Arilyn
Hero
That's rough? You are good!That exameplar is raw. No editing, no proofing. I'm surprised it didn't blow up and take off my leg, frankly.

That's rough? You are good!That exameplar is raw. No editing, no proofing. I'm surprised it didn't blow up and take off my leg, frankly.
Why thank you! Dopamine is always nice.That's rough? You are good!![]()
Honestly, it's one of the main reasons I do general threads as +. Keeps out the nonsense. In theory at least.(I'm switching back to talking about Shadowdark in this thread, instead of continuing to pointlessly bump that other one....)
Honestly, it's one of the main reasons I do general threads as +. Keeps out the nonsense. In theory at least.
Sure. I've just found that around here there's a tendency to dogpile anything and everything that's not 5E or a close clone.I don't think the other thread was inappropriately negative, but somebody not liking an RPG isn't newsworthy enough to keep discussing endlessly, either.
Sure. I've just found that around here there's a tendency to dogpile anything and everything that's not 5E or a close clone.
Yeah. People definitely need to read the book and maybe even some of the foundational documents to the OSR before diving in from 5E or you're going to have a bad time. The best I can remember is this is touched on in Shadowdark. But I haven't read it in awhile, so I'm not certain.There was an interesting comment about Kelsey's adventures not having options other than fighting monsters, which I think is illuminating. At first it puzzled me, but then I realized that a lot of D&D players probably expect those other options to be spelled out, or at least made obvious. The thing about SD (and OSR/NuSR in general) is that not only are those "other options" not spelled out, but even the author of an adventure might not actually have had other options in mind when writing it. The telegraphing of the danger, sure, but the solution to the danger is entirely up to the players.
What I think this really gets to is one of the most important distinctions of OSR play. That is, if the "other option" to combat isn't described in the adventure, and the players have to improvise, then it's up to the GM to decide how likely their plan is to work. That's core to the OSR aesthetic, but anathema to players who are used to relying on rules, not GM judgment.
That difference is probably one of the key areas where playing Shadowdark with a 5e mindset will lead to nobody having fun.
I'm working on my Appendix N Jam submission and brainstorming with a friend. One of the obstacles I'm putting in is kind of a pain in the ass and I'm not sure how players will solve it. But I'm not worried about it because the reward for doing so is really good and I have faith that players will come up with a novel solution to this crazy problem I'm dropping into the adventure.There was an interesting comment about Kelsey's adventures not having options other than fighting monsters, which I think is illuminating. At first it puzzled me, but then I realized that a lot of D&D players probably expect those other options to be spelled out, or at least made obvious. The thing about SD (and OSR/NuSR in general) is that not only are those "other options" not spelled out, but even the author of an adventure might not actually have had other options in mind when writing it. The telegraphing of the danger, sure, but the solution to the danger is entirely up to the players.