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Shadowdark RPG Learning Guide

Shadowdark RPG is a fast-paced fantasy role-playing game that emphasizes urgency, resource management, and danger, with a unique mechanic for light sources that tracks real-world time. Character creation is streamlined, allowing players to quickly develop their adventurers through ancestry and class choices, each providing distinct abilities and roles within the game. The game fosters a high-stakes atmosphere where cleverness and quick decision-making are essential for survival, reinforcing its Old School Revival principles.

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Jerry Renault
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100% found this document useful (1 vote)
303 views35 pages

Shadowdark RPG Learning Guide

Shadowdark RPG is a fast-paced fantasy role-playing game that emphasizes urgency, resource management, and danger, with a unique mechanic for light sources that tracks real-world time. Character creation is streamlined, allowing players to quickly develop their adventurers through ancestry and class choices, each providing distinct abilities and roles within the game. The game fosters a high-stakes atmosphere where cleverness and quick decision-making are essential for survival, reinforcing its Old School Revival principles.

Uploaded by

Jerry Renault
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Navigating the Realms of Shadowdark RPG: A

Comprehensive Guide for Players, Game Masters, and Solo


Adventurers

Shadowdark RPG offers a dynamic and perilous fantasy adventure, designed for swift
decisions and high stakes. The game thrusts players into "buried ruins, lost cities,
spider-infested forests, and even fearsome dragon lairs in search of gold and glory".1
The very essence of the game, encapsulated by the term "Shadowdark," refers to "any
place where danger and darkness hold sway," clutching ancient secrets and daring
fortune seekers to test their mettle.1

The core of Shadowdark RPG is built upon principles of "speed, danger, and
simplicity".1 Combat encounters are designed to be fast and deadly, while magic is
inherently perilous, demanding cleverness from adventurers for survival. The rules are
intentionally light and intuitive, fostering quick decision-making rather than extensive
rulebook consultation.1 A fundamental element that underscores this design is the
real-world time tracking for light sources; a torch, for instance, only provides
illumination for "one hour of real-world time".1 This mechanic is more than a mere rule;
it is a foundational design philosophy. The limited duration of light sources compels
players to act with urgency, manage their resources (such as oil and torches)
meticulously, and navigate the world under constant tension. This approach
discourages exhaustive searching of every nook and cranny, instead pushing for a
more dynamic, pulp-adventure experience. For the Game Master (GM), this simplifies
the cognitive load by eliminating complex turn-based light durations, allowing for the
direct translation of player hesitation into tangible in-game consequences. This also
connects seamlessly with the system for random encounters, where prolonged
lingering directly escalates the risk of new threats. Ultimately, this mechanic
establishes time itself as a palpable threat and a critical resource, rather than just a
measurement, reinforcing the game's roots in Old School Revival (OSR) principles,
where resource management and exploration under pressure are paramount.

The Core Ethos: Time, Darkness, Gear, and Action Economy


The foundational pillars of Shadowdark RPG are encapsulated in its core principles,
which guide both its design and its moment-to-moment gameplay.1 These principles
are not isolated rules but rather a mutually reinforcing system that creates a distinct
gameplay loop and atmosphere.
●​ Time is regarded as the most crucial resource, intended to influence every
decision characters make. This ensures players do not spend excessive time
meticulously searching every floor tile for a trap.1
●​ Darkness is to be respected as the true adversary. The tools that hold it at bay,
such as light sources, must retain their value and never become obsolete.1
●​ Gear is considered precious and limited, emphasizing the inherent value and
utility of every item carried by an adventurer.1
●​ Action Economy dictates that characters typically receive only one action per
turn, highlighting the importance of making each action count. Minor tasks can
often be handled through multitasking.1
●​ Information is meant to be dispensed freely by the GM. If characters employ the
correct methods to search for something, such as a trap, they are expected to
succeed automatically.1
●​ Distance employs loose measurements—close, near, and far—to avoid precise
measurement debates and maintain the flow of action during play.1
●​ Danger is pervasive throughout the game, manifesting in perilous magic, volatile
magic items, fast and often unfair battles, and insidious monsters.1
●​ Rewarding Investment encourages honoring what characters have earned;
newly learned languages, prestigious titles, and iconic deeds should have a
tangible impact on the characters' lives.1
●​ Checks (dice rolls) are reserved only for situations where there is time pressure
and failure carries dire consequences, with trained actions succeeding
automatically.1

The critical nature of time, the ever-present threat of darkness, the scarcity of gear,
and the high level of danger are all interwoven. The limited duration of light sources
(managed in real-world time) directly amplifies the danger by pushing players into
risky situations, which in turn makes gear, particularly light-producing items, even
more valuable and limited. Furthermore, the constraint of a single action per turn in
the action economy compels players to prioritize their choices, making dice checks
(which are reserved for high-stakes actions) profoundly impactful. This also connects
to the principle of freely given information for searching, as players simply do not have
the luxury of time for repeated, trivial rolls. This interconnectedness fosters a tight,
high-stakes gameplay loop. The GM's role, within this framework, is not to outwit
players but to present clear and present dangers that necessitate difficult choices
under pressure, ultimately rewarding cleverness over exhaustive rule-checking. The
principle of rewarding investment ensures that player effort and character growth feel
genuinely meaningful within this inherently dangerous and time-sensitive
environment, contributing to a visceral, immediate, and challenging adventure
experience.

The Player's Journey: Forging Your Legend

Character Creation: Your First Steps into Peril

The journey into Shadowdark RPG begins with character creation, a process designed
to be straightforward yet impactful. Players select a name, ancestry, class, and
background for their adventurer.1 All characters start at 1st level with no experience
points (XP).1 Players also determine their character's alignment and choose a deity,
elements that can influence their eventual title.1 Mechanically, characters are defined
by their Hit Points (HP), Armor Class (AC), Attack capabilities, Talents (special abilities
derived from class, ancestry, or random rolls), Spells (for magic-using classes), and
the Gear they carry.1 First-level characters start with a chosen background,
determined statistics, their selected ancestry and class, one class talent roll, HP
calculated from their class's hit die plus their Constitution modifier (minimum 1), a
title, an alignment, and starting gold (2d6 x 5 gp) for equipment.1

The character generation process is notably streamlined. The reliance on rolling 3d6 in
order for each stat and 2d6 x 5 gold pieces for starting funds, combined with clear,
limited choices for initial talents and spells, prioritizes getting players into the game
quickly. This design choice minimizes the time spent on extensive character
optimization, instead fostering a "what you get is what you play" approach. The
random elements introduce inherent variety, aligning with the game's emphasis on
speed and simplicity. This approach encourages an emergent playstyle where
characters' identities are shaped more by their reactions to challenges and their
adaptations within the game world, rather than by pre-planned builds, a hallmark of
many OSR games.
Choosing Your Heritage: Dwarves, Elves, Goblins, Halflings, Half-Orcs, and
Humans

Each ancestry in Shadowdark RPG bestows unique linguistic proficiencies and a


distinct special talent, ensuring that each choice offers a clear identity and
mechanical benefit.1
●​ Dwarves are stout and brave, knowing Common and Dwarvish. Their "Stout"
talent grants them +2 starting HP and allows them to roll hit points per level with
advantage.1
●​ Elves are ethereal and graceful, speaking Common, Elvish, and Sylvan. Their
"Farsight" talent provides a +1 bonus to attack rolls with ranged weapons or +1 to
spellcasting checks.1
●​ Goblins are green, clever, and fierce, proficient in Common and Goblin. Their
"Keen Senses" talent prevents them from being surprised.1
●​ Halflings are small, cheerful, and stealthy, knowing Common. Their "Stealthy"
talent allows them to become invisible for 3 rounds once per day.1
●​ Half-Orcs are towering, tusked warriors, speaking Common and Orcish. Their
"Mighty" talent grants a +1 bonus to attack and damage rolls with melee
weapons.1
●​ Humans are bold and adaptable, knowing Common and one additional common
language. Their "Ambitious" talent provides one additional talent roll at 1st level.1

Each ancestry offers a concise, distinct, and flavorful ability. These talents provide
clear mechanical advantages that differentiate ancestries without introducing overly
complex sub-systems or creating significant power imbalances. They are designed to
be useful in specific situations, reinforcing the game's emphasis on cleverness for
survival. This design approach avoids the pitfalls of "race-as-class" while still
providing meaningful, thematic choices, contributing significantly to the game's
overall simplicity and accessibility. The human's "Ambitious" talent, granting an extra
talent roll, subtly highlights their adaptability and potential for varied development.

Embracing Your Calling: Fighters, Priests, Thieves, and Wizards


Each class in Shadowdark RPG defines a character's weapon and armor proficiencies,
hit point progression, and unique talents, shaping their role within an adventuring
party.1 The design of each class directly supports different approaches to the game's
inherent challenges, whether combat, exploration, social interaction, or magical
manipulation.
●​ Fighters are masters of combat, proficient with all weapons, armor, and shields,
and gain 1d8 HP per level. Their talents include "Hauler" (adding their Constitution
modifier to gear slots), "Weapon Mastery" (+1 attack/damage with a chosen
weapon type, plus half their level), and "Grit" (advantage on Strength or Dexterity
checks to overcome opposing forces).1 Fighters excel in direct confrontation and
carrying essential equipment.
●​ Priests wield divine power, proficient with specific weapons (club, crossbow,
dagger, mace, longsword, staff, warhammer) and all armor/shields, gaining 1d6 HP
per level. They know Celestial, Diabolic, or Primordial languages, possess the
"Turn Undead" spell (which doesn't count against known spells), choose a deity,
and can cast priest spells (starting with two Tier 1 spells and learning more with
levels).1 Priests provide crucial support and control over unholy forces.
●​ Thieves specialize in stealth and cunning, proficient with club, crossbow, dagger,
shortbow, and shortsword, and limited to leather armor and mithral chainmail.
They gain 1d4 HP per level. Their "Backstab" talent allows extra weapon damage if
the target is unaware, scaling with half their level. "Thievery" grants them training
and advantage in tasks like climbing, sneaking, disguises, finding/disabling traps,
and delicate actions.1 Thieves are adept at bypassing dangers and navigating
complex environments.
●​ Wizards manipulate arcane forces, proficient only with dagger and staff, and
wear no armor, gaining 1d4 HP per level. They know two additional common and
two rare languages. They can learn spells from scrolls via an Intelligence check
and cast wizard spells (starting with three Tier 1 spells and learning more with
levels).1 Wizards offer versatile magical solutions but are physically fragile.

The game's emphasis on danger is mitigated by these specialized class abilities.


Fighters are designed to absorb hits, thieves to bypass threats, and casters to
manipulate the environment or enemies. This encourages diverse party compositions
where each member's unique strengths contribute to the group's survival. The lower
HP pools for Thieves and Wizards (1d4) compared to Fighters (1d8) inherently
reinforce the game's danger and cleverness aspects. These classes are compelled to
rely on their unique talents, such as stealth or magic, for survival rather than brute
force. The "Thievery" talent, granting advantage on checks, aligns with the game's
philosophy on checks, ensuring that trained characters succeed more frequently. The
Wizard's ability to learn spells from scrolls incentivizes the discovery and utilization of
treasure, linking back to the principle of rewarding investment.

Your Past Defines You: Backgrounds and Their Advantages

A character's background, chosen from options like Urchin, Wanted, Cult Initiate, or
Scholar, provides a narrative foundation of knowledge and skills that can prove
advantageous during adventures.1 The Game Master (GM) plays a crucial role in
determining when a character's background confers a benefit in a given situation.1
Backgrounds are not tied to specific mechanical bonuses like stats or talents but
rather rely on the GM's discretion. This design choice allows for flexible application of
a character's history, encouraging rich role-playing and collaborative storytelling. It
avoids the rigidity of a strict skill list, aligning with the game's rules-light philosophy.
This approach empowers the GM to reward player creativity in applying their
character's past experiences to current challenges, fostering dynamic narrative
moments rather than simply relying on dice rolls.

Equipping for Adventure: Understanding Gear, Armor, and Weapons

In Shadowdark RPG, the equipment characters carry is a critical aspect of their


survival and tactical choices. The game implements a gear slot system: characters can
carry a number of items equal to their Strength (STR) stat or 10, whichever is higher.
Most individual items occupy one gear slot, though some bulky or hard-to-transport
items may require more.1

Basic Gear encompasses essential adventuring items, each with a specified cost and
gear slot occupancy. For instance, a quiver of 20 Arrows costs 1 gp and fills 1 slot,
while a Backpack costs 2 gp and fills 1 slot (though the first one carried is free).1

Caltrops, small iron spikes, cost 5 sp and occupy 1 slot, dealing 1 damage and halving
movement for 10 rounds to creatures that step on them.1

Coins vary in cost, with 100 pieces filling 1 slot (the first 100 are free to carry), and 1
gp being equivalent to 10 sp or 100 cp.1 Other vital items include
Crowbars (5 sp, 1 slot, grants advantage on prying checks), Flint and Steel (5 sp, 1
slot, ensures successful fire lighting), and Torches (5 sp, 1 slot, provides light to a
near distance for one hour of real time).1

For convenience, a Crawling Kit is available for 7 gp, using 7 gear slots. It bundles a
backpack (which counts as 0 slots due to the free first one), flint and steel, two
torches, three rations, iron spikes, a grappling hook, and rope.1

Armor directly impacts a character's Armor Class (AC), which initially is 10 + their
Dexterity modifier. Different armor types modify this base AC and may impose
penalties. Leather armor (10 gp, 1 slot) provides AC 11 + DEX mod. Chainmail (60 gp,
2 slots) offers AC 13 + DEX mod but imposes disadvantage on stealth and swim
checks. Plate mail (130 gp, 3 slots) grants AC 15 but prevents swimming and imposes
disadvantage on stealth. A Shield (10 gp, 1 slot) provides +2 AC and occupies one
hand. Mithral versions of metal armor (x4 cost) reduce gear slots by 1 and AC by 1,
while removing stealth and swim penalties.1

Weapons are categorized by type (Melee or Ranged), range (Close, Near, Far),
damage dice, and special properties. For example, a Longsword (9 gp, Melee, Close)
deals 1d8 damage, while a Crossbow (8 gp, Ranged, Far) deals 1d6 damage but has
the "Loading" property (requiring a forgo of movement to reload).1 Properties like
"Finesse" (use STR or DEX for attack), "Thrown" (can be thrown for ranged attack),
"Two-handed," and "Versatile" (higher damage die with two hands) add tactical
depth.1

The detailed gear list and the gear slot system, combined with the core principle that
"Gear is precious and limited," make equipment choices highly tactical. Players must
make meaningful decisions about what to carry, as their inventory directly impacts
their capabilities and chances of survival. The weight/slot system encourages
strategic packing and highlights the value of each item. This system reinforces the
themes of danger and resource management. Running out of torches or lacking the
appropriate tool, such as a crowbar for advantage on a check, can lead to dire
consequences, making even mundane gear as crucial as magical items. The property
of mithral armor, which removes penalties, represents a clear quality-of-life upgrade,
illustrating how higher-tier equipment directly enhances gameplay flow.

Table 1: Essential Gear Overview


Item Cost Gear Slots Key
Properties/AC/Damag
e

Arrows (20) 1 gp 1 Ammunition for bows

Backpack 2 gp 1 (first free) Holds all gear

Caltrops (bag) 5 sp 1 1 damage, half speed


(10 rounds)

Coin (100) Varies 1 (first 100 free) Currency (1 gp = 10


sp = 100 cp)

Crowbar 5 sp 1 Advantage on prying


checks

Flask or bottle 3 sp 1 Holds one draught of


liquid

Flint and steel 5 sp 1 Small fire starter

Lantern 5 gp 1 Light to double near,


requires oil

Oil, flask 5 sp 1 Fuels lantern (1 hr),


burns for 1d4
damage/rd (4 rds)

Rations (3) 5 sp 1 One day of


food/water

Rope, 60' 1 gp 1 Hemp rope

Torch 5 sp 1 Light to near (1 hr


real time)

Armor

Leather armor 10 gp 1 AC 11 + DEX mod


Chainmail 60 gp 2 AC 13 + DEX mod,
Disadv. stealth/swim

Plate mail 130 gp 3 AC 15, No swim,


Disadv. stealth

Shield 10 gp 1 +2 AC, Occupies one


hand

Mithral (metal) x4 base -1 slot, -1 AC No penalty


stealth/swim

Weapons (Selected)

Bastard sword 10 gp 2 M, C, 1d8/1d10 (V)

Dagger 1 gp 1 M/R, C/N, 1d4 (F, Th)

Greatsword 12 gp 2 M, C, 1d12 (2H)

Longsword 9 gp 1 M, C, 1d8

Shortbow 6 gp 1 R, F, 1d4 (2H)

Warhammer 10 gp 1 M, C, 1d10 (2H)

(M=Melee,
R=Ranged, C=Close,
N=Near, F=Far,
V=Versatile,
2H=Two-handed,
F=Finesse,
Th=Thrown)

Core Mechanics: Navigating the Unknown


The fundamental mechanics of Shadowdark RPG are designed for clarity and
dramatic effect, ensuring that gameplay remains fluid and engaging.

Rolling the Dice: Advantage, Disadvantage, and Critical Outcomes

Gameplay in Shadowdark RPG requires a set of polyhedral dice, including a d4, d6, d8,
d10, d12, and d20. When the rules specify "Multiples," such as "3d6," it indicates that
the specified number of dice (e.g., three six-sided dice) should be rolled and their
results added together.1
●​ Advantage is granted when a character is in a favorable position, such as
attacking from high ground. To roll with advantage, the player rolls the specified
die twice and uses the higher of the two results.1
●​ Disadvantage applies when a character is in a compromised position, for
example, attempting to strike while blinded. In this case, the player rolls the
specified die twice and uses the lower result.1
●​ If a situation grants both advantage and disadvantage, they cancel each other
out, resulting in a single, unmodified roll.1
●​ A Natural 20 on a d20 roll signifies maximum success. For an attack roll, it
automatically hits and becomes a critical hit, doubling the weapon's damage
dice.1
●​ Conversely, a Natural 1 on a d20 roll indicates maximum failure. An attack roll
automatically misses and may even strike an ally.1
●​ For situations involving a random chance with no specific rules, the GM employs
The d6 Decider: a d6 roll where a result of 1-3 indicates a worse outcome for the
players, and 4-6 indicates a better one.1

The simplicity and dramatic impact of these dice mechanics are central to the game's
feel. The system eschews complex modifiers in favor of the straightforward
advantage/disadvantage system, while critical hits and failures are explicitly designed
to be dramatic. The d6 decider efficiently resolves minor uncertainties. This approach
reduces calculation time, maintaining focus on the narrative outcome. The dramatic
effects of natural 1s and 20s inject excitement and unpredictability into every roll,
reinforcing the game's ethos of speed and danger. This streamlined dice system
supports rapid decision-making and adjudication, preventing the game from
becoming bogged down in rules look-ups, which is crucial for preserving its
fast-paced, dangerous atmosphere.

Understanding Your Stats and Modifiers

A character's core characteristics are represented by six Stats: Strength, Dexterity,


Constitution, Intelligence, Wisdom, and Charisma. Each stat typically ranges from 3 to
18, with a corresponding modifier (MOD) from -4 to +4.1 These stats serve as clear
indicators for character archetypes.
●​ Strength reflects physical power, crucial for actions such as wielding a sword,
forcing open doors, or swimming. It is particularly important for Fighters.1
●​ Dexterity measures agility and reflexes, vital for actions like shooting a bow,
maintaining balance on a narrow ledge, moving silently, or hiding. It is highly
important for Thieves.1
●​ Constitution represents endurance and resistance to injury, influencing abilities
such as holding one's breath underwater or resisting poisons.1
●​ Intelligence pertains to logical ability, essential for casting wizard spells,
deciphering runes, or acquiring new skills. This stat is particularly important for
Wizards.1
●​ Wisdom governs instinct and willpower, critical for casting priest spells, detecting
hidden elements, or recognizing omens. It holds significant importance for
Priests.1
●​ Charisma denotes appeal and presence, affecting a character's ability to
persuade creatures to be friendly or resist mental control.1

The explicit linkage of each stat to specific actions and its "importance for" a
particular class provides immediate guidance for players on which stats to prioritize
for their chosen profession. This reinforces class identity and clarifies a character's
role within the adventuring party. This design simplifies character building and helps
new players understand the mechanical implications of their choices without requiring
extensive prior system knowledge.

Making Checks: Overcoming Obstacles with Difficulty Classes

When a character attempts a risky action, a "check" is typically required. This involves
rolling a d20 and adding the modifier of a relevant stat. The Game Master (GM)
determines the appropriate linked stat and sets a Difficulty Class (DC), which is the
target number the player must meet or exceed for the action to succeed.1

The game provides four standard DCs to represent varying levels of difficulty 1:

Table 2: Difficulty Classes (DC)

Difficulty DC Examples

Easy 9 Leaping a narrow chasm,


sneaking up on an inattentive
guard

Normal 12 Kicking open a stuck door,


picking a poor lock

Hard 15 Swimming against a strong


current, giving first aid to stop
a character from dying

Extreme 18 Climbing a slippery cliff


one-handed, restraining a
frenzied lion

Checks are called for only when an action carries a "negative consequence for
failure," "requires skill," and is performed under "time pressure".1 Otherwise,
characters are generally assumed to succeed automatically at tasks they are trained
to do. For instance, a wizard can always read magical runes, and a thief will always
find a trap if searching in the correct area.1 Social encounters typically rely on the
player's descriptive role-playing rather than Charisma checks; a compelling speech or
the use of gathered secret information to influence an NPC does not automatically
require a check.1 For

Contested Checks, where multiple creatures are working against each other, each
participant rolls a relevant stat check simultaneously, and the highest result prevails
(ties are re-rolled).1
The explicit rules for when to make a check and when not to are not just mechanical
guidelines; they represent a fundamental philosophy about player interaction and
game pacing. The statement that characters "usually succeed at what they're trained
to do without needing to roll a check" and that examining an area for threats "simply
succeeds" directly supports the principle of freely dispensed information and the
importance of time. By eliminating rolls for routine tasks, the game maintains its swift
pace. This approach empowers players to describe their actions with confidence,
trusting that reasonable attempts will succeed. Checks are thus reserved for truly
pivotal and risky moments, making success or failure more impactful and dramatic,
effectively shifting the focus from "can I do it?" to "what happens when I try?"

Hit Points and Survival: Enduring Injuries and Facing Death

Hit Points (HP) represent the amount of injury a character can sustain before
succumbing. Typical weapons inflict 1d6 damage, reducing a character's HP.1 Lost HP
can be recovered after a night of rest.1

When a character's HP drops to zero, they fall unconscious and are considered Dying.
A dying character has a limited time to live, determined by rolling 1d4 and adding their
Constitution modifier (with a minimum of 1 total round). They will perish within this
many rounds unless they are healed or stabilized.1 On each of the dying character's
subsequent turns, the player rolls a d20; a natural 20 result allows the character to
rise with 1 HP.1 Another intelligent character can attempt to

Stabilize a dying companion at close range by succeeding on a DC 15 Intelligence


check. A successful stabilization stops the dying process, but the character remains
unconscious.1 Once a character perishes, they are permanently

Dead and retired from play.1

The brutal consequences of the dying mechanic are a core aspect of the game,
reinforcing its themes of danger and resource management. The combination of
relatively low HP pools (especially for magic-users and thieves), standard weapon
damage, and a very short death timer makes combat inherently risky. This emphasizes
the critical importance of healing, tactical retreats, and avoiding direct confrontation
when possible, as every point of damage carries significant weight. The "Death Timer"
and the challenging DC to stabilize (DC 15 Intelligence) mean that player characters
are constantly on the brink, intensifying the sense of danger. This encourages players
to be cautious, resourceful, and to value their companions' unique abilities, such as a
Priest's healing spells or a Chirurgeon's background.

Luck Tokens: Bending Fate in Your Favor

Luck tokens serve as a flexible reward and narrative mechanic, awarded by the GM
for "exceptional roleplaying, heroism, or just plain coolness".1 This can include
significant sacrifices, moving speeches, or incredibly daring maneuvers, regardless of
whether the character's actions were mechanically successful.1

A player can hold only one luck token at a time.1 A token can be cashed in to reroll any
roll the player has just made, though the new result must be accepted. Alternatively, a
player can choose to give their luck token to a companion, fostering teamwork.1 The
GM has discretion over the frequency of awarding luck tokens, adjusting based on the
desired tone of the session: 2-3 new tokens per player might be awarded in a "pulpy,
heroic feel" session, while none might be given in a "grim, difficult, and dark" session.1

Luck tokens are a meta-currency explicitly tied to player behavior and GM discretion,
extending beyond mere in-game actions. Their award for "coolness," "heroism," and
"roleplaying" incentivizes players to engage dramatically and creatively, fostering
positive table behavior and memorable narrative moments. The ability to reroll or
share tokens adds a layer of strategic decision-making and promotes teamwork within
the group. These tokens function as a direct feedback mechanism from the GM to the
player, reinforcing desired playstyles (heroic, dramatic, clever) and allowing the GM to
subtly adjust the game's difficulty and tone on the fly. This makes them a key tool for
rewarding investment in player skill and narrative contribution.

Gameplay Flow: Turns, Rounds, and Movement in the Shadowdark

Shadowdark RPG employs a distinctive gameplay flow that emphasizes real-time


progression and constant vigilance, particularly concerning light and darkness.

Real Time is a core component, with game time passing at the same rate as real time
(e.g., one minute of game time equals one minute in the real world). This is crucial for
tracking the duration of light sources. If real-time tracking is impractical, one hour of
game time is considered equivalent to 10 rounds.1 Gameplay progresses through

Turns and Rounds. A turn is a player's opportunity to describe their character's


actions. Players act sequentially, and a round concludes once every participant has
taken their turn.1 The GM and players can agree for

Time to Pass in larger increments (e.g., spending 10 minutes examining a room),


during which any active timers are advanced. Minutes passing cause round-duration
effects to expire and trigger a random encounter check (on a 1-3 result on a d6).
Hours or days passing cause shorter-duration effects to expire and use overland
travel encounter rules.1

Turn Order, or initiative, is established at the beginning of the game. Everyone rolls a
d20 and adds their Dexterity modifier, with the GM using the highest Dexterity
modifier among any monsters. The individual with the highest result takes the first
turn, and the order proceeds clockwise.1 Some GMs may opt for a

Freeform Mode, using a looser round-robin system where players decide their turn
order or act simultaneously, with the GM adjudicating outcomes. A round still
concludes once everyone has acted.1

During a Player Turn, the player first counts down any personal timers for spells or
other effects. Then, the character takes one action and may move up to a "near"
distance (approximately 30 feet), splitting this movement as desired. If no action is
taken, the character may move "near" again. Finally, the GM describes the results of
the player's turn.1 On a

GM Turn, the GM counts down any timers not tracked by players, checks for random
encounters if necessary, takes actions and movements for relevant creatures or
environmental effects, and then describes what the characters perceive as a result.1

Crawling Rounds occur when characters are not engaged in combat. The
"Shadowdark" refers to any location steeped in darkness and danger. Areas beyond
the reach of the characters' light sources are considered Total Darkness. In such
conditions, creatures not adapted to darkness suffer disadvantage on most tasks, and
the environment becomes deadly, prompting a random encounter check every
crawling round.1

Light Sources typically last for up to one hour of real time and illuminate a limited
area. New light sources lit while another is active generally "ride along" on the current
timer, though the GM has discretion to start a new timer if little time remains on the
current one. Usually, only one light timer is active.1

Movement is described using abstract distances: Close (5 feet), Near (up to 30 feet),
and Far (within sight). Specific rules govern climbing, falling, moving through other
creatures, and swimming.1 During crawling rounds, characters can

Regroup within reasonable reach, forming a marching order and moving as a group,
with initiative shifting back to individual turns when needed.1 Various

Conditions can impose advantage or disadvantage on characters, such as being


blinded or stuck.1 Characters can perform various

Actions while crawling, including prying gems, sneaking, tapping walls for hidden
doors, scanning rooms, or giving speeches.1 An

Encounter occurs whenever a challenge presents itself that halts the characters'
progress.1

When a fight erupts, Combat Rounds begin. The GM first determines Surprise,
allowing any undetected creatures to take one turn before the main combat initiative
roll. Attacking surprised targets grants advantage.1 After surprise turns,

Combat Initiative is rolled: everyone makes a Dexterity check (GM uses highest
monster DEX), and turns proceed clockwise from the highest result.1 During

Combat Turns, characters can take one action and move "near," or move "near" twice
if they skip their action.1

Actions in combat include Melee Attack (Strength), Ranged Attack (Dexterity),


Casting a Spell, Improvised actions (GM determines check), and Multitasking (small,
parallel tasks that typically don't use an action).1 When a target is hit,

Damage is rolled using the weapon or spell's damage dice plus bonuses, and
subtracted from the target's HP. Characters can choose to knock a creature
unconscious instead of killing it. A Critical Hit (natural 20 on attack/spellcasting)
doubles weapon damage dice or one numerical spell effect.1

Terrain can impose disadvantage on attacks if a target is half-hidden, or prevent


targeting if completely unseen. Movement is halved through hampering terrain.1

Morale checks are made for enemies reduced to half their number/HP; they flee on a
failed DC 15 Wisdom check.1

Resting allows injured or unconscious PCs to recover. A successful rest requires 8


hours of sleep and consumption of a ration. Interruptions (like combat) require a DC 12
Constitution check; failure means no benefit from rest. Successful rest restores all HP
and temporary stat damage. The Danger Level of the environment (Unsafe, Risky,
Deadly) affects the frequency of random encounter checks during rest.1

Stealth and Surprise are managed through Dexterity checks for hiding/sneaking,
with GM determining difficulty. Detecting hidden creatures requires active searching
or a Wisdom check.1

Casting Spells consumes a character's action. Spellcasters make a spellcasting


check (d20 + Intelligence for Wizards, Wisdom for Priests) against a DC of 10 + the
spell's tier. Success means the spell takes effect. Failure means the spell does not
work and cannot be cast again until a rest.1 A

Critical Success (natural 20) allows doubling one numerical effect of the spell.1 A

Critical Failure (natural 1) means the spell fails, and if it was a focus spell, it
immediately ends. Wizards must roll on the Wizard Mishap table 1 and cannot cast
that spell until a rest. Priests face their deity's displeasure, losing the spell until
ritualistic penance and a rest.1

Scrolls and Wands allow spellcasters to use spells on their list (even if not known)
with a spellcasting check; critical failures can trigger mishaps or break wands.1

Spell Attributes include Tiers (1-5), Range (Close, Near, Far, Self), and Duration
(Instant, Turns, Rounds, Focus). Overlapping effects do not combine. Focus spells
require a spellcasting check each turn to maintain.1

The interplay of resource management, risk, and pacing is central to the game's
design. Real-time light timers (1 hour duration) directly drive the speed and danger of
exploration. Players cannot afford to dally, as darkness brings disadvantage and
constant random encounters, making gear like torches and oil critically important. The
swift "Dying" rules create immediate, high-stakes consequences for combat,
compelling players to consider tactical retreats or rapid stabilization. Resting, while
necessary, is a risky endeavor, especially in dangerous environments, further
reinforcing the pressure. Spellcasting, though powerful, is balanced by significant
inherent dangers, such as mishaps and penance for priests. This prevents magic from
becoming an automatic solution and encourages its strategic use, making its success
more impactful and its critical failures more dramatic. This entire system is
meticulously designed to keep players constantly engaged, making meaningful
choices about resource allocation, risk assessment, and when to push forward versus
when to retreat. It cultivates a palpable sense of tension and reinforces the game's
core ethos of danger and the relentless passage of time throughout all gameplay.

The Game Master's Craft: Weaving Worlds of Peril

The GM's Role: Architect of Adventure and Arbiter of Rules

The Game Master (GM) in Shadowdark RPG assumes a multifaceted role, serving as
the "world-spinner, the all-wise, the ventriloquist".1 The GM embodies every element
of the game world, from the most deadly pit trap to the grandest gods.1 Despite
holding ultimate power, the GM's primary objective is to facilitate player triumph.1 This
is achieved by meticulously crafting "malevolent villains worth defeating," "marvelous
treasures worth stealing," and populating the world with "rot, darkness, and death"
that the players must overcome.1 The GM extends an "invitation to adventure," to
which the players respond.1 The fundamental loop for the GM involves describing
what characters newly perceive, allowing players to react with actions, calling for
checks when those actions require skill, and then repeating the cycle.1

The GM is portrayed as a benevolent adversary. This role, described as both the


"deadly pit trap" and the one who "carries the torch" when "all light is extinguished,"
establishes a collaborative yet challenging relationship between the GM and the
players. The GM's purpose is not to "win" against the players, but to construct
meaningful obstacles that, when surmounted, lead to player satisfaction and epic
heroic narratives. This ethos encourages GMs to design fair yet dangerous challenges
that push players to their limits, ensuring that their eventual triumphs are deeply
rewarding. It sets a tone of mutual respect and shared storytelling, where the journey
is as important as the destination.
Guiding Principles: The Pact, Setting DCs, and Making Rulings

The operational philosophy for a Shadowdark RPG Game Master is underpinned by


several guiding principles that prioritize flexibility, player enjoyment, and dynamic
storytelling.

The foremost principle is "The Only Rule: You make the rules".1 The rulebook serves
as a guide, not a rigid constraint, granting GMs explicit permission to modify or
discard any element that does not enhance the experience at their table.1 This
permission is crucial for maintaining the game's speed and simplicity, as it minimizes
rules-lawyering and maximizes narrative flow. This flexibility, however, is tempered by

"The Pact," an unspoken agreement among all participants to game together for fun,
mutual support, and strengthening bonds. Selfishness, antagonism, and arrogance
are considered detrimental to The Pact, and decisions made to defend it are always
considered beneficial.1 The Pact ensures that the GM's flexibility is utilized for the
collective enjoyment of the group, rather than for arbitrary control.

When Setting DCs, GMs utilize the four standard Difficulty Classes: Easy (DC 9),
Normal (DC 12), Hard (DC 15), and Extreme (DC 18).1 The difficulty should be
contextualized by the character attempting the task; for instance, finding a trail might
be an easy task for a forest elf but a hard one for a sun-dazzled cave troll. GMs are
advised to always clearly state the type of check being requested, such as "an easy
Charisma check".1 This provides clear communication and helps players understand
the mechanical implications of their actions.

The game champions "Rules vs. Rulings," acknowledging that it is impractical to


have a specific rule for every conceivable situation.1 GMs possess "infinite power with
only a handful of rules," meaning that stat checks and the standard DCs are sufficient
to resolve any action. The guiding advice is to "adjudicate using what you already
know. Make a ruling, roll the dice, and keep going!".1 This approach fosters a highly
adaptable and responsive GM style, prioritizing the flow of the game over strict
adherence to written rules.

GMs are encouraged to provide Challenge Variety, ensuring characters face a


diverse range of obstacles including combat, interactions with Non-Player Characters
(NPCs), and environmental challenges. Each class is designed to excel in different
areas, such as Thieves in scouting and social interactions, Fighters and Clerics in
combat, and Wizards in manipulating the environment.1 This promotes diverse party
composition and ensures all players have opportunities to shine. Furthermore, the
game recognizes the concept of

Character Skill vs. Player Skill, where players themselves gain experience and
become more adept at gameplay. GMs should encourage this by presenting
opportunities for creative decisions that rely on player ingenuity and wits, rather than
solely on dice rolls or character stat bonuses.1 This emphasis on player skill empowers
players to describe ingenious solutions, with checks reserved for high-stakes
situations, aligning with the core idea that "being clever is crucial for survival."

Building the Adventure: Challenges and Rewards

The Game Master's role extends to building dynamic and rewarding adventures,
incorporating various elements to create a rich and perilous world.

Managing Random Encounters: Keeping the Pressure On

Random encounters serve a crucial purpose: to maintain time pressure and


introduce risk if characters linger too long in one area.1 These checks occur during
"crawling rounds" (periods outside of combat) and their frequency depends on the
environment's danger level:

Unsafe (check every 3 rounds), Risky (every 2 rounds), and Deadly (every round).1 An
encounter occurs on a 1d6 roll of 1. GMs may also initiate a check if characters create
a loud disturbance. For overland travel, checks are made based on hours instead of
rounds.1

If wandering creatures appear, their Starting Distance from the group is determined
by a 1d6 roll: 1 for Close, 2-4 for Near, and 5-6 for Far.1 The creatures' current

Activity is determined by a 2d6 roll (e.g., Hunting, Eating, Building/nesting,


Socializing/playing, Guarding, Sleeping), which can influence how likely they are to
notice the characters.1 A

Reaction Check (2d6 + Charisma modifier, if applicable) determines the creatures'


attitude (Hostile, Suspicious, Neutral, Curious, Friendly), though some creatures, like
undead, are always hostile.1 Randomly encountered creatures have only a 50%
chance of carrying treasure and are generally poor sources of XP.1

Table 3: Random Encounter Parameters

Parameter Roll Result/Effect

Encounter Frequency (1d6 =


1)

Unsafe Environment Every 3 rounds

Risky Environment Every 2 rounds

Deadly Environment Every round

Starting Distance (1d6)

1 Close

2-4 Near

5-6 Far

Creature Activity (2d6)

2-4 Hunting

5-6 Eating

7-8 Building/nesting

9-10 Socializing/playing

11 Guarding

12 Sleeping
Reaction (2d6 + CHA mod)

0-6 Hostile

7-8 Suspicious

9 Neutral

10-11 Curious

12+ Friendly

Random encounters are not merely isolated monster appearances; they are integral
tools for dynamic pacing and world-building. The frequency of checks, tied directly to
the environment's danger level and the passage of time, ensures that time pressure
translates into tangible risk, compelling players to maintain momentum. Rolling for
creature activity and reaction makes encounters dynamic and narrative-rich, offering
varied tactical choices beyond simple combat. A sleeping monster or a curious one
presents different challenges than an immediately hostile one. This system reinforces
the game's ethos of danger and time, making the environment feel alive and
responsive to player actions or inaction. The low treasure yield from random
encounters subtly guides players toward seeking out guarded, more meaningful
treasure for advancement, aligning with the principle of rewarding investment.

Incorporating Traps: Perilous Surprises and How to Handle Them

Traps are designed to introduce peril and surprise during "crawling" exploration, and
characters typically have an opportunity to make a relevant check to avoid their
effects.1 Most traps should feature a "tell" or hint, providing players a chance to
discover them. GMs are advised to avoid making traps too frequent, as this can
negatively impact the game's pace.1 If characters actively search a specific area or
object for a trap, they automatically find it.1

Disabling traps can be achieved by Thieves or characters trained in tinkering who


describe their method. If the method is reasonable and sufficient time is available, the
disabling attempt succeeds automatically. However, if there is time pressure or the
trap requires a high degree of skill to deactivate, the GM may call for a check.1

Table 4: Sample Traps

d12 Trap Trigger Damage or Effect

1 Crossbow Tripwire 1d6

3 Toxic gas Opening a door 1d6/paralyze

5 Rolling boulder False step on stairs 2d8

7 Spiked pit Breaking a light beam


2d8/paralyze

9 Magical glyph A word is spoken 3d10

12 Cursed statue Casting a spell 3d10/petrify

Traps are designed as tests of observation and player skill. The requirement for most
traps to have a "tell" and the automatic success upon correct searching emphasize
player ingenuity and attention to detail over arbitrary dice rolls. This is a direct
application of the principle that information should be freely dispensed. This design
makes traps less of an arbitrary "gotcha" mechanic and more of an interactive puzzle.
It rewards careful exploration and clever thinking, aligning with the game's emphasis
on player ingenuity for survival. The rules for disabling traps further empower players
to describe creative solutions, with checks reserved for only the highest-stakes
situations.

Introducing Hazards: Environmental Dangers and Their Effects

Hazards introduce passive danger into the adventuring environment. Unlike traps,
most hazards are typically obvious from the outset and cannot be permanently
defeated or disabled.1

Hazards generally fall into three types, with the most insidious combining multiple
effects:
●​ Movement Restriction: These impede or prevent character movement (e.g.,
quicksand pools, slippery ice).1
●​ Damage: These inflict ongoing harm (e.g., toxic spores, acid rain).1
●​ Weakening: These diminish or hamper character abilities (e.g., antimagic zones,
vapors that sap physical strength).1

Table 5: Sample Hazards

d12 Movement Damage Weaken

1 Quicksand Acid pools Blinding smoke

5 Grasping vines Pummeling hail Snuffs light sources

8 Rushing water Falling debris Numbing cold

11 Greased floor Electrified field Confusing reflections

Hazards contribute significantly to the game's ethos of danger by serving as constant


environmental pressure. Their obvious nature and inability to be permanently defeated
compel players to adapt to ongoing environmental challenges rather than simply
overcoming discrete obstacles. This adds a layer of persistent threat and resource
drain, making the environment itself a formidable adversary. They encourage creative
problem-solving and continuous resource management, differentiating them from
one-time trap encounters.

Populating the World: Understanding Monster Attributes and Statistics

Monsters in Shadowdark RPG are designed to be formidable challenges, each


embodying the game's ethos of danger and presenting unique tactical puzzles. Their
attributes provide a consistent framework for GMs to understand and utilize them
effectively.1

Common monster attributes include:


●​ Armor Class (AC): Represents how difficult it is to harm the monster.1
●​ Hit Points (HP): Calculated by rolling a number of d8s per monster level (LV) plus
its Constitution modifier (minimum 1).1
●​ Attacks (ATK): Most monsters make one or two attacks per turn, with specified
attack bonuses and damage.1
●​ Movement (MV): Typically "near" each turn, with special modes like flying or
swimming noted.1
●​ Stat Modifiers: Provided for Strength (S), Dexterity (D), Constitution (C),
Intelligence (I), Wisdom (W), and Charisma (Ch).1
●​ Alignment (AL): A typical alignment for the species.1
●​ Spellcasting: Treated similarly to character spellcasting, with mishaps or
penance on critical failures.1
●​ Dark-Adapted: All non-humanoid monsters possess this trait, allowing them to
ignore penalties in total darkness.1

Monster statistics include detailed blocks for various creatures, from Aboleths to
Wolves, each with unique special abilities.1 For example, an Aboleth's "Curse" and
"Enslave" abilities force players to contend with more than just physical damage, while
a Gelatinous Cube's "Engulf" and "Rubbery" traits require specific tactical responses.1
A Troll's "Regenerate" ability necessitates fire or acid damage to prevent healing, and
a Werewolf's "Impervious" trait means it can only be harmed by silver or magic.1 The
"Dark-Adapted" trait, common among many monsters, directly counters the players'
reliance on light sources, making darkness a true adversary and heightening the
danger of the Shadowdark.

The diversity of monster abilities ensures that combat encounters remain fresh and
challenging, demanding that players think strategically about their approach and
leverage their class and ancestry strengths. This reinforces the core theme that
cleverness is crucial for survival.

The Lure of the Deep: Awarding XP and Managing Treasure

Treasure is the primary driving force behind character advancement in Shadowdark


RPG, providing valuable resources and experience points (XP).1 XP awards are not
solely tied to monetary value; boons and fabled items possess intangible worth that
contributes to progression.1

Treasure is categorized into four qualities, each granting a specific amount of XP 1:

Table 6: XP for Treasure Quality

Quality XP Examples

Poor 0 Bag of silver, used dagger,


knucklebone dice

Normal 1 Bag of gold, gem, fine armor,


magic scroll

Fabulous 3 Magic sword, giant diamond,


mithral chainmail

Legendary 10 The Staff of Ord, a djinni's


wish, a dragon hoard

Each player character receives the full XP value of every treasure found, and XP resets
to zero upon leveling up.1 Sources of XP extend beyond physical gold and gems to
include oaths, secrets, blessings, magic items, meaningful trophies, and even clever
thinking (awarding 1 XP for ingenious actions).1 This design choice explicitly
deemphasizes combat as the sole source of XP, encouraging diverse
playstyles—including exploration, social interaction, and puzzle-solving—that yield
rewards. This means players are rewarded for cleverly navigating the "Shadowdark,"
not just for violent encounters.

Guidelines for Gold Acquisition suggest that per encounter, a group should gain
approximately 10 gp multiplied by their average party level (e.g., 20 gp for levels 1-3,
50 gp for levels 4-6, 80 gp for levels 7-9).1

Treasure Tables are used to randomly determine monster loot, corresponding to the
monster's level. Unguarded treasure is generated using the table matching the
discovering character's level.1

When Managing Loot, treasure typically occupies one gear slot (though 100 coins
occupy one slot). Most treasure can be sold based on its material value, while obscure
items may require a curio collector.1

Magic Items are rarely bought or sold; when they are, weak items are valued at 1d6 x
100 gp, and powerful ones at 2d6 x 100 gp (if not priceless).1 Magic items can
possess various attributes, including a

Bonus (+0 to +3 AC/attack/damage), a Benefit (supernatural effect), a Curse


(negative effect), or even a Personality (conscious items with virtues, flaws, traits,
and alignment, capable of telepathic communication).1 Consumable items, such as
potions, must be fully used to gain their effects.1

The detailed attributes of magic items make them more than simple stat-boosters;
they become narrative elements, potential plot hooks, and sources of both power and
peril, reinforcing the game's ethos of danger and rewarding investment. By making
treasure central to advancement and diversifying XP sources, the game encourages a
holistic approach to adventuring. Players are incentivized to engage with all aspects
of the game world, fostering richer and more varied narratives. The emphasis on
"clever thinking" for XP directly aligns with the game's core philosophy of rewarding
player ingenuity.

SoloDark: Adventures Beyond the Group

SoloDark provides a unique framework for experiencing Shadowdark RPG without a


Game Master, allowing a single player to immerse themselves in the perilous world.

The Solo Player's Role: Becoming Both GM and Adventurer

SoloDark is specifically designed for solo gameplay within the Shadowdark RPG
system.1 In this mode, the player assumes a dual role, acting as both the characters
and the Game Master.1 The fundamental challenge in solo play is to maintain the
element of surprise and not know what will happen from the outset, a role typically
fulfilled by a GM. To address this, SoloDark provides specialized "roll tables to do just
that: ORACLE and PROMPTS".1

This dual role creates a paradox: the player must generate unforeseen outcomes for
themselves. The Oracle and Prompts are the direct solution to this challenge. They are
not merely randomizers; they function as tools for structured improvisation, creating a
"dialogue" with the game system that effectively mimics the unpredictability of a
human GM. This ensures that the core elements of danger and discovery, central to
Shadowdark RPG, are preserved even when playing alone.

Modified Rules for Solo Play: Initiative, Light, and Luck

SoloDark introduces several modifications to Shadowdark RPG's standard rules,


tailored to enhance the solo experience.1
●​ Group Initiative: Instead of individual initiative checks for each character and
monster, the player selects one character and one enemy to make initiative
checks on behalf of their respective groups. The player then decides the order of
actions within each group's turn, and this order can change from round to round.1
●​ Chaos Mode: This optional rule dictates that initiative is rerolled at the start of
every combat round, utilizing the group initiative system.1
●​ Light: The duration of light sources is significantly altered, lasting 10 rounds each
instead of the standard 1 hour of real time.1
●​ Luck: Players gain a luck token upon rolling a natural 20. A player can hold a
number of luck tokens equal to the number of Player Characters (PCs) in their
group. However, luck tokens cannot be used to reroll out-of-gameplay results,
such as Oracle checks or talent rolls.1

These rule modifications are not arbitrary; they specifically address the challenges of
managing a complex system alone and amplify certain core Shadowdark themes.
Group Initiative and Chaos Mode streamline turn tracking for a single player while
injecting more unpredictability into combat, compensating for the absence of a
human GM's tactical surprises. The dramatically accelerated light duration (10 rounds
instead of 1 hour) intensifies time pressure and resource management. A torch lasting
only 10 rounds forces immediate action and makes every decision about exploration
and combat critically important, heightening the danger ethos in a solo context where
a player might otherwise linger. Allowing multiple luck tokens provides the solo player
with more agency to mitigate this amplified danger and unpredictability, offering a
necessary buffer. Restricting their use on Oracle and talent rolls maintains the
integrity of the solo-specific mechanics and character generation. These
modifications collectively streamline solo play while simultaneously intensifying the
core Shadowdark experience of speed, danger, and resource scarcity, ensuring the
solo game feels as intense and challenging as group play.

Answering the Unknown: The Oracle and Prompts

In SoloDark, the Oracle and Prompts tables are crucial tools for generating
unforeseen outcomes and driving the narrative forward.

The Oracle: Navigating Yes/No Questions and Twists

The Oracle is a system designed to answer "yes" or "no" questions about the game
world, such as "Is the old wizard I've been looking for in the tavern?".1 Best practices
for using the Oracle include asking "reasonable questions," deferring to established
game rules first, phrasing questions affirmatively, and limiting inquiries to no more
than three per situation.1 If an Oracle result requires further information to make
sense, the Prompts Table is used.1

To use the Oracle, the player first determines the odds of a "yes" answer: Unlikely or
Impossible (roll with disadvantage), Even Chance (standard roll), or Likely or Certain
(roll with advantage).1 An

Oracle Check is then made by rolling a d20 on the Oracle Table.1

Table 7: Oracle Check Results

d20 Result Outcome

1-9 No
10 Twist

11-20 Yes

A result of Twist indicates that something unexpected occurs, prompting a roll on the
Prompts table to determine its nature.1 If the Oracle check is an

Odd Number (excluding a 1), the outcome includes a "turnabout phrased as a 'but',"
altering the situation without fully negating the result (e.g., "No, but a rusty chain lies
in the mud nearby...").1 A

Critical result (natural 1 or 20) signifies the most extreme version of the outcome
possible (e.g., "Yes, and he wants to see us at once!").1

The Oracle is more than a random number generator; its specific mechanics, including
twists, turnabouts, and critical outcomes, are designed to produce varied and
interesting narrative developments. These nuances prevent simple binary answers,
compelling the solo player to interpret and integrate unexpected elements into the
narrative. The "Twist" leading to a "Prompt" is a direct mechanism for generating new,
unforeseen plot points, while the "but" clause adds complexity and often new choices.
This system transforms simple yes/no questions into dynamic narrative opportunities,
ensuring the solo player remains surprised and engaged by the unfolding story,
thereby maintaining the game's danger and discovery elements even without a GM. It
exemplifies how the game's simplicity can lead to emergent complexity.

The Prompts Table: Sparking Ideas for Open-Ended Situations

The Prompts table is utilized to spark ideas or provide answers to open-ended


questions that arise during solo play.1 To use it, the player rolls a d100 and consults
the table to generate a "verb" and a "noun".1 The combination of these two words is
then interpreted in the context of the current game situation. For example, if a
character hears a strange sound in the next room and the prompt roll yields "Ignite
Fear," the player might interpret this as a terrifying shriek or a sound that evokes
deep-seated dread.1
Table 8: Sample Prompts

d100 Verb Noun

01 Stop Fault

07 Create Burden

17 Disrupt Hope

26 Pursue Unknown

39 Unleash Strife

46 Withhold Wealth

51 Ignite Fear

62 Give Pain

75 Question Dream

85 Escape Truth

99 Rest Shelter

00 Release Power

The Prompts table provides abstract word pairs, requiring the solo player to actively
interpret the result within their specific game context. This fosters creativity and
ownership of the narrative, avoiding overly specific answers that might railroad the
story. The Prompts table, particularly when combined with the Oracle's "Twist" results,
serves as a powerful tool for overcoming creative blocks in solo play, ensuring that the
narrative remains dynamic and surprising, much as a traditional GM would provide
unexpected details.
Setting Up Your Solo Characters: Fortune's Favor and Group Size

To begin solo play in SoloDark, the focus is on Player Characters (PCs) with class
levels, generated using the standard Shadowdark RPG character creation rules.1 A
notable starting bonus for new PCs is

Fortune's Favor, which grants each new PC one luck token at the outset.1

Regarding Group Size, it is generally recommended to play with 2-4 PCs. Managing
more than four characters can become difficult for a single player. If a player prefers
to adventure with only one PC, it is advisable to consider starting that character at a
higher level to compensate for the reduced party size.1

These recommendations for party size and starting bonuses are designed to balance
challenge with playability in solo character management. The suggestion of 2-4 PCs
acknowledges the increased cognitive load on a solo player, who must manage
multiple characters while simultaneously acting as GM. These guidelines aim to keep
the game flowing smoothly while still providing a challenging experience. "Fortune's
Favor" offers a small but significant buffer against the amplified danger inherent in
solo play. These practical guidelines help players tailor the solo experience to their
comfort level, ensuring the game remains engaging and challenging without
becoming overwhelming, thereby applying the game's simplicity ethos to character
management.

Resources for Solo Adventurers: Videos, Blogs, Podcasts, and Communities

Even in solo play, where a traditional group is absent, a rich ecosystem of external
resources exists to support and enhance the experience.1 This highlights that solo
play is not an isolated activity.

Numerous YouTube Channels offer solo gameplay examples and advice, including
The Arcane Library (featuring Kelsey running Solo Dark), Night Noon Games (Michael
using Mythic Game Master Emulator), Me, Myself and Die! (Trevor Devall, showcasing
various systems), Geek Gamers (providing general advice and creative examples),
Wizard Deadloss (demonstrating BECMI D&D solo play), and Kill Ten Rats RPG
(focusing on minimalist soloing).1

Dedicated Blogs provide solo gameplay reports, resources, and game design theory,
such as Castle Grief, Chaoclypse, Lone Horizons, and The Soloist.1

Podcasts like The Lone Adventurer (featuring 5E solo gameplay) and Solo Dungeon
Crawler (Original D&D solo play in real-world time) offer narrative inspiration and
examples.1 For community interaction, the

r/Solo_Roleplay subreddit provides a friendly online space for advice, resources, and
sharing game reports.1

Additionally, "I Need A..." resources provide links to external products and specific
Shadowdark RPG pages for generating content such as Monsters, NPCs, Treasure,
Encounters, Dungeons, and Wilderness.1 These external resources provide ideas,
examples, and support, helping players overcome creative blocks and feel connected
to a broader community. The game recognizes that while its internal mechanics
support solo play, the wider TTRPG community and external tools significantly
enhance the experience, offering a continuous source of content and motivation for
the solo adventurer, reinforcing the principle of rewarding investment in the hobby
itself.

Joining the Community: Further Resources and Engagement

The Shadowdark RPG experience extends beyond the core rulebooks into a vibrant
and supportive community, crucial for sustained engagement and enjoyment.

The Shadowdark RPG Community thrives across various platforms. The official
Discord Server serves as a central hub, providing a friendly environment for players,
Game Masters, and creators to connect, organize games, share ideas, and ask
questions.1 For in-person engagement, players can seek out Shadowdark events and
open tables at

Gaming Conventions, including those run by the game's creator, Kelsey Dionne, at
Gary Con.1 Staying updated on game developments and news is facilitated by joining
the official
Newsletter.1

For those seeking new adventures and content, The Arcane Library Website is the
official source for the latest Shadowdark RPG adventures and articles, including the
"Cursed Scroll" zine, which is packed with themed character options, monsters,
locations, and acclaimed adventures.1 The Arcane Library's

YouTube Channel provides video guides, tips, tricks, and adventure walkthroughs.1
Furthermore, the game actively supports and acknowledges

Third-Party Content creators who publish under the Shadowdark RPG Third-Party
License on platforms like DriveThruRPG and Itch.io. Notable creators include Taylor
Seely-Wright, Laurin-David Weggen, James Mishler, and Jake Savala (brewin_druid),
who contribute a wide array of adventures, settings, and character options.1

This strong commitment to fostering an active and self-sustaining community around


the game is vital for its long-term player engagement and content longevity. By
embracing third-party creators and providing clear community hubs, Shadowdark
RPG ensures a continuous influx of new material and social opportunities, significantly
extending the game's replayability and appeal beyond its core rulebooks. This
represents a powerful reward for players who invest in the system.

Conclusions

Shadowdark RPG is meticulously designed to deliver a fast-paced, dangerous, and


intuitive fantasy adventure experience, whether played in a group or solo. Its core
design philosophy, emphasizing time as a critical resource, darkness as a formidable
adversary, and gear as a precious commodity, permeates every aspect of gameplay.
This creates a high-stakes environment where cleverness and strategic resource
management are paramount for survival.

For players, the streamlined character creation process, distinctive ancestries, and
specialized classes provide clear archetypes and meaningful choices without bogging
down the initial setup. The core mechanics—simple dice rolls, clear stat functions, and
judicious use of checks—ensure that gameplay remains fluid and focused on narrative
outcomes. The brutal consequences of combat and the value of luck tokens reinforce
the ever-present danger while rewarding player ingenuity and dramatic engagement.

For Game Masters, the system provides a robust yet flexible framework. The principles
of "The Only Rule" and "Rules vs. Rulings" empower GMs to prioritize fun and dynamic
storytelling, adapting the game to their table's needs. The comprehensive tools for
building adventures—from dynamic random encounters and insidious traps to
environmental hazards and diverse monsters—ensure that the world feels alive and
responsive to player actions. The XP and treasure system, which rewards diverse
forms of engagement beyond just combat, encourages a holistic approach to
adventuring, enriching the narrative possibilities.

Solo play, through SoloDark, expertly adapts these core principles. The Oracle and
Prompts tables transform the challenge of self-GMing into a structured improvisation
system, generating unexpected narrative twists and details that maintain surprise and
engagement. Modified rules for initiative, light, and luck tokens streamline solo
management while intensifying the game's inherent volatility. The extensive network of
community resources, including YouTube channels, blogs, podcasts, and online
communities, further supports both group and solo players, ensuring a continuous
stream of inspiration, content, and social connection.

In essence, Shadowdark RPG offers a cohesive and compelling experience that


consistently reinforces its foundational themes across all modes of play. It is a system
that rewards careful planning, bold action, and creative problem-solving, inviting
adventurers to forge their legends in a world where danger lurks around every corner
and every decision carries weight.

Works cited

1.​ SoloDark_V1_(PDF).pdf

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