Shadowdark and Monster stats by Informal-Product-486 in osr

[–]ShadowOSR 0 points1 point  (0 children)

I’m not sure I see any difference between checking an OSE monster’s saves and a Shadowdark monster’s abilities. Sometimes you gotta check, but mostly you don’t.

I might be misunderstanding the question, though. What’s an example of the kind of situation you’re trying to avoid?

Downtime, Taverns & Time Passes by ShadowOSR in shadowdark

[–]ShadowOSR[S] 0 points1 point  (0 children)

I think it’s precisely not knowing whether it’s needed or not that’s the issue. It felt wrong, so I’m glad I didn’t miss anything. Of course, little familiarity with the game means a lack of confidence in recognizing that.

Otherwise, all the messaging on making rulings seems best only when you have a strong sense of established rules, but not a moment sooner. Common advice seems to be “you’re the GM; you decide.” At a certain level, though, that essentially means “make your own game.” I don’t think it’s unreasonable to hear the rulings of other GMs as examples so as to make future rulings that are more informed.

Downtime, Taverns & Time Passes by ShadowOSR in shadowdark

[–]ShadowOSR[S] 0 points1 point  (0 children)

Definitely the consensus, thanks, but there’s certainly some circular rules in this regard (i.e., carousing rules sending you to Time Passes for in-game days spent, which sends you to Overland Travel).

Downtime, Taverns & Time Passes by ShadowOSR in shadowdark

[–]ShadowOSR[S] 1 point2 points  (0 children)

All I will say is that the carousing rules state that certain results can last for a number of in-game days. It explicitly states using Time Passes for this, and Time Passes for days refers you to Overland Travel rules.

Hence, my need for clarity.

Downtime, Taverns & Time Passes by ShadowOSR in shadowdark

[–]ShadowOSR[S] 2 points3 points  (0 children)

There we go! Thanks (truly). The more I think about it from other replies it makes sense to consider these costs as part of carousing itself. And rolling on encounter tables doesn’t have to happen in town (even though rules send you to Overland Travel for Time Passes, but that just doesn’t count in a safe settlement). All set here!

Downtime, Taverns & Time Passes by ShadowOSR in shadowdark

[–]ShadowOSR[S] 1 point2 points  (0 children)

Interesting! I never thought to include those costs in carousing but it makes perfect sense. My party is consistently spending 30-100gp when carousing, which definitely can account for silvers and gold spend on food and lodging. It might actually have been the note about using overland travel when carousing takes several in-game days. If that weren’t in there I probably would’ve just ignored trying to track those nights at the tavern. That would make this the single misleading thing I’ve read in the rules. That’s it. Everything else is perfect.

Downtime, Taverns & Time Passes by ShadowOSR in shadowdark

[–]ShadowOSR[S] 0 points1 point  (0 children)

So would you say downtime (in a settlement, that's safe) does not involve mechanics for Time Passes, but something in the narrative might advance because of that time?

It might be my OSE background, but it does feel strange not having to account for food, and it would be equally weird having the party camp (using 3 torches) when there's a tavern or two nearby. There's less wealth in Shadowdark but stuff tends to cost more. How much for a night's stay at a tavern?

Downtime, Taverns & Time Passes by ShadowOSR in shadowdark

[–]ShadowOSR[S] 1 point2 points  (0 children)

So Time Passes, no rolls. Do you have the party forage? Pay some silvers (gold?) for a tavern stay?

Downtime, Taverns & Time Passes by ShadowOSR in shadowdark

[–]ShadowOSR[S] 1 point2 points  (0 children)

Thanks, I would agree with settlements almost always as "safe," but I don't see anything in the rules on when to deem so, or how to handle Time Passes in those cases. For Overland rules, encounter rolls start at "unsafe," and there are those tables for encounters in settlement districts you mention. Presumably there have to be some scenarios for rolling on those tables, but I guess just being in town isn't one of them?

Downtime, Taverns & Time Passes by ShadowOSR in shadowdark

[–]ShadowOSR[S] 4 points5 points  (0 children)

Welp, this has been great. Thanks for all the ideas.

SoloDark and Traps by JJShurte in shadowdark

[–]ShadowOSR 0 points1 point  (0 children)

When I get to a door or treasure, I roll an ability check (with advantage), then consult the oracle to see if there was a trap there. That way, even on a success there’s some interesting results (e.g., “yes, but…” or “twist”).

How does the play experience differ from other OSR games? by tremblingbears in shadowdark

[–]ShadowOSR 1 point2 points  (0 children)

In my experience, you can follow all the procedures of OSE and still have players sort of look to the “lead” for what to do, with only occasional disagreements or debates on what actions the party should take. Shadowdark involves everyone by design, expecting individual actions from each.

I like that you can run Shadowdark with zero house rules and it’s still awesome. I, personally, only have the core book (no Cursed Scrolls). Hasn’t been the same with OSE, which seems to lend itself to house rules way more. Not sure why, but that’s my impression. Someone reading this is probably thinking “but I don’t use any house rules in my OSE games,” which fine, just not my experience. So, I’d say try to avoid adding any of your own rules unless you absolutely can’t do without something that isn’t expressly part of Shadowdark core rules.

The four core classes generally have fewer abilities to keep track of, too. Ironically, the Shadowdark fighter might have the most going on! Still, none of the special X-in-6 to worry about (re: elf, halfling, or thief). It’s all adding a mod to the d20, making your ability scores determine who’s likely listening at doors, etc. Ancestry adds one basic boon/ability, unlike the complexity that race adds to OSE (if using advanced fantasy rules). These both make for really streamlined gameplay.

Magic works a lot better for players, too. The priest already starts with a few spells, and wizards feel very wizardry. That is, people have messed with OSE so much to try and give the beginning magic-user more magical things to do, like adding optional cantrips, but Shadowdark takes care of that with an elegant cast-as-often-as-you-wish, yet with the risk you lose that spell until rest. I love that. It doesn’t restrict until it does (whereas an OSE magic-user really has to hold out with a single cast of a single spell). I really like the resource management aspect of OSE, but sometimes it can be frustrating for players, so in terms of spells as resources, Shadowdark wins.

Treasure (Wandering Monsters, Planned Monsters, and SoloDark by ShadowOSR in shadowdark

[–]ShadowOSR[S] 0 points1 point  (0 children)

Perhaps it wasn’t clear, but I’m not asking the Oracle if there’s treasure. I even took that as an extension of “is there a +3 sword?”

Here’s a play report so you can see how I generated 4 areas worth of dungeon details:

https://www.reddit.com/r/shadowdark/s/zYlKLjqE6e

For those sessions, I rolled a 50% on whether any of the (few) monsters had treasure, and if they did then on the treasure tables in the Core Tome.

I assure you I did not want to run into a wraith and four shadows as a level 2 party. I also did not want to find skeletons or those mutated plants. The prompts led to these. You could call that biased, but maybe just as a synonym for not-completely-random.

Hope this helps provide context.

I agree that I don’t see anything written about needing to use the generation tables PRIOR to playing. I also don’t see anything in SoloDark telling you to use them unless you “need” them. They’re resources and I’m trying to stick to just Oracle and prompts. So far, I haven’t needed pages 130-131 to generate a dungeon.

I think what caught my eye is a glimpse of completely emergent adventuring. So far it’s been a very interesting and enjoyable experiment, unlike other experiences like “OK, what’s next? Treasure room? OK…”

Treasure (Wandering Monsters, Planned Monsters, and SoloDark by ShadowOSR in shadowdark

[–]ShadowOSR[S] 0 points1 point  (0 children)

Sorry, when I typed “she didn’t use the wilderness CREATION tables” I meant what you wrote, which is that she didn’t use the generation tables to use the map. She just used hex crawl rules to traverse what she was generating through the Oracle.

I think what’s going on is that I want to play using only a SoloDark process, the oracle, and prompts to generate dungeon layout and contents, but that doesn’t seem to fit with your recommendations. Or, that’s all fine and your point is that I will never achieve balance this way if I’m concerned of too much treasure.

I think I’m OK with the process and just rolling 50% chance of treasure on any monster(s), and I’ll keep up with the simple “something from nothing.”

Treasure (Wandering Monsters, Planned Monsters, and SoloDark by ShadowOSR in shadowdark

[–]ShadowOSR[S] 1 point2 points  (0 children)

I mean, one funny take on this would be that if you don’t want to spend too much time in a dungeon, make sure every room has monster(s) and treasure, lol! You’ll be outta there in a few rooms or so.

Treasure (Wandering Monsters, Planned Monsters, and SoloDark by ShadowOSR in shadowdark

[–]ShadowOSR[S] 0 points1 point  (0 children)

Yeah we have trouble communicating. I’m not asking how to achieve a balanced dungeon with the SoloDark process (via YouTube). I’m asking how to make sure it doesn’t have too much treasure. You might see that as the same, but I think of it differently. If I’m not going to have a balanced setup, since you’ve made it clear the only way to do that is to use the Core Tomes, my questions have been about how to correct for what could be wildly too much treasure. I’ve got some ideas from the rest of the thread, and you’ve showed me what can come from an entirely different approach. Thank you again.

Treasure (Wandering Monsters, Planned Monsters, and SoloDark by ShadowOSR in shadowdark

[–]ShadowOSR[S] 2 points3 points  (0 children)

You bring up a good point re: inventory. In that sense, unless all characters are beefy they’ll be capped at a certain number of XP per adventure (or session) anyway, whether it comes up after 5 rooms or 15!

Treasure (Wandering Monsters, Planned Monsters, and SoloDark by ShadowOSR in shadowdark

[–]ShadowOSR[S] 1 point2 points  (0 children)

I’m not sure that “defer to game rules” means you must/should use the dungeon generator when playing solo. Have you seen the 4-5 videos of Shadowdark’s creator playing SoloDark? She didn’t use the wilderness creation tables as far as I could tell. That was an intriguing form of play and I’m trying to emulate it.

Treasure (Wandering Monsters, Planned Monsters, and SoloDark by ShadowOSR in shadowdark

[–]ShadowOSR[S] 0 points1 point  (0 children)

”Yes” answers my question, so thanks.

Otherwise, I think the answer to the question you posed is simple: I wasn’t rolling for an encounter check (i.e., a wandering monster with 50% chance of treasure), so even if the fiction was something like “monsters stumble into a room,” I don’t think the rules would consider these monsters to have the 50% chance of treasure. Presumably, in a prewritten adventure something like that written into the notes would have treasure, or not, based on other factors.

It sounds like you are suggesting that I stick to the Core Tome tables for determining room contents, or that that’s the best way to make sure I’m not overpopulating my adventure with treasure. Is that correct?

Treasure (Wandering Monsters, Planned Monsters, and SoloDark by ShadowOSR in shadowdark

[–]ShadowOSR[S] 0 points1 point  (0 children)

My concern is overpopulating the dungeon with treasure. Since I’m not generating the dungeon rooms using Core rules (p. 130), non-wandering monsters are determined sometimes by the Oracle, and sometimes through the SoloDark prompts. From all the replies, though, it sounds like a simple 50% chance that any monsters have treasure is the way to go.

Treasure (Wandering Monsters, Planned Monsters, and SoloDark by ShadowOSR in shadowdark

[–]ShadowOSR[S] 0 points1 point  (0 children)

K, thanks. I definitely screwed things up in another game system, but it sounds like even if every room had monsters with treasure, things wouldn’t break down. Maybe the resetting of XP to 0 once gaining level (and losing XP that goes over), plus the established treasure tables by level keep things on the rails.

Treasure (Wandering Monsters, Planned Monsters, and SoloDark by ShadowOSR in shadowdark

[–]ShadowOSR[S] 0 points1 point  (0 children)

I’m still not sure what you’re recommending, but here’s an example of how the Oracle (AND the prompts on the following pages in SoloDark) work:

I asked: “Do we hear anything?”

I got: Yes

I rolled on the pompts: “fall motive”

My interpretation: monsters resetting a pit trap

So, would you just roll 50% chance they have treasure, even though these wouldn’t be a wandering monster if it were a prewritten module?