Shadowdark Shadowdark Discussion Thread [+]

Last night at RPG Con in Milford MA, USA, we ran a Shadowdark tournament module written just for the con by the con organizer. It was a fun time, even if my table only came in 3rd (we had 8 tables, I think). The premise of the module was that the PCs were sent in to find an item in a wizard's laboratory, but the only way in was a very small crack in the wall so they were shrunk down to a few inches in height. Monsters were rats and cats and bugs and the imp familiar of the (dead) wizard. Good times.
 

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Last night at RPG Con in Milford MA, USA, we ran a Shadowdark tournament module written just for the con by the con organizer. It was a fun time, even if my table only came in 3rd (we had 8 tables, I think). The premise of the module was that the PCs were sent in to find an item in a wizard's laboratory, but the only way in was a very small crack in the wall so they were shrunk down to a few inches in height. Monsters were rats and cats and bugs and the imp familiar of the (dead) wizard. Good times.
Getting shrunk down and fighting giant-sized ordinary things is a classic and always fun. Love it.
 

I very often while working on my own stuff circle back to the thought '...but Shadowdark is so good does it even improve anything to change this...'

And I'm not sure how to get past it. :unsure:
 

I very often while working on my own stuff circle back to the thought '...but Shadowdark is so good does it even improve anything to change this...'

And I'm not sure how to get past it. :unsure:
The simplicity is so often on point. And that is HARD to do.

It takes a certain talent, experience, a strong opinion of what you want, and room to create. That last one Shadowdark has taken a lot of.

for instance I just got Shadowdark books from creators I really like, who I admire, and love much of what they do, but I think they missed the boat, a lot of the simplicity they leaned into feels generic, not on point, not on theme. I tried to come up with alternatives and also found it difficult.
 

The simplicity is so often on point. And that is HARD to do.

It takes a certain talent, experience, a strong opinion of what you want, and room to create. That last one Shadowdark has taken a lot of.

for instance I just got Shadowdark books from creators I really like, who I admire, and love much of what they do, but I think they missed the boat, a lot of the simplicity they leaned into feels generic, not on point, not on theme. I tried to come up with alternatives and also found it difficult.

Exactly, and that it plays in pretty much the exact space I want to also design for makes it tough. I've got a few things I'm happy with, I probably just need to finish the polish on those and get them out there instead of continuing to aim too big and keep getting distracted.
 

Exactly, and that it plays in pretty much the exact space I want to also design for makes it tough. I've got a few things I'm happy with, I probably just need to finish the polish on those and get them out there instead of continuing to aim too big and keep getting distracted.
I feel this agony, but listening to a bunch of experienced creators on Between Two Cairns, they all say that the answer is to keep moving forward and accept that the early stuff won't be your best works.
 

The other issue is, it's entirely possible Western Reaches takes what is already a near perfect platform for me, and just launches it into unattainable heights status.

There's very little I can think of needing once that's out, that I also haven't already near finished.
 

Last night at RPG Con in Milford MA, USA, we ran a Shadowdark tournament module written just for the con by the con organizer. It was a fun time, even if my table only came in 3rd (we had 8 tables, I think). The premise of the module was that the PCs were sent in to find an item in a wizard's laboratory, but the only way in was a very small crack in the wall so they were shrunk down to a few inches in height. Monsters were rats and cats and bugs and the imp familiar of the (dead) wizard. Good times.
The tournament was a very good time. The adventure was fun. How did you feel about the scoring guidelines? Do you think they were clear enough that you and the other GMs could adjudicate it with some reasonable consistency?
 

As implied above, I played in the tournament, as one of the two Fighters (same standard party at all tables - 3rd level, one significant and cool magic item each IIRC, one each of every core class plus a second Fighter).

We had a great time despite one of our players getting a little deep in his cups and becoming a bit of a handicap. Our GM David Benevides was solid and fair. First time playing with him and I'd be happy to again. Scott did a great job writing an imaginative scenario and the challenge levels seemed good, though could probably be ramped up a bit more, especially for scoring differentiation. I heard from someone on the 4th place team that they apparently managed to finish 45min early, which was impressive from my seat. I guess they beelined past some significant treasures, being laser-focused on time, and if I understand correctly, treasure was a major tiebreak for scoring.
 
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The tournament was a very good time. The adventure was fun. How did you feel about the scoring guidelines? Do you think they were clear enough that you and the other GMs could adjudicate it with some reasonable consistency?

As implied above, I played in the tournament, as one of the two Fighters (same standard party at all tables - 3rd level, one significant and cool magic item each IIRC, one each of every core class plus a second Fighter).

We had a great time despite one of our players getting a little deep in his cups and becoming a bit of a handicap. Our GM David Benevidos (IIRC?) was solid and fair. First time playing with him and I'd be happy to again. Scott did a great job writing an imaginative scenario and the challenge levels seemed good, though could probably be ramped up a bit more, especially for scoring differentiation. I heard from someone on the 4th place team that they apparently managed to finish 45min early, which was impressive from my seat. I guess they beelined past some significant treasures, being laser-focused on time, and if I understand correctly, treasure was a major tiebreak for scoring.

The scoring requirements were okay but I would have tried to make it a little less subjective (there were points for "good roleplaying").

And yes, you're table's drunk was something for sure. He stumbled over to my table and complained incoherently until Scott ushered him away.

And Dave is a good guy and great GM. The crew at that con is pretty tight knit and we run a lot of multi-table charity events together.
 

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