2 results for "8562f9927e1a1c5f6690b1b4d23d1989"
>>41466358
so the sun just braaps on us and all we can do is wait?
>Shadowdark
I do like it, and it's the best system for teaching newbies. I'm finding that the irl torch timer rule falls apart in very big dungeons though. It's great for smaller places and shorter sessions, but in big dungeons you really need better crawling procedures, and things like the 10-minute dungeon turn are very helpful, both conceptually and mechanically. It's very hard to run irl torch timers with 10-minute dungeon turns.

I'm also finding that Shadowdark is less deadly than I anticipated, at least rules as written. The DC15 stabilize check isn't (apparently) that difficult. Most of the deaths I've seen have been from exceptionally stupid plays. The game doesn't even have rules for one-shotting PCs which I find extraordinarily surprising. I think even 5e has rules for getting insta-gibbed, even if it is pretty much impossible.

I love the unified resolution mechanic and it makes Shadowdark very easy to teach, but there are things which now frustrate me a little bit. I think Dolmenwood solves much of what I dislike. OSE does too of course, but the different resolution systems are annoying. Roll-under for saving throws, roll-over for attacks, d100 skills, roll-under for checks, etc etc. Pain in the ass.

>Mothership
Fucking love it. I ran one session and it was insane. I'm dying to run/play more.

>Dungeon Crawl Classics
Fucking love it, but combat is too slow with too many tables. You really need players who aren't retards and who have the lists of tabes they need ready themselves. The adventures are wacky, gonzo, and just a lot of fun. I've run one funnel (my only funnel ever) and it was insanely chaotic and hilarious. I think players reached lvl 3 in the small campaign I ran. Would recommend.