Shadowdark Shadowdark Discussion Thread [+]

I'll be running @SlyFlourish 's one-session Castle Ravenloft game for my son's birthday next week.

Pretty excited; been planning this for a long time.

I want to keep things fast and loose as the players explore the castle, so the turn-based Shadowdark structure works fine. Most of the time it will be theatre of the mind, but will be using my Darkest Dungeon board game minis and tiles for running combat set pieces.

Thanks to @Fenris-77 's book "Shadows of Empire" I've even got some handy black powder firearms rules for the Musketeer and Highwayman.
 

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I'll be running @SlyFlourish 's one-session Castle Ravenloft game for my son's birthday next week.

Pretty excited; been planning this for a long time.

I want to keep things fast and loose as the players explore the castle, so the turn-based Shadowdark structure works fine. Most of the time it will be theatre of the mind, but will be using my Darkest Dungeon board game minis and tiles for running combat set pieces.

Thanks to @Fenris-77 's book "Shadows of Empire" I've even got some handy black powder firearms rules for the Musketeer and Highwayman.
That sounds really fun! Can you maybe post a short report about how it went, what worked well and so on?
I have Mikes go at Ravenloft on my bucket list, and recently have purchased Shadows of Empire as well. And Darkest Dungeon is a huge influence on the vibe I am going after frequently.
So, to sum it up, would really love to see how it goes!
 


what is that again?
To accomplish a task, a character needs the following:
  1. The time necessary to complete the task
  2. The tools necessary to complete the task
  3. The skills necessary to complete the task
If they have all three of those, there is no roll under normal circumstances, they're just able to do it. (Obviously, lockpicking the vault of the god of secrets or something would be an extraordinary case.)

If they they don't have any of those, don't bother rolling. It's just beyond their capability. The cleric is not going to be able to pick a lock on the dungeon door with a hairpin while the group is taking fire from goblin archers.

If they have two of those, they can roll, because the success is clearly possible, but will be challenging. (That cleric will probably still need to roll with disadvantage if there's no arrow fire, even with the dead thief's lockpicks, since they're figuring out how to do lockpicking.)

In Shadowdark (this three-part test was created for B/X and OD&D style games), I'd say if you only have one of those, you roll with disadvantage. Even the thief, without their lockpicks and under fire from the goblins, is going to find it harder than usual to pick the lock.

This test means you're not rolling the dice for stuff that PCs should obviously be able to do, so you don't end up with nonsense like low level AD&D thieves falling to their deaths trying to climb perfectly normal walls -- the roll only is required when they're under pressure.
 
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To accomplish a task, a character needs the following:
  1. The time necessary to complete the task
  2. The tools necessary to complete the task
  3. The skills necessary to complete the task
If they have all three of those, there is no roll under normal circumstances, they're just able to do it. (Obviously, lockpicking the vault of the god of secrets, or something, would be an extraordinary case.)

If they they don't have any of those, don't both rolling. It's just beyond their capability. The cleric is not going to be able to pick a lock on the dungeon door with a hairpin while the group is taking fire from goblin archers.

If they have two of those, they can roll, because the success is clearly possible, but will be challenging. (That cleric will probably still need to roll with disadvantage if there's no arrow fire, even with the dead thief's lockpicks, since they're figuring out how to do lockpicking.)

In Shadowdark (this three-part test was created for B/X and OD&D style games), I'd say if you only have one of those, you roll with disadvantage. Even the thief, without their lockpicks and under fire from the goblins, is going to find it harder than usual to pick the lock.

This test means you're not rolling the dice for stuff that PCs should obviously be able to do, so you don't end up with nonsense like low level AD&D thieves falling to their deaths trying to climb perfectly normal walls -- the roll only is required when they're under pressure.
I like that paradigm and I feel weird for never having encountered it before.
 


To accomplish a task, a character needs the following:
  1. The time necessary to complete the task
  2. The tools necessary to complete the task
  3. The skills necessary to complete the task
If they have all three of those, there is no roll under normal circumstances, they're just able to do it. (Obviously, lockpicking the vault of the god of secrets or something would be an extraordinary case.)

If they they don't have any of those, don't bother rolling. It's just beyond their capability. The cleric is not going to be able to pick a lock on the dungeon door with a hairpin while the group is taking fire from goblin archers.

If they have two of those, they can roll, because the success is clearly possible, but will be challenging. (That cleric will probably still need to roll with disadvantage if there's no arrow fire, even with the dead thief's lockpicks, since they're figuring out how to do lockpicking.)

In Shadowdark (this three-part test was created for B/X and OD&D style games), I'd say if you only have one of those, you roll with disadvantage. Even the thief, without their lockpicks and under fire from the goblins, is going to find it harder than usual to pick the lock.

This test means you're not rolling the dice for stuff that PCs should obviously be able to do, so you don't end up with nonsense like low level AD&D thieves falling to their deaths trying to climb perfectly normal walls -- the roll only is required when they're under pressure.
My brain's need for symmetry wants to put in something more, another criteria to get a spread of:

1. Automatic fail.
2. Roll with disadvantage.
3. Straight roll.
4. Roll with advantage.
5. Automatic success.
 


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