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Shadowdark: tips for a new GM?
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<blockquote data-quote="SlyFlourish" data-source="post: 9562433" data-attributes="member: 54840"><p>These two articles include my thoughts:</p><p></p><p>[URL unfurl="true"]https://slyflourish.com/delving_into_shadowdark.html[/URL]</p><p></p><p>[URL unfurl="true"]https://slyflourish.com/shadowdark_ravenloft.html[/URL]</p><p></p><p>I tried two things at a recent Shadowdark one-shot game that I'd probably try again:</p><p></p><p>1. Let them start each session with a luck token and let them trade them. They can use them to reroll any roll on their side but they can't use it to change the roll of a bad guy.</p><p>2. Spellcasters only lose spells on a failed roll after their first successful cast. This way casters get one actual casting of a spell before it potentially disappears. This is pretty generous.</p><p>3. If a dying character takes damage, it loses one potential round as it gets closer to death. A monster can kill a downed character with a single good hit if they're not stopped.</p><p>4. There is no stabilizing at zero HP. If you are at zero HP, you're dying. You're only stable at 1 hit point. This prevents dragging your unconscious friend through a dungeon weekend-at-bernies style.</p><p>5. I roll a d12 and subtract that from the one-hour timer for the torch. Players aren't allowed to set timers to remind them about a torch.</p><p>6. If you try to light a torch in the dark, it's a DC 12 check at disadvantage. Keep those torches lit!</p><p></p><p>Other little tricks I used:</p><p></p><ul> <li data-xf-list-type="ul">Write out the names of the characters in front of you oriented around the table. Use a token or something to track whose turn it is and stay in turn as much as you can.</li> <li data-xf-list-type="ul">Write out rounds and keep track as rounds tick past. Use this to determine random encounters or how soon things wear off.</li> </ul><p></p><p>I got sloppy with both of the two things above and the game never broke but it's worth doing.</p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="SlyFlourish, post: 9562433, member: 54840"] These two articles include my thoughts: [URL unfurl="true"]https://slyflourish.com/delving_into_shadowdark.html[/URL] [URL unfurl="true"]https://slyflourish.com/shadowdark_ravenloft.html[/URL] I tried two things at a recent Shadowdark one-shot game that I'd probably try again: 1. Let them start each session with a luck token and let them trade them. They can use them to reroll any roll on their side but they can't use it to change the roll of a bad guy. 2. Spellcasters only lose spells on a failed roll after their first successful cast. This way casters get one actual casting of a spell before it potentially disappears. This is pretty generous. 3. If a dying character takes damage, it loses one potential round as it gets closer to death. A monster can kill a downed character with a single good hit if they're not stopped. 4. There is no stabilizing at zero HP. If you are at zero HP, you're dying. You're only stable at 1 hit point. This prevents dragging your unconscious friend through a dungeon weekend-at-bernies style. 5. I roll a d12 and subtract that from the one-hour timer for the torch. Players aren't allowed to set timers to remind them about a torch. 6. If you try to light a torch in the dark, it's a DC 12 check at disadvantage. Keep those torches lit! Other little tricks I used: [LIST] [*]Write out the names of the characters in front of you oriented around the table. Use a token or something to track whose turn it is and stay in turn as much as you can. [*]Write out rounds and keep track as rounds tick past. Use this to determine random encounters or how soon things wear off. [/LIST] I got sloppy with both of the two things above and the game never broke but it's worth doing. Hope that helps! [/QUOTE]
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