Tuesday, December 16, 2025

Why NOT Shadowdark

Not a "Dear JB" letter per se, but Ilya asked the following on a different post a couple days ago:

Hi JB, I’ve been enjoying reading your thoughts on old editions of D&D, and as someone fairly new to the older editions, I really value your perspective.

I’ve been looking into Shadowdark. Due to my lack of experiences, the systems feel very similar. Both have light rules, use dungeon turn structure and overland travel rules. The big shift seems to be that Shadowdark streamlines things by combining saves, attacks, and skills into a single d20 roll 

I was wondering if you might have a moment to share why you would not recommend Shadowdark?

Shadowdark, from what I can gather is the latest, greatest hotness in the OSR...not quite OSE in level of popularity but it seems to be quite well-liked by the more serious minded of "rules lite" aficionados. 

However, while I've already given an overview of why I (JB) spurn "rules light" games, Ilya is asking for a specific recommendation (or non-recommendation) on a specific game system. Far be it from me to hesitate when it comes sharing an opinion! So here it is: the brass tacks, the full skinny, the real McCoy:

BUT FIRST. Let's pause for a moment.

It should be understood by everyone reading this post (yes, here's where the meandering starts) that folks are free to play any game they choose. You can play Monopoly. You can play chess. You can play Axis & Allies. Lot of games out there...a LOT of games. It's the holiday season, and I always try to pick up a new game or two for my household (much to the chagrin of my wife). 

There are a LOT of games, and a lot of different ways to occupy our time. Pickleball, for example...that's fun. And it gives you a little light exercise. Ilya you can play pickleball just as readily as you can play Shadowdark.

But maybe your knees are worse than mine, or maybe you don't have a pickleball court near you, or the ones you have always seem to be occupied (pickleball is pretty popular out in my neck of the woods)...even in December with an "atmospheric river" bringing floods to the region. Or maybe you just don't like playing pickleball in the rain. I don't.

So you want to play an indoor game...and you want to play an RPG. Because you're an imaginative sort of person. Okay. Lots of RPGs on the market...a TON of RPGs on the market. I own scores of them myself (I honestly have never tried to come up with an exact count...). Apologies to all the GURPS and HERO and D20 fans on the internet, but I'm not a big believer in universal systems; I find they tend to make for dull gaming. Instead, I prefer RPGs that are focused around their own individual themes, with rules tailored to their objectives of game play. Yeah, I'm an old fuddy-duddy that way.

SO...why would I not recommend Shadowdark? Why would I recommend Shadowdark

What's Shadowdark about? Well, let's see...(*ahem*):
WHAT IS SHADOWDARK?

Shadowdark RPG is a fantasy adventure game where you and your companions delve into buried ruins, lost cities, spider-infested forests, and even fearsome dragon lairs in search of gold and glory.

The Shadowdark is any place where danger and darkness hold sway. It clutches ancient secrets and dusty treasures in its rotting claws, daring fortune seekers to tempt their fates.

With your adventuring companions at your side, you confront the Shadowdark's sinister traps, formidable magics, and ruthless monsters.

If you survive, you'll bring back untold riches plucked from the jaws of death itself. And before long, you'll hear the Shadowdark's call once again!
(from the Shadowdark Player Quickstart Guide, page 7)


Huh. That sounds an awful lot like this game called Dungeons & Dragons.

So, there's this game called Dungeons & Dragons...great game, love it. You and your friends make characters and go into "dungeons" (a euphemism for subterranean adventure locales) and face danger and monsters and traps and magical threats, searching for treasures that you can bring back to the surface world. It's a lot of fun, even if you only play it in its most BASIC fashion...which is what "dungeon delving" is.

It's also HELLA easy to learn. You can pick up the Moldvay Basic book for under $5 on DriveThruRPG, and it gives you all the procedural info you need to run the game in its Basic form...and when you're ready to get out of the dungeon and explore the perilous wilderness you can pick up the Cook/Marsh Expert set (also under $5, but in print form for $13.99) and continue the adventures all the way up to level 14. Heck, if you like that simple system, you could even pick up something like my B/X Companion book to continue adventuring beyond those levels...although my book, sadly, is not as cheap ($12.99 for the PDF...but it IS a 'platinum bestseller' and people seem to dig it).

Each of these books (yes, even mine) clock in at 64 pages apiece, and they are an easy read...the Moldvay book especially has some lovely examples that can teach even a kid as young as 10 how to play the game (I was able to figure it out at age 9, but I was a sharp young lad). This Shadowdark RPG? The Quickstart Players Guide alone is 66 pages...so's the Quickstart Masters Guide.  I don't have a copy of the Shadowdark RPG "core rulebook," but my Google machine tells me it's 330 pages long.

Okay. 330 pages to learn how to play Basic D&D? Hm.

Of course, these days I don't play B/X, I play Advanced Dungeons & Dragons (AD&D), which has a lot of similarities in theme and objectives to Basic Dungeons & Dragons, but provides you with a more robust system for longer, more extended game play. It's a little heftier than B/X...about 350 pages in the PHB and DMG combined, plus the various "monster guides"...but it can provide you with decades of entertaining game play. 

See, here's the thing Ilya: it's not that I recommend you pass on Shadowdark; what I'm actually recommending is that you play AD&D. That's pretty much what I'm recommending to EVERYONE these days...unless you don't yet know the basics (in which case, I always recommend reading Moldvay's Basic instructions to set you on the path). Maybe Shadowdark is a great system...I couldn't tell you, having never played it. What I CAN tell you, is that AD&D is a great system, one that I've been playing for 40+ years.

If what you want is:
  • a role-playing game
  • of fantasy adventure
  • searching for treasure in the dark
  • fighting monsters, avoiding traps, etc.
  • while taking on the persona of a fantasy hero
  • played cooperatively with your friends
Then you probably are looking for a game like Dungeons & Dragons. And fortunately for you, that game already exists. And if you want to take the game to the "next level," then you should probably pick up a copy of Advanced Dungeons & Dragons and start learning its system. 

Uh-oh...I can hear my readers yelling at me from across the ethers: "But JB! Old D&D...especially AD&D...is so clunky! Even if I was willing to parse Gygax's ruminations, or organize the dishevelment that is 1E, its systems are all wonky and weird. Look at how easy these "new" games are with their streamlined mechanics! That makes it EASIER to play...and we want easier!"

Sure. I get it. I mean, here's a "unified mechanic" for you: give every monster a kill number and when you encounter it, you roll 2d6 to try to exceed that number...if you do, the fight's over, you win! Otherwise you roll on a random table (you folks just LOVE your random tables, don't you) to determine what kind of injury/loss you sustained before escaping with your life. Hey, there may even be ONE result on the loss table that results in DEATH...but it's a low probability (maybe if you roll 'snake eyes' or something).

[this game system already exists, just by the way...it's called Dungeon!, the board game]

Even EASIER would be to just have you roll a die (die type decided by class and level) against the Dungeon Master (rolling a die type determined by how dangerous the monster is). Easy-peasy, as they say. Why bother with all that back-and-forth initiative junk? 

I mean, why not just flip a coin every time a character tries to do something with a chance of failure? Doesn't get much easier than that, does it?  "Can I free climb the fortress wall?" Sure...so long as the quarter comes up 'heads!'

D&D (and AD&D) both came out a long time ago. And almost immediately, there were people who said "these game mechanics stink...I can write a better system than THIS." Thus you have all the many imitators: Tunnels & Trolls. Arduin. RuneQuest. Talislanta. All the various "fantasy heartbreakers" that have been published over the years...so, so many. Shadowdark is yet another such fantasy heartbreaker; the only difference is that with the branding and marketing of the "OSR" machine (which is nothing but a marketing brand at this point), it's been able to make some money.  It's still the same game. Just with a better publicist and a dumbed-down system.

"Dumbed-down, JB? You just said you've never played it! What you call simple, I call elegant!" Okay, let's take a look under the hood:

Mm.

Okay, I've read through both Quickstarter guides. If you were to take out the padding, the illustrations, and the random tables (most of which I'd also call "padding"), you could probably write the entirety of the rules as a one-page micro-game (I say this having penned many such games in the past). It's a really, really simple system...and one that relies mostly on subjective referee fiat, which I hate.

"Fiat? But there are hard target numbers!" Sure...challenges might be "easy" or "hard" or "normal" or "extreme." But those are all determined by the GM (possibly after discussion with the player). That's garbage...you're not playing a game at that point, you're playing the GM. When I play D&D (which is what Shadowdark is, regardless of its name), I like having a hard target for finding a secret door, or picking a lock, or lifting a portcullis...I don't want to have to rely on the arbitrary whim of the DM.

And shall we talk about the advancement system? Again, it's all subjective DM fiat. An "unexciting" treasure is worth 0 XP...but "unexciting" to whom? The player? The DM? All the players in consensus? Same goes for the "clever thinking award." Being a jerk with a low opinion of "cleverness" amongst players, I'd probably NEVER award this XP.

Not that it matters...the whole system is boring. And advantage/disadvantage is one of the laziest, worst mechanics ever invented (I've changed my mind on this over the years). The fact that they do their whole thing about "Total Darkness"...and then make it nothing more than disadvantage(!) is outrageous. If I'm fighting an invisible opponent, do I simply have "disadvantage?" Because, let me tell you, in total darkness EVERYONE is effectively invisible. Just crap.

Look, here are the things to understand:
  1. Life is not simple. Life is complicated and messy. Depending on where you are and what you are doing, it operates under different rules. If you're stranded in the middle of a wilderness, you act differently from how you do at your 9 to 5 office job, or how you do in Vegas hanging with your buddies. There's no "one streamlined system" for life...I think everyone can understand that. Games model particular aspects of life (the parts to which the game pertains, or imagines), and if it models MULTIPLE aspects of life, it may well need multiple systems...this helps give the game verisimilitude which, I would argue, is IMPORTANT in a role-playing game where the players are trying to put themselves in the shoes/mindset of their characters.
  2. Because life is life and games are games, our mechanics and rules are, at best, imperfect in their modeling...and that's okay! And it's okay to boil something down to (for example) a single die roll that combines many different abstract concepts into one: the D&D combat roll is an example of such a mechanic, as is the D&D initiative roll, the D&D saving throw, etc. That's fine.
  3. It is also quite all right to take these mechanics and make them simple, especially when introducing these concepts. When we teach little kids to play baseball, we start them off hitting the ball off a tee, rather than pitching to them. When we start little kids in soccer, they use smaller fields, with fewer players, and don't worry about teaching them "off-sides" rules. This is normal.  Basic (B/X) D&D...which is as much a basis for Shadowdark as 5th Edition...is a similar example when it comes to teaching role-playing games to beginners.
  4. Having said THAT, there comes a time when you're ready to move from tee-ball to actual pitching. Simplified systems only satisfy for so long. At least, that's been MY experience over the last few decades. There's a reason I prefer chess to checkers. There's a reason my days of playing CandyLand are far behind me. And there's a reason I'm done playing B/X, even though I like and appreciate the system for what it is: an introductory rule set to the greatest game ever published.
Shadowdark is just another version of B/X with a couple 5Eisms hammered on (and a few bits and pieces from other games...I see some DCC in the magic system). Don't be wowed by the random tables. The magic item list is pathetic...I was doing that kind of thing in my 2014 game Five Ancient Kingdoms, but I provided over 100 different items on MY random tables, not just a D20 roll. Random tables don't wow me...they are insulting to the intelligence of the reader. Better that you teach a man to fish, rather than give him a D20 roll to see what kind of sea life ends up on the skillet.

Hell. This starter set has 52 monsters. It has 36 spells. It has 19 magic items. That's in 132 pages of text. The Moldvay Basic book, in 64 pages, provides 100 monsters, 38 spells, and 54 magic items. If you want to include the Expert set (another 64 pages), you can increase those totals to nearly 200 monsters, over 100 spells, and over 100 magic items NOT including magic weapons, swords, or armor. That's just a lot more bang for your buck.

And the B/X edition of D&D cannot hold a candle to the sheer numbers and varieties of these items found in the AD&D books. As I said, AD&D gives you material for YEARS of play.

SO...Ilya. You asked why I would not recommend Shadowdark, and the answer is simple: there's already a game on the market that gives you everything Shadowdark purports to do, except that it does it BETTER, and gives you MORE, and has been successfully played by folks for DECADES. Given that, why would you...why would anyone, really...want to waste their time with something of lesser value? Just because you dig on the artwork? Um...

[please note: I said lesser "value" not "cost." The core AD&D books cost slightly more...you can buy PDFs of the PHB, DMG, and MM for a total of $29.97, but a PDF of the Shadowdark RPG is only $29.00. For me, though, AD&D is well-worth the extra buck...]

Anyway...that's about all I have to say on the subject of Shadowdark. Time to call it a night.

21 comments:

  1. Thanks for your insight, JB.

    I started my RPG journey by GMing 5e, but I was quickly disappointed. The game’s procedures weren’t well described for me, and running published adventures felt like I was just retelling a book to my players while they occasionally rolled dice.

    That’s when I discovered the OSR. In my local OSR community, a common piece of advice was to avoid the quick-start primers or principles at first, and to instead just try reading and running an old edition myself. So, I picked up the B/X Moldvay books. I was immediately inspired by how they teach the game and present a clear, understandable framework—procedures for dungeon and wilderness exploration that just made sense.
    I’ve also read the primers, but I find them confusing in places. For instance, they often talk about a lack of balance in OSR games. However, if we’re speaking specifically about B/X, my initial reading suggests the game does provide balance—through dungeon level encounter tables, "Number Appearing" entries, and the assumption of a group containing six to eight adventurers.

    Later, a friend suggested I look into Shadowdark. I read the book and found the system interesting, but I had this persistent feeling that something was missing—or that it felt incomplete next to B/X. I couldn’t quite articulate why at the time.

    Eventually, I found your blog and read a lot of interesting thoughts there—some I agreed with, some not—but it inspired me to at least read the AD&D books.

    So here I am now. I’m going to start by running my players through Keep on the Borderlands using B/X, while reading AD&D in parallel. Who knows? Maybe that exploration of the Caves of Chaos will spill over into a bigger campaign.

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    1. Interesting. I did a deep-dive review of Shadowdark (https://coldlightrpgpress.weebly.com/home/shadowdark-review-dd-5bx), and I think you're the exact demographic it is targeting: The suffering 5th Edition DM. It seems a genuine relief for the 5E victims.

      That being said, as JB said, you have AD&D (and OSRIC, if you need to explain it) and it seems like you've been able to sell your table on B/X at least...there's no reason to revert to milk when there's meat in the offering. Shadowdark is a better running experience than 5E, but fortunately, you don't have to be choosing between just those two. Best of luck with the B/X->AD&D pipeline.

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    2. This will be an unpopular opinion amongst some, but I would NOT recommend OSRIC as a means of "explaining AD&D." OSRIC is not 1E...it differs in substantial ways. And while it was wonderful and served its purpose when AD&D was out-of-print, this is no longer the case.

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    3. @ Ilya:

      Most of the "old school primers" you'll find are crap. The original (written by Matt Finch) came out as a means of explaining the differences between OD&D (the incomplete, primordial game on which Finch's "Swords & Wizardry" is modeled) and the then-still-popular D20 system. Many, many folks in the OSR have since adopted it (and its various knockoffs) as "bibles" of a sort. But they don't apply to B/X or AD&D or other "old ways" of playing RPGs, and they are generally misunderstood, tending to perpetuate "bad play." Not sure if you read THESE posts of mine, but you might find them more helpful:

      https://bxblackrazor.blogspot.com/2025/10/codex-of-old-school-axioms.html
      https://bxblackrazor.blogspot.com/2021/09/seven-elements.html

      Running "Keep on the Borderlands" is a good start...depending on how many players you have at the table and how experienced they are with D&D. However, you're going to want to get something better going fairly soon, if you want to maintain players' interest (they'll probably get tired of DYING otherwise).

      AD&D increases player survivability substantially (low level B/X play tends to be a crapshoot). However, I think The Tower of Zenopus, In Search of the Unknown, and Blizzard Pass are all better "basic" adventures...more interesting (unless you're really going hard with the politics of the Keep) and a lot less deadly. Once the PCs have a level or two under their belt, you can throw them into the Village of Hommlet.

      Best advice: don't let the 1E books intimidate you. Start with the PHB. Read everything EXCEPT the individual spell descriptions and the appendices to start. Pay especial attention to the example of combat on page 104 and the "successful adventures" section on 107-109. After that, SKIM the DMG to start, noting how the sections line up with the information layout in the PHB, expanding each section with additional information. Again, pay especial attention to examples of play: page 71, pages 97-100. You will need to know all the information in the ADVENTURE (p.47-61) and COMBAT (p.61-84) sections, but you will want to study the CAMPAIGN (p.86-100) section the most intently. Everything else can be perused at your leisure.

      Good luck! I hope my ramblings were somewhat helpful!

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    4. @JB

      Thanks for the suggestion.

      I just read the posts you shared, and to me, the principles you mention align much more closely with my vision of how the game should function.

      For Keep on the Borderlands, I’ll have around five players and will probably let them hire a couple of men-at-arms. I’ve already warned the group that it could be a "meatgrinder," so we’ve agreed to try a couple of sessions strictly by RAW B/X rules. If it ends up being too harsh, we’ll likely introduce a few AD&D rules for better survivability.

      I’m also considering placing In Search of the Unknown somewhere nearby. For now, though, I’ve only skimmed the module and found the treasure awards a bit low for the rate of advancement I’d like—so I’ll likely restock it myself.

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    5. I think that as long as you make sure to include ALL the treasure in B1, it's okay for 1st level PCs. It's been...maybe?...five years since the last time I ran B1. BUT I was running it for a small group (some four PCs...) you may be right about the treasure count. What I DO remember is that it wasn't nearly the "meatgrinder" that B2 was, and so provided the newbie players with a lot of space and time for exploration. This is also why I recommend Zenopus (although that, I believe, also has a good amount of treasure in it).

      Ben Gibson's last "Adventure Site Competition" had at least one good low level AD&D module in it: The Copper Circle. Here's my review of it:

      https://bxblackrazor.blogspot.com/2025/01/asc-review-copper-circle.html

      You can pick it up (and a number of other adventures, some of which are written for B/X) for FREE at DriveThruRPG:

      https://www.drivethrurpg.com/en/product/522453/adventure-sites-ii

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    6. Thanks, I’ll definitely take a look at those adventures.

      P.S. Out of curiosity, I counted the total treasure in B1 (In Search of the Unknown), and it’s only about 2,500 gp. Given my group’s pace and the lethality, I think it would take a year of weekly play just to reach second level at those rates :D

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    7. Hm. Just doing a quick count myself, I get a figure of nearly 10K worth of monetary treasure if you include all the "cash" items in treasures you seed...9,400+ minimum, with a potential for more in rooms #24 and #45. Certainly enough to get five PCs to 2nd level.

      However, there are also magic items in B1 which...in AD&D...are worth both cash AND experience. A ring of protection +1 can be sold for 10,000 g.p. by itself...that's leveling everyone (and getting you the gold you need for training). Some would argue that it's better to keep the ring (which would still be worth 2K in x.p. for the party), but I"d rather my magic-user get another dice of hit points and another spell (not to mention getting closer to 3rd level)...I'm sure we can find another ring of protection (there are at least two or three in B1).

      Clerical spell scrolls? 300 g.p. per spell level. Chainmail +1? Sell it for 3,500 g.p. and buy your fighters plate and great helms.

      Along with the magic items, B1 has enough x.p. stashed in it to level up a small group like yours to 3rd. Probably take about a month (4-5 sessions) to clean out the majority of the good stuff. However, I've found (with my own groups) that there will come a point of diminishing returns, when the players will find the pickings too slim...and they'll move on to fresher, richer pastures. It really depends on how much loot they're fighting versus how many casualties they're taking. I like my dungeons to have a "drop rate" of 30%-40%...maybe a bit more (Huso's close to 50% in his adventures). You want the steady drip-drip of riches to egg players on into danger. If they're not getting rewarded, they'll get resentful. "Why the hell are we even IN this place?!"

      That's the ART of the Dungeon Mastering craft.
      ; )

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    8. That's good advice, thanks.

      I see — I must have missed the items during my count. That one item in room #4 being worth half the total does feel a bit off to me. I’ll probably split it more evenly and redistribute some of that treasure to other locations.

      Could I also ask for a quick clarification on “drop rate”? Do you mean the rate of treasure the party actually recovers, or is it more about character casualties along the way?

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    9. Haha! Neither. And my apologies...sometimes, I just throw around phrases as if they were an actual thing; this happens when you're attempting to explain concepts that don't actually have a solid lexicon of terms.

      In this case, "drop rate" is something I'm borrowing from (I think) video games, in which it refers to the likeliness of a given pixel-baddie "dropping" a useful item when killed by the protagonist player.

      However, the way I MEANT the term to be used was: "the percentage of numbered encounter areas that have some sort of (findable) treasure."

      Most adventures consist of a number of numbered "encounter areas." These might be "rooms" in a dungeon. These might be "hexes" on a wilderness map. They might be "scenes" in a timed situation/scenario. Lots of ways to (potentially) organize an adventure.

      An "encounter" doesn't necessarily mean an opponent that must be fought; rather, it is a "space" with which the PCs can be expected to have some interaction. It could be a location with a trap. It can be an environmental hazard. It could be an "empty" room that they are still likely to search and mess around with. It can be a prisoner to rescue or a person selling swords or WHATEVER.

      In my opinion, the percentage of these locations that (in my opinion) should have SOME sort of treasure is about 40%. This is generally what I shoot for when designing adventures.

      Some people like it higher; like I said, I think Anthony Huso (a notable adventure designer) is closer to 50%. The guidelines for dungeon creation found in Moldvay's Basic book puts it closer to 30%. I opt to go right down the middle...in my experience, that seems to be the best rate to keep the players "hungry" and moving throughout the imaginary space.

      Some of this treasure will be easy to acquire; some of it will not. It may be hidden or guarded or held and used by a monster/opponent at a location.

      IT IS NOT EXPECTED THAT PLAYERS WILL FIND EVERY PIECE OF LOOT STOCKED IN THE DUNGEON. The treasure totals are POTENTIAL rewards that would only be accrued through exceptional, diligent, and astute game play on the part of the players.

      But the DM should have no attachment to what the players find or don't find. If you don't want them to have a vorpal sword, don't put it in the adventure. If you want to make SURE they find the vorpal sword, then make it easier to find.

      So "drop rate" (to me) is the rate at which players could POTENTIALLY find treasure when interacting with the dungeon environment.

      Now if we want to talk casualties, I'd probably call that "kill rate" or something.
      ; )

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    10. Now I got it, thanks for the detailed explanation!

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  2. I think the Shadowdark books are digest? You might want to calculate that in to your equations on page counts.

    I dont know enough about the game to comment.

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    1. A 330 page digest? Seems a little unwieldy to me.

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  3. Shadowdark seems like a good "gateway drug" into old school play for 5e players. I'm happy it exists if for no other reason.

    These days my interests are mainly in DCC. I don't see anything in Shadowdark that DCC doesn't already offer me in a more interesting or comprehensive way. And some of the novel features of Shadowdark, like the real time light timers, seem illogical in a way that kind of offends my senses. (Why do a torch and a lantern last exactly the same amount of time? Why do torches burn "faster" when you're doing exciting stuff like combat but last a much longer time (in game time) when you're traveling long distances or spending time searching a room, etc.? It's a disconnected game mechanic that creates unnecessary inconsistencies.

    As for "rules light" vs "heavy" systems, I like a system where the core framework of rules is lightweight and flexible, but you can easily hang a lot of subsystems on it to address different situations. That's what I get from DCC, and I mostly import systems from B/X to address any missing areas in the rules (dungeon or hex crawling mechanics, etc.). And I love that DCC rolls back 50 years of accumulated D&Disms (cutesy mimics, "problematic" drow/orcs, etc.) and revels in the sword & sorcery literature and films that inspired the original D&D game.

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    1. Well, having played DCC more than once, I’m pretty ‘meh’ on it. Are you running a campaign with it? How advanced are your players’ characters? How developed is your game world?

      W.r.t. “problematic” aspects of AD&D…there’s nothing that can’t be removed/replaced from the random encounter tables (I use very few “gotcha” monsters myself). And while AD&D does have a particular vibe that is all its own, I don’t think it’s difficult in the slightest to make it darker and grimmer in tone.

      Just saying.
      ; )

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  4. The coin-flip RPG you posited actually does exist, born out of a typo on a message thread. Behold, the d02 System: https://www2.hawaii.edu/~rdeese/RPG/D02/D02.htm

    I've come to a similar opinion about the various retroclones of D&D that are out there. The retroclones served their purpose when older D&D editions were out of print, but now they're just glorified D&D house rule documents with better production values. I have enough (too many!) versions of D&D already. At least with something like GURPS Fantasy or Runequest or Rolemaster there are mechanical differences to dig into.

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  5. For what it's worth, I did do a comparison of OSE vs. ShadowDark. For my money OSE is the winner, but I am coming from an old-school mindset. If 5e had been my game of choice then ShadowDark would be the winner.
    https://theotherside.timsbrannan.com/2024/12/plays-well-with-others-shadowdark-and.html

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  6. Prole is another coin-flip RPG!
    https://natetreme.itch.io/prole
    Nate Treme has some good ideas. Can’t vouch for his game systems, but his adventures are smart in a quirky and whimsical way. Good with young kids.

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  7. I've read enough retroclones to decide that BX remains my game of choice, though I have a soft spot for Beyond the Wall (not really a clone).

    I agree that B1 and Tower of Zenopus are better starts than B2. B1 makes it clear that it's a more gentle introduction than the dungeons that are played more regularly. I'd shout out for the Jean Wells version of B3 Palace of the Silver Princess, which again I think is better than B2.

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    1. I’ve read B3 (both versions) but never run it (either version). It has quite a few interesting ideas in it, but I don’t think I’ve really done a hard analysis of the thing.

      Some day, perhaps…

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