General advice:
Make sure the players of spell-casters know they can fail to use their spells with a bad roll. My group started out leery of this rule and when the player failed the roll, things went pear-shaped in a hurry (at the table). IMO it's terrible design to nerf casters this way. There was a discussion on the topic here a while back.
In a few weeks I’ll be running my first Shadowdark campaign with some friends.
I’ve read the rules and a few adventures and very eager to give it a go. I’ve run many games over the past 25 years (D&D 5e, Dungeon World, Mythras, WFRP 1e, 2e, 3e, Dark Heresy, Fate Core, Vampire the Masquerade, Stars without number etc you get the point). I’m looking for advice about this game in particular, not general GM advice.
I couldn’t find a general thread for Shadowdark here, so I started this one.
For those of you who’ve run this game, any recommendations, warnings or general advice for DMing Shadowdark?
Thanks!
I certainly appreciated this take on magic after I read Dungeon Crawl Classics for the first timeI prefer my magic to be unpredictable.
True, it's like DCC but much more simplified.I certainly appreciated this take on magic after I read Dungeon Crawl Classics for the first time![]()
Compared to B/X or 5e (Shadowdark's inspirations) forcing players to successfully roll in order to use spells is the very definition of "nerf".Completely, 100% disagree.
This is not even remotely a caster nerf. On average casters get a lot more spells per day than in, say, D&D. That might not be true at level 1 with really bad stats*, but that will improve over time. (And you can let that poor player re-roll...)
This is especially true for Wizards, who know all of their spells every day; they don't have to pick which of them to "memorize" each day.
Really it's one of my favorite parts of Shadowdark, that distinguishes it from Vancian and quasi-Vancian systems, which I freakin' hate.
*Which reminds me: my favorite modification to Shadowdark chargen...or any RPG where you roll 3d6 straight down the line...is to give the player an option to "invert" their stats. That means you replace all six numbers, still in order, with 21 - N. 3's become 18's, 4's become 17's, and so on...until 17's become 4's, and 18's become 3's. But it's all or nothing; you have to invert all six numbers.
Can't the caster cast the spell forever until they fail a roll? Seems that it is a nerf or isn't a nerf depending on the luck of the dice.Compared to B/X or 5e (Shadowdark's inspirations) forcing players to successfully roll in order to use spells is the very definition of "nerf".
Compared to B/X or 5e (Shadowdark's inspirations) forcing players to successfully roll in order to use spells is the very definition of "nerf".
But, you have your opinion and I have mine and I'm merely suggesting @Bae'zel keep this in mind![]()