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Critical Role's 'Daggerheart' Open Playtest Starts In March
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<blockquote data-quote="pemerton" data-source="post: 9308406" data-attributes="member: 42582"><p>From p 7 of the playtest rulebook:</p><p></p><p style="margin-left: 20px">Daggerheart is a collaborative roleplaying game . . . </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Daggerheart is a heroic narrative-focused experience with combat as a prominent aspect of play, facilitating emotionally engaging, player-driven campaigns that are punctuated by exciting battles and harrowing challenges. The game takes a more rules-light approach in its design, encouraging players and GMs to focus on the story they’re telling rather than the complexity of the mechanics. It asks them to act in good faith with one another to tell the best story they can, and looks to provide structure when it’s unclear how things might resolve within that story. The system has a free-flowing approach to combat to avoid stopping down the game into rounds, and it doesn’t rely on grid-based movement for the maps and minis. This is all purposeful in creating a game that utilizes the kind of terrain and map-building that miniature-based games are known for while making Daggerheart streamlined, approachable, and focused on delivering a great narrative experience at the table.</p><p></p><p>That the RPG is <em>collaborative</em> seems unremarkable. Acting <em>in good faith with one another to tell the best story they can</em> suggests what I would think of as "neo-trad" play. Taken literally, it means that a player - in declaring actions for their character - should be thinking not just of <em>what their character wants</em> but also <em>what they, the player, together with the rest of the group, want out of the story</em>.</p><p></p><p>It is possible that this is what the game authors intend by describing it as a "narrative-focused experience" that is "focused on delivering a great narrative experience at the table".</p><p></p><p>I am still reading and digesting the resolution rules, and so don't have a view on whether that claim is plausible, nor on whether the game would also provide a good experience if played in a less "meta" fashion in which the players just play their characters in accordance with their understanding of what their characters want.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9308406, member: 42582"] From p 7 of the playtest rulebook: [indent]Daggerheart is a collaborative roleplaying game . . . Daggerheart is a heroic narrative-focused experience with combat as a prominent aspect of play, facilitating emotionally engaging, player-driven campaigns that are punctuated by exciting battles and harrowing challenges. The game takes a more rules-light approach in its design, encouraging players and GMs to focus on the story they’re telling rather than the complexity of the mechanics. It asks them to act in good faith with one another to tell the best story they can, and looks to provide structure when it’s unclear how things might resolve within that story. The system has a free-flowing approach to combat to avoid stopping down the game into rounds, and it doesn’t rely on grid-based movement for the maps and minis. This is all purposeful in creating a game that utilizes the kind of terrain and map-building that miniature-based games are known for while making Daggerheart streamlined, approachable, and focused on delivering a great narrative experience at the table.[/indent] That the RPG is [I]collaborative[/I] seems unremarkable. Acting [I]in good faith with one another to tell the best story they can[/I] suggests what I would think of as "neo-trad" play. Taken literally, it means that a player - in declaring actions for their character - should be thinking not just of [I]what their character wants[/I] but also [I]what they, the player, together with the rest of the group, want out of the story[/I]. It is possible that this is what the game authors intend by describing it as a "narrative-focused experience" that is "focused on delivering a great narrative experience at the table". I am still reading and digesting the resolution rules, and so don't have a view on whether that claim is plausible, nor on whether the game would also provide a good experience if played in a less "meta" fashion in which the players just play their characters in accordance with their understanding of what their characters want. [/QUOTE]
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