this post was submitted on 04 Jul 2023
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Nice session report with Shadowdark. What's your opinion on this game?

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[–] OffbrandGandalf@ttrpg.network 6 points 1 year ago (2 children)

I have yet to run Shadowdark, but it seems like a perfect way to introduce D&D 5E players an oldschool dungeon craw campaign. There's familiar mechanics (dis/advantage), the old percentile Thief skill tables are gone, and DCC-style "roll to cast" seems like it'd be more palatable for folks used to attack Cantrips and ample spell slots. Plus, Kelsey Dionne is a fantastic adventure writer, so we're all but guaranteed years of top-shelf modules.

[–] RebelMage@ttrpg.network 3 points 1 year ago (1 children)

Are percentage-based skills hard to understand? I've played a bunch of BRP stuff (Call of Cthulhu/Delta Green), so it's basically second nature to me.

Though maybe it's because you're mixing d100 and d20 at that point...

[–] OffbrandGandalf@ttrpg.network 4 points 1 year ago

Yup, unified resolution mechanics tend to be easier for new players to grasp. (I suppose a good comparison would be if Call of Cthulhu had you bust out a d20 to resolve breaking and entering.)

Shadowdark (like White Box: FMAG) replaced the d100 thief skills table with a simple, "Roll advantage on Thief type ability checks." It's a personal preference thing, but I like it.