A review of Shadowdark: Streamlined Modern OSR

Step into the Shadowdark, where torches burn in real-time, monsters stalk the depths, and survival is never guaranteed! This OSR-inspired TTRPG blends classic dungeon-crawling tension with modern, streamlined mechanics, making every delve a race against the dark. But does it have enough depth for long-term play, or is it best suited for quick and brutal one-shots?

We take a deep dive into what makes Shadowdark shine, where it stumbles, and whether it’s the right game for your table. Read our full review now!

#TTRPG #Shadowdark #TabletopRPG #DungeonCrawl #OSRGaming

A Review of Shadowdark: Streamlined modern OSR
 

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I ran a long campaign for Shadowdark and it worked just fine. Lots more character death than 5e but the players were into it. After our thirteen month weekly campaign was done I asked if they’d play it again and all said yes.

On the surface, it makes sense to assume Shadowdark wouldn’t work well for longer campaigns but that wasn’t my experience at all.

Here are some articles I wrote about it:


 

I don't know.

On the one hand, sure, another OSR thing is great and all, I own many.

But, outside of the torch thing tied to an hour of real time (which I do like) I don't see much here to differentiate it from OSE, DCC, Labyrinth Lord et al.

Like, I could just take that rule, implement in OSE, derive attributes 3D6 down the line (even though Gary Gygax himself as far back as in the 1E PHB tells you not to do that, maybe even earlier idk).

I think this probably shines in dungeon crawl heavy campaigns. But I'm somewhat of a heathen in the OSR spaces because that doesn't really appeal to me at all. I prefer dungeons to be like, max 10 rooms and each room being memorable and unique. Sort of how DCC does it vs, say, the Moathouse in Hommlet.
 

It leans hard into grim survivalist dungeon delving, which makes it an exceptional choice for groups that relish tense, high-stakes adventure with minimum prep.
Dungeon delving strikes me as a high-prep type of game. Could you clarify this?

Rolling 3d6 in order for stats is brutal . . .
Not from an old-school perspective. Or a role-playing one. As someone who GMs more often than he PCs, I like the rolls to suggest what kind of character I should be making.
 

I don't know.

On the one hand, sure, another OSR thing is great and all, I own many.

But, outside of the torch thing tied to an hour of real time (which I do like) I don't see much here to differentiate it from OSE, DCC, Labyrinth Lord et al.

Like, I could just take that rule, implement in OSE, derive attributes 3D6 down the line (even though Gary Gygax himself as far back as in the 1E PHB tells you not to do that, maybe even earlier idk).

I think this probably shines in dungeon crawl heavy campaigns. But I'm somewhat of a heathen in the OSR spaces because that doesn't really appeal to me at all. I prefer dungeons to be like, max 10 rooms and each room being memorable and unique. Sort of how DCC does it vs, say, the Moathouse in Hommlet.
Well, it's kind of a OSR's greatest hits combined with "modern" D&D mechanics and a few tricks to improve the table experience (i.e., real-time torches, always on initiative, no darkvision). So you get things like ascending AC, death saving throws and stat-based saves (save vs Dec vs save vs r/s/w) that make it easy for 5E converts. HP reset after a night of rest. And the possibility that your first level wizard can cast more than one spell-day.

You get fun things like the carousing tables (lots of excellent tables in general). Like most OSR games, there isn't really any sort of character building, but the random levelling tables provide some variation between members of the same class. But you also get B/X-style hit points and XP for finding treasure.

Combine that with excellent layout that easy to pickup and go, Shadowdark is pretty compelling. Of course, I love OSE (especially Advanced OSE) too, which has many similar strengths. You could take a lot of Shadowdark ideas and drop them into any B/X-style game. If I ever get to run Dolmenwood, I'd be torn between running it with the OSE rules or Shadowdark. Even if I stick with OSE, I will probably plunder my Shadowdark books.
 

Combine that with excellent layout that easy to pickup and go, Shadowdark is pretty compelling. Of course, I love OSE (especially Advanced OSE) too, which has many similar strengths. You could take a lot of Shadowdark ideas and drop them into any B/X-style game. If I ever get to run Dolmenwood, I'd be torn between running it with the OSE rules or Shadowdark. Even if I stick with OSE, I will probably plunder my Shadowdark books.
I'm in the same boat. I love Advanced OSE and I admit that I'll be a bit torn once Dolmenwood gets into my hands.

I haven't played Shadowdark enough to personally comment on long-term campaign play.
 

Dungeon delving strikes me as a high-prep type of game. Could you clarify this?
Shadowdark has a lot of tools that allow you to devlope a dungeon with short prep time or even on the fly. Its use of tables for everything means that if you are a improv-proficient GM, you can run a whole megadungeon on the fly.

That said, there is definitely something special about a intentionally crafted dungeon delve experience.
 

I don't know.

On the one hand, sure, another OSR thing is great and all, I own many.

But, outside of the torch thing tied to an hour of real time (which I do like) I don't see much here to differentiate it from OSE, DCC, Labyrinth Lord et al.

Like, I could just take that rule, implement in OSE, derive attributes 3D6 down the line (even though Gary Gygax himself as far back as in the 1E PHB tells you not to do that, maybe even earlier idk).
Ultimately, you can say that about all d20 games.

Yes, you can take OSE, add in advantage/disadvantage, put in a modified version of DCC spellcasting, add in ascending AC, real-time torch timers and full-time initiative order and take out darkvision by yourself.

Shadowdark just does all that for you.

While there are many folks who like having a bunch of house rules, there are at least as many who are happy to lay hands on a single ruleset that does most of the heavy lifting for them, even if they later add some house rules of their own.
 

Ultimately, you can say that about all d20 games.

Yes, you can take OSE, add in advantage/disadvantage, put in a modified version of DCC spellcasting, add in ascending AC, real-time torch timers and full-time initiative order and take out darkvision by yourself.

Shadowdark just does all that for you.

While there are many folks who like having a bunch of house rules, there are at least as many who are happy to lay hands on a single ruleset that does most of the heavy lifting for them, even if they later add some house rules of their own.

Yeah I don't understand the criticism of Shadowdark that "most of it isn't new" or whatever. Sure. But it's a lot of great ideas that I love all combined elegantly into one package, with nothing extra.

Kind of like a really great hamburger. There's nothing innovative about it; it's just done perfectly.
 

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. 😂
 

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