As mentioned before I will make a short report on Shadowdark as a system so far.
(TL;DR It's a 6.5/10 so far for me. Not a waste of time but probably not my first choice of game especially if I want to just run an AD&D retro-clone especially when OSE exists.)
Thus far my biweekly group is having a fine time but did not finish their level 0 gauntlet last week. A few lost characters to some traps, one to an encounter. Death rate is shockingly low for the group having two very new people not familiar with classic style dungeon running. I expect a few will reach 1st or even second level next session as they are starting to understand and pick up the pace a bit.
I am also running a personal solo campaign on the side to kind of test waters on stuff in advance of my players. I have four characters on which I am running myself through the B series modules in my spare time. I finished Castle Caldwell and am not sure if I will run B8 or finish the other adventures included in B9 first. Caldwell being the cash dispensary it is saw me easily to 3rd level in any case and that was with dividing all treasure totals by 10.
- My wizard has very poor intelligence and is obviously hampered by it significantly. Initial stats definitely make a big difference in how powerful a PC will be. Additionally because wizards cannot use crossbows for some reason he was also kind of useless outside casting the Light spell for the first two levels. At level 3 I now have Knock though and any classic GM knows the power of such a spell, so his value as a member went up significantly.
- I have two Fighters, twins with nearly identical stat lines. They didn't start with excessively high stats but it hasn't mattered so far. Definitely the MVPs of Caldwell by a country mile.
- Last member is a Priest (Cleric) who rolled very well on stats and got a 16 starting Wis. Additionally rolled very well on Talent tables so far. This character kind of exists to show how much better high starting rolls on a caster can be. Very good and consistent healing output combined with acceptable defenses.
I have gripes with the system thus far, but overall still think it is fine especially for an indi game. Thief is woefully underpowered, as an example. This game clearly took a lot from AD&D 1e but failed to grasp how important Thief's old % tables really were. Spell Miscast hasn't come up for either Wizard or Priest and I don't expect it to be an issue. I think the way the spellcasting system works combined with risk of wandering monsters is decent for prevention of the 5 minute adventuring day that most are familiar with having cropped up in (largely) the 3.x era. The game solves some issues that later editions created for the most part, but definitely has its own problems too. XP is too vague, Thief is useless and talent table RNG means even characters who start basically the same quickly diverging (not in interest but in power).
As of right now I think the game should've taken more risks. The D&D 6 stat array is a long since outdated sacred cow. I think hit dice may also be outdated as a concept, or more specifically it seems no system which has +health per level, especially +random health gains, ever seems to balance it well. I don't mind slots based inventory but I still think I haven't played a system which gets it quite right. Stars Without Number is a bigger offender on this but even Shadowdark can have slots feeling weirdly starved for mundane items like a bag of flour, set of lockpicks or a canteen.
Related but what inventory / equipment systems have you guys found work best? Slots, Carry Weight and Not Tracking It are all common ones but I know Black Hack has usage die which I thought was a cool concept for limited but expendable resources. Any other interesting subsystems?