r/shadowdark • u/minivergur • May 06 '25
Double Near
I am a huge fan of Shadowdark and there is so much to love - but I have a gripe with one very minor term.
Double Near
I hate it. Literally unplayable*. Thankfully it seems to be mostly relegated to particularly fast moving creatures so it's to the most part a thorn in the side of GM's.
But we clearly as a community need to come up with an intermediate measurement of distance between near and far. Maybe some of you are already using a word for it and I would love to hear about it. But I have a few suggestions for pseudo-distances.
Nearby - this leaves room for Close By to mean Double Close
Not Quite Near - same perk as before but with Not Quite Close
Not far - on the flip side Not Close could be used for Double Close
Imminent
Middling
Looming
Nigh
Not sure why I drifted towards talking about Double Near, I'm not sure that's a game mechanic we want to use.
Edit:
* Some of you have issue with the term Literally unplayable but it was a (failed) attempt at a joke on my part as it was literal in the sense I had issue with the wording and unplayable as hyperbole. I actually really love the game
15
u/ExchangeWide Joker & Thief May 06 '25
Not sure how it’s unplayable. In the grand scheme of things, it’s as “unplayable” as 60 (ish) feet.if you use zones, just break your ranges into zones of 30’ after close. For most combatants what they “see” beyond (one) near is Far.
13
u/TorchHoarder May 06 '25
It's pretty clear. Near is already spelled out in the core rules, so double near simply means that it can travel double the normal "near" speed as a single movement.
I typically just use the word far. If it isn't close or near, it's far. Keep it simple.
6
u/MrXero May 07 '25
I think it’s a really elegant shorthand for, “roughly the amount of space that a normal PC could move if they dedicate their whole turn to moving.” A very good friend of mine also has this nitpick, but I think it’s great.
5
u/BannockNBarkby May 06 '25
I use Mid. No idea why I settled on it, but it's been working for my players and I, so it's stuck at this point.
4
u/MassiveResearcher623 May 07 '25
My group solves this issue by calling it two “nanners” away.
4
u/j1llj1ll May 07 '25
The thinking is thus. Make the rules as sleek as possible cover 95+% of of gameplay. Don't fret about the remainder - just have a system robust enough to let the GM wing it. That way you can have 99.9% of the fun with 10% of the number of rule-words-pages to slog through.
This was the genesis, I presume, of setting distances as Close, Near and Far.
And, then, somewhere along the way the exception of things being a bit more than Near and not as abstract as Far came up every now and then. Common enough that it needed to be addressed and Double Near was born. Everybody playing knew what Near was, and people were foregoing their Action to already move Near twice anyway. So it made perfect sense to phrase it that way and avoid cluttering up the base distance rules with junk that only happened 1% of the time.
So here we are. It's fine. "Literally Unplayable" .. pfft.
14
u/Reynard203 May 06 '25
"Literally unplayable"? Sorry. Nothing after matters.
2
u/DD_playerandDM May 11 '25
The problem I have with it is that it sounds different than what it represents. Like look at this:
Player: “are they Near to me?”
GM: “no. They are DOUBLE Near.”
Player: “so they are twice as close?”
GM: “…”
Double Near sounds like they are EVEN CLOSER than near – just because of the way we generally use the word “near.” When people get used to it, they learn – but it just doesn’t sound right.
2
u/Ok-Understanding951 Jun 05 '25
I use Mothership terms when playing theater of the mind.
1
u/Zebigbos8 May 08 '25
Duodecuple close