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River Horse Studios The Dark Crystal Adventure Game

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Displaying 1 - 7 of 7 reviews
Profile Image for Eric.
14 reviews
April 2, 2022
Great lore, great art, great formatting and presentation of information. The few transparent overlays are very cool. It looks like every location/scene is presented on a two page spread or has a fold-out for larger ones. Comes with 3 different color ribbons, making referencing easier. It looks like a good lite RPG system. I look forward to playing it one day!
Profile Image for Jason.
352 reviews5 followers
June 19, 2022
I picked up this book at a local game store for a handful of reasons. First, I was looking to buy something –that’s no small thing in itself. Second, the book itself is very beautiful—it has a lovely color palette, is full of maps and tables and art, has pages that fold out, and even has a few vellum pages that allow the maps to layer. Third, my wife has a long-lived love of the original movie, and I was looking for something the two of us could play one-on-one in short bursts over the summer. Because of all those beautiful features, the book is not cheap, coming in at about $45 for a 300-page, hardbound, digest-sized book. Actually, the quality is not the sole cause of the high cost—there is a lot of game material in this book, a whole world created and parceled out to be the focus of high adventure. You get a lot for your money here, and for that reason, the book is reasonably priced.

The game itself is related to a lot of OSR-type RPGs. You have an adventuring party; you use a full set of polyhedral dice; play roles are divided between a GM and players; your characters are defined by their skills, strengths, and weaknesses; your characters track their health and suffer consequences when their health is low; your character has traits that help them achieve tasks or allow them to do things they otherwise couldn’t do; your character’s equipment matters and is limited by the rules of the game; your character has a particular cultural background that informs what they know and what they can do; there is an experience system by which your characters improve over time to be more powerful, more efficient, and more effective; you roll dice when your character attempts to do something with an uncertain outcome, with the roll determining success or failure. Play itself is a matter of the GM setting the scene, players saying what their characters do in response, and the GM having the world respond to those reactions in kind. Gelflings are fragile creatures, and some of the encounters are dangerous, so the facts of the game encourages players to play cautiously to protect their characters, even as those same characters are heroes, set up to save all of Thra from The Darkening.

At its root, The Dark Crystal Adventure Game is a game of exploration. While players are expected to be familiar with the world through the original movie and, more pertinently, the Netflix limited series The Dark Crystal: Age of Resistance (the same time period in which the game is set), the specifics of the world and the regions explored are necessarily a mystery to the players. The map of the world takes into consideration maps that have come before, but the geography is entirely new. Moreover, the quest presented to the players depends on the players not knowing exactly where to go. The players are given a map of the world, divided into 22 regions, with only major cities and areas marked. Your character may have bits of information about the world depending on what type of Gelfling they are, but that information is only general. This design decision, I assume, is so that the players can experience the same sense of surprise and wonder at Jim Henson’s world even when they are playing inhabitants of that world.

The mechanics are stripped down and rather straightforward, using a lot of techniques developed by indie designers. For example, the damage rules are elegant and simple. All health is given a die size for its rating. Gelflings all have a d6 health. When you take a wound, you reduce your die size by one. So a single wound brings a Gelfling to a d4. If you take a wound at d4, then you roll a d12 on a random injury table to find out your fate, which ranges from getting a scar to losing a limb to death. Combat is less exciting, consisting of a series of rolls to determine if you hit or if you dodge a blow. The GM does not roll, but the player does roll separately for attack and defense. So the first round you try to wound your opponent and the following round you try to avoid a wound yourself. The one little spice to the combat system is that fighters are trained in either finesse or ferocity, attacking with brute strength or dexterous sword play. The cool thing about that is that some creatures can only be wounded by finesse because their armored shells can withstand brute force, while others can resist finesse but suffer against ferocity. As a result, you’re not ever just good at killing all things. Whether your battling or trying to overcome an obstacle, everything is a Test, in the language of the game, with a target number determined by the GM. Your skill or ability determines what size dice you roll to accomplish the goal. There is also an advantage and disadvantage system, like so many games now, that allows you to roll two dice and take the higher roll or force you to roll two dice and take the lowest roll. In short, the mechanics work and are well designed but not especially noteworthy. There is little in the game that requires you to use these particular mechanics and you could just as easily use whatever system you want to play within the world presented in the rest of the book.

The bulk of the book, a full 200 pages, are used for the included adventure. That’s a funny way to put it because it is itself designed to be a single adventure, though you can certainly use the content in whatever way you choose. The basic setup is that all the player’s characters have come to the Mystic Valley for one reason or another, where they are informed that in order to save Thra from The Darkening, they must gather up a seed from each of the seven great trees and return them to the Mystic Valley within the next 99 days, or a great calamity will befall Thra. Then the characters are let loose to wander Thra, find the trees, collect the seeds, and return as the days tick on. The designers can’t expect you to commit to memory all the ins and outs of the entire world, so they designed the book to be easy to reference and work with on the fly. Each location in the world, be it a full region or a single encampment is given a two-page spread, clearly labeled and easy to navigate. If too much information is required for the spread, the pages will fold out to give you the extra space needed without ever breaking the two-page layout for what follows and precedes. The locations are essentially nested within each other to make moving from one place to another easy. What I mean by that is that each region is given a two-page spread. The 6-8 locations of interest within a region follow that two page spread, and if there is sub-locations within those, they follow the location they are subordinate to. So, for example, there is a spread for the Silver Sea, that tells me what the 6 locations within that region are. I also get a random encounter to use within the Silver Sea while characters are traveling from one location to another. Then each of those locations are presented as 6 separate two-page spreads that follow the Silver Sea spread. So when the characters to the Dreaming Isles, I go to that spread and have everything I need for that part of the adventure there. And when they leave the Dreaming Isle, I turn back to the Silver Sea spread for everything I need until they arrive at their next location within the Silver Sea Region. When they leave the region, I just turn to the neighboring region and repeat the process. If you’ve given a cursory read through the book, then all that should be required to orient yourself is two minutes of skimming.

Obviously what is presented in so small a spread are just the bare bones. You get the names and motivations of any anticipated NPCs and the details of any special items. Then it is up to you to make that part of the adventure as detailed or as high-level as you want. You can quickly talk your way through an encounter to get to the next location, or you can slow down and role play the entire conversation, bringing the NPCs to full life. You can have a whole session take place in a small market or fly through a whole region in a couple of sentences. The designers had fun connecting characters and regions and events so that the NPC you meet here has ties to a family in this other region over here. The wandering creature you can encounter here belongs to this shepherd who is looking obsessively for them over here. You can play it as randomly as you liked, using the tables either for inspiration or strictly by the die roll to see how the world comes into focus over time. Reading through the spreads you get a full sense of the world and all the connections holding the place together, making it dimensional and alive. Even just as a read it’s a fun experience.

And now for the coolest part of the game. Remember those 99 days that the players have to complete their mission. You, the GM, actually have a calendar by which you track those 99 days. You can play out the passage of time through reason, but each region lets you know how many days it takes to cross the region, so simply moving will push that clock forward. Dotted on the calendar are days marked in purple, and when you reach one of those days, you choose a region to experience The Darkening. At the beginning of the game, only the Plains of the Castle, where the Crystal Castle sits, are Darkened. And as the purple days are reached, the Darkening spreads to a neighboring region, which you can choose or decide randomly. Each location spread includes a purple box that tell you how the region is changed when it’s Darkened. Typically, creatures become more ferocious and NPCs become ruder, more selfish, and even violent. Weather can get severe and crops can fail. To me, that’s an exciting feature, because even reading through the spreads, you have no idea what the region will be like when the players’ characters finally get there. And the more time passes, the more trouble they will encounter. It’s a game-wide clock that adds life and excitement to the whole setup, in my eyes. And the design of the calendar is cool, as they made the sheet into a GM note page, where you mark what NPCs have been encountered, what regions have been Darkened, and any notes about things you want to remember to bring back later in the game.

I mentioned earlier that the game has a built-in experience system. The system itself is unremarkable, but one aspect about it I do enjoy. Each skill a character can have has three levels of mastery: trained, specialization, mastery. The only way to attain that last rank, mastery, is to spend XP to have an NPC train you. So players are encouraged to save their XP and talk to NPCs to find out whom they can learn from. When they meet the right person and have the XP available to them, then they can train with them in the fiction and attain the mastery rank. It’s a minor feature of the game, but I think it’s cool.

Originally, I planned on using the rules as written to run the game with my wife, but I’m tending away from that now, primarily because the test system really only cares about success and failures. That’s never a design that excites me, but it can be especially disastrous with one-on-one play. For an example from the adventure, there is some random encounter that has the characters come across a trap and fall into a pit if they don’t roll some target number. With 4 or 5 characters, one of them is likely to succeed in the roll and then they can work to get their friends out. With one character, if you whiff, you are then stuck in a pit until some NPC character comes along to help you out or until you roll a successful roll of some sort to escape. The latter is unexciting. The former is predictable. Neither makes for a fun session.

I put off writing this review because I was hoping to put in a number of sessions before I did so. Life has intervened with my play plans, so I’m writing this now before I forget the system. I might write a follow-up when I finally get to play. Even without playing, the reading and the journey in my own mind was enjoyable enough to cover the cost of admission, for me. If this is up your alley, it’s probably worth checking out.
Profile Image for Jose Lomo Marín.
152 reviews11 followers
Read
February 26, 2024
Mi reseña corresponde a la edición en español traducida y adaptada por Gen X y Nosolorol.
Tras disfrutar del soberbio trabajo que ya hizo River Horse, con el juego de aventuras «Dentro del Laberinto», tenía las expectativas muy altas con esta aproximación al universo de Cristal Oscuro, y no solo las cumple, sino que las supera. El universo de Thra ha conseguido tocar la fibra sensible de los amantes de la fantasía desde el estreno de The Dark Crystal en 1982, y ha seguido cautivando a varias generaciones desde entonces, con una fuerza difícil de explicar, pero que sin duda tienen mucho que ver con el artesanal cariño y la magia narrativa, en estado puro, que Jim Henson y su equipo destilaron para esta obra, y que luego acabó inspirando una serie de animación con marionetas que, lamentablemente, no pudo mantenerse a flote en la época del todo o nada inmediato. Por suerte, el formato libro y la experiencia que proveen los juegos de rol sí son un campo de cultivo perfecto para que florezca la maravilla, y esta obra es la viva muestra. El libro ya sería un regalo para el alma de cualquier amante de Cristal Oscuro, por la belleza del formato y las ilustraciones, pero es que además es un manual para explorar Thra con tus amigos, tomando el papel de un grupo gelflings que tratan de salvar Thra del Oscurecimiento. El sistema de juego es muy sencillo, en la línea del juego de aventuras de «Dentro del Laberinto», lo cual permite que pueda disfrutarlo cualquier aficionado a Cristal Oscuro aunque no tenga experiencia previa con los juegos de rol. Pero es que el planteamiento encadenado y natural de las aventuras es tan interesante, y está tan repleto de hermosos detalles por descubrir, que también supondrá un deleite para jugadores experimentados amantes de la alta fantasía. En resumen, si te gusta Cristal Oscuro y siempre soñaste con explorar al máximo su universo, sus personajes, sus criaturas y su mitología, no puedes perderte este librojuego. Y si lo de jugar no te atrae especialmente, pero amas Cristal Oscuro, también lo disfrutarás como una de las referencias más completas sobre el universo de Thra. Imperdible.
Profile Image for cauldronofevil.
1,162 reviews4 followers
December 16, 2025

I started a Dark Crystal comic and then came across a deal for this book along with the Dark Crystal Bestiary. I’ve seen the movie and even have it on DVD, but I understand there is a TV series as well. I haven’t seen it but will try to.

I’ve heard this was a beautiful book and they’re right.


Unfortunately it has a big negative right away. It uses polyhedral dice. These - more commonly known as “D&D dice” are becoming a default assumption in RPGs and only serve to guarantee the game being seen as a ‘Geeks-only’ pass-time. Between the ‘fetishization’ of polyhedral dice and the distraction they provide at the table I’m always reticent to play a game with them. Especially because, if you do the math, you realize they are never necessary to achieve the effect you want to achieve. They aren’t used for any good reason, just used ‘by default’.

I’m a little surprised by the number of Clans the Gelflings have but I presume that is the result of novels or comic books expanding the mythology.

The elimination of statistics to be replaced by 7 skills (each with 3 specializations, for a total of 21 skills) seems like a good simplification.

Nine difficulty levels seems ridiculous for a rules-lite game and exploding dice is just another way to stop the story for dice fiddling. Of course, with polyhedral dice it’s impossible to make a simple game anyway. The exploding dice (if you roll the maximum, increase the size of the die and roll again) are ONLY needed because of the D&D dice. Same with the 9 difficulty levels. In fact, if you used only six-sided dice you’d have a perfectly usable simple system. Why pad the design if it’s needed?

Improved and Hindered are the usual Advantage/Disadvantage/Boon/Bane rules. Roll two and take highest or lowest. I recently read a scathing indictment of this technique and the math behind it, but that’s was specifically for d20s. I’ll reserve judgment until I can analyze more.

Lack of an index in this book is already annoying - as it ALWAYS is in a book of rules.

I like what they’ve done with Gear. Used two pages (without an equipment list) to provide useful generic guidelines on using equipment, while making sure it’s unlikely to dominate the story.

It’s nice to see that Fighting is nice and simplified as well. Damage is all reduced to one point (just a coincidence that I’ve done this in my games as well!).

Of course, in some cases it’s simplified to the point of stupidity. All Gelflings have 2 hit points. The third injury means they are dead or greatly injured (the rules are deliberately fuzzy on this).

And of course it’s a death spiral. Your d6 goes to d4 goes to dead. So the second you are injured you are worse at everything (using a d4). Meaning that even against a d6 your chance of winning that fight are unlikely (approximately 29%). Would you bet your life on a 30% chance? And remember - the beat the opposition you have to make that 30% chance TWICE IN A ROW before he hits you once - taking you down.

I wish I could say this design is to obviously encourage you to avoid combat - but that just doesn’t make sense. Adventures will by definition mean you get banged up a bit. But with these rules you have a 25% changing of losing a hand, eye or ear the third time you are hit!

Make sure you bring a cleric along! In order to heal you roll your dice against a 5 difficulty every day. Pretty tough to do on a d4! Of course being exploding dice will make this easier.

That’s the other thing about using polyhedron die. Gamers think it’s ‘intuitive’ that there is a dice ‘scale’ from smaller to larger, but watch newbies play and this actually takes some practice to sink in - the very definitely of NOT intuitive. And of course, since different sets of dice will be different colors, the clues aren’t as easy to find as people think. The largest number is not marked in any particular way - on some dice it’s not even written at ALL!

I have friends who are Dark Crystal fans, but NOT gamers. I’d hate to inflict this on them when it seems completely unnecessary.

Experience Points are fairly nicely done. 1 for showing up, 1 for playing your Flaw, though the GM should have to define significant.

The next way is more problematic. Each player can give another player 1 XP for Heroism during the adventure. Sounds like a good idea, but every time I’ve played a game where the players all ‘vote’ on whether the other players sucked or not, they either all abstain or all always give the other players high marks. There can’t really be any objectivity in a social situation. Hiding the votes won’t make it any better. It’s been tried! Obviously not by this game designer. Another thing that should be left in the GM’s hands. That’s what a GM is for.

Spending XP can apparently occur on a daily basis! Nothing like interrupt a RPG session for a game-mechanics break.

Apparently it cost 3 XP to buy a ‘Situational Trait’. What the hell is a Situational Trait?! Can a Situational Trait be a Clan Trait from another Clan? It says you can buy a Clan Trait for 6 XP from your Clan. Can you buy a Clan Trait from another Clan?

You can also spend an XP to reroll dice. They do mention this is especially useful for the Injury table, but you can’t spend more if you don’t like the second result. So it could be worse.

The combat system, such as it is, is two pages. There is no initiative, players always go first, except in an ambush. Though it is not explicit, it appears that only players roll dice, making attacks or rolling defense if NPCs attack.

To the game’s credit, under GM tips it does say the combat is dangerous and especially the injury table. Which makes perfect sense - if this were a Swords & Sorcery game. For a ‘cozy’ fantasy game its a completely wrong approach. Lets make sure they don’t turn this into a combat game by making it really, really deadly! Yeah. That always works.

”The World of Thra” gives a brief overview of the lore (which is also on their website ).

A page each on Skeksis and Mystics gives 13 each different names, personalities and pictures!

I love the amount of detail given. Also nice is that there are phrases that are numbered to direct you to a page in the adventure for further elaboration. Certainly not every RPG can be this narrowing focused but I would love it if they would take the same approach of 20% rules and 80% setting. The setting is the most important part and the rules aren’t likely to survive unchained by most GM’s.


It does make it hard to read though. You essentially have to read everything or at least everything related to a location to understand it in full. But having done that you could run this adventure for quite a while.

The imagination show by Janet Forbes is impressive. Unfortunately, (though I’d rather err on this side than the other) this is not really suitable for beginning GMs even beyond the crappy rule system.

In a lot of ways it reminds me of the Fighting Fantasy adventures - in both good ways and bad. I wonder how the players are going to take “…they are dragged down into the depths of the Silver Sea, returning to Thra.” Not that I don’t think death shouldn’t. be a possibility…

It’s very hard to objectively criticism these individual encounters/scenes/locations. To see if they ‘work’ you really have to examine them by how they relate to the other locations around them and they will be reached during play.

But, I love the hell out of them. They all feel like Dark Crystal. I can run these and with the right players - players interested in experiencing the world, rather than winning or beating the game - they can create some great experiences.

I’ll keep reading it because I enjoy it and hope to run it, but for me, it’s a very rare game that is both beautiful to have and perfectly fits the audience it is going for.

I have some issues with the game system - I think it will required a bit of house-ruling. Now that’s true of (almost) any RPG system. But it can be done with a pretty minimal effort.

If you like unique worlds, this definitely works.

5 stars from me

Profile Image for Heather Ingram.
47 reviews
November 29, 2022
This isn’t really for reading straight through. With that said; the lore is amazingly done. The creators of this are obvious fans of the movie and serious. The artwork is stunning. The embossing on the front and back covers are gorgeous.

I picked this up just because it is pretty. Hopefully I’ll get a chance to play it.
Profile Image for Matthew J..
Author 3 books9 followers
May 5, 2022
This is somehow both more and less than I expected and/or hoped for. It's definitely more of a roleplaying game than The Labyrinth Adventure Game, which leans a bit further to the board game/puzzle game side of the spectrum, with RPG elements being important, but maybe secondary(?). This feels more like a traditional tabletop RPG. It's also much more of a 'sandbox' than Labyrinth. In The Labyrinth Adventure Game, you moved from one puzzle to another, eventually pushing toward the ultimate climax. In this, you explore the world however you see fit, dealing with various creatures and problems, while doing what's often known as a 'fetch quest,' assembling various items found in various locations. When you have them all, then there's a big climax. But how you go about it, is totally up to you. There's no real path.
Unlike Labyrinth, I don't think this is playable out of the book. You'll have to do a lot of improv & a lot of preparation. The book has a lot of info, yet the nitty gritty of 'at the table' tools is spotty.
Profile Image for Daniel V. N..
123 reviews1 follower
March 26, 2025
The Dark Crystal Adventure Game offers a brilliant introduction into the world of Thra, albeit is a bit short on the details and leaves a lot depending on the Game Master to figure out and create.

I applaud the focus on exploration and social encounters over the necessity for combat. Combat in the world of Thra is dangerous and best engaged carefully.
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