Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Sunday, 30 March 2025

Darkness & Danger

When it comes to the Old School Renaissance, there are plenty of retroclones and microclones and other roleplaying games designed to emulate the play and feel of retroclones, but without being directly derived from Dungeons & Dragons. Further, in the two decades of the Old School Renaissance, there have been plenty of gaming darlings, designs that have garnered praise, play, and support from both within and without the Old School Renaissance. 2010’s Lamentations of the Flame Princess Weird Fantasy Roleplaying from Lamentations of the Flame Princess, was one of the first, bringing an adult sensibility to the hobby in terms of content, tone, and horror, whilst in 2019, Necrotic Gnome’s Old School Essentials presented a very clean and elegantly accessible version of the Moldvay/Cook 1980/81 version of Dungeons & Dragons. More recently, Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing made a splash with its doom punk attitude combined with its artpunk style. In each case, these offered a combination of the familiar play of Dungeons & Dragons-style roleplaying games with their own unique selling point. So, if Lamentations of the Flame Princess Weird Fantasy Roleplaying offered adult horror and Dungeons & Dragons, and Old School Essentials offered accessibility and elegance in a new version of Basic Dungeons & Dragons, and Mörk Borg offered doom metal sensibility alongside a splash of chromium yellow and neon pink, what does the latest darling of the Old School Renaissance, Shadowdark, have to offer in terms of its unique selling point?

Shadowdark is published by The Arcane Library following a successful Kickstarter campaign. Its claim was that it would be ‘Old School Gaming’, but modernised, and presented in a way that devotees of the Old School Renaissance and players of Dungeons & Dragons, Fifth Edition. And in the case of the latter, a means of entering the Old School Renaissance sector of the hobby. So, what is Shadowdark? The publisher describes Shadowdark as, “…[W]hat an old-school fantasy adventure game would look like after being redesigned with 50 years of innovation.” And certainly, there is some truth in that, since what Shadowdark offers is Dungeons & Dragons-style play, but with many rules and mechanics that are modern, having been derived from the more recent iterations of Dungeons & Dragons rules. So, what it uses is the key d20 System mechanic of rolling a twenty-sided die and aiming to roll high to beat a difficulty class and ascending Armour Class, both drawn from Dungeons & Dragons, Third Edition; the Advantage and Disadvantage mechanic from Dungeons & Dragons, Fifth Edition; and the slot-based inventory system of microclones such as Knave. Thus, there is a lot here that a player of Dungeons & Dragons, Fifth Edition will recognise.

What the player of Dungeons & Dragons, Fifth Edition will not recognise is the replacement in Shadowdark of the Vancian ‘cast & forget’ style of spellcasting by having players of Wizards and Priests roll to cast magic. Then again, neither will the devotee of the Old School Renaissance. However, said devotee will recognise the standard attributes—rolled for in order, the relatively low Hit Points, standard Alignments of Law, Chaos, and Neutrality, Experience Points being awarded for treasure found, and certainly, a lot of content and tables designed to be used at the table and support developing play.

Shadowdark is a Class and Level roleplaying a la Dungeons & Dragons. In the game, players take on the roles of Crawlers, who will use their magic, iron, and cleverness to delve into and explore mysterious ruins, lost cities, and monster-infested depths. They will overcome traps, face monsters, and the constant threat of danger and calamity, but they will find gold and gems, amazing magic, and ancient, forgotten secrets, and with luck, survive to return to civilisation. As well as luck, they need light, and if ever it goes out, they are in danger of being attacked by those creatures and monsters who can see in the dark, of wandering into traps and chasms unseen, and getting lost in the depths of the Shadowdark!

A Crawler is defined by his stats, Class and Ancestry, Background and Talents, Armour Class, Hit Points, what he can carry, and more. The stats are the six standards—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. There are four Classes—Fighter, Priest, Thief, and Wizard, and six Ancestries—Dwarf, Elf, Goblin, Half-Orc, Halfling, and Human. Each Ancestry provides a single benefit. The Dwarf gains more Hit Points and rolls with Advantage at each Level to increase them; the Elf has a bonus to either ranged weapon attacks or his spellcasting checks; the Goblin cannot be surprised; the Half-Orc is better at fighting with melee weapons; the Halfling can turn invisible once per day; and the Human gains an extra Talent from his Class at First Level. What none of the non-Human Ancestries have is anything akin to Infravision or Darkvision. Thus, no Player Character can naturally see in the dark. This is by intent and it has major ramifications in play.

Each Class determines the arms and armour a Player Character can wield and wear, several Class abilities, and access to Class Talents. Each Class has a table of these, rolled for randomly at First Level and then every other Level. So, the Fighter can use all arms and armour, can carry more if his Constitution is higher, can master a weapon, and gains Advantage on either Strength or Dexterity checks to overcome an opposing force. The Talents include mastering another weapon, gaining a bonus to hit on all weapons, increasing a stat, improving Armour Class for one type of armour, and so on. These Talents can be rolled again and again as the Player Character acquires Levels.

Of the three other Classes, the Priest can Turn Undead and cast Priest spells, and generally gets better at spellcasting through his Talents. The Thief can Backstab and has Advantage on Climbing, Sneaking and Hiding, Disguises, Finding and Disabling Traps, and Picking Pockets and Locks. The use of the latter does not get batter through Talents, the Thief improving his Backstab Ability and combat prowess. The Wizard can learn spells from a scroll and cast spells, whilst his Talents include being able to make a random magic item get better at casting magic. Backgrounds range from Urchin, Wanted, and Cult Initiate to Scholar, Noble, and Chirurgeon. These provide no mechanical benefit; the player and Game Master being expected to work out when they provide a benefit or a penalty during play. Essentially, roleplay their use and provide an on-the-spot bonus or penalty, the most obvious being Advantage or Disadvantage.

Player Character creation is simple. Stats are rolled for in order—a complete new set can be rolled for if no stat is fourteen or higher—and the player then selects an Ancestry and Class, rolling for a Talent for the latter. He also chooses Alignment and purchases equipment.

Name: Brak
Class: Thief (Robber)
Ancestry: Goblin
Level: First
Alignment: Neutral

Strength 13 (+1) Dexterity 17 (+3) Constitution 14 (+2)
Intelligence 13 (+1) Wisdom 12 (+0) Charisma 05 (-3)

Armour Class: 14
Hit Points: 6

Abilities: Backstab, Thievery, Cannot Be Surprised
Talents: +2 Dexterity
Background: Sailor

Equipment: Crawling Kit, Leather Armour, Daggers, Lantern, Flint & Steel, Oil Flasks, Crowbar

Mechanically, to have his character perform a task, a player rolls a twenty-sided die and adds any Stat modifier and bonus from a Talent to the result. The Difficulty Classes are standardised to nine for Easy, twelve for Normal, fifteen for hard, and eighteen for extreme. It is possible to roll a critical hit or fumble, which will require interpretation in play. In combat, a critical hit will typically double damage, but if spellcasting, it will double one aspect of the spell. Combat plays out as you would expect for a Dungeons & Dragons-style roleplaying game.

Magic works the same way for Priests and Wizards. To have his spellcaster cast a spell, a player rolls a twenty-sided die and adds a Stat bonus to the result. This is either from Intelligence for Wizards or Wisdom for Priests. The Difficulty Class for spells is ten plus the tier of the spell. So, to cast a First-Tier spell, a player must roll against a Difficulty Class of eleven, then twelve for Second Tier spells, and so on. A spellcaster will know a number of spells and during an adventure can cast as many and as often as he likes. Once cast, he does not forget them. However, if the spellcasting roll is a failure, the spell cannot be cast again until the spellcaster has had a rest. If the roll is a one, or critical failure, then the spellcaster will not only forget the spell until he has had a rest, but also roll on the Wizard Mishap table if the spellcaster is a Wizard or complete a ritualistic penance if a Priest.

The players and their character also have access to Luck Tokens. These are awarded by the Game Master for good roleplaying, character heroism, and so on. Effectively, they are reroll tokens, which allow a player to reroll his dice. A player may only hold one Luck Token at any one time.

So far, so good. Shadowdark reads and sounds like a standard Dungeons & Dragons-style roleplaying game, but done in a very accessible style and with some tweaks. However, the play of it is radically different to most retroclones in two major ways. The first is Initiative. In almost every other roleplaying game, Initiative is determined at the start of a fight or the action. In Shadowdark, it is determined at the start of play and play progresses in turn order for the rest of the session like that, though it may be rerolled for combat and a Game Master can decide not to adhere to it all the time, allowing for more freeform play. When it is in effect, what it means is that the players and their characters are always on. There is no let up to the tension. They are Crawling through the dungeon or the temple or the caves and so they are in a dangerous place and anything can go wrong or happen at any moment.

The way is light. No Player Character has Infravision and can see in the dark, no matter what their Ancestry. Therefore, a party must keep a torch lit at all times. A torch or a lantern, only lasts for a single hour—and that is an hour of real time, not game time. At the end of the hour, the torch (or lantern) goes out and the Player Characters are in the dark. Now they can move and act in the dark, but it is difficult and dangerous. All actions are at a Disadvantage—including lighting a new torch—and the Danger Level of the location where the Player Characters are, rises to ‘Deadly’. The higher the Danger Level, the more chance of a random encounter. Plus, if there is a random encounter, the monsters are going to be able to see in the dark. Now simply changing one torch for another is not going to matter in most cases, but there will be moments when a light source being extinguished turns the situation into one of dread and fear. Imagine being in a fight and the light source goes out or fleeing from a cave-in and the light goes out…

For the Game Master there is excellent advice on running the game, always direct and the point. Providing information to the players so that they can make informed choices, telegraphing danger, dropping tells for traps, being the neutral arbiter, letting the players learn as their characters do through play, and so on. There is a brevity to all of the advice given, that makes it easy to grasp. Advice particular to Shadowdark suggests ways in which the Player Character’s light source can be ‘attacked’, whether by monsters or the environment, so that as well as the Player Characters needing to watch the clock for when the light goes out, they have to protect it too. There are suggestions for different modes of play, such as halving the time for which a torch remains alight for ‘Blitz Mode’ or ‘Momentum Mode’ that gives Advantage on repeated tasks and makes damage dice explode. There notes too, on running Shadowdark in ‘The Gauntlet’, a starting type of adventure for Zero Level Player Characters in which the survivors will rise to First Level much like the Character Funnel of the Dungeon Crawl Classics Roleplaying Game. To support this, there are tables upon tables, covering everything. A random ‘Something Happens!’ table, ‘NPCs’ and ‘Rival Crawler’ tables, tables for creating maps of the Shadowdark below and for Overland travel, ‘Settlement’ tables accompanied with ‘Taverns’ and ‘Shops’ tables, plus encounter tables for a variety of environments. One of the fun activities that the Player Characters can do during their Downtime is carouse and there is a fun table of outcomes which will often reward them with bonuses and Experiences. Plus, they might engage in a game of Wizards & Thieves, a gambling game whose rules are included overleaf!

There is not just a set of tables for generating monsters, but a good bestiary of monsters. From Aboleth, Acolyte, and Angels to Wraith, Wyvern, and Zombie, there will be a great that is familiar here from any Dungeons & Dragons-style game. Alongside the more well-known entries are more individual threats. These are given full page write-up as opposed to the thumbnail descriptions accorded most creatures, such as ‘Mordanticus the Flayed’, a skinless mummy-lich who lives in secret in the sanctum of Gehemna’s archmage and ‘The Ten-Eyed Oracle’, a barnacle-encrusted mass with ten writhing eyestalks that shoot out random damaging rays and which stalks the Shadowdark…

Rounding out Shadowdark is a further section of tables for generating treasure, which supports the ‘treasure as Experience Point award’ aspect of the roleplaying game. Included here are boons such as oaths, secrets, and blessings, for non-tangible treasures, plus all manner of tables for creating simple, but interesting magical items. For example, a shield with blurry indistinct edges that once per day deflects a ranged attack against the wielder or a dagger that trails sparkles and when it hits a target enables the wielder to learn the target’s true name. The notes on creating magical items are short, but do advise against creating items that grant Darkvision or light or increase the number of Inventory slots a Player Character has. Both of these adversely affect the core features of Shadowdark’s game play. The section is followed by a selection of ready-made magical items.

There are a lot of things that the Player Characters do in roleplaying and Dungeon & Dragons in particular with its procedural play that are conveniently glossed over and forgotten, it being assumed that the Player Characters automatically do it. This includes the lighting of torches and the maintenance of their upkeep or replacement. Shadowdark does away with that for a profound effect on game play and constantly highlighting the danger that the Player Characters are in. How much that game play of constantly being alert and of constantly watching the torches is going to last in the long term is another matter. At what Level does it become a tedious part of play? This is not something that is addressed in Shadowdark, but it may well be something that the Game Master wants to bear in mind as her campaign progresses.

Physically, Shadowdark is very well presented. The artwork is excellent and notably, the book is written in a short, punchy and concise style. Rarely is a paragraph more than a couple of sentences long. It is a thick, little hardback, but the formatting makes the content easy to read and quick to grasp and there are fewer rules in its pages than might be first imagined. Anyone coming to Shadowdark from a longer, more verbose roleplaying game will be very surprised by its brevity. However, some of the phrasing could have been clearer in places and marking of text in bold for some terms does not always work. Lastly, the roleplaying game is missing an index and a glossary might have helped.

If anything, Shadowdark has the feel of a Basic Dungeons & Dragons-style game at its core, but with modern additions that do not impede that feel or its play. What impedes its play—or rather what the players have to get used to—in comparison to other Dungeons & Dragons-style games are the rules for light and time. They need to adjust to never forgetting that their torch might go out at any time and that they are always on the clock and always in danger when Crawling. This is what Shadowdark has to offer the Old School Renaissance and players of Dungeons & Dragons, Fifth Edition, its unique selling point—time and tension.

No comments:

Post a Comment