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Quick Tip: Using Shadowdark RPG for Sword & Sorcery gaming
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<blockquote data-quote="xoth.publishing" data-source="post: 9382749" data-attributes="member: 6986003"><p>I have recently been reading through <strong>Shadowdark RPG</strong>, published by The Arcane Library last year. Shadowdark is a rules-lite blend of OD&D and 5E. The main rulebook defaults to the standard D&D fantasy setting with elves and orcs. But since power levels are limited (character levels only go from 1-10) and the overall tone is grim and gritty, I think it should also work very well as the basis for sword and sorcery adventures!</p><p></p><p>There are three quick fixes to reflavor Shadowdark for sword and sorcery: 1) Change the “ancestries” for player characters from demi-humans (elves, dwarves, halflings, etc) into variant human species, and 2) Change the goblinoid monsters (orcs, goblins, kobolds, etc) into more genre-appropriate foes, and 3) Ignore alignment.</p><p></p><p><strong><em>The nice thing is that we don’t need to change any rules at all, just change some names and leave the mechanics as-is.</em></strong></p><p></p><p>1) Reflavor the Ancestries from demi-humans to variant humans</p><p></p><p>[ATTACH=full]368629[/ATTACH]</p><p></p><p>From our own Earth we know that multiple human species existed at the same time (and some even interbred with each other), so we’ll use that as inspiration for some sword and sorcery-flavored ancestries. So for a “generic” sword and sorcery setting we could use the following ancestries:</p><p></p><ul> <li data-xf-list-type="ul"><strong>The Primals</strong>, aka the First People (cave paintings, great mother worship, mostly wiped out by volcanic eruption or glacier growth). Based on Cro-Magnon. Stout: Start with +2 HP. Roll hit points per level with advantage. (Dwarf)</li> <li data-xf-list-type="ul"><strong>The Far-Walkers</strong>, aka the Wanderers. Based on Denisovans. Keen Senses: You can’t be surprised. (Goblin)</li> <li data-xf-list-type="ul"><strong>The Atlanteans</strong>, aka the People of the Old Kingdoms. Based on myths of a sunken land. Farsight: You get a +1 bonus to attack rolls with ranged weapons or a +1 bonus to spellcasting checks. (Elf)</li> <li data-xf-list-type="ul"><strong>The Wildlings</strong>, aka the People of Nod, the Sons of Ka-In. Based on Neanderthals. Mighty: You have a +1 bonus to attack and damage rolls with melee weapons. (Half-Orc)</li> <li data-xf-list-type="ul"><strong>The Whisperers</strong>, aka the Islanders, the Children of the Land. Based on Homo Floresiensis. Stealthy: Once per day, you can become invisible for 3 rounds. (Halfling)</li> <li data-xf-list-type="ul"><strong>The Lumians</strong>, aka the Light-Bearers, aka the People of the Young Kingdoms. Based on Homo Sapiens. Ambitious: You gain one additional talent roll at 1st level. (Human)</li> </ul><p></p><p>If using the <a href="https://xoth.net/publishing/" target="_blank">World of Xoth</a>, we can instead reflavor based on the cultural archetypes:</p><p></p><ul> <li data-xf-list-type="ul">Savage (Dwarf)</li> <li data-xf-list-type="ul">Nomadic (Goblin)</li> <li data-xf-list-type="ul">Civilized (Human)</li> <li data-xf-list-type="ul">Enlightened (Elf)</li> <li data-xf-list-type="ul">Decadent (Halfling)</li> <li data-xf-list-type="ul">Degenerate (Half-Orc)</li> </ul><p></p><p></p><p>2) Reflavor the goblinoid monsters, for example as follows:</p><p></p><ul> <li data-xf-list-type="ul">Cave-Man (Orc)</li> <li data-xf-list-type="ul">Hairy Cannibal (Bugbear)</li> <li data-xf-list-type="ul">Savage Hill-Man (Ogre)</li> <li data-xf-list-type="ul">Cave Pygmy (Goblin)</li> <li data-xf-list-type="ul">Mercenary or Slaver (Hobgoblin)</li> <li data-xf-list-type="ul">Little People, People of the Dark, Children of the Night, Worms of the Earth (Kobold)</li> </ul><p></p><p>3) Ignore alignment</p><p></p><p>This is easy enough, does not really affect gameplay.</p><p></p><p></p><p>Classes can be used as-is (possibly excluding the Priest). Also don’t forget that the Cursed Scroll supplements contain additional classes that work really well for swords and sorcery gaming, including the Warlock and the Witch (issue #1), the Desert Rider, Pit Fighter and Ras-Godai (issue #2), and the Sea Wolf and Seer (issue #3).</p><p></p><p><em><strong>Now, the big question is what to call this variant… Swords & Shadows? S&Shadowdark? Sorcerydark? What do you think?</strong></em></p></blockquote><p></p>
[QUOTE="xoth.publishing, post: 9382749, member: 6986003"] I have recently been reading through [B]Shadowdark RPG[/B], published by The Arcane Library last year. Shadowdark is a rules-lite blend of OD&D and 5E. The main rulebook defaults to the standard D&D fantasy setting with elves and orcs. But since power levels are limited (character levels only go from 1-10) and the overall tone is grim and gritty, I think it should also work very well as the basis for sword and sorcery adventures! There are three quick fixes to reflavor Shadowdark for sword and sorcery: 1) Change the “ancestries” for player characters from demi-humans (elves, dwarves, halflings, etc) into variant human species, and 2) Change the goblinoid monsters (orcs, goblins, kobolds, etc) into more genre-appropriate foes, and 3) Ignore alignment. [B][I]The nice thing is that we don’t need to change any rules at all, just change some names and leave the mechanics as-is.[/I][/B] 1) Reflavor the Ancestries from demi-humans to variant humans [ATTACH type="full" width="606px" alt="denisovans.jpg"]368629[/ATTACH] From our own Earth we know that multiple human species existed at the same time (and some even interbred with each other), so we’ll use that as inspiration for some sword and sorcery-flavored ancestries. So for a “generic” sword and sorcery setting we could use the following ancestries: [LIST] [*][B]The Primals[/B], aka the First People (cave paintings, great mother worship, mostly wiped out by volcanic eruption or glacier growth). Based on Cro-Magnon. Stout: Start with +2 HP. Roll hit points per level with advantage. (Dwarf) [*][B]The Far-Walkers[/B], aka the Wanderers. Based on Denisovans. Keen Senses: You can’t be surprised. (Goblin) [*][B]The Atlanteans[/B], aka the People of the Old Kingdoms. Based on myths of a sunken land. Farsight: You get a +1 bonus to attack rolls with ranged weapons or a +1 bonus to spellcasting checks. (Elf) [*][B]The Wildlings[/B], aka the People of Nod, the Sons of Ka-In. Based on Neanderthals. Mighty: You have a +1 bonus to attack and damage rolls with melee weapons. (Half-Orc) [*][B]The Whisperers[/B], aka the Islanders, the Children of the Land. Based on Homo Floresiensis. Stealthy: Once per day, you can become invisible for 3 rounds. (Halfling) [*][B]The Lumians[/B], aka the Light-Bearers, aka the People of the Young Kingdoms. Based on Homo Sapiens. Ambitious: You gain one additional talent roll at 1st level. (Human) [/LIST] If using the [URL='https://xoth.net/publishing/']World of Xoth[/URL], we can instead reflavor based on the cultural archetypes: [LIST] [*]Savage (Dwarf) [*]Nomadic (Goblin) [*]Civilized (Human) [*]Enlightened (Elf) [*]Decadent (Halfling) [*]Degenerate (Half-Orc) [/LIST] 2) Reflavor the goblinoid monsters, for example as follows: [LIST] [*]Cave-Man (Orc) [*]Hairy Cannibal (Bugbear) [*]Savage Hill-Man (Ogre) [*]Cave Pygmy (Goblin) [*]Mercenary or Slaver (Hobgoblin) [*]Little People, People of the Dark, Children of the Night, Worms of the Earth (Kobold) [/LIST] 3) Ignore alignment This is easy enough, does not really affect gameplay. Classes can be used as-is (possibly excluding the Priest). Also don’t forget that the Cursed Scroll supplements contain additional classes that work really well for swords and sorcery gaming, including the Warlock and the Witch (issue #1), the Desert Rider, Pit Fighter and Ras-Godai (issue #2), and the Sea Wolf and Seer (issue #3). [I][B]Now, the big question is what to call this variant… Swords & Shadows? S&Shadowdark? Sorcerydark? What do you think?[/B][/I] [/QUOTE]
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