There are some misconceptions about Shadowdark that keep coming up.
Shadowdark is only good for dungeon crawling: The core book has many charts for numerous non - dungeon environments and a section on hex crawling. The torch timer gimmick is not
that central to play.
The game only really works well for one shots and short campaigns: See Sly Flourish's post. Also, why? The game has 10 character levels, fun abilities every second level, magic items to collect, etc. It's a D&D game. They all can be run long term. And there is a lot of support material from Kelsey and others.
Shadowdark is extremely deadly. Players will constantly be churning through characters. I prefer to call the game extremely dangerous. It embraces the current old school philosophy of telegraphing danger, giving players lots of choices, reaction and morale rolls. It's possible to survive through careful and clever play without the slow crawl of the old days. Also, characters don't die at 0 hp. They can be saved! Also, luck tokens, and full healing in safe spaces. On top of all this, there are modes of play that can be mixed and matched to alter the deadliness.
Stats 3d6 down the line! Yes, but if you don't get a 14, you reroll the character. There are very high odds that the 14 (or other stat) will get bumped up from your talent roll. Between your ancestry trait and talent roll, you aren't usually too bad off. Halflings can turn invisible for 3 rounds per day. Half Orcs gain a bonus to hitting and damage with melee weapons, Dwarves gain extra hp. Humans get to roll for 2 talents.
Spellcasters have to roll to cast and this is frustrating if you fail all your spells: This can happen but it's not really common. You start with 3 spells. You will have a plus 2 at the very least, assuming a 14. Your most common talent roll will give you a plus 2 intelligence, or plus 1 casting, or an extra spell or advantage on casting one of your spells. If you are an elf, you can choose a plus 1 on spellcasting. You'll probably end up with a plus 3 and will need to roll an 11. If you fail, the spell is gone for the day. If you are lucky, you might get to cast a lot of spells in one day.
One last observation. Players totally new to rpgs tend to do quite well in Shadowdark. New players are way more cautious and more prone to run. It's us cocky 5e vetererans that get into trouble.
