Ethos and House Rules

These rules enhance core ShadowDark gameplay without penalizing players or increasing difficulty. Developed through live playtests, they support rewarding long-term, semi-episodic campaigns in a semi-open table where many characters may experience brief or concluded adventures.
 

Real-Time Passage: It's Alive

  • Always Active World: Uses a 1:1 time system, mirroring real time.
  • Time Pressure: The world advances even when you're absent.
  • Organic Changes: Factions, NPCs, and villains pursue goals.
  • Rival Competition: Player-led and NPC groups constantly hunt for treasure.
  • Consequences of Absence: Uncleared dungeons may be looted; ignored threats intensify.
  • Real-Time Effects: Training, healing, and progress occur over actual time.
 

Lifestyle/Upkeep Costs: Nothing's Free

  • Daily Cost: Each character must choose and pay a daily cost of living.
  • Rest Requirement: Rest in town for 7 days to earn a boon.
  • Meager (1d4 cp/day): Lifestyle: Bare minimum; Boon: None.
  • Established (1d6 sp/day): Lifestyle: Comfortable; Boon:
  • "Well Rested" – temporary HP = 1 per level.
  • Wealthy (1d10 gp/day): Lifestyle: Luxurious; Boon:
  • "Prepared" – temporary HP = 2 per level, +1 to attack/spell rolls, +1 damage.
Note on Temporary HP:
  • Added to current HP (can exceed max).
  • Cannot be healed or regained.
  • Represents a peak state that fades once depleted.
 

Character Stables: It's Fun with More Than One

  • Minimum Requirement: Maintain at least two characters in the game world.
  • Initial Setup: Create two distinct characters before the first session.
  • Diverse Gameplay: Multiple characters offer varied experiences and strategic choices.
  • Realistic Scenarios: Characters may be sidelined by death, illness, training, or narrative events.
 

Class Options: Unlocking New Potential

  • Unlocking Mechanism: Additional classes (official and homebrew) unlock through in-game interactions.
  • Finding Mentors: Discover and befriend contacts who can train your characters.
  • Starting Selection: The core game starts with four basic classes.
  • Example Unlock: The Witch class, unlocked by Character Horjak (Player Will).
 

Ancestries: Society of Diversity & Struggle

  • Humans: Dominant and influential in The Prelacy.
  • Dwarves: Displaced from southern mountains, now integrated with distinct cultural traits.
  • Elves: Renowned for beauty and knowledge, contributing culturally and intellectually.
  • Halflings: Small, often underestimated, yet resilient and resourceful.
  • Half-Orcs: Born of tragedy, blending human intellect with orcish traits while facing harsh challenges.
  • Goblins: Marginalized and distrusted, with few overcoming societal bias.
Note on Society and Ancestries:
  • This structure reflects The Prelacy’s human centric complex dynamics, encouraging exploration of diverse backgrounds and challenges.
 

Game Modes: Enhancing the Grit

ShadowDark core rules & Cursed Scrolls in use
  • Deadly Mode: Death timers are set to 1; DC 18 INT to stabilize dying.
  • Grinder Mode: On a successful rest, regain HP equal to one hit die roll and 1 stat damage per stat; dwarves roll with advantage; spellcasters regain 1d4 lost spells.
  • Enduring Wounds: Surviving 0 HP requires a DC 12 CON check or incur a wound (CS #2 pg. 26).
 

House Rules: No More Drop and Pop

  • Instant Death: Occurs when HP drops below negative CON score.
  • Exhaustion: Failing to sleep, or going without food/water or succumbing to illness, incurs stacking exhaustion effects (see homebrew table).
  • Secret of the Unknown: Unpredictable, GM-created dungeons/events with random rewards—expect the unexpected.
  • THE TAKE: XP is only collected at a Safehaven.

House Rule Additions

Will to Live

In Session 45, during the early exploration of the Crypt of the Whispering Sorcerers, a moment of Northern heroics inspired a change to our house rules. To better embody the classic sword-and-sorcery ethos—living and dying by the blade against insurmountable odds—we officially added the following rule
  • Applies When: A character reaches 0 HP and the death timer begins (Deadly Mode, 1 round).
  • Applies How: As a FINAL roll; the dying character may attempt a DC 18 Intelligence or Constitution check to self-stabilize and return to 1 HP, replacing the natural 20 requirement from RAW.
  • Applies Why: This rule enhances the gritty, sword-and-sorcery tone of the game, emphasizing survival through sheer willpower in deadly situations.

  • Note: The “down but stable” rule at 0 HP has been removed in this game. The Constitution check may be revised in the future if it proves too powerful.

    Inheritance

  • Applies Who: Characters with "Awaiting XP" in inventory.
  • Applies When: A character dies with unawarded "Awaiting XP".
  • Applies How: All "Awaiting XP" can be inherited by a new character, rolled fresh to accept this "gift."
  • Applies Why: Several sessions can pass in our world before XP is awarded because of "The Take." As a way to lessen the blow when dying moments before success, we choose to reward the PLAYER, not just the character. This policy ensures that players' time and effort are respected by allowing them to transfer Awaiting XP to their next character.
  • Note: Players can decline this house rule, it is optional.

    Pause & Catchup Time

  • Applies Who: All players engaged in an ongoing adventure or storyline.
  • Applies When: When the current session reaches a critical moment or if the players are deeply involved in a significant plotline.
  • Applies How: The game master will pause the in-game time, allowing the session to extend beyond the usual constraints. This pause continues until the players decide to return to their safe haven or conclude the current storyline. Once gameplay resumes, in-world time will "catch up" to match the actual number of days that have passed during the pause.
  • Applies Why: Designed to enhance player experience by removing the rush to conclude sessions prematurely. Catchup Time ensures that important events and decisions receive the attention they deserve, fostering a more immersive and fulfilling gameplay experience.
  • Table Top Escape

    Established April 11th 2020

    The Prelacy of Middenmark

    First Session: 4/14/23
    Our Vision: This living journal captures the collaborative spirit of both players and the GM in shaping the world of The Prelacy of Middenmark. It's a testament to shared creativity, documenting the significant triumphs and setbacks that etch themselves into the fabric of this realm.   Inspiration and Style: Drawing from the Northern Reaches by Greg Gillespie and the ambiance of ShadowDark, our game blends classic treasure-hunting with dynamic, modern storytelling. The world is a tapestry of both pre-written and homebrew adventures, enriched by spontaneous developments and the whims of chance.   Dynamic Worldbuilding: As time flows, The Prelacy evolves, gaining depth in history, lore, and the indelible marks left by its characters. The concept of the "Unknown" is integral, allowing for unforeseen discoveries and creations that organically shape our ongoing narrative.   Journal Starting Point: We begin documenting our journey from session 23. Earlier sessions, while not chronicled, have left their echoes across locations, ongoing plots, and the world's lore.   Join Our Adventure: If you've stumbled upon our world and wish to partake in its unfolding story, we welcome you to join our vibrant community on Discord. Our players are as instrumental to the world's vitality and creativity as the GM.
       
    Heartfelt Gratitude: A special acknowledgment to the players who have been pivotal in establishing and nurturing this world:  
    • Diane
    • Josh
    • Josh
    • Rod
    • Will
    Your creativity, enthusiasm, and camaraderie have been the cornerstone of our shared journey. Thank you for the joy and inspiration you bring to every session!


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