Wednesday, February 4, 2026

Retrospective: Shadowdale

Since I alluded in yesterday’s post to a shift in how TSR approached the Forgotten Realms, it seems worthwhile to examine the point at which that shift became unmistakable: Shadowdale, the 1989 AD&D module by Ed Greenwood. The first of three linked adventures intended to usher the setting into Second Edition, Shadowdale also served to advance the “Time of Troubles” metaplot through which TSR fundamentally reshaped the Realms. Lest anyone think otherwise, let state at the outset that, as an adventure, Shadowdale is deeply flawed. As a historical artifact, however, it is far more compelling, marking a decisive change in how the Forgotten Realms was framed and understood, both by TSR and its audience.

In many respects, Shadowdale is not really an adventure module at all, at least not in the sense that term had traditionally been understood. Rather than presenting a locale to be explored or a problem to be solved, Shadowdale instead serves primarily as a vehicle for presenting unfolding setting events over which the player characters have no control. Certainly, the characters are present during moments of great importance, like the fall of the gods to Toril or the assault on Shadowdale by the Zhentarim, but their role is largely one of observation. Outcomes are predetermined, major NPCs dominate the action, and the larger flow of events proceeds regardless of player choice. The module reads less like an invitation to adventure than as a dramatization of a story someone else has already decided.

This represents a sharp departure from earlier presentations of the Forgotten Realms. In the version of the Realms seen in Greenwood’s many Dragon articles, the 1987 campaign set, and its early supplements, the Realms functioned as a richly detailed backdrop rather than an unfolding narrative. History was largely static, providing a deep reservoir of implications, ruins, and grudges for Dungeon Masters to draw upon. Even powerful NPCs, such as the much-derided Elminster, were framed less as protagonists than as fixtures of the setting. They were figures with their own agendas, but not the only drivers of action within the setting. There was still plenty of scope for the player characters to leave their marks on the world.

Shadowdale signals a shift away from that understanding. With the Time of Troubles, the Realms acquired a timeline with canonical turning points and inevitable outcomes. The fall and return of the gods is more than a bit of background; it's a story to be told and told in a particular way. The module establishes that such events will happen whether or not the players intervene, as well as that future products will assume they have happened exactly as written. In doing so, it subtly but decisively shifts ownership of the setting away from DMs and players and toward the publisher.

This is not simply a matter of railroading, though Shadowdale certainly does that. The deeper issue is one of priority. The module is designed to support novels, sourcebooks, and future adventures rather than to stand on its own as a flexible piece of play material to inspire. The prominence of NPCs makes sense in this context, because they are central to TSR's narrative of the Realms, but their dominance leaves little room for the player characters to matter in any meaningful way. At best, the PCs can assist, but, more often, they will simply, as I said above, observe.

I believe it would be deeply unfair to lay all of this at Ed Greenwood's feet. In retrospect, Shadowdale reads less like an expression of his original conception of the Forgotten Realms than like a compromise between that earlier vision and TSR’s late-80s priorities. Greenwood’s affection for his NPCs and his fondness for intricate lore were always present, but earlier Realms material generally kept these elements in the background. Here, under the pressure to launch Second Edition with a bang and to synchronize the setting with an ever-expanding range of novels, those tendencies are brought to the fore. The result is a Realms that feels less like a setting to be explored and more like a story to be witnessed.

Shadowdale and its sequels offer little opportunity for meaningful choice, improvisation, or emergent play. Encounters are often structured to showcase NPC competence rather than to test player ingenuity. Deviating from the expected course of events is not merely difficult but implicitly discouraged, as doing so threatens the integrity of the metaplot the module exists to establish. This is admittedly not new territory. TSR had been down this path already with Dragonlance, but here it feels even more jarring, at least to me, perhaps because Krynn only ever existed as a vehicle for storytelling whereas the Forgotten Realms was intended as something more open.

For all these shortcomings and more, Shadowdale is nevertheless important. Its influence was profound and long-lasting. It set the template for how the Forgotten Realms would be handled throughout much of the Second Edition era. For players and DMs who enjoyed that approach, the module represented an exciting moment of transformation. For others, especially those of us who valued the older conception of the Realms as a flexible sandbox, it marks the beginning of an estrangement that would only deepen in the years to come.

Seen in retrospect, Shadowdale is, therefore, best understood as a turning point rather than as a mediocre adventure. It is the moment when the Forgotten Realms decisively stopped being merely a place where adventures happened and became, instead, a stage for stories to be told. Whether that change constitutes progress or decline is ultimately a matter of taste. What is beyond dispute is that, after Shadowdale, the Realms would never quite be the same again.

16 comments:

  1. When the Time of Troubles happened, it really put restrictions on what a DM could have his players do in the Realms. Not only did you have the campaign world supplements, but the number of paperback novels to solidify what was canon. It overcomplicated things and made DMing the Realms laborious.

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  2. I didn't run/play in FR at the time - or ever really - but I liked it (unlike DL, which I hated). The first boxed set was a great setting. Yes, there were high level NPCs, but not an overwhelming number of them, and high level NPCs ought to be present to be in accord with the implied setting of AD&D 1E. The setting had enough detail to be useful, but not a strangling amount of information. Then, they ruined it.

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  3. I liked the grey box set because the maps were awesome and the books had that nice golden parchment paper and brown ink. Not only was the content good, but the overall feel and look of the product was just excellent.

    I will also add to the whole problem is even as a story/drama, the whole Time of Troubles is really badly written. I remember starting the first book and it just rapidly moves from one scene to another. Instead of having the impact be felt immediately; the story starts weeks into it and it's all business as usual except this weird stuff with magic and gods. I had zero interest in any of the FR fiction series until my brother handed me R.A. Salvatore. Like or hate his work, HE could write.

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  4. The idea of player characters living through big events in a game world isn't bad in itself. I've been playing with that for a while myself. Giving the players agency still should be paramount though.

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  5. I liked the original FR articles and campaign setting.
    Mind you, I was even willing to accept the Time of Troubles as background event.
    The Forgotten Realms Adventures hardback wasn't that bad after all (I loved the different priesthoods and city maps).
    But then, out of curiosity my brother bought Shadowdale and the module after that .
    They were terrible. And not just in hindsight I still wonder how anybody at TSR could think of those as good products.

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  6. According to John Stuart Mill, the progressive "enlightenment" of any organization is to "converge" away from its purpose of origin to one of the greater social good. That organization will go from fulfilling its mission, to counterfeiting its mission in order to make structural changes better suited to the new purpose, to wearing a skinsuit of the old purpose in order to spread the gospel of the new purpose, to ultimately abandoning the structure, meaning and purpose of the old to advance the new.

    DragonLance was the counterfeit that allowed TSR the space to at first mimic, and then purge Gygax.

    Shadowdale was the skinsuit phase - appealing to "new players" by forcing the old ones to passively watch their game destroyed.

    TSR needed Greenwood to weaponize his Realms, and I have to believe for as good as a guy that Greenwood is, he had no problem using his own vision and narrative heavy approach to purge the last of Gygaxian openness. (To be fair, when Gygax was still with TSR, he never had a problem hypocritically pronouncing hidebound rules when his own original vision was for the DM to houserule his own imagination not just "as needed" but as a means of developing individualized games.)

    Greenwood got a motherload of media out of his childhood fantasy world, and is putting out a new trilogy in 2026, I think. Books, movies, magazines, games settings; the whole shebang. He did all right for himself.

    But there's no question that it cost the Game its very soul.

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  7. Quoting the prologue: "If the PCs stray too far from the intended course of the adventure, the DM should head the PCs in the right direction by introducing forceful events and by providing NPC hints and warnings. Note that events may well occur offstage,” particularly if the PCs are militarily weak. There is no need to
    lead PCs by the nose to drag them through all the encounters in this module."

    OK, so you need to railroad them, but don't call it railroading 🙃

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    1. Compare that to Gygax's guidance in 1975:

      I desire variance in interpretation and, as long as I am editor of the TSR line and its magazine, I will do my utmost to see that there is as little trend towards standardization as possible. Each campaign should be a "variant", and there is no "official interpretation" from me or anyone else. If a game of "Dungeons and Beavers" suits a group, all I say is more power to them, for every fine referee runs his own variant of D&D anyway.

      This was, of course, before he became a millionaire off the sales of detailed rules, but even the platform provided by AD&D to encourage "Rules & Railroads" was an unintended consequence of standardizing the convention tournament experience.

      In 1975, the tournament fee at GenCon was $0.50/tournament session. (the convention fee itself was $3.50 for all 3 days, just prior to the expansion to 4 days.)

      There were 900 attendees, and approx. 400 of them were tournament participants, averaging 2 tournament sessions per day (because they had consolation and one-shot tournament sessions that knocked-out players could still participate in on Sunday)

      TSR was making something like $1950.00 off the tournament players (and that's not counting the TSR product units sold to those tournament participants.) in 3 days. For perspective, that 3-day slice of low-overhead tournament sales, would be equal to 1.3% of that entire year's gross unit sales (of just under $150,000). The margins on tournaments were massive, and virtually limitless: low overhead, no production, sunk venue costs.

      And of course, the fees at TSR's first officially hosted GenCon were too low, and would go up. The brain trust at TSR quickly realized that tournaments had the potential to print money for the company off of the platform of published units.

      But in order to do so, Gary ended up providing more and more standardization for tournaments, in order to promote fair play and comparably trained referees. After all tournament modules themselves introduced railroading (notably in the A tournament - Aerie of the Slave Lords) in order to close, expedite and standardize what was naturally open world play.

      Once Gary was purged, all these alternate structures remained in place for the corporation to exploit. Tournaments were still profitable. Personalized variants could not be commoditized. TSR had to publish more content - content drove profits. You can't sell a person's own imagination back to them - so once TSR hit a certain scale, encouraging "variation and imagination" became counter to the corporate mission.

      Had Gygax stayed, would Forgotten Realms become somewhat less railroady? I think so. I don't think he would have pressured Greenwood to force his vision directly onto gameplay. I think he would have encouraged him to provide his vision and history, but to continue to invite the players and DM to spin things up with some variety.

      But would Shadowdale still have been some kind of railroad? I think so. See also: DragonLance...1985, before Gary was ejected.

      But as much as a loathe DragonLance, I can appreciate the fact that it at least gave you space to rebel - the PC could affect stuff, which is why the DM had to railroad him: so that he could affect stuff. You could "play" against the DM by trying to suicide a PC or turning one against his proscribed nature. In ShadowVale, such things are irrelevant to the outcome of the game. The PC wasn't a scripted rook or bishop even a lowly pawn like he was in DL. He was superfluous.

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    2. A very good point about tournament sales, as it is probably the driving reason in the creation of AD&D (and n lot merely cheating Arneson out of his share). TSR was a business and its decisions were business decisions.

      I see more Lorraine Williams i the story shift, however. She didn't know much about games, but she correctly noted that the only thing TSR actually owned and controlled was their (non-rulebook) IP. Characters, stories, and artwork generate new revenue streams, and no one can come in with an "Elminstro the Warlock in the Forsaken Realms" to steal your core customers base.

      And that's all secondaru to the fact that adventures are hard to write: by necessity, you spend a high page count on things that just won't matter at nost tables, because those represent choices your players could have made, but didn't. It's just very inefficient.

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  8. I think after Nightmare Keep, this was the first adventure I bought for AD&D 2nd Edition—at thirteen. (For an Italian of that age,) reading a rulebook in English was a struggle at the time, but an adventure was a much greater obstacle. So I played Shadowdale for the first time as an adult, twelve years ago. I did so, among other things, by converting it for 5e. What can I say, other than that it was a huge effort? I basically had to write it from start to finish, keeping only the general idea: the gods have fallen and magic no longer works as it should.
    In fact, it's not an adventure, but rather a summary of the novels it accompanied. Everything is missing: statistics, maps, information. The way it was designed, players are supposed to simply follow the events of the real protagonists, the NPCs. That's not normal, really; there's something sadistic about the whole text. And since I must be a masochist, I played it all, including Tantras, the sequel. Every encounter was rewritten, every location explored, every event revisited. In short, I wouldn't recommend this trilogy to anyone, not even to someone I dislike.
    The funny thing is that the players had fun. It's so true that after all this time, I had to promise them that in 2026 we'll conclude the campaign with the third chapter: Shadowdale. It's the power of nostalgia; I can't think of any other explanation.

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    1. Obviously the third chapter is Waterdeep.

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    2. Wow. Your experience sounds like the version of D&D as played by the surviving members of the kid tribe in Mad Max Beyond Thunderdome.

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  9. One good thing I can say about all these railroaded 2e FR adventures is that they are a good source of town maps that can be repurposed for homebrew adventures.

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    1. That was all this adventure was good for. The maps and setting material were excellent.

      I feel bad that Ed Greenwood had to put his name on it. TSR routinely gutted his submissions. Greenwood mention that his original Haunted Halls of Eveningstar was a highly detailed 96 pages that they hacked down to 32 pages. Hard to evaluate the writer's intent when editors are only showing you 1/3 of it. I'm not saying that Shadowdale had the same issues, but I'm willing to bet that the version he submitted was very different from what was released.

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  10. I really enjoyed the original realms, as defined in the early FR series of supplements. It did not seem as ridiculously high magic as it has become now.

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  11. I think they made no effort to make the Time of Troubles trilogy of modules playable at all. I mean, the whole climax is basically just a contest between two NPCs! But as scavengeable material, it's hard to beat; you can extract enough NPCs, settings, and adventure seeds to last a lifetime.

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