Friday, February 14, 2025

ShadowDark of Strahd - Game 2

If you're new to this series about running Curse of Strahd as a sandbox for ShadowDark, there have been a few other posts (here).  The previous post relayed the "gauntlet" I ran for the party, which brought a set of zero-level peasants from the capital city of Specularum, in the Grand Duchy of Karameikos, through a haunted house, The Death House; when they left Death House they discovered they had been displaced to the lost valley of Barovia and were now trapped, elsewhere.

The characters had an immediate interaction with Count Strahd, who was supernaturally aware of the destruction of Death House (and more importantly, it's an opportunity to immediately get the antagonist in the face of the players, establish a power dynamic, and let them know he'll be seeing them again, on his time).  Strahd welcomed the characters to Barovia, where new blood is always welcome, and he implored them to leave behind some of the happiness they brought in with them - because you've got to wave to Bram Stoker, naturally.  But mainly he warned them to stay away from his future bride, a girl in the villages, and to be on the lookout for an invite to his castle, which would come when he was ready for them.

Not from Curse of Strahd... but definitely how Strahd looks in this campaign.

The players went on to wander the darkened village, encountering an infant-stealing crone, Morgantha, whom they spared in trade for various secrets she divulged.  (Actually she just wanted to spill dirt on the Count and send them his way). They next landed at the only open establishment in town, the tavern, where they caroused.  Carousing is a ShadowDark rule that lets players burn some money and earn experience in-between adventures.  Through carousing, they met the mayor's son (Ismark), who introduced him to his sister (Ireena), whom they quickly figured out was the village girl being courted/stalked by the vampire.  They helped the pair bury their dead father, the former mayor.

At the village church where they buried the mayor, their first brush with horror was the priest's son, Doru, who was trapped in the undercroft of the church after being turned into a vampire some time ago and sent to terrorize his father.  His mournful wails of hunger from below the floor drew them like moths.  Since the players purport to be vampire slayers, they eagerly descended into the undercroft and slew Doru, but not before Imthal, their thief, was in-turn killed by the vampire spawn.

By the time they were ready to leave Barovia, here are the various plot hooks and ideas the characters had accumulated through these interactions:

  • Castle Ravenloft is open to them anytime (from the conversation with Strahd)
  • They should go get their fortunes read by Madame Eva at Tser Pool (the crone)
  • Some of Strahd's enemies once lived at a ruin called Argynvostholt (the crone)
  • Some of Strahd's secrets are hidden in the Amber Temple in the high mountains (the crone)
  • The crone lives in the old windmills (the crone)
  • A safe place for Ismark and Ireena could be Vallaki, the next village (Ismark)
  • Wine is running out in the valley, there must be a problem at the winery (from the tavern)
  • There's a magic pool and holy abbey in the village of Krezk far to the west (Donavich the village priest)

If you look online for Curse of Strahd advice, most of it is targeted at structuring it more like a story-driven adventure path with a pre-planned plot.  I'm committed to going in the opposite direction and leaning into the sandbox elements; therefore it's important for the players to have enough information about their options and to be free to make plans.  As I relate these reports, I'll continue to point out things I'm doing to make the sandbox approach work.

After the death of Imthal at the hands of the vampire spawn Doru, Imthal's player converted one of the surviving peasants (who also survived the Death House gauntlet) into a bard, Ergamal, and he joined the others.  They decided the trip to the next village, Vallaki, made the most sense; they would be escorting Strahd's target, Ireena, away from Barovia, doing what he expressly asked them not to do, so they wanted to put some distance between them and the ominous castle towering over the village of Barovia.  They also figured that Vallaki was centrally located and would be a good place to pursue all the other ideas.  They're reconciled to the idea that they're trapped in Barovia and have assumed they'll need to accumulate some levels and some magic items in order to confront Strahd and break the curse keeping the valley isolated.

ShadowDark's author, Kelsey, had previewed some ShadowDark specific hex crawl and camping rules recently; we got the chance to use them on the trip to Vallaki so I'll also do a mini-review of those next time out.  In the meantime, here is our cast of characters for this campaign:

Cast of Characters ("The Drips")

Miral - elf fighter - he's the one who declared them as vampire slayers and has been the group's combat MVP.  He got plate mail in Death House ("nice drip, dude") and this became the group monniker.

Glaud - Glaud is a human priest of Ord, neutral god of secrets, and a font of relentless ORD puns... This is no ORD-inary situation, we must restore ORD-er, stop this dis-ORD-erly nonsense.  He claimed a spear in Death House, which he named The Brittany Spear, his favored weapon.  (I let him swap longsword for spear on the priest weapons list, figuring a spear works fine for a neutral priest).

Claren - elf ranger.  Quiet but effective bowman.

Tzip - human wizard - Tzip has 17 strength and frequently does grunt work like opening doors, despite being the party's wizard.  His player jokes he was the 'sorcerer's apprentice' who never stopped carrying buckets of water up and down stairs and now he's built like a wall.

Imthal (now deceased) - human thief - Imthal's great trick was quadruple backstab, but only 2 hit points, so he was basically a yo-yo; he'd get knocked to zero, get healed, knocked down again, healed again, which was a great source of comedy until the vampire spawn chose to keep draining him unto death.  The players didn't take precautions with his corpse so he'll be back... muhaha.

Ergamal - human bard - he got his chance to shine in Vallaki, more to come on Ergamal next game report.



Sunday, February 9, 2025

Something New

On a quest for novelty and learning new things, I've produced a video.  A few things quickly became apparent... there is a significant learning curve at work, from being able to speak comfortably on camera through knowing video editing and picking engaging topics.  (If any of that matters, look elsewhere dear reader - I'll need some time - I'm sure it will take a few months to ascend said learning curve).  In the meantime, as perfect is the enemy of the good (or shall I say, the good is the enemy of even getting started...) I posted a video talking about ShadowDark.  Link below if checking out videos from time to time is counted among the things you do.  In the meantime I'll endeavor to learn how to do it properly.

Here on the pen and paper side of the world I'll continue with the start of our ShadowDark Curse of Strahd campaign, now that the group has cleared the gauntlet.  I'm traveling to Bordeaux this week (work) and should have time to write in the evenings sans family.  À la prochaine!




Wednesday, February 5, 2025

Curse of Strahd for Shadowdark - The Gauntlet - Let's Go!

This is part game report and part walkthrough of how I set up the campaign.  I've previously said background prep for the campaign (before the first session) involved converted all the monsters from 5E to Shadowdark; next I broke down all the plot hooks by location to  understand how the whole campaign would hang together as a sandbox;  I also tallied up the experience points available in the campaign (to make sure the players would reach an appropriate level if I ran it under the Shadowdark XP rules-as-written).  The answer was yes; sandbox-style XP for treasure would work fine, and the plot hooks would drive an interesting sandbox style in the valley of Barovia.

The players wanted to do a "gauntlet" to start, which is the Shadowdark equivalent of DCC's zero-level funnel.  Each player brings 4 zero-level characters to the gauntlet, and the survivors get to be first level characters. 

I've been on a Karameikos kick (from 1980's Basic D&D's "Known World", Mystara), and the Grand Duchy of Karameikos is a vampire-haunted, misty land reminiscent of Eastern Europe, replete with lost valleys in the towering northern mountains.  It's a perfect for hiding the supernaturally shrouded valley of Barovia and Castle Ravenloft.

The player characters were Karameikan peasants in the capital city of Specularum.  Local legend spoke of an abandoned house in the city, boarded up and home only to rats and spiders, but as the story goes, one night per year there are lights in the house and it looks the way it back in a bygone era, full of warmth and wealth.  As happens in these kinds of tales, this was that self-same night of the year, the Devil's Night, the night before Halloween, when the house supposedly changes and welcomes visitors.  One of the drunks in the bar dared his fellow revelers to go prove the legend wrong, and before you could say "I'll wager a gold Krona you're wrong", a crowd of rowdy merrymakers set off through the streets of the city, singing bawdy tunes and ready to collect.

The house was as the tale-teller described; the wrought iron gate was open, warm oil lamps stood lit in the portico, and more light cascaded from the windows.  Fine crystal decanters and expensive bottles beckoned from the parlor visible in the window.  Fog and mist curled around the street and licked the base of the wrought iron fence.

Many of the men passed this boarded up, ruined place every day... they couldn't believe what they were now seeing here in the dead of night.  Fortified by a few too many ales, they went in.  In this way, our gauntlet goers found themselves trapped inside "Death House", a one-way portal to Barovia.  Death House is an appendix in Curse of Strahd, an entry-level dungeon for the campaign, and I'm a fan of the motif of entering a supernatural house and finding oneself transported to a different time or place.  It was also used to great effect in TSR module X2 Castle Amber, also set in Mystara.

DM tip:  The players all voted to do Curse of Strahd among alternatives, so we discussed out-of-game how it involved first getting lured to the vampire's realm of Barovia; I explained my mechanism for getting them there started with exploring a simple haunted house in their home city.  In this way they happily went along with the merry revelers theme in the first session, knowing the game would become an open-world sandbox once they got to Barovia.

Death House is a 4-story affair, with a hidden staircase spiraling from the attic down to a small, two-level dungeon.  It's too big for a "gauntlet", so I ruled any peasants that made it to the attic (the halfway point) would complete the gauntlet portion and be able to advance to level 1 characters.  (The 5E version also suggested leveling up the PC's at this halfway point).  I didn't love this choice but it seemed pragmatic; I personally like the in-game fiction that after surviving a gauntlet, some weeks or months pass, the zero-level characters go off and learn an adventurer's trade and return as level 1 adventurers.  However, I felt the haunted house was dangerous enough for zero-level characters, and the players would need level 1 characters to survive the dungeon, so I got over it.

Death House is linear but works well as a haunted house; the first two floors are warm and well-appointed and lull the explorers; floors 3 and 4 are cold, aged, grey, and full of cobwebs, decay, and baleful spirits.  There was a shocking moment on the 3rd floor when the characters went out on a balcony, and no longer saw the crowded streets of the capital city.  They looked out at a somber mountain village, with an imposing gothic castle perched high above them, and the mournful sound of howling wolves wafting from the nearby forest.

Many of the peasants died in Death House; there's a haunted suit of platemail on the 3rd floor stairs (animated armor), and it was tossing characters over the stairs like sacks of flour.  If you're running a gauntlet or funnel, one thing you need to decide is what the "extra characters" are doing.  For instance, I had 5 players in the gauntlet, with 4 zero-level characters each to start.  They only played one active character.  What were the other 15 doing?

In Dungeon Crawl Classics, the funnels seem deadlier and the players actually use all 4 characters at once, so combats can be sprawling affairs with tons of casualties.  My players had their "extras" choose to stay downstairs, enjoying the comfort of the first floor, while 5 of the braver zero-level characters explored (at least until a replacement was needed).  It worked fine.

However, at the end of Death House, after the player characters defeat the spirit of the house deep in the cellars, the entire house goes haywire and tries to kill everyone in it with chopping blades, poisonous smoke, rat swarms.  At this point, the level 1 adventurers were able to fight their way out of the house.  The remaining ordinary townsfolk, waiting in the downstairs dining room and parlor, endured a gauntlet of horrors trying to escape.  It was great fun as the referee.

Our Curse of Strahd game officially began as the newly minted level 1 characters (with a few surviving zero-levels with them) stepped out of the fenced yard and onto a cobblestone street in the village of Barovia.  Death House collapsed in on itself behind them, it's animating force destroyed.  Around them, the night-shrouded streets were dismal and abandoned; most of the homes were boarded up and abandoned.

We ended this first phase of the campaign with the clop clop of horse hooves on the cobblestones, a nightmare pulling a black carriage.  Count Strahd von Zarovitch, the walking corpse, welcomed the characters to Barovia - where new blood is always welcome, and may they leave behind some of the happiness they brought with them, too.  He pointed out it was his castle overlooking the village, the doors would always be open to them, and he intended to invite them to a formal feast after some of his other affairs were resolved.  He expressed regret at the demise of Death House; while he was no friend to the foolish cultists that once lived there, he found that the haunted house was a useful vector to bring willing victims into Barovia from the outside world, and now his Vistani allies would need to work harder to lure outsiders through the mists.  He left the players with an admonishment... after decades, he was again in the mood for love, and had set his eyes on a girl right there in the village.  She was off-limits to them, and he would be displeased if they meddled.  Strahd's carriage again rode off into the night.

Of course, the surest way to get players to engage with something is to tell them not to engage with it, as we'll see next game report.  This is the way.

The Death House gauntlet and dungeon took 3-4 sessions of game play, so this is long enough for an initial report... I'll introduce the player characters and their first moves in Barovia next time out.  Hope this one provides some useful ideas on how to launch a COS campaign and leverage a gauntlet approach for level 0.  Until next time.

Thursday, January 23, 2025

Shadowdark: The Good, The Bad, the Ugly

I've been enthusiastic about Shadowdark since I first picked it up.  Now that I've been playing it for several months across a couple of campaigns, I can write a critique that's not just an academic exercise or armchair quarterbacking.  I also updated several home brew adventures to Shadowdark recently and ran them as dungeon crawls at last week's Philly area gaming expo, so I've had experience running Shadowdark for a dozen people new to the system as well as seasoned veterans.  My players are loving the system and I see no signs of us putting it aside as long as we're doing old school dungeon crawls.  

Shadowdark is an "OSR-adjacent" game that features concise, simple rules using modern mechanics to deliver a 1970's or 1980's gaming experience.  That's basically the "elevator pitch" for the game - a 1980's BX vibe with modern mechanics.  If you're happy with your AD&D, BX, BECMI, or anything in the first wave of clones, there's potentially not as much here for you unless you want to try out a modern experience.  The retro clones and their friends started with old rule sets and streamlined them to improve the presentation and editing.  Shadowdark goes in the opposite direction - it starts with 5E mechanics and ideas from other modern games, simplifies them, and adds back in the elements that drive a classic dungeon crawler experience.

For self-amusement I'm grouping these perspectives into Good, Bad, and Ugly, but here's a large caveat about the "ugly" category; beauty is in the eye of the beholder.  One person's ugly mechanic will be sublime beauty in the mind of the next referee or game master.  I'd hazard that one's perception of these mechanics will depend on how much "fantasy world simulation" you expect in your game.  There are a lot of elements in 1970's AD&D, for instance, that are targeted at creating a living, breathing, world-in-motion where the rules of the game are the laws of the simulated fantasy world.  I've found that modern games (including 4E and 5E D&D) eschew these "simulationist" elements by giving players more meta-game abilities (like inspiration points in 5E D&D) or elevating the power and abilities of player characters far beyond the other inhabitants of the game world.  In modern games, player characters are special and cut from a different cloth from the NPCs and monsters.

Here's an example where Shadowdark parts ways with it's forebears - creating a magic item.  AD&D, BECMI, and BX have defined magic research steps involving high level magic users, rare spells, and scads of money, time, and exotic ingredients to create a magic item.  NPC wizards can make magic items with enough time, capital, and skill, and high-level player-character wizards can pursue the same if they want to put in the work.

Enter Shadowdark, and modern design.  Wouldn't it be cool if leveling up just included a random chance of creating a signature magic item?  Thus on the advancement tables for the Shadowdark wizard, any time the wizard is rolling for a new class ability (and yes, class abilities in the game are random - more on that later) there's a 1 in 36 chance (snake eyes) of "Oops, I created a magic wand?"  Now both of my wizard players stare in glee when it's time to roll that talent - to them, getting an item this way would be amazing.  It's a huge check mark in the column labeled "fun mechanic" for them.  But it's a far cry from having to grind out 9+ levels of wizard, hoarding gold pieces like Elon Musk, building a remote tower or redoubt for seclusion, and navigating the arduous magic item creation rules just to be able to say, "I finally created... a humble dagger +1.  Woot."

I think it comes down to old and new games are trying to do different things.  Shadowdark is laser focused on running great adventures (both dungeons and hex crawls) and less concerned with the fantasy world-building outside of the adventure, which can be so engrossing in AD&D.  As I go through the list of "ugly or sublime" design choices below, whether you find them baleful or beneficent probably depends on trade-offs like game experience vs verisimilitude.  Maybe it's a traditional vs modern axis as well.  I've certainly found myself favoring one viewpoint or another through my referee career.

The Ugly... or Sublime

Random Class Talents

We already covered the "oops I made a magic item" example when leveling up.  In fact, the entire character advancement scheme involves random improvements to abilities, including the ability to raise character stats like strength, dexterity, intelligence, etc.

Imagine two fighters with similar modest stats at the start of the game.  One of the characters repeatedly rolls stat increases upon advancing, and in a few levels they look like Gregor Clegane the Mountain from Game of Thrones, while his compatriot retained kept his modest physique, while instead becoming deadly with bows, swords, and axes.  Perhaps a third fighter ends up as a defensive specialist, with extra hit points and improved skill with armor.  There's elegance to the way random advancement can drive diversity among characters of the same class.  The more I see the random talents in action, the more I like them.

It's a big difference from older games, where all classes receive the same class abilities at the same levels.  Additionally, the core attributes of old school characters like strength and intelligence are mostly set in stone after character creation, barring the odd Manual of Bodily Health, Tome of Leadership and Influence, and similar rarities found in dungeons.  Modern designs since 4E allow player characters to significantly improve their character attributes through leveling.

Luck Tokens

Shadowdark includes a mechanic called "luck tokens" which affords the player a re-roll.  In older games, I can't think of any common player-controlled instrument of fate that let a player reach into the setting from beyond the world and change their destiny, barring the rare Wish spell.  But effectively that's what luck tokens do; a game event has occurred (the player misses a key roll), the player has the power to press the pause and rewind buttons on the game, and the player announces "I'd like to re-roll that with my luck token".

Luck tokens make Shadowdark eminently survivable.  Don't believe the hype that Shadowdark is super deadly - luck is a strong mechanic, and those sentiments are likely coming from the 5E crowd.  Luck tokens are (and should be) a scarce resource, so they drive interesting discussions as players debate the best use of them.  Resource management is an important part of the dungeon crawl experience and luck is a powerful resource that mitigates randomness.  There are also new class designs like the Bard and Seer that include the creation or manipulation of luck tokens in their core abilities, so luck tokens are clearly a signature mechanic.

My verdict:  they're powerful, but they drive healthy player discussions around resources and mitigate some randomness; I like them in a game like Shadowdark.

The Torch Timer

People online fixate on the torch timer.  Here's how it works: the duration of light sources in Shadowdark are not tied to in-game time, they last 1 hour using table time.  When a new torch is lit, the referee turns on an egg-timer, flips an hourglass, sets a countdown on their phone, whatever.  An hour later, the torch goes out.  As a referee, I still track old school turns to know how much "in-game" time is elapsing for purposes of spell durations, wandering monster checks, that kind of stuff.  The torch runs on a completely different track.

So what does the real-world torch timer accomplish?  First, darkness is scary in the game - no player characters have darkvision or infravision.  The game advises the referee to make darkness a constant threat, almost like a survival horror thing.  Invariably, players lose track of the real-world timer at some point and the torch goes out in the middle of a combat, plunging an orderly scene into horror and chaos and screams.  When they're paying attention to the torch, it incentivizes the players to self-correct (ie, stop talking about football or politics) and get back to advancing the game.  I find it minimizes "analysis paralysis" or too much equivocation since the torch counts down whether they're exploring or yapping about their day in the office.  Plus, the player characters have limited gear slots so they have a limited supply of light sources with them.  Shadowdark is very much an "encumbrance matters" system.

Conclusion:  the real-time torch timer is a gimmick, but it puts in some work creating tension.  It's great fun for the referee when the players lose track and the light goes out.  Muhahahaha.

THE GOOD

Game Mechanics

Shadowdark bring modern mechanics and themes like ascending armor class, bounded accuracy, advantage/disadvantage, limited action economy, simple skill checks, no saving throws, flat hit points, and a focus on theater of the mind (non-tactical movement and ranges) so the game plays very quickly at the table, which I prioritize highly.  I'm usually running groups of 5-6 players.  Fast moving rounds with simple rules keeps the gaming moving quickly and everyone engaged.

OSR Experience

I love horror games, but for classic dungeon crawls, my heart is with the Tom Moldvay vibe of 1980's modules like Castle Amber or The Lost City.  Shadowdark is quite possibly my favorite dungeon crawler / OSR type game to channel that spirit of 1980's D&D and classic adventure modules like The Lost City, Horror on the Hill, In Search of the Unknown, and similar.    It uses XP for treasure, no darkvision for player character races, reaction rolls, morale checks, and a fantastic encumbrance system (even simpler in implementation than the LOTFP encumbrance, which is already quite good) that all make this a fine exploration system.  It's not the first "encumbrance matters" modern creation, but it does it really well.  I've run a lot of OSR and related rules, between the previous section on mechanics and this section on the experience, these are the things that have me regarding the game so well.

Presentation

The rulebook is concise and easy to read, including A5 pages with large text - something I appreciate as my eyes are getting older.  Wordy books are just hard to use at the table.  There is a free set of quick start rules for both players and the referee that include everything needed to try the game, including a full-size dungeon adventure - if you have any Shadowdark interest, go check out the free rules:  Free Quickstart Rules.

Cursed Scrolls

Shadowdark official expansions have been coming through zines called "Cursed Scrolls" - there are 3 now with 3 more coming in early 2025.  Each Cursed Scroll includes new classes, spells, and character options; a hex-crawl sandbox setting, and a fully populated dungeon and new monsters.  I've made good use of Cursed Scroll 3 (Midnight Sun) as it included Norse themed classes, gear, monsters, and adventures.

Spell Casting

Shadowdark uses a "roll to cast" mechanism which means characters can keep using spells until they fail a check.  Once they fail, they can't use that spell again until the following day (and critical failures will lead to a mishap and consequences).  A cleric could fail their first cure wounds spell or get to use it multiple times during an adventure, and the complexion of the game changes dramatically between those two poles.  In my experience, other players frequently prioritize saving luck tokens to help the casters avoid critical spell failures too early in the adventuring day.  Overall it's a novel change from Vancian spell casting - casters aren't as powerful as 5E but significantly more powerful than old school games.  This might also be the largest departure from classic OSR games and the biggest swing towards 4E and 5E powered casters.

Character Funnels (Gauntlets)

I'm a convert to using a character funnel to kick off a campaign after using the Shadowdark "gauntlet" rules for both of my campaigns.  It's an idea that originated with Dungeon Crawl Classics, and is renamed a gauntlet here (and the implementation is marginally different). If this is new to you - the gauntlet or funnel involves bringing 4 zero-level peasants to a short but dangerous adventure; many of the peasants will die along the way, but survivors will matriculate to being level 1 characters after the gauntlet.  It's like a non-boring "session zero" for the campaign, and every group for which I've run a gauntlet has really enjoyed it and came away with memorable survivors.

Magic Items

Shadowdark philosophy assumes magic is unreliable, so there are random tables of drawbacks for magic items.  It's a small thing but does differentiate it apart from BX style games.

XP and Carousing

The game uses XP for treasure but abstracts away from the actual gold piece count to use coarse grain numbers - a typical treasure find is 1 XP, a major hoard or magic item is 3XP, and a character may need 10 XP x Level to level up (10 XP required at Level 1, 20 XP at Level 2, etc).  It's simple to adjudicate at the table (and the ref needs to record the XP finds in real-time).  Shadowdark characters get about 1/10th the treasure of an OSR game.  Furthermore, the game has a carousing mechanic for XP during downtime in between adventures, which will act to 'drain the party's coffers' and keep them motivated to go back to the dungeon.

Community

The Shadowdark spaces (reddit, discord, Facebook) are all shockingly drama-free and populated with folks just there to talk about the games.  It's remarkable - they seem to be free of politics and controversy while the detractors are on the outside.  There's a ton of DIY energy and activity that reminds me of the early OSR some 15 years ago.  I don't know if anyone's done a population poll, but I imagine the majority of Shadowdark players are coming home from 5E as opposed to OSR veterans and grognards.

BAD

Your mileage may vary; these are the (relatively minor) quibbles I have with the rules.

Deadliness

Shadowdark combat is fairly forgiving compared to old school games.  Characters reduced to zero hit points have a death timer that usually gives the party several rounds to stabilize them, and with the power of casters and the presence of luck tokens, there's a good chance the cleric will have a cure wounds spell.  All hit points and ability damage are restored via a long rest, like 5E.

Equipment Abstractions

Because of the limited gear slots, there are some abstractions implicit in the adventuring gear.  For instance, a ration represents both food and water in the same encumbrance slot; characters don't carry stand-alone waterskins.  You can buy 10 iron spikes but the hammer is 'virtual' and doesn't take up a slot.

Time Definitions

Shadowdark flipped the meaning of rounds and turns.  Exploring is done in rounds, combat is done in rounds, and players take turns during a round.  Combat rounds and exploring rounds take different amounts of time.  The designer changed the exploring rounds (crawling rounds) from 1 turn = 10 minutes (BX D&D style) to 1 exploring round = 6 minutes; 10 rounds in an hour.  Spells are measured in rounds, and they don't differentiate between combat or crawling rounds.  So a 5 round spell will last 30 minutes if cast during exploration rounds, but will last only 30 seconds if cast during combat.  It's curious.

Monster Stats

Monsters are very sparse, focusing on minimalist abilities.  Many of them have lost campaign depth.  A good example is the Night Hag, which traditionally has ethereal travel and a wide range of spell casting abilities in older games; the SD version can only cast a blindness spell and Change Shape.  Boo.  Likewise, all NPC's are statted like monsters and don't use equivalent spells as player characters; they're more simplistic befitting their limited time on the stage.  It's a much different mindset from older games where monsters populate dungeons but also have campaign roles.  I find myself consulting Labyrinth Lord or the Rules Cyclopedia for additional BX-themed monster abilities.

Character Options

There's no "race-as-class" like a BX game, and the races have been retitled "Ancestries" and kept simple and flavorful.  I like the change - ancestry is a fine term for me, and doesn't carry weird Sci-Fi baggage like "species".  As mentioned, no one has darkvision, which is for the best.  Sadly there's no Elven fighter/magic-user style character just yet (so this could appear under the bad, too).

Publishing Aesthetic (3rd parties)

I'm a little tired of all the samey-looking 3rd party supplements with the all black covers and limited B&W art.  It's not even a grim-dark game!

*****

So there we go.  Obviously I'm in a place with my players where the good and the sublime outweigh the quibbles, but hopefully this gives my readers (who I imagine are mostly grognards) a good sense of what they can expect.  The biggest thing I'd recommend is getting the free player's quickstart and referee's quick start: Free Quickstart Rules.; Kelsey Dionne is generous with the free rules, including a  good-sized sample dungeon, to be able to give Shadowdark a whirl at your table.

Sunday, January 19, 2025

Shadowdark at Philly Area Gaming Expo

 I ran 3 games of Shadowdark at Philly Area Games Expo (PAGE), a convention that seems to be gaining some traction in the area here in it's second year.  There were plenty of YouTubers and ex-TSR era and WOTC designers at it.  I sat in on some seminars, including OSR tavern keeper Tenkar talking about the jump from blogging to video.  Interesting stuff.

I ran 3 home dungeons 3 home dungeons adapted to Shadowdark (the players were Vikings and Northmen exploring alien ruins in the frozen north, some horror vibes too).  If that sounds familiar to old-time readers... I'm resurrecting The Black City for Shadowdark.  I've got about 60 pages of it done.  I figure if I keep signing up to run set pieces of it as convention dungeons, it'll force me to keep deadlines.  My home games are going to be in Curse of Strahd and Karameikos for a while, so I've got a few months before the whole thing needs to be ready for the home crew.

It was interesting seeing what was being run... about 50 5E games, 30 session of AD&D 1E (respect!!), 20 Shadowdark, 20 Castles & Crusades, then 5 or so for OSE, OD&D, and B/X/BECMI.

As for my games, they went really well.  Two of the tables were all new to Shadowdark and OSR style play, and they came away thoroughly entertained.  The 3rd dungeon were all Shadowdark veterans.  I had a couple of professional designers each sit in on a game, Richard Baker and Ed Stark.  Turns out 1) professional designers are interested in trying new games; 2) they're also really really good players.  Fun to have them in the sessions.

One of the Shadowdark zines (Cursed Scroll 3 - The Midnight Sun) features Viking-themed classes, equipment, monsters, and dungeons, so two of the classes from there (the Sea Wolf and Seer) were popular choices for pregens in the Black City dungeons.  The Sea Wolf was average; it's a slightly worse fighter at fighting, with the ability to pick a daily boon from a Norse god, which was flavorful.  However, one of the Sea Wolf players took great advantage of the "shield wall" ability to ward his group while relentlessly pushing forward against a crystalline entity hurling barbs at the players.

The Seer, on the other hand, was an MVP.  Shadowdark can be swingy (especially spell casting) and the Seer (which is part diviner and Norse runecaster) can generate many luck tokens (manipulating fate), smoothing out the play experience for level 1 characters.

A couple of pics from two of the dungeon crawls: 




Sunday, January 5, 2025

Progress Report - Horror on the Hill

I love the Jim Holloway art from this era of Basic D&D

We missed a lot of time with this campaign!  Several of the players are die-hard Eagles fans (go birds), and there was a run of late afternoon games on Sundays or Sunday nights which displaced RPG game nights, so I think we've only played 2-3 times since October when I last checked in on this campaign.  Our cast of characters has reached level 2 and has explored most of the surface ruins of Horror on the Hill and about half of level 1 of the dungeon.

Here are the characters:

  • Skargold (half-orc fighter)
  • Glo (dwarf fighter)
  • Barlow (halfling cleric of Ord)
  • Ithior (elf wizard)
  • Malad (elf thief)

In Shadowdark, ogres are level 6 monsters, so one of the most dangerous surface encounters was with an ogre (rolled as a wandering encounter) which forced the players to retreat, put down caltrops as cover, put doors between them and the ogre, basically use good tactics to create distance and let them injure it at range before closing to melee when it was weaker.  There are some old school goodies in the module like a hidden sanctuary in the monastery with a magic fountain, and several characters got stat boosts drinking the enchanted water (2 ended up paralyzed for half a day).  Sleep took care of a barracks of humanoids, and then they were down some stairs to the dungeon.

Sleep is proving to be highly effective in a scenario featuring humanoids under the Shadowdark magic system.  Shadowdark is "roll to cast" instead of using spell slots, so if a spell is successful, the caster can try it again in a future encounter.  A few lucky spellcasting rolls and even a 1st level wizard can deploy multiple sleep spells, although it doesn't scale to affect higher level creatures like the classic sleep spell.  The players have rescued a dwarf prisoner, Gareth Ironhand, who was being forced by the hobgoblin king to make weapons for an army the hobgoblins are trying to raise (pictured above - I love the Jim Holloway art of this period in TSR).  The players have promised Gareth they're going to put an end to the threat.  They've also learned the hobgoblins revere a "fire boss" deep in the hill called "Rhazgar", an allusion to the dragon on the third level of the dungeon.

Magic items are fairly bland in old school adventures - lots of shield +1 and sword +1, for instance.  A simple hack I'll do is generate some possible cultures that could have generated the magic item in question, just to give it a modicum of flavor - it's not a well-made shield, it's an archaic shield with a double eagle crest that dates back to the Thyatian Empire, and appears good as new.

I'm running this B5 Horror on the Hill in Karameikos, part of the Mystaran "Known World" setting from the BX and Mentzer sets, so here's a simple table of nationalities for use as above:

Magic Item Flavor:

  1. Ancient (Blackmoor)
  2. Rockhome
  3. Alfheim
  4. Old Traladara
  5. The Empire (Thyatis)
  6. Glantri
  7. Karameikan (elvish made or royal court/military)
  8. Monster-Crafted
  9. The Church
  10.  Independent Wizard (Bargle et al)
  11. Alphatia
  12.  Distant land (Vestland, Ylarum, Darokin, etc)

In this way, they haven't found just a shield +1 or mace +1, but the aforementioned Shield of the Empire or a holy weapon that belonged to the Great Church of Karameikos.  It's low-effort but goes a long way to adding simple flavor to otherwise uninteresting treasures.

At this point I've probably refereed 10 games of Shadowdark between the two campaigns - enough to have a feel for it.  There are a few things I don't like about the system (not fatal flaws, but irritants).  I'll have to put together a gripe post, grognard means complainer after all.  Nevertheless, the system plays really fast at the table - very simple to adjudicate and run combats.  Obviously all OSR systems have this attribute; Shadowdark leverages unified mechanics based on 5E that make it even simpler to operate than the beloved Moldvay.  One of the biggest departures is what I alluded to above with sleep - by dropping Vancian magic, casters can sometimes go on a heater and punch hard.  A cleric (er, priest) can heal the whole group with a series of successful cure wounds spells, or the wizard can put the party on "easy mode" when facing off against goblins and hobgoblins by spamming sleep.  Maybe I'll do a "the good, the bad, the ugly" kind of post on Shadowdark in the near future, because there's a lot more to say.  I'll finish by saying both groups of players have given it an enthusiastic two thumbs up; I know they're enjoying the games and appreciate the system.

Tuesday, December 24, 2024

Enabling Curse of Strahd as a Sandbox

One of the most important things I needed to do for myself to simplify Curse of Strahd (COS) is related to the book's presentation.  It's presented as a sandbox campaign, with a full-sized hex-crawl wilderness map (the Valley of Barovia), a full-sized dungeon (Castle Ravenloft), and then 12 other adventure sites comprising villages, smaller dungeons, or wilderness sites.  The issue I've found is there's a lot of text in the book, making it too easy to overlook critical information that acts as connective tissue between locales - ie, the plot hooks.  I see that as the #1 job of a sandbox referee - making sure the players have opportunities to learn things about the game world so they can make meaningful decisions about what to do.

I broke COS down two ways - the first was by settlement, what are the most important nuggets of information they'll learn at each location that could lead to further adventures.  I also organized the plot hooks by adventure site, to identify what are the ways characters can get pointed at a particular locale.

Here's an example: one of the locations is a werewolf den far to the west.  Players could stumble upon it if they crawl hex by hex.  The werewolves kidnap children in the valley, make them fight each other, and adopt the survivors into their werewolf clan to become werewolves.  There's been a recent power struggle between leaders in the clan (with the former leader now imprisoned beneath Castle Ravenloft).  Unless the players stumble upon the werewolf den, there are scant plot hooks that point to it.  They could meet Emil, the deposed leader, while exploring the prisons beneath Castle Ravenloft... although by the time they're exploring the castle, they're probably out to kill Strahd and not interested in a werewolf side quest.  The only other clue pointing to the den is if they have a random encounter with a werewolf in the wilds and are able to interrogate it.

The werewolf den shows up in the "tarroka readings" the referee can use to scatter various helpful items around Barovia and randomize the campaign.  In the original I6, everything is contained within the castle, but in Curse of Strahd, helpful items (including a potential ally) are split between the wilds and the castle.  One of the werewolves appears as a potential ally against Strahd (the enemy of my enemy...) and the werewolf den appears as a location where a quest item can be placed.

It wasn't obvious on first read-through that the touchpoints leading out to the remote werewolf den are so tenuous, or dependent on random chance.  If the referee wants to ensure the players learn about its existence, they may need to add an explicit plot hook to a location.  Perhaps the wolf hunters in the tavern of one of the towns (Vallaki) could be a good option for rumors about a vicious werewolf clan in the western wilds.

Anyway, I'm sure you get the point, dear reader - until I went through the book and organized the plot hooks, I wouldn't have noticed how prevalent or scarce are some of them.  The information pattern creates a likely "flow" through the campaign.  Here are my notes organized by site on plot hooks that are over and above the ones from Madame Eva's tarroka reading.

BAROVIA

  • Death House
    • Learn about the Durst Windmill (now Old Bonegrinder)
  • Tavern
    • Madame Eva's camp
    • Vallaki is a safe city (Ismark and Ireena)
    • Wizard of Wines (wine is scarce - added by me)
  • Church
    • Krezk Abbey is safe and holy
  • Mad Mary
    • Daughter is in Castle Ravenloft
  • Night Hag Peddler (Morgantha)
    • Strahd has a secret at Amber Temple
    • He has an enemy at Argynvostholt
    • Madame Eva has a Vistani camp
    • She and her sisters are at the Durst Windmill (Old Bonegrinder)
  • Strahd
    • Invitation to Castle Ravenloft

VALLAKI

  • Tavern
    • Wine is scarce - visit Wizard of Wines
    • Possibly cross paths with Rictavio (Van Richten's tower)
    • Wolf Hunters may be aware of the werewolf den (added by me)
  • Kasimir
    • Quest to visit Amber Temple
  • Luvash
    • Needs wine - visit Wizard of Wines
  • Town Rumor
    • The ruins of Argynvostholt

KREZK

  • Needs wine from Wizard of Wines Winery

WIZARD OF WINES

  • Can learn two additional quests, Yester Hill and the ruined village of Berez

ARGYNVOSTHOLT

  • Learn about the Amber Temple
  • Quest to Castle Ravenloft to retrieve the dragon skull

WANDERERS

  • A revenant can reveal Argynvostholt
  • A werewolf can reveal the werewolf den

There is a lot more information in the book and additional side quests and smaller incidental sites to investigate, but the items above represent the major ones.  If you want to make sure your players hear about the Amber Temple, for instance, as it's one of the more important dungeons, the people who know about it are the night hag in Barovia (or at Old Bonegrinder), Kasimir the elf outside Vallaki, or talking to the ghost of the dead dragon at Argynvostholt.  I find this kind of "cheat sheet" helpful to ensure I don't overlook critical information about the sandbox.

The general flow of the adventure I've perceived is characters get many future plot hooks during their start in the village of Barovia, with one the most accessible and reasonable things being to get out of town and go to Vallaki; the next most likely destination after Vallaki is the besieged Wizard of Wines winery, where they can learn about two additional quests involving Yester Hill or the ruins of Berez.  There are plenty of side quests between Barovia and Vallaki, including visiting Madame Eva, Old Bonegrinder, getting caught up with the mayor of Vallaki's madness, fighting off vampire attacks in Vallaki, traveling with Ireena in tow and keeping her safe from Strahd,etc.  Some of these are best represented as events -  having a list of events off to the side to "keep the world in motion" is the next cheat sheet to build.

One thing my players do to stay organized is they use a shared Google sheet for posting marching orders, party treasure, game notes, screen captures of handouts, and plot hooks.  I like their approach and it should work well keeping track of all the things they can do during their "Holiday in Barovia".

All of this advice is system neutral; Curse of Strahd was published for 5E, I'm converting it to Shadowdark, and it seems like you could do the same for any OSR game.  Shadowdark and 5E have similar wealth expectations, making that piece of the conversion easier.  We did our pre-Christmas game last night so next post I'll log our adventures in Barovia to date.