EthanSental
Legend
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I'm thinking of running this soon...
Did you play theater of the mind, maps & miniatures, VTT, or something else? I just ordered two Chessex Megamats and going to draw out the entire dungeon. Also ordered a couple dozen black, silk handkerchiefs to cover it with to create a fog-of-war effect. First time trying to run a large dungeon like this, hope it works out!
I tend to run it TotM until a big combat, then break out the TacTiles.Shadowdark movement and positioning is all pretty abstract, and combats move pretty quickly. Overall, I prefer how the game runs as theatre of the mind, as the focus on the game is on exploration and not set piece battles.
The bonus for short-form games is that you're unlikely to get that deep.Well, it can be more whimsical. You probably want to keep your thumb on the scale and prevent it from going full body horror, which the later randomized depths of the garden tend to do. It and the Stygian Library ("It's based on the library from Discworld! How dark can it be?") both eventually get pretty bleak, if players keep going further and further into the weirdness.
Can you elaborate on this a bit? Did you start with just a few starting rooms then let them fill the rest in or like a rough outline that they then had to draw in the details.I initially started with drawing the map on a Chessex mat and letting the players draw their own map based on that. Originally, I was planning to use 3D terrain.
I think the Shadowdark Quick Start is complete. Shadowdark isn't a game with color maps and miniatures and all that jazz. Sure, dice, maybe. But beyond that, I think it has all you need beyond some index cards maybe.@Whizbang Dustyboots can correct me if I am wrong, but the question wasn't really about a introductory product so much as a COMPLETE product. The Dragonbane box core is a beautiful iteration of this, with rules as well as a whole campaign, plus some extra goodies. It certainly would not hurt Shadowdark to follow suit, even if they have been very successful so far as is.
Can you expand on that or maybe describe an example? I do not precisely understand the difference you desribe here between drawing a make based on what makes sense vs what supports gameplay. Because the old school maps you describe they DONT make sense, at least thats how I understand you, because that is my main criticsm too. A lot of these maps are so small and cramped, the whole dungeon should be alerted on first combat. So they seem to be "gamified" instead of realistic, but you criticize them but than say in the paragraph that you prefer "gamified" maps over "realistic" maps - hence my confusion. I probably misunderstood your point!Taking a cue from video game design, you really need to build the physical layout to support the gameplay if you're going to use a physical representation of the environment on the table. As opposed to drawing a map based on what makes sense or based on realistic proportions, and then trying to create a battle map from that. This approach worked really well for me when using the 3D tiles in a 5e game that I was running previously.