Shadows of the Demon Lord experiences and pitfalls? (1 Viewer)

Future Villain Band

0
20 Year Hero!
I have some friends who just asked me to run a one-shot on Saturday, and I was thinking about doing SotDL to give it a test drive. Does anyone have any experiences they'd like to share, pitfalls to be avoided, etc? Any good products to make sure I use?

Could I use it with the Old World setting from Warhammer, do you think?
 

Reseru

Active member
10 Year Stalwart!
You could absolutely just use the Old World. Even Clockwork seem like they would fit
 

Tancred

All over the shop
20 Year Hero!
I'm playing in a PbP run by Nick the Lemming right now set in the Old World. Works well and he's done some conversion notes - see link in my sig .

No big pitfalls except published scenarios tend to be very deadly and often exceed the for rules advice for challenge levels. Starting characters are particularly weak so you could start at level 1 if this is an issue for you, they're a bit tougher. Remember to award Fortune as they'll probably need it.
 

Nick The Lemming

Lord Gort
RPGnet Member

Nick The Lemming

Lord Gort
RPGnet Member
Something I'd watch out for - if you start at level 0, expect character deaths. Possibly even TPKs. For one offs it shouldn't be too bad (though I'd have some ready to roll characters for people whose characters die early, so they can stay involved), but if you're going to embark on a campaign with noobs, let them know not to get too attached, especially at low levels.

If you are just doing a one off, I'd go with a higher level for starting characters, so they have more interesting things they can do (magic, fancy moves etc), and probably use pre-gens.

For one offs, I'd probably just use the core book and companion (stuff left out of the core book), and wouldn't bother with any of the rest. For a campaign, then the other main supps are de rigeur (especially Terrible Beauty and Uncertain Faith).

If you want to do an intro to the game, use Dark Deeds in Last Hope, which handholds everyone through the game.
 

Fred

Surely you jest, Mr Fred
Staff member
20 Year Hero!
I play, together with Nick The Lemming, in the PBP Tancred runs here. The only thing I've noticed, besides the lethality, is there seems to be a big whiff factor, at least in the lower levels. So it can get frustrating some times.

But that might be just bad luck. :)

Tchau!
 

Nick The Lemming

Lord Gort
RPGnet Member
I play, together with Nick The Lemming, in the PBP Tancred runs here. The only thing I've noticed, besides the lethality, is there seems to be a big whiff factor, at least in the lower levels. So it can get frustrating some times.

But that might be just bad luck. :)

Tchau!

That just makes it perfect for playing in the Old World. :D

But yes, unless you get creative with boons, low level characters usually just have a 50/50 shot at hitting something without any defences. As soon as you run into something that does have any defences, that goes down to 40/60, 30/70 etc, depending on what it is. A critter with a defence of 16 is going to be very hard to deal with, especially since it's probably doing quite a bit of damage when it hits too, and low level characters can't take much before they're out.
 

Black Flag

The Jolliest Roger
15 Year Compatriot!
Running it now and loving it. Yes, it works as a system for Warhammer; instead of the Demon Lord you have Chaos and whatnot, though the ancestries and religions will be different.

Zero-level play is basically fantasy Call of Cthulhu, where the real goal is to survive and learn the basic rules. Characters at that stage aren't proactive and don't have much they can do yet. It's great to teach the game at the beginning of a series and show how the characters became adventurers, but for a one-shot it's probably not very interesting. Go with pregen 1st- or 2nd-level characters instead; they're still simple enough but have stuff they can do to feel useful.

Miscellaneous observations:

* The math is very flat, as much or more than D&D 5e, so expect characters to grow more laterally than vertically. It also means that superior numbers matter a lot in combat. Also, boons and banes give diminishing returns, so don't be stingy with boons or worry that you're giving too many. As for the whiff factor, note that everybody ends up with a way to apply boons to actions, and what differentiates the novice paths is the different ways they do it. 0-level characters, however, are not going to have that benefit.

* Another reason numbers matter is that the action economy is tight. It's even tighter than D&D5's. That means it's very straightforward, though I have noticed one problem: because of the name, players often assume that a triggered action must be in response to something another character does, which is incorrect. Some triggered actions are indeed reactions (free attacks, prepared actions), while others are just bonus actions that are "triggered" by whatever talent you have that lets you do the thing.

* The Demon Lord's Companion is the rest of the corebook that wouldn't fit. Everything else is optional, but the big supplements are awesome for anyone using the default setting (which I like very much). The mini supplements are also very good for the minuscule price, but be aware that the ones dealing with injury and madness make the system more complex and are not recommended for your first time.

* Forbidden Rules features some optional rules that I highly recommend, such as simplified equipment and abstracted movement/range. I think those ought to have been the default. The rest are arguable.

* The published modules are mostly good, or at least okay, though a campaign made up of nothing else will feel a bit shallow. They're good for getting you started on an arc in a particular place, however. For starters, I recommend "Dark Deeds in Last Hope" or "The Witching Wood," which manage to be interesting despite 0-level characters' lack of doodads.

* There really isn't such a thing as a "balanced party" or any particular reason why anybody should feel pressured to play a path other than interest. Outside of a one-shot, characters will end up significantly different from each other even if they all choose the same novice path. Nor is there any reason why you have to have a priest in the group. The real issue is preferred playstyle or theme for the character. Nor is optimization something players need to worry about. The game's designed to help novice players create good characters without having to plan ahead or master the system beforehand.

* It's best not to treat combat as a requisite thing that you have to do every so often just because. It comes with greater risks and costs and fewer benefits than most forms of D&D, so it makes sense for characters to avoid it when possible. On the other hand, combat is fast and painless on the mechanical side of things.
 

Spartan

Tarpit Gamer
20 Year Hero!
I really like SotDL. It's certainly deadly at low levels. I'm running a group through Tales of the Demon Lord and they are really enjoying it. I think it would be a great fit for the Old World. Just come up with some elf ancestries more in keeping with the setting and you're probably good to go. You could even use some of TotDL as adventures if things continue.

Feel free to toss around boons for creative ideas like flanking, high ground and the like. Maybe give them some cool items to help avert a TPK.
 

Sunsword

Cosmic Enforcer
Validated User
I'll add my voice is saying yes it can do the Old World and it's a great game. I've ran 2 successful campaigns and am planning a third.
 

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