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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Shadowdark Discussion Thread [+]
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<blockquote data-quote="Keldryn" data-source="post: 9896593" data-attributes="member: 11999"><p>The best way to describe Shadowdark is that it is the essence of classic/old-school D&D re-imagined with modern design sensibilities.</p><p></p><p>It plays best as an exploration-focused game in which resource management matters. This involves using the procedures provided by the game: tracking crawling rounds, torch timers, rolling for random encounters, reaction rolls, morale checks, etc. Shadowdark plays much better when you maintain that structure (which keeps time and resource pressure on the PCs) than if you just sort of wing it until it's time for a battle.</p><p></p><p>Approaching Shadowdark just as a streamlined 3/4/5e will likely be a disappointing experience.</p><p></p><p>Most of the time, it's advantageous for the PCs to NOT fight if they can avoid it, as that burns through resources quickly and has no inherent reward (XP). There's no real concept of balanced encounters. Place what makes sense and let the players figure out how to deal with it.</p><p></p><p>The best way to get a feel for the intended Shadowdark experience is to run one of the official introductory adventures, either <em>The Lost Citadel of the Scarlet Minotaur</em> (in the free Quick Start) or <em>The Hideous Halls of Mugdulblub</em> (Cursed Scroll 1).</p><p></p><p>Both are non-linear dungeons with multiple factions that the players can interact with. CS1 provides a hexcrawl as well, but only the one location is fully detailed.</p><p></p><p></p><p>Cursed Scroll 1 is pretty great. It adds 3 classes that tie in very well with the themes of the setting, plus a detailed 1st level dungeon adventure.</p><p></p><p>I started with just the core and CS1, and have slowly added other Cursed Scroll zines, as well as Western Reaches preview material. I haven't found a need to add additional rules or 3rd party material yet.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 9896593, member: 11999"] The best way to describe Shadowdark is that it is the essence of classic/old-school D&D re-imagined with modern design sensibilities. It plays best as an exploration-focused game in which resource management matters. This involves using the procedures provided by the game: tracking crawling rounds, torch timers, rolling for random encounters, reaction rolls, morale checks, etc. Shadowdark plays much better when you maintain that structure (which keeps time and resource pressure on the PCs) than if you just sort of wing it until it's time for a battle. Approaching Shadowdark just as a streamlined 3/4/5e will likely be a disappointing experience. Most of the time, it's advantageous for the PCs to NOT fight if they can avoid it, as that burns through resources quickly and has no inherent reward (XP). There's no real concept of balanced encounters. Place what makes sense and let the players figure out how to deal with it. The best way to get a feel for the intended Shadowdark experience is to run one of the official introductory adventures, either [I]The Lost Citadel of the Scarlet Minotaur[/I] (in the free Quick Start) or [I]The Hideous Halls of Mugdulblub[/I] (Cursed Scroll 1). Both are non-linear dungeons with multiple factions that the players can interact with. CS1 provides a hexcrawl as well, but only the one location is fully detailed. Cursed Scroll 1 is pretty great. It adds 3 classes that tie in very well with the themes of the setting, plus a detailed 1st level dungeon adventure. I started with just the core and CS1, and have slowly added other Cursed Scroll zines, as well as Western Reaches preview material. I haven't found a need to add additional rules or 3rd party material yet. [/QUOTE]
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