13 August 2025

RPGaDay 2025: Day 13

13. Darkness

I may have given the impression that I intended to end my RPGaDay 2025 run, which is true, but I suddenly thought of something to write about regarding darkness vis-à-vis role-playing games, so my departure has been postponed.

Darkness as I See it

These are a few of my thoughts that can be applied to any role-playing game using its own rules system.

As long as a character has more or less normal vision, I do not penalize combat in partial darkness. If the moon is bright or there is any other light source (torches, phosphorescent fungi, glowing enchanted weapons, etc.), I assume the combatants can see one another well enough to fight normally. If the darkness is total (in a cave or under a moonless night sky without any sort of light source), then I penalize combat severely. It's as hard as fighting an invisible opponent, except you are blind to your surroundings as well. Unless extreme caution is taken with every action, the possibility of a dangerous mishap is significant. There are tactics that can improve player characters' chances of survival or even victory if they are cunning.

Exploration in total darkness is nearly impossible for normal-sighted folk, but it can be accomplished to a limited extent, albeit very slowly.

Most beings who can see in darkness are still limited in what they can discern. They might be able to see shapes or heat patterns, but they cannot read or see colors or two-dimensional images in the dark.

When a party is trying to navigate or accomplish anything in darkness, I prefer to allow them to communicate with one another freely and describe their actions, but I (as the referee) roll secretly to determine if they are successful. Hijinks will frequently ensue unless they are very careful. I prefer this method over having the players pass me notes about what they do and determining who actually does what to whom. First, it takes a very long time to resolve even the simplest actions, which leads to boredom. Second, it stops everyone from role-playing, which, again, leads to boredom. It is far better to let the players role-play openly and roll to see what really happens. Special tables can be be created for fumbling in the darkness. Special rolls can be introduced for determining who is unintentionally affected by another's action when the action critically fails or even just ordinarily fails. Just don't make the mistake of isolating players or restricting play. Keep everyone engaged in the game.

Those are a few of my thoughts about darkness. Maybe I'll continue with RPGaDay after all.

Maybe.

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