If you're referring to me, let me explain. I have been running games since 1989. I own and have played dozens of systems that aren't 5E. Would you guess that I haven't played 5E in about two years?It's the dunning-kruger effect in full force. Some people think that because they roleplay one game (often 5E, but not always) that makes them experts not only other RPGs of all sorts, but also RPG design theory.
I'm a published RPG writer. I spend hours every week watching videos about game design and theory. I crunch numbers and design RPG rules for fun.
I'm not a master game designer, but I'd put myself in the well above average category.
What I value in game design is not what Shadowdark offers. It's poorly designed for what I like, which would be a system that makes mathematical sense, makes a nod to balance where player ingenuity can matter within a rules framework, and design that isn't just 50 years of D&D tradition put in a blender and hoping for the best.
I was flipping through my book last night and saw two monster stat blocks that exemplify this design ethos. One is a goat giant and the other a stone giant. Both are Level 7 monsters. The hit points and damages are about the same. The stone giant has 5 more points of armor (AC 12 vs 17) and takes half damage from most weapon attacks. Both are level 7.
This design is indicative of the rest of Shadowdark. Numbers, probability, etc don't matter. Design doesn't matter. It's a system made for vibes.
And honestly, I've been running games long enough, I can just sit at a table and GM "vibes the game."






