Radical! I'm glad you like the cover, and I hope you're able to put that zine to good use!!!Received my print copy of Dark Visions, and also "Creating and Adapting Monsters..." the white cover is a choice @nightnoongames![]()
Not sure if the are counter, but agree it feels more like an option or expansion.Shower thought, while I would be happy to see it as an expansion, I think Strongholds are counter to the gameplay loop.
YOUR loop, but not everyone'sShower thought, while I would be happy to see it as an expansion, I think Strongholds are counter to the gameplay loop.
It is the classic way. And if that's not what you want, you can always start another adventure with a new set of level ones.I think I'd position stonghold play as what happens at 10th level in Shadowdark. It seems like a natural segue. The focus just shifts from character advancement to domain play. Hmm.
New loop after 10th? Plenty of precedent in other games with a similar old school feel. And it's optional anyway, so I really see no reason to object.Shower thought, while I would be happy to see it as an expansion, I think Strongholds are counter to the gameplay loop.
YOUR loop, but not everyone's![]()
New loop after 10th? Plenty of precedent in other games with a similar old school feel. And it's optional anyway, so I really see no reason to object.
I assume you're talking about the dungeon-town loop? That's something that every OSR game has. I think domain play is indeed a different loop, or perhaps a related loop depending on how it's implemented, but in neither case is it counter to the existing system. If it were well designed I think the right word is complimentary. You could still have adventureing play but scaffolded by some additional concerns that also befit a storied hero.Mmm I don't think so. There is a pretty clear loop for Shadowdark as written.
Not to one true way it, but the loop is obvious.
My difficulty with your position here is that there are many games that share the core SD loop and also have things like domain play, or urban intrigue play (which also escapes the core loop you identify, to some extent at any rate). Those games aren't incoherent and the other play loops or pillars of play or whatever you want to call them work side by side rather than in opposition.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.