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Xdude736's avatar

Like you, I also passed up the Shadowdark kickstarter for largely three reasons. First, I'm tired of edgy for edgy sake stuff. Maybe im "old man yells at clouds" but growing up in the 00/10s it was everywhere. Second, Id been burned by rules-lite games like Deathbringer, EZD6, and ICRPG shortly before the ks came out. Third, I read through the frew rules and it seemed like "not 5e, not OSR" mudcore-lite gameplay.

Since then, I've had the chance to play an adventure length campaign for the Shucked Oyster beta test and Im still not sold on the system. I think Kelsey has some truly great ideas and the start of a great system, but it is held back by its rules-lite approach. Not every game needs to be 1e/ACKS level rules-heavy, but this goes to far the opposite direction.

Pros:

- the light system is cool (at first)

- nailed the "roll-to-cast" mechanic

- carousinf gives you a reason, and rewards/drawbacks, to spending money

- dead simple character creation with enough detail to flesh out different charcters

- deadly, but not full-on mudcore

Cons:

- two page spread layout for rules is *very* limiting for rules explanation

- torch/darkness system is easily circumvented if players are prepared and pay attention to time

- low character level cap and no high-level play baked in

- overly simple spells that aren't fully explained

- related rules aren't always put beside each other or are explained inside other rules

Overall, I had fun with the game but could not see it becoming my main game. It just doesn't have enough meat to it without buying supplements or building entire subsystems myself. I liken it to 0D&D: it has enough to get you going and leaves the rest to you. If Kelsey created an "Advanced" Shadowdark that expanded the system into something more rules-medium, I could see myself picking it up.

I hope you enjoy end up enjoying Shadowdark All I ask, for what it's worth, is that you dont go all in on Nighthaven in Shadowdark and then dont end up making it for your own system. I loved your breakdown on how you want to handle magic and Im excited to see how Nighthaven works in your system.

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Jorj Bush's avatar

My main issue with it isn't the game itself, it's with all the 5e players and shills who act like it's the first OSR game ever made and invented all the ideas in it. The idea of mixing 5e and B/X isn't new, the roll to cast and funnel stuff is from DCC, hexcrawls and inventory slots are in a dozen other games and blogs, etc.

If you bring this up you get a motte and bailey argument about how the innovation is that it was combined well and the layout is so nice and streamlined. Which is true, but then they'll go straight back to the marketing talking points.

The tagline is "old school gaming, modernized," which is misleading. It's not actually derived from OD&D, Basic, or AD&D, it's derived from 5e and other OSR games from the last ten years. For people who were paying attention it's modernized gaming, modernized again.

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