For me, this game has the feel of BECMI, but it plays faster. One way it's different is that BECMI D&D had a lot of cases where random things or attacks would require you to roll e.g. save vs. poison or die … that feels a little cheap. Shadowdark by contrast will still kill you early and often, but it feels more like you had choices which led to that outcome.
There's a lot of overlap between 5E and OSR/classic edition players. If you play both, you can just pick it up and go with no learning curve. If you don't … there will be a pretty shallow learning curve either way: Either learning some more modern mechanics for us grognards, or learning that the frontal assault is rarely the best option for modern players.
There's a lot here written briefly, and leaving a few questions open to your interpretation: When do you award experience and levels, for example? It doesn't really matter for the game's cohesiveness how you do it, so it's left up to you to decide. I'll award experience on the spot, and levels only when you're back to relative safety because it gives more meaning to the downtime between adventures. But Shadowdark itself is designed for a you do you experience with such finer details, which is something I approve of.
Shadowdark draws heavy inspiration from Index Card RPG by Runehammer, a thing you should totally check out next if you haven't, but while Hank's product is kind of a beautiful mess and mishmash of material and mechanics for a skilled GM to run a seat-of-the-pants game that's as dynamic and spontaneous as its creator, Shadowdark's got a bit more to grab onto if you're not a long-time forever GM. In fact, I'd say this is a great game for someone to try their hand behind the screen because there's a lot less to keep track of at once than 5E or Pathfinder, though it's perhaps not handholdy-enough to run if you're totally new to the hobby.
If you want to use premade content with Shadowdark I'd recommend content made for Basic D&D or some OSR game first and foremost. Modern modules will need rescaling because all the numbers are smaller in Shadowdark and healing magic is less available unless you start house-ruling that stuff back in.
Speaking of house ruling… Shadowdark is intended to make that easy. It'd take half a page of house rules to turn Shadowdark into a lean and fast modern-style heroic fantasy. I know that because my own homebrew game was well on its way to becoming Shadowdark's rules, and it was a heroic fantasy game. Yes, the numbers and complexity were all scaled down for speed, but otherwise it'd be hard to distinguish it from a 5E game in tone.
And that brings up the one criticism, if you can call it that: It feels like so much of Shadowdark is stuff that has been done before by someone. Including the real-time lighting timer, it turns out. If that's the criticism, though, it applies to a lot of OSR games as well. Shadowdark is a distillation of these elements in a single package, done well amd marketed extremely well at just the right time largely to the 5E crowd looking for something better than where they fear the D&D brand is going. That's not a bad thing IMO, because it brings that crowd into the wider world of OSR and independent games.
On the whole, there's a lot here!
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