My Favorite Picks From Unnatural Selection For Shadowdark

Increases the magical nature of Shadowdark.

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Last year, Shadowdark broke onto the scene as a breath of fresh air. It mixed the best parts of OSR austerity and 5e fluidity to make an experience that appeals to both audiences. Its embrace of third party support has mostly expressed itself in adventures and small add-ons to let groups adjust the game to their liking. Unnatural Selection, from designers Xane Daniel and Bunny Daniel, collects several new options for the game in one big crowdfunding blockbuster of a book. The folks at Dungeon Damsel Creations were kind enough to send me a preview copy to review. What parts will I add to my next excursion into the Shadowdark? Let’s play to find out.

The first part of the book features several new character creation options. The dozen ancestries include different kinds of elves, mushrooms, dragonborn and revenants. My favorite options here are the slimefolk who can mimic appearances and melt into a puddle for a few rounds. Many of the options seem geared to fans migrating from Fifth Edition who want to play their favorites from that game. The options here continue Shadowdark’s general design philosophy of keeping class and ancestry combos from being too obvious, even if there are some obvious synergies.

The book also includes six new classes. The two non-spellcasting classes still have a bit of magic to them. The beastmaster lets players transform into a specific animal while the fiend infuses hellfire into the character's attacks. Of the four remaining magic user classes, the grave warden and ovate appealed the most to me. Playing a scythe wielding necromancer fits the aesthetic of the original game well. The ovate offers players who want to play a nature themed wizard with a pet an option different from the classic ranger developed after the core book's publication.

The section on ceremonies and curiosities was the highlight of the book for me. Ceremonies are built for shaman and ovates and framed as an alternative to the carousing rules. Several players have wanted alternatives for their characters to not spend their nights in town blowing through gold on epic nights of drinking and the ceremonies are a good framework for similar effects without the fictional hangover. As written, these are an extended drug trip brought on by holy mushrooms and communing with spirits, but they could just as easily be astral projection or extended rituals at the local cleric’s church.

Curiosities offer a collection of charts devoted to weird dungeon features. The book recommends at least one per dungeon with the charts combining strange materials, unusual function and potential interactions. For example, rolling glyphs, faces and whispers might create a wall of tattooed wizard heads that can tell the history of the dungeon for those brave enough to touch the leathery, ancient skin. These creepy details are what distinguishes Shadowdark from other dungeon crawls and create memorable moments that players will take away from the table.

I was hoping that the weirdness would extend to the monster section. Unfortunately, while there are a few strange beasts, the majority of entries are predatory animals and giant versions of smaller creatures. The bigger single page beasts, like Vaelthar the Untamed offer some good examples of boss monsters but I wanted more unusual entries here.

Overall, Unnatural Selection slightly increases the magical nature of Shadowdark with more magic users and unusual elements. It feels like it's written for players who don’t want to fall completely into the grim and gritty world of old school dungeon crawls and want to bring a few more elements of Fifth Edition in the dark. The best way to use the book matches the original ethos of Shadowdark’s design; keep what works for you, leave everything else behind.
 

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Rob Wieland

Rob Wieland

Dont own Shadowdark but like carousing rules and having options that embrace something other than debauchery is good.

Wizards should be doing crazy magical research in down time and getting in trouble with black lotus powder, cursed books, and strange deals with crazed spirits.
 

Whizbang Dustyboots

Gnometown Hero
Dont own Shadowdark but like carousing rules and having options that embrace something other than debauchery is good.
On the Shadowdark Facebook group, I believe, someone has come up with a separate downtime table for clerics and holy folk. And Cursed Scroll #2 (the official Shadowdark zine) has an option for pit-fighting, which is probably a lateral move from standard carousing.
Wizards should be doing crazy magical research in down time and getting in trouble with black lotus powder, cursed books, and strange deals with crazed spirits.
There really isn't that much support for that in the core rules, and I agree that's a gap. I would be tempted to see if Knave 2E has anything that could be lifted (I wouldn't be surprised if it did), but I could definitely see making a magical research downtime table if Ben Milton hasn't beaten me to it.
 

timbannock

Hero
Supporter
On the Shadowdark Facebook group, I believe, someone has come up with a separate downtime table for clerics and holy folk. And Cursed Scroll #2 (the official Shadowdark zine) has an option for pit-fighting, which is probably a lateral move from standard carousing.

There really isn't that much support for that in the core rules, and I agree that's a gap. I would be tempted to see if Knave 2E has anything that could be lifted (I wouldn't be surprised if it did), but I could definitely see making a magical research downtime table if Ben Milton hasn't beaten me to it.
Alas, Knave 2nd edition doesn't have anything of the sort. But I believe Errant has several downtime systems that could be lifted quite easily into Shadowdark.
 

Someday in my mind I'll write the ultimate downtime table.

In my vision each player picks a vice (drinking, gambling, shoping, romance, etc.) Then at the start of downtime they roll for what sub table they roll on. 1 to 5 is bassed on class, 6 to 8 on the chosen vice, 9 a random vice, and 10 has random things like catch a cold or you house is robbed.

So a fighter and wizard would have diffrent class complications related to training. Maybe the fighter breaks his gear or accidentally kills a sparring partner. The wizard might get banned from the library or make a poor deal with a demon.

It's a flow chart kind of thing. With 1,000 of entries and sub tables.
 


Whizbang Dustyboots

Gnometown Hero
Someday in my mind I'll write the ultimate downtime table.

In my vision each player picks a vice (drinking, gambling, shoping, romance, etc.) Then at the start of downtime they roll for what sub table they roll on. 1 to 5 is bassed on class, 6 to 8 on the chosen vice, 9 a random vice, and 10 has random things like catch a cold or you house is robbed.

So a fighter and wizard would have diffrent class complications related to training. Maybe the fighter breaks his gear or accidentally kills a sparring partner. The wizard might get banned from the library or make a poor deal with a demon.

It's a flow chart kind of thing. With 1,000 of entries and sub tables.
That's a really great idea.
 


Vincent55

Adventurer
I did a conversion of the old sanctuary random tables for city encounters, and converted them to 5e, i believe i posted them on here somewhere, in the home brew section.
 

Vincent55

Adventurer
Someday in my mind I'll write the ultimate downtime table.

In my vision each player picks a vice (drinking, gambling, shoping, romance, etc.) Then at the start of downtime they roll for what sub table they roll on. 1 to 5 is bassed on class, 6 to 8 on the chosen vice, 9 a random vice, and 10 has random things like catch a cold or you house is robbed.

So a fighter and wizard would have diffrent class complications related to training. Maybe the fighter breaks his gear or accidentally kills a sparring partner. The wizard might get banned from the library or make a poor deal with a demon.

It's a flow chart kind of thing. With 1,000 of entries and sub tables.
This sounds interesting, as in the old 1st edition it required training to advance and gold and sometimes you couldn't pass the test which caused longer training and more gold. If you added a random table for what issues you could have doing this would make for some interesting role-play.
 

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