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

Friday, 3 October 2025

Friday Filler: Player Companion for ShadowDark

If there has to be a GM Companion for ShadowDark—and the honest truth is that there does actually have to be, since there is no official companion to ShadowDark, the retroclone inspired by both the Old School Renaissance and Dungeons & Dragons, Fifth Edition from The Arcane Library—then there surely has to be the equivalent for the player. Well, similarly, there is, and that book is the Player Companion for ShadowDark. Like the GM Companion for ShadowDark, this is a third-party supplement for the roleplaying game which is designed to expand on the content in the core rulebook. It includes new Backgrounds, over twenty Ancestries, over thirty new Classes, plus new gemstones and metals, weapons, armour types and materials, adventuring gear galore, and plants, poisons, and traps, as well as catalysts to give spells that little bit more oomph when needed. Of course, a great deal of this volume is aimed at the player, but like the GM Companion for ShadowDark, which was aimed at the Game Master, yet still contained elements that the player could use, the Player Companion for ShadowDark contains content that the Game Master can also use. Probably more so, since the Game Master will be using the content of the Player Companion for ShadowDark to help create her world and her campaign.

The Player Companion for ShadowDark is—like the GM Companion for ShadowDark—published by Chubby Funster. The ‘Alternative Background Table’ lists twenty options, from Agitator, Artist, and Athlete to Trader, Translator, and Wanderlust, all of which are intended to not conflict with the Classes that follow after the Ancestries. Each of the twenty-four Ancestries is given a simple description and a simple ability. For example, the Proudfoot Halfling is ‘Stealthy’ can effectively turn invisible for three Rounds once per day, whilst the Stoutheart Halfling is ‘Quick’ and gains a +3 bonus to Initiative. The Changeling is ‘Mercurial’ and can use innate illusion magic to change their facial features; the Dragonborn has ‘Fire Breath’ and can do so instead of a standard attack; and a Goblin can simply never be surprised in combat. Some, such as the Dark Elf, Deep Gnome, Dragonborn, Gray Elf, Proudfoot Halfling, Stoutheart Halfling, and Wood Elf, are all inspired by both classic fantasy and classic Dungeons & Dragons, enabling a player to select an Ancestry for his character that he might be familiar with from those sources. Others are less obviously inspired, like the Changeling and Gold Dwarf, whilst others still, including the Goblin, Hobgoblin, and Kobold, open up the possibility of roleplaying the Humanoid races of Dungeons & Dragons as Player Characters.

The primary selling point of Player Companion for ShadowDark is its thirty-six new Classes. The full thirty-six consists of Archer, Assassin, Beastmaster, Berserker, Brigand, Buccaneer, Burglar, Charlatan, Conjurer, Druid, Elementalist, Enchanter, Explorer, Gladiator, Mage, Mariner, Monk, Mystic, Necromancer, Noble, Oracle, Pugilist, Ranger, Rogue, Savage, Scholar, Scout, Shaman, Soldier, Sorcerer, Spy, Squire, Thug, Urchin, Valkyrie, and Witch. Some, like the Assassin, Druid, Ranger, and Sorcerer, draw upon classic Classes from Dungeons & Dragons for their inspiration, but in some cases, there is not a great deal of variation between these new Classes. For example, the Brigand, the Burglar, and the Rogue all have ‘Shadowed’ and ‘Thievery’. ‘Shadowed’ grants advantage on Stealth checks and a bonus when motionless, and with ‘Thievery’ on checks to disguise himself, shadow someone, find and disable traps, pickpocket, and pick locks. The main difference—mechanically—is that the Brigand has ‘Knockout’, being able to knock an unsuspecting victim unconscious with a sap; the Burglar can easily grab objects at close distance with ‘Palm’; and the Rogue has ‘Backstab’ and ‘Taking Cover’. There is the same element with the Priest and Wizard type Classes too, all sharing the same core abilities with one or maybe two other abilities.

What this highlights is that many of the Classes in the Player Companion for ShadowDark are variations upon a theme. Which may or not be a problem. Used all together, it is a case of there not being enough to differentiate between the Class types, but used judiciously, any of the Classes would work well. For example, all of the Wizard-type Classes would work together if a campaign was set around a magic college and all of the Rogue Classes would work in a big urban environment, but in another campaign, the Game Master might decide that only certain Classes within the various types work within her campaign world, suggesting perhaps, that magic works or that the gods are worshipped in a particular way.

If many of the Classes in the Player Companion for ShadowDark are variations upon a theme, this is not to say that the Class designs are bad. The Archer is simple and straightforward, good with a bow and arrow, able to target specific body parts for various effects and gains better benefits from cover; the Assassin can ‘Backstab’, is ‘Shadowed’ like the Thief-type Classes, but can use ‘Venom’ instead of ‘Thievery’; the Druid has ‘Nature Affinity’, can cast ‘Priest Spells’, and ‘Shapeshift’; and the Necromancer can ‘Command Undead’ as well as do ‘Scroll Study’ and cast ‘Wizard Spells’. In other designs, there is more originality. For example, the Noble knows extra ‘Languages’, gives Advantage on morale for his NPC allies as well as a bonus to attack rolls and initiative with his ‘Leadership’, mind-affecting spells and powers are rolled against him are made at Disadvantage due to his ‘Nobility’, and he gains greater ‘Wealth’. Otherwise, the Noble is a Fighter type, but the abilities of the Class do lend itself to some interesting roleplaying. Similarly, the Valkyrie is a Cleric type Class and can cast ‘Priest Spells’, but added to that, she is ‘Favoured’ and if she uses a luck token to deliver a killing blow, she gets it back, and she has ‘Raven’, meaning she has an unkindness of raven familiars.

Beyond the Ancestries and Classes, the Player Companion for ShadowDark focuses on equipment. ‘Gemstones and Metals’ describes thirty gemstones and metallic trade bars that can be found as treasure and/or traded, whilst the twenty-five weapons gives more choices in combat, many of them of with their unique features. For example, the bastard does more damage if wielded two-handed, the bearded axe and the javelin can be thrown and inflicts different damage if thrown, whilst the dagger can also be thrown, but the wielder can choose whether to use his Strength or Dexterity depending on the bonus. Conversely, ‘Armour’ does not give its various types of protection unique features. The exceptions are the helmet, which grants the wearer Advantage when resisting concussion, blasts, sonic attacks, falling debris, or similar dangers, and the large shield kite, which improve Armour Class when wielded on horseback. There are guidelines for the effects of adamantine, bronze, and mithril armour though.

This is followed by a huge section on ‘Adventuring Gear’ which describes one hundred items that a Player Character might have in his backpack, from acid, an air bladder, and alcohol to a whistle, wooden stakes, and writing ink. It is an exhaustive and quite detailed list. Similarly, ‘Plants and Poisons’ describes twenty-five beans, compounds, flowers, fungi, herbs, roots, and venoms that have a variety of effects, not just poisoning. From arsenic and belladonna to tamarind and wolfsbane, the entries are even more detailed than those given in the ‘Adventuring Gear’ section. This is all useful information, whether for the Assassin or Druid Classes, for alchemists, and of course, for evil NPCs. ‘Traps’ describes six devices that a Player Character could buy and set, such as a flash trap that blinds or a sticky trap that hinders. It gives a cost, which suggests that they can be purchased off the shelf, which might be case in a Game Master’s campaign world. For another Game Master’s campaign world, guidelines on building such traps would have been more useful.

Lastly, the Player Companion for ShadowDark describes something completely different—‘Spell Catalysts’. These are things—seeds, berries, resins, petals, roots, bark, flowers, metals, wood, spices, glass, honey, bone, leaves, and more—that when used in conjunction with a particular spell, enhances its effects. For example, a handful of leaves from the mint plant when held casting Levitate enables the caster to move horizontally without needing to push himself off another surface or if the caster holds an olive when casting Magic Missile, the missiles inflict extra damage and can knock a target to the ground! All eighty-five of these, from achiote and anise to wool and wormwood, empower the spellcaster in some way, though limited in each case. The Player Character can buy multiple catalysts at a time, but on the downside, each catalyst takes up a gear slot and can be expensive. For example, it might only cost five silver pieces to purchase the olives for the Magic Missile catalyst, but the silk for the Passwall catalyst is eighty-five gold! Thus this option is not necessarily going to overpower a game, especially if the cost and encumbrance rules are applied, but when it counts, it will give the caster that little bit more of an edge.

Physically, like its forebear, the GM Companion for ShadowDark, the Player Companion for ShadowDark is a decent looking book. The layout is clean and tidy, the artwork is decent, and the book is well written.

Where the GM Companion for ShadowDark is a really useful book for ShadowDark and definitely a book that the Game Master for ShadowDark should have, the Player Companion for ShadowDark is not. This is not to say that none of its content is useful, but rather to say that its content can be useful. The Player Companion for ShadowDark is very much a book that the Game Master will need to pack and choose from, rather than simply use wholesale. She needs to ask herself if she wants every one of its Ancestries and Classes in her game, especially since some of the Classes are really variations rather than whole new Classes. Of course, she can simply decide what she wants for her own setting, but including all of them can lead to too much choice. The rest of the book—the adventuring gear, the arms and armour, the poisons, and the spell catalysts—all add a lot of detail, and whilst well done, again, the Game Master has to ask herself if she wants that degree of detail in her game. There is some useful and interesting content in its pages, but ultimately, the Player Companion for ShadowDark is about choice and giving options, more so for the Game Master than its title suggests.

No comments:

Post a Comment