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Plenty Of Time To Die: A Shadowdark Review
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 9076916" data-attributes="member: 11760"><p>Yes!</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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 <em>also</em> 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.</p><p></p><p>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.)</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 9076916, member: 11760"] 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 [I]also[/I] 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. [/QUOTE]
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