The core insight I discovered with Shadowdark was that Kelsey’s concision creates _open_ space for the players and the GM to create the story at the table, at the expense of optimization (aka “crunch”). I realized it’s ever more cognitively costly to manage the min-max power curve and tactical play AND also engage players in a collective story. Kelsey shows her mastery of design by what is left out, not by what is packed in.
Well said. I think when people say Shadowdark is "just" some OSR stuff with 5e-like rules, they underestimate how much thinking and design work has gone into Shadowdark, and a lot of that has gone into what can be removed rather than what can be added.
Happy to see all of the Shadowdark content you're putting out. I first read Diablerie and immediately thought it'd make an awesome Curse of Strahd/Ravenloft tie-in or inspiration. Curious to see if you do anything with it.
I haven't made as much use of it as I should, tbh. I use the Witch Spell List, and I think I'll use more now that my players are probably going to start interacting with the druids of Yester Hill and Baba Lysaga. But I'll have to mine the zine a bit and see.
I'm a bit skeptical about the many classes being added to Shadowdark right out of the gate, even though the ones written by Kelsey are likely designed properly, as you say. Still, the simplicity of the four core classes speaks to me. I'd rather look for differentiation of characters through backgrounds and role playing rather than immediately start a 5e/Pathfinder-like power creep by adding ever more "interesting" classes.
I think it's probably best to add in different class options as campaign specific - I added in a few for my Curse of Strahd campaign, but very specifically - I didn't open up all of them. That seems the best way to go. Because it's so clear that the additional classes are in fact additional, I think that will be an easier pill for players to swallow than banning classes in 5e was.
I think all that needs to be changed is the tone and flavor of the class and spells; changing the references from the Norse gods to more Romani folklore stuff. Balance-wise, nothing needs to change (as far as I can see).
Hm...I'd probably make it a wolf or forest spirit. Maybe there's a folklore tradition among the Vistani of a particular Vistana maiden who was slain by Strahd or his minions, and now her spirit roams Barovia, able to be called upon in dire need. Or something.
The core insight I discovered with Shadowdark was that Kelsey’s concision creates _open_ space for the players and the GM to create the story at the table, at the expense of optimization (aka “crunch”). I realized it’s ever more cognitively costly to manage the min-max power curve and tactical play AND also engage players in a collective story. Kelsey shows her mastery of design by what is left out, not by what is packed in.
That is a great insight! It seems totally right to me!
I agree, well put.
Well said. I think when people say Shadowdark is "just" some OSR stuff with 5e-like rules, they underestimate how much thinking and design work has gone into Shadowdark, and a lot of that has gone into what can be removed rather than what can be added.
Great review! Excited for my copies to arrive! ShadowDark is terrific.
Yeah, it really is. Can't wait for issue #4!
Happy to see all of the Shadowdark content you're putting out. I first read Diablerie and immediately thought it'd make an awesome Curse of Strahd/Ravenloft tie-in or inspiration. Curious to see if you do anything with it.
I haven't made as much use of it as I should, tbh. I use the Witch Spell List, and I think I'll use more now that my players are probably going to start interacting with the druids of Yester Hill and Baba Lysaga. But I'll have to mine the zine a bit and see.
The oaths are cool! I'm using.
Thanks for the overview. These Zines look great and have awesome content I'll have to pick them up!
I have these. These Zines are fantastic, supplements well done. I am very much looking forward to the next ones.
I'm in total agreement! Can't wait to see if Kelsey makes more Cursed Scrolls!
I'm a bit skeptical about the many classes being added to Shadowdark right out of the gate, even though the ones written by Kelsey are likely designed properly, as you say. Still, the simplicity of the four core classes speaks to me. I'd rather look for differentiation of characters through backgrounds and role playing rather than immediately start a 5e/Pathfinder-like power creep by adding ever more "interesting" classes.
I think it's probably best to add in different class options as campaign specific - I added in a few for my Curse of Strahd campaign, but very specifically - I didn't open up all of them. That seems the best way to go. Because it's so clear that the additional classes are in fact additional, I think that will be an easier pill for players to swallow than banning classes in 5e was.
Thank you for the review
Sly Flourish shout out?! The best!
100% agree!
Can attest that all 3 are excellent. Cursed Scroll 1 in particular has gotten lots of use from me.
Oh definitely!!
I almost love these more than the core book 😅
They are pretty dang great! I can't wait for #4!
Good review
Thank you!
How would you change the seer for curse of strahd expecially the spells?
I think all that needs to be changed is the tone and flavor of the class and spells; changing the references from the Norse gods to more Romani folklore stuff. Balance-wise, nothing needs to change (as far as I can see).
Especially the valkyrie spell gives me headache, how would you change this one.
Hm...I'd probably make it a wolf or forest spirit. Maybe there's a folklore tradition among the Vistani of a particular Vistana maiden who was slain by Strahd or his minions, and now her spirit roams Barovia, able to be called upon in dire need. Or something.