising, much?

I can see a bunch of people thinking this is a sourcebook for the Underdark of the Shadowfell, which has been known as the Shadowdark since 2008.

That....never even occurred to me.

In other news, I can see a bunch of people thinking that "Dungeons and Dragons" is about exploring dungeons and fighting dragons, which it clearly is (mostly) not anymore.
 

Divine2021

Adventurer
Looking for an update on this game: anyone playing it? I’m looking for an old school dnd style game, and I dig the art in this one. Anyone have any positive or negative experiences they would care to share?
 

Whizbang Dustyboots

Gnometown Hero
Looking for an update on this game: anyone playing it? I’m looking for an old school dnd style game, and I dig the art in this one. Anyone have any positive or negative experiences they would care to share?
Yes!

I have been running games in it this year. For anyone used to either 5E or OSR/TSR D&D, it is incredibly easy to pick up, as the number of new rules to learn is extremely, extremely low.

It runs like a racehorse, eliminating a lot of the fiddlier aspects of D&D. Spellcasting, for instance, only tracks spells cast when a spell check is failed. Up until that point, players just have to decide whether or not they want to risk not having access to the spell when they need it, versus just spamming the bejesus out of it. I ran a game with two wizards, one who cast early and often and one who held his spells, and it was a really satisfying experience for both of them.

Like other OSR games, it is trivial to convert monsters, treasures and adventures on the fly, but player facing content like spells and classes requires more work. Luckily, building new stuff for Shadowdark is also really easy. Kelsey helpfully has posted a number of videos explaining new classes in detail (in which she creates the Shadowdark bard and ranger classes, which were stretch goals). The book also has information on creating new monsters.

The book is also packed with random tables, allowing one to run whole campaigns with basically zero preparation, if that's what one wants to do. (I suspect we'll see some really cool automation for Shadowdark in Roll20 and Foundry at some point.)

If you want to get a sense of the game, the free quickstart booklets are incredibly comprehensive, offering the complete game from about levels one to three (after that, you'll have to create higher level monsters, spells and treasure yourself) with only a single random generation table.

Zero regrets about purchasing the book (now expected to hit retail in hard copy in October). The game plays even better than it reads, and reads very well.
 

Divine2021

Adventurer
Yes!

I have been running games in it this year. For anyone used to either 5E or OSR/TSR D&D, it is incredibly easy to pick up, as the number of new rules to learn is extremely, extremely low.

It runs like a racehorse, eliminating a lot of the fiddlier aspects of D&D. Spellcasting, for instance, only tracks spells cast when a spell check is failed. Up until that point, players just have to decide whether or not they want to risk not having access to the spell when they need it, versus just spamming the bejesus out of it. I ran a game with two wizards, one who cast early and often and one who held his spells, and it was a really satisfying experience for both of them.

Like other OSR games, it is trivial to convert monsters, treasures and adventures on the fly, but player facing content like spells and classes requires more work. Luckily, building new stuff for Shadowdark is also really easy. Kelsey helpfully has posted a number of videos explaining new classes in detail (in which she creates the Shadowdark bard and ranger classes, which were stretch goals). The book also has information on creating new monsters.

The book is also packed with random tables, allowing one to run whole campaigns with basically zero preparation, if that's what one wants to do. (I suspect we'll see some really cool automation for Shadowdark in Roll20 and Foundry at some point.)

If you want to get a sense of the game, the free quickstart booklets are incredibly comprehensive, offering the complete game from about levels one to three (after that, you'll have to create higher level monsters, spells and treasure yourself) with only a single random generation table.

Zero regrets about purchasing the book (now expected to hit retail in hard copy in October). The game plays even better than it reads, and reads very well.
Thank you so very much for the detailed response. You just sold a pdf! Truly, I appreciate it. I’m about to move across the country and need a quick and easy game to pick up and introduce to people to try and make them like me :)
 

Related Articles

Remove ads

Remove ads

Top