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Shadowdark RPG vs Troika!

Compare Shadowdark RPG and Troika! side by side. See differences in complexity, dice, genre, and more.

Shadowdark RPGTroika!
GenreFantasyFantasy, Sci-Fi
TagsDeadly, Dungeon Crawl, Rules-Light, Theater of the Mind, Roll to Cast, Random Tables, Resource Management, Inventory Management, Random Character Creation, Strong GM SupportRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables
Core MechanicRoll a d20 plus the relevant stat modifier and meet or beat the difficulty class or Armor Class. Advantage and disadvantage use two rolls and keep the better or worse result.Three stats: Skill, Stamina, Luck. Roll 2d6 under Skill + Advanced Skill to succeed. Initiative uses a random token-draw stack: unpredictable turn order. Luck is a consumable resource that depletes with each test.
Diced202d6
ComplexityLowVery Low
AvailabilityFree quickstartFree core rules
Runnability5 of 5 book tools2 of 5 book tools
LicenseShadowdark RPG Third-Party License Version 1.1Open (Troika! SRD)
Third-Party PublishingCommercial publishing allowed — Shadowdark RPG Third-Party LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherThe Arcane LibraryMelsonian Arts Council
Year20232019
LanguagesEnglish, French, Italian, PortugueseEnglish
Best ForGroups who want dangerous dungeon expeditions driven by resource choices and player ingenuity. Suits campaigns where recovering treasure matters more than defeating every monster.Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play.
HighlightsTorches burn for one hour of real time, putting a time limit on dungeon exploration. Gear slots make carrying treasure compete with supplies needed to survive the return trip. Procedural generators let the GM create dungeons and encounters during play.Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test
ConsiderationsLow starting hit points make a few successful attacks potentially fatal. Class talents are rolled at odd-numbered levels, limiting control over advancement. Social interaction relies mainly on spoken arguments and GM judgment rather than a dedicated conflict subsystem.Initiative stack can leave players unable to act for long stretches, mixed roll-under/roll-over mechanics confuse new players, setting is implied rather than described, minimal tactical depth