Shadowdark RPG Learning Guide
Shadowdark RPG Learning Guide
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 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 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 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.
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.
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.
Armor
Weapons (Selected)
Longsword 9 gp 1 M, C, 1d8
(M=Melee,
R=Ranged, C=Close,
N=Near, F=Far,
V=Versatile,
2H=Two-handed,
F=Finesse,
Th=Thrown)
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.
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.
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:
Difficulty DC Examples
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 (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
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 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.
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
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
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
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
Morale checks are made for enemies reduced to half their number/HP; they flee on a
failed DC 15 Wisdom check.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
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 (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 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.
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."
The Game Master's role extends to building dynamic and rewarding adventures,
incorporating various elements to create a rich and perilous world.
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
1 Close
2-4 Near
5-6 Far
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.
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
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.
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
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.
Quality XP Examples
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
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 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.
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.
In SoloDark, the Oracle and Prompts tables are crucial tools for generating
unforeseen outcomes and driving the narrative forward.
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
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.
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.
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.
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
Conclusions
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.
Works cited
1. SoloDark_V1_(PDF).pdf