How would YOU change Shadowdark?

Gotcha. I don’t particularly see adjusting treasure to keep advancement largely in line with the original module as being that big of an issue if I really had my heart set on reliving a TSR module but then again I probably would just use OSE if that was my goal.
A lot of those older modules had a much larger amount of treasure and magic items than what Shadowdark assumes.
Sorry. Maybe I'm just missing something obvious to people with more experience with the game, but why wouldn't you just use the Shadowdark treasure rules? Like when I'm running an old module I use it as a rough blueprint but use the current system we're playing for the monster stats, treasure, etc. Do others not do that as a default?
 

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Sorry. Maybe I'm just missing something obvious to people with more experience with the game, but why wouldn't you just use the Shadowdark treasure rules? Like when I'm running an old module I use it as a rough blueprint but use the current system we're playing for the monster stats, treasure, etc. Do others not do that as a default?
The problem is that the coins in TSR adventures (not so much in most modern OSR adventures) need to be chopped back by at least 90% and as all the magic items are worth a ton of XP, so the DM has to either go through them ahead of time and cross stuff out or be comfortable with yanking most treasure out as the party comes across it.

So a problem for some DMs, but not for others.
 


The problem is that the coins in TSR adventures (not so much in most modern OSR adventures) need to be chopped back by at least 90% and all the magic items are worth a ton of XP, so the DM has to either go through them ahead of time and cross stuff out or be comfortable with yanking most treasure out as the party comes across it.

So a problem for some DMs, but not for others.
My memory is fuzzy, but aren't magic item only worth XP if you sell them?
 

My memory is fuzzy, but aren't magic item only worth XP if you sell them?
There's nothing in the book that I can find that says so, and lots that suggests the opposite.

From page 39:
XP awards are based on the quality of the treasure and boons you gain during a session.

GMs should see Awarding XP on pg. 117 for guidance.

The GM can award XP right away or at the end of each session.

From page 117:
Characters gain XP from the valuable treasures and boons they earn during an adventure.

XP awards don't need to reflect monetary value; boons or fabled items have intangible worth.

Treasure has four categories:
• Poor (0 XP): Mundane, low value, ordinary, unexciting.
• Normal (1 XP): Good value, worth protecting, useful.
• Fabulous (3 XP): Incredible, prized, well-guarded.
• Legendary (10 XP): Mythic, unique, quest-worthy.

Each PC gets the full XP value of each treasure. When PCs gain a new level, their XP resets to zero.

SOURCES OF XP
• Gold and gems
• Oaths, secrets, and blessings
• Magic items
• Meaningful trophies/tokens
• Clever thinking (award 1 XP for ingenious actions)

HOW MUCH GOLD?
Over time, PCs will earn and lose gold through adventuring, carousing, and buying gear.

Per treasure find, each group should gain about 10 gp x their average party level in value, or:

• 20 gp in value, levels 0-3
• 50 gp in value, levels 4-6
• 80 gp in value, levels 7-9
Compared to any TSR adventure, these are paltry sums. So people whose focus is on those adventures find this to be a point of friction.
 



The problem is that the coins in TSR adventures (not so much in most modern OSR adventures) need to be chopped back by at least 90% and as all the magic items are worth a ton of XP, so the DM has to either go through them ahead of time and cross stuff out or be comfortable with yanking most treasure out as the party comes across it.

So a problem for some DMs, but not for others.
Right. Maybe I'm not explaining it well.

The old module says there's some monsters and treasure in the room.

The referee has two choices:

1) Use what's written and try to make it work in a different system, i.e. mod things to work "good enough" in the new system, or; 2) Use the new system.

So why not just use ignore what the module says about the quantity of loot and instead go with what Shadowdark says? What level are the PCs or the module and roll on the appropriate Shadowdark treasure table instead of using what's in the module. Seems like that would be dramatically less work than trying to convert the loot from TSR-era D&D to Shadowdark. Same with monsters. The module says orcs, okay...so use the Shadowdark orc stats.
 

So why not just use ignore what the module says about the quantity of loot and instead go with what Shadowdark says? What level are the PCs or the module and roll on the appropriate Shadowdark treasure table instead of using what's in the module. Seems like that would be dramatically less work than trying to convert the loot from TSR-era D&D to Shadowdark. Same with monsters. The module says orcs, okay...so use the Shadowdark orc stats.
We're agreeing. I'm in the camp that would just automatically subtract most of the (truly silly) amounts of coinage from TSR adventures and all the +1 swords that drop like candy from medium level TSR adventures.

But there are DMs who want to run TSR adventures RAW and have a hard time, emotionally, changing anything to fit Shadowdark. I'm not arguing on their behalf -- I don't get it, myself. Those folks should be using OSRIC or OSE, in my opinion.
 

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