In Shadowdark, the dark dangers of the dungeon are infamously made tangible at the gaming table by linking the duration of light sources to real time: Have you been playing for an hour? Then your torches, lanterns, and light spells burn out and you’ll need to ready new light sources.
This is a mechanic that streamlines bookkeeping, centers expedition-based play, and encourages fast-paced action. (If you sit around dithering, then you’re literally burning the candle at both ends!) It can also be a controversial mechanic due to its lightly dissociated nature, so it’s ultimately up to you whether the visceral immersion of the real-world time pressure is worth the tradeoff.
DARKER DEPTHS
But we can take this concept even further by embracing the ideal of the Mythic Underworld. Within those strange depths, the darkness does not flee the light, but rather turns upon it. Crawling through those tunnels you can feel it pressing in — little eddies of shadow testing the flickering weakness of your torch until finally the stygian murk literally snuffs out any source of light.
And the deeper you dare? The stronger the darkness becomes.
If you’re on the first level of the dungeon, then torches, lanterns, light spells, and other sources of illumination have a duration of 1 hour. But as you descend to lower levels of the dungeon, light source duration decreases as shown on the table below:
If the PCs switch dungeon levels in the middle of a duration, increase or decrease the end time of the light source appropriately. For example, if a torch was going to burn out at 8:50 pm and the PCs descend from Level 1 to Level 2, the torch should now burn out at 8:40 pm. (Going up a level should always relieve pressure; going down should always increase it, and could even cause a torch to immediately go out!)
Sublevels can be treated as a level of equivalent depth (e.g., Level 3A would have the same light duration as Level 3).
DESIGN NOTES
The rules for darker depths are, obviously, designed to increase the stakes and costs of mounting expeditions to lower (and, in classic megadungeon play, more profitable) levels of the dungeon. In more narrative-driven dungeons (e.g., we must follow the dragon into the depths to recover our comrade’s body!) where the logistics of torch management may not be a primary focus, it will nevertheless push a sense of rising dread and danger.
Big, ten-minute chunks are taken out of the time initially so that the players can immediately feel the difference from one dungeon level to the next. Once the timer reaches 30 minutes, this pace is reduced to five minutes per level in order to sustain the effect for larger dungeons.
Similarly, the progression is ultimately capped at 10 minutes per light source because shorter durations (e.g., 5 minutes or 1 minute) simply become too much of a hassle to implement, serving as more of an annoying distraction than a terrifying reality.
You could experiment with the idea that, beyond Level 8, the stygian depths actually prevent any light source from being ignited, but this would obviously represent a fundamental shift in the paradigm of play rather than simply putting pressure on the existing forms of play.
Looks like the table has a slightly dissociated nature
@Rpg Dad: Wow. You can read. We’re all very impressed.
I think RogDad is saying that the table isn’t rendering. I don’t see it either.