Shadowdark or Worlds w/o numbers?

TheHand

Adventurer
Hello!
So one of the groups I run games for is wanting to take a break from the usual 5e and try something more old school. Shadowdark seems to be the early frontrunner, but Worlds without Number also intrigues me. I'm thinking of adapting the good ol' Village of Hommlet for the adventure, which could blow up into the full Temple of EE experience if we're having enough fun with it.

I played the old editions back in the day, but I'm otherwise new to the OSR. Are there any insights, suggestions, or pitfalls you might share with me about Shadowdark or Worlds? And do you have some other game-engine recommendations I should look into?

Thanks!
 

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Either!

But if Shadowdark is the front runner go with that.

Pointers?

Have monsters attack the light or light bearers. Like anyone with the the light spell.
Any new light started during a current light ends with that current light. It’s meta but it has worked for me.
Turn sequence can be broken out of as needed, especially during times of low tension.
During turn sequence let players know they can simply say “waiting for this other player” then they can do what they were waiting for the other player to do when it gets back to them.

Finally I think Shadowdark still works if you don’t always do turn by turn mode.
 

I have not played Worlds, but it's mostly praised for its world building, which isn't a consideration for you.

Shadowdark is great in that if you've ever played old editions OR you've played 5E, you will grasp Shadowdark almost immediately and any time you have to "fill in" a rule you don't want to look up in the moment, it'll be compatible.
 


I'd agree with the consensus so far. Worlds is basically the book for world building. But I'd go with Shadowdark for the rules. If you're coming from 5E it will be much more familiar to you and your players. They're both great, of course. But system-wise, Shadowdark easily wins between those two.
 




Also late, also voting Shadowdark if for no other reason than because converting classic adventures is a breeze.

And indeed, you don't have to stick with torch-timers. I use classic turns with the event die from Knave and/or Errant and it works just fine. Only "tweak" you need to consider which, if any, of the Modes of Play you want to use that modify things like Luck tokens. Those often have some pretty far-ranging effects, more so than the brief text might lead you to believe.
 


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