On Shadowdark and Embracing Losing
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Lost Citadel of the Scarlet Minotaur, © 2020 Eric Lofgren. |
How does one quantify the length of time they’ve been a Dungeon Master? Generally, the time you spend between jobs doesn’t count towards your experience in a given field. But being a DM is different. Do you count the weeks where the game was cancelled, but the aspects of the game continued to plague my mind? Do I count the times I was vividly daydreaming about running my game from when I’m eating my usual breakfast gruel to when I’m trying to fall asleep? Surely the times I’ve been kept up trying to think about how an encounter would go has to count as DM overtime. Let’s call it one and a half years in traditional terms, but when it comes to how long I’ve “worked” on running my games, a good two years.
Two years. That’s how
long it took to encounter my first TPK. And it wasn’t my usual campaign, or my
usual system. In my main game, a post-apocalyptic city survival game ran in
Pathfinder Second Edition, we’ve had a couple of characters die due to the
conditions they faced, but what I’ve experienced most is characters reaching
the end of what they want to accomplish and retiring to let someone else fill their
shoes. I’ve tried to not be too restrictive in terms of how characters come on
board, as there’s a lot of variety in the game and I didn’t want to hamper the party’s
ability to try out different builds. Perhaps a mistake in hindsight given the stakes
I originally wanted to set, but I made that choice once, and floodgates are
hard to close once opened.
We’ll come back to that
discussion, but for now that’s just to contrast against what the party faced
last week: Shadowdark. One of my players was sick, and it’s generally a faux
pas to run a post-cliffhanger boss fight without everyone present, so we had to
do something else. I had usurped the DM throne from one of the party before my
campaign started, and I’ve found I’m loathe to hand back the crown. Some people
can go back and forth between playing and running games, but others are born to
DM. I’m in the latter camp, and I had been watching Sly Flourish’s GM Prep for
the prewritten hexcrawl “The Gloaming”, which hour after hour made me want to
try out the system. With very little warning I found myself spending the few
hours I had left before the session hastily reading through the Quickstart
rules, prepping character sheets, and reading through the free beginner
adventure, Lost Citadel of the Scarlet Minotaur. Thankfully I also owned Old
School Essentials and Dungeon Crawl Classics, two other systems I’ve not had
the chance to run yet, but knowledge of them allowed me to fill the gaps in Shadowdark
rulings I wasn’t yet familiar with.
It was half an hour
after we were due to start when I had everything ready. I’m lucky to have a
table where there’s a lot of banter before and after sessions, or it would have
been a very awkward time. I set up my music on the portable speaker, narrated a
mostly improv-ed introduction, and let everyone select their character. They got
a good look at the different entrances to the citadel, picked the least ominous
of the three, and crawled on in.
One of my players
(again, the player whose throne I’d stolen) had been playing since BECMI, and
that became incredibly clear when he was given access to 1E-style resources. He
was mapping out the area, using combinations of the rope in his inventory and
other equipment to net gold from water, tie up conspicuous statues before the
thief could pluck gemstones from them, inspecting every door before advancing,
basically treating the Citadel as the deathtrap it was designed to be. I found
myself having to make a lot of quick rulings to accommodate how he was changing
how traps would be able to function, but I think that’s part of the fun of
running OSR games.
The rest of the party
was not as cautious. In the northeastern-most room of the citadel is a magic +1
greatsword in an altar at the end of multiple rows of different-colored pillars.
The pillars are trapped, each having different effects when passing between
them. Our BECMI veteran tried to detect magic while our thief attempted to
safely inspect the pillars. The description of the pillars in the book is
intentionally left vague outside of their effects, so I ruled that there were
both magical and mechanical effects that could be nullified.
However, players act
in rounds even outside of combat, and while those two were doing this, the cleric
walked in between the two red pillars before her to inspect them. Everything
flammable on her person immediately caught fire. I rolled 4 on the damage die,
her maximum health. The party dragged the cleric’s now charred body out from
between the pillars and tried to resuscitate her. Suddenly the entire party was
acting like the veteran, approaching everything as if it were an obstacle and
inspecting from as safe a distance as they could manage. That moment when the
cleric went up in flames was when the tone was set.
The party had been
doing a good job avoiding random encounters as they traversed, up until they
came to the bathhouse. Steam was rising from behind a wooden door. The wizard attempted
to cast burning hands on the door, his reasoning for why still eluding me as I’m
writing, and he rolled a 1. For those unaware, on a natural 1 when
spellcasting, a wizard faces a terrible mishap. This mishap presented as our
wizard exposing too much of his mind to the arcane realm, being overwhelmed by
the sheer volume of knowledge pouring into his brain within the millisecond he
started casting and screaming until he lost his voice.
The party advanced
into the bathhouse, leaving the wizard screaming in a corner, and began to
inspect the area. While a random encounter wouldn’t normally have been rolled
in this room, the screaming was drawing attention. I rolled, got a 1 on the
die, and rolled to see what monsters showed up. Six skeletons entered the room,
swords holstered and all wearing towels or bathrobes. They were immediately
hostile. Our wizard was unable to fight, only able to scream in horror, so the
remaining party was outnumbered two-to-one. Things moved very quickly from
there. A good couple of blows were swapped back and forth. Our cleric removed
one skeleton’s right arm but was taken down with a blow from its left. The thief
tried running to high ground atop the gorgon statue at the far end of the room,
only to trigger its scalding water trap, fail the DEX save and die to a spray
of boiling water to the face. The wizard and BECMI veteran were swarmed and
taken down within the skeleton’s next turn.
Their first fight in the game had killed them all within 2 rounds. I was nervous, worried I had turned the party from a system I’d like to run a longer game in later. To my surprise, everyone cheered. A couple of the players pulled out their phones to take photos of their miniatures lying dead on the XPS foam flagstones to send photos to our sick player. They had only lasted an hour and a half in the dungeon, and we had plenty more time, so I got the party to roll up new characters, introducing them to character generation in the process, and sent this second group through one of the other entrances.
The first group of Shadowdarklings, all horrifically killed off.
The next group had
some similarly tense encounters and managed to make it back out with as much
treasure as they could carry. What stuck with me was how well received the
death of the first group was. The party was aware of how mortal they were after
the pillar trap, and with two players on a single hitpoint (our cleric lost the
ability to cure wounds, and our thief had a maximum of 1 hitpoint to begin with)
and another unable to fight, it was obvious they wouldn’t last long in any
fight. They still appreciated that they managed to make it so far and find some
cool things before going down.
That moment was very
poignant for me, as in my Pathfinder game we’re likely to face a similar
situation next session. The party has for the past three sessions found
themselves trapped in the basement of a wizard’s university, pursuing an
elusive illusion wizard who keeps altering the layout of the rooms. They’ve
managed to find them now and will need to defeat them to return to safety. They
were struggling with the various puzzles and traps laid out in this hexagonal
maze and refused to rest along the way, which while it prevented any overnight
ambushes also means that they’re going into this boss fight with very low
resources.
I had considered lowering
the difficulty of this boss fight by removing a couple of traps and monsters
from the equation, but with the overall difficulty of this dungeon it would be clear to the players that I’m pulling my punches to let them
survive. In the Combat Threat section of Pathfinder’s GM Core there are two
notable things written for Extreme encounters, which this fight is closest to
in experience: ‘An extreme-threat encounter might be
appropriate for a fully rested group of characters that can go all-out’,
and ‘use an extreme encounter only if you're willing to take the chance the
entire party will die’.
If the party had either conserved resources or had found
more clues leading to the wizard’s location earlier on, this would be fight on
equal terms. Because of the player’s choices, it isn’t. In the words of Matt
Colville, ‘there’s always something you could have done differently’. Maybe I’m
wrong, and they’ll manage to bring this wizard down. I’m hoping that’s the
case, as I wrote up some cool magic items for the party on some not-so-cheap linen
card if they can kill and loot them. But I shouldn’t be tailoring the experience
to guarantee that success. I must take the chance that they could die here,
their task unfulfilled and the doom of the city assured. It might not be a satisfying
end to the story we’ve been collectively telling for so long, but it would be
an ending that makes sense.
Heroes, as brave as they are, aren’t invincible. Casters
run out of spell slots and martials can only take so many beatings. I’m glad I
had this Shadowdark session beforehand to get me comfortable with that idea. My
fingers are crossed for my party, but it’s anyone’s guess as to what happens from
here. And I’ll probably buy the full Shadowdark book now in case we move onto
another campaign sooner than expected.
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