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Shadowheart...Daggerdark [+]
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<blockquote data-quote="kermit4karate" data-source="post: 9749817" data-attributes="member: 7053643"><p>LOVE this prompt, BTW! I'm biased because I think Shadowdark is a masterpiece of indie game design, and it'd be tough to surgically repurpose a handful of its elements elsewhere. It's an example of a game that's greater than the sum of its parts IMO.</p><p></p><p>Trying to phrase these in the affirmative instead of "don't do this," but here goes:</p><ol> <li data-xf-list-type="ol">Roll d20 + ability vs DC for nearly everything.</li> <li data-xf-list-type="ol">Keep classes, abilities and checks easy to resolve</li> <li data-xf-list-type="ol">Apply advantage/disadvantage instead of stacking modifiers. (Although I must admit I'm not a fan of adv/disadv most of the time. I just think it works beautifully in Shadowdark.)</li> <li data-xf-list-type="ol">Put players on the clock with the torchlight timer. (Maybe something similar could be repurposed with a different gimmick, something other than the torch, but the timer changes the entire vibe immensely.)</li> <li data-xf-list-type="ol">Keep hit points and resources tight so every decision matters.</li> <li data-xf-list-type="ol">Build deadly dungeons/environs with traps, secrets and unpredictable monsters.</li> <li data-xf-list-type="ol">Make magic powerful but unpredictable and risky.</li> </ol></blockquote><p></p>
[QUOTE="kermit4karate, post: 9749817, member: 7053643"] LOVE this prompt, BTW! I'm biased because I think Shadowdark is a masterpiece of indie game design, and it'd be tough to surgically repurpose a handful of its elements elsewhere. It's an example of a game that's greater than the sum of its parts IMO. Trying to phrase these in the affirmative instead of "don't do this," but here goes: [LIST=1] [*]Roll d20 + ability vs DC for nearly everything. [*]Keep classes, abilities and checks easy to resolve [*]Apply advantage/disadvantage instead of stacking modifiers. (Although I must admit I'm not a fan of adv/disadv most of the time. I just think it works beautifully in Shadowdark.) [*]Put players on the clock with the torchlight timer. (Maybe something similar could be repurposed with a different gimmick, something other than the torch, but the timer changes the entire vibe immensely.) [*]Keep hit points and resources tight so every decision matters. [*]Build deadly dungeons/environs with traps, secrets and unpredictable monsters. [*]Make magic powerful but unpredictable and risky. [/LIST] [/QUOTE]
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