Sunday, September 10, 2023

RE: Shadowdark RPG Review

Last night I ran my second game of Shadowdark. The first game was a pretty normal session zero, with the players rolling up characters and then introducing those characters to the setting. We did 3d6 in order, it had been a couple of decades since we last did that and we were apprehensive about it, but with the roll until you get a character with at least one 14, worked out pretty well, after Class Talents were rolled, we even had one 18 and no one ended up with a useless character. The second half of the game, I introduced a bunch of NPC's and conducted a typical bar fight, just so we could get use to combat and such.

Over all, it was a fun session, my players enjoyed it and said it was a nice diversion from 5E and they were surprised at how squishy they were compared to 5E. I think the only disappointment was the limited number of ancestry and class choices they had, so I think if I decide to run a full blown campaign, I will need to include some mix of rules from Unnatural Selection and Into the Shadowlands to bring the game into parity with D&D 5E.

The second game, was a rats in the cellar style game. It was designed to be a pretty easy scenario, the main purpose was to familiarize the players with the system, get them use to the 1 hour torch concept and the always on initiative mechanic. This scenario was not designed to be lethal, nor even especially challenging, it really just a test drive before diving into the deep end. Now I am glad I decided to run the game this way, rather than dumping them into a gauntlet or something similar.

The major problem that turned up was the roll to cast mechanic. When it came time for the priest to cast his cure wounds spell, he failed his role. No problem, they have two priests, number two charges into the fray and he fails his roll too. Now neither of them can cast cure wounds again until they have had a rest. The two other characters that were down to 1 or 2 hit points in the middle of a fight, were not especially amused. This did not cause excitement, it did not instill fear, what it made was frustrated players.

I know what some of you are thinking, well you guys are just Gen Z 5E players who have been coddled by the 5E no one ever dies style of play. Anyone who knows us, knows this is not true. The majority of us have been playing since AD&D 1E was a thing. We remember when Magic-Users were one and done. So now I am going to say one of the things we grognards are not suppose to say out loud. Having a character who was more or less useless after doing the one thing they are suppose to do, really sucked. It sucked back then and it sucks now.

So this for us is something that needs to be house ruled. When the problem became apparent, we stopped the game and had a discussion about it. We asked what was the base problem and what was the best way to address it. Now obviously, I don't want players spamming spells like 5th Edition cantrips, there does need to be some limit on what they can do and how often. Out of this conversation, three possible house rules emerged;

  • Idea 1: Give 1 free casting of each spell per rest, after that roll to cast is in effect.
  • Idea 2: If the roll is failed, they loose the ability to cast the spell for 10 rounds or perhaps just until the end of the combat.
  • Idea 3: If the roll is failed, reduce the numerical effects of the spell by half.

Personally, I think I am leaning towards #2. There does need to be a limiting factor, but #2 help mitigate the problem by allowing for a shorter recovery time. I think #3 goes against the one of the core tenants of the game and that is, magic is cruel and fickle mistress. There is nothing stopping a player from spamming half powered spells. #1 seems like a reasonable option, but also just seems like a band aide on the real problem.

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