After running an Urban Shadows campaign for a year, I have a few takeaways to share.
One of my starting points with any RPG is “Does it do what it says on the tin?” Urban Shadows very much does what it says on the tin, and it’s a fantastic game.
1. After our group character creation session, I spent 1-2 hours turning the hooks, antagonists, and threads the players created into Threats, and I made debt tracker sheets and consolidated move lists for my GM folder.
That was the extent of my prep for the entire campaign.
2. Before each session, I thought about what had happened in the previous session, what the antagonists were up to (all noted on their clocks), and what the PCs had planned for the next session.
Occasionally, I wrote myself a sentence or two of notes so I wouldn’t forget stuff.
3. During the game, I took notes as often as possible without interrupting the flow of play. My group alternates weekly games, so with a two-week gap between sessions (and a shoddy memory!) notes are essential for me.
4. I also created an NPC Rolodex using a 3×5 index cards and a card box. Everyone important enough to name got a card color-coded for their faction with a quick description, notes, and a Drive.
This became unwieldy, and I may need a better solution when we go back to the game.
5. Likewise for my debt trackers. I left a half-page of room for each faction and they were totally full within a couple months. I should have had at least a full page, probably double-sided, per faction, and they should have been lined sheets.
6. Out of five regular players, three loved corruption, one avoided it like the plague, and one was somewhere in the middle. We retired two PCs around the one-year mark due to corruption, with a third just a point or two away from retirement.
7. My table included a mix of PbtA veterans, newbies, and folks in between. One thing I can confidently say that everyone loved about the system was how failures are handled. The whole table paused, excitement in the air, anytime a failure came up.
8. Using only player-created hooks, and logical outgrowths from those hooks, as toys in the sandbox produced an overwhelming amount of threads to keep track of. I regard this as a feature, not a bug; the Threats provided clear calls to action to mitigate option paralysis.
9. With 1/4 Threats fully resolved and another 1/4 on the ropes, we still have 2/4 of the original Threats in play after a year. This created a logical pause point to take a break from the game, and it should make picking it up again easier.
This is one of my favorite campaigns that I’ve run, and it’s a perfect fit for my preferred zero-prep sandbox style of play. Highly recommended!
I’m happy to answer questions about this campaign or Urban Shadows (paid link) in general — just fire away in the comments!
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.