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Shadowdark RPG vs Worlds Without Number

Compare Shadowdark RPG and Worlds Without Number side by side. See differences in complexity, dice, genre, cost, and more.

Shadowdark RPGWorlds Without Number
GenreFantasyFantasy
TagsDeadly, Dungeon Crawl, Rules-Light, Theater of the Mind, Roll to Cast, Random Tables, Resource Management, Inventory Management, Random Character Creation, Strong GM SupportSandbox, Exploration, Faction Play, Worldbuilding, Tactical, Ascending AC, Vancian Casting
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.2d6 + skill + attribute ≥ target for skills; d20 + modifiers vs. AC for combat. OSR-inspired with modern refinements.
Diced202d6 / d20
ComplexityLowMedium
AccessibilityHighVery High
RunnabilityVery HighHigh
LicenseShadowdark RPG Third-Party License Version 1.1Proprietary
Third-Party PublishingCommercial publishing allowed — Shadowdark RPG Third-Party LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$Free
PublisherThe Arcane LibrarySine Nomine Publishing
Year20232021
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.Sandbox fantasy campaigns with deep worldbuilding tools, faction turns, and an OSR-flavored system from the creator of Stars Without Number.
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.Free version is very generous, comprehensive sandbox and worldbuilding tools, faction system, compatible with SWN
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.OSR combat can feel basic compared to modern tactical systems, limited mechanical support for narrative or story-arc campaigns, no built-in social encounter system