I am surprised I am still excited for Daggerheart

Anyway -- is anyone else excited for Daggerheart? What do you plan on doing with it?

I don't feel that I know enough about it to have a strong feeling one way or the other.

I'm aware that Matt Mercer is a lead designer. I have some general awareness of what tends to be his general style.

Beyond that, I honestly can't say that I have much (if any) idea about what style of game it tries to be or what the core mindset behind the design has been.

I'm open to trying it if someone I know were to run a game.
 

log in or register to remove this ad

I don't feel that I know enough about it to have a strong feeling one way or the other.

I'm aware that Matt Mercer is a lead designer. I have some general awareness of what tends to be his general style.

Beyond that, I honestly can't say that I have much (if any) idea about what style of game it tries to be or what the core mindset behind the design has been.

I'm open to trying it if someone I know were to run a game.
I mean, all that information is readily available, between playtest documents, YT videos and actual plays.

In short, it is heroic fantasy in the style of D&D with a focus on (and mechanics enabling) narrative, improvisational play. It has some Powered bythe Apocalypse DNA, as well as a touch of Genysis.
 

I mean, all that information is readily available, between playtest documents, YT videos and actual plays.

In short, it is heroic fantasy in the style of D&D with a focus on (and mechanics enabling) narrative, improvisational play. It has some Powered bythe Apocalypse DNA, as well as a touch of Genysis.

I find that the videos don't do a good job of answering the questions that I have in a way that tells me much.

"The style of D&D" has varied quite a bit over the years. Is there a certain edition (and power level) that is assumed by the game?

Are the narrative elements something like Edge of the Empire or is it more akin to what people called "scene framing" in D&D 4E?

If the game were a book, would it more closely resemble a Graphic Novel or would it be closer to Manga?

I'm not knowledgeable enough about Powered by the Apocalypse for that to mean much to me.
 

I find that the videos don't do a good job of answering the questions that I have in a way that tells me much.

"The style of D&D" has varied quite a bit over the years. Is there a certain edition (and power level) that is assumed by the game?
5E, specifically.
Are the narrative elements something like Edge of the Empire or is it more akin to what people called "scene framing" in D&D 4E?
There is a little bit of Edge of Empire in there (hence Genysis) in that there is a "hope vs fear" interpretive element for both success and failure. Those things also act at metacurrency and ways to power special abilities.
If the game were a book, would it more closely resemble a Graphic Novel or would it be closer to Manga?
I am not sure what this question means.
I'm not knowledgeable enough about Powered by the Apocalypse for that to mean much to me.
It means, as I mention, more improvisational outcomes and narrative interpretation of dice rolls, with a dose of "play to find out" rather than excessive preparation or storycrafting.
 

5E, specifically.

There is a little bit of Edge of Empire in there (hence Genysis) in that there is a "hope vs fear" interpretive element for both success and failure. Those things also act at metacurrency and ways to power special abilities.

I am not sure what this question means.

It means, as I mention, more improvisational outcomes and narrative interpretation of dice rolls, with a dose of "play to find out" rather than excessive preparation or storycrafting.

Taking all that in, I think my end result would be to view the game somewhat neutral.

•I can and do enjoy 5e, but it's not what I'm looking for when playing a game that is not 5e, so that seems like a negative to me.
•I enjoy Edge of the Empire, so that sounds like a positive.
•The book question doesn't point one way or the other.
•Playing to find out is how I already interpret most rpgs to work.

In the end, I'm about where I started: I'm open to trying the game if it's available to me, but I don't know enough to have a strong feeling one way or the other.

For the people who are excited, I hope the game is successful. I'm interested in hearing more about how the game works in play.
 

Taking all that in, I think my end result would be to view the game somewhat neutral.

•I can and do enjoy 5e, but it's not what I'm looking for when playing a game that is not 5e, so that seems like a negative to me.
•I enjoy Edge of the Empire, so that sounds like a positive.
•The book question doesn't point one way or the other.
•Playing to find out is how I already interpret most rpgs to work.

In the end, I'm about where I started: I'm open to trying the game if it's available to me, but I don't know enough to have a strong feeling one way or the other.

For the people who are excited, I hope the game is successful. I'm interested in hearing more about how the game works in play.
I am still curious what you meant by "graphic novel versus manga".
 

I am still curious what you meant by "graphic novel versus manga".

Typically, those two approaches to aesthetic and storytelling tend toward very different assumptions about power, how the world works, which tropes are "normal," etc. Additionally, the contemporary producers of each tend toward different approaches and different target audiences. Certainly, as with any medium, there are exceptions, but I've found that -as a whole- there are some commonalities among each respective approach.

If someone were to write a book based upon Daggerheart's fluff and Daggerheart's crunch, what do you believe the book would be like? What tone would you expect? Is there a particular genre of story that you feel such a book would best (or worst) capture?
 
Last edited:

Promos are starting to drop. Here's a look at some of the Adversaries:

View attachment 404007
(from Exclusive: DnD rival Daggerheart features some nightmarish high-tier adversaries)

Folks have pointed out that there's a lot of neat design tricks for these higher-level monsters, like the Demon of Hubris having Double or Nothing, allowing a PC to reroll their Fear die. Not only does it give some stakes to the reroll, but if it successful, chances are the PC will Succeed with Fear, giving the GM a Fear token to allow the monsters to act or use special abilities.

Interesting, does stuff like "can be spotlighted 4 times per GM turn" mean that if the GM has enough Fear then if their turn triggers or is seized (I forget the mechanism Daggerheart has for handing player -> GM turns around), they can activate that fly 4 times in a row?
 

Typically, those two approaches to aesthetic and storytelling tend toward very different assumptions about power, how the world works, which tropes are "normal," etc. Additionally, the contemporary produces of each tend toward different approaches and different target audiences. Certainly, as with any medium, there are exceptions, but I've found that -as a whole- there are some commonalities among each respective approach.

If someone were to write a book based upon Daggerheart's fluff and Daggerheart's crunch, what do you believe the book would be like? What tone would you expect? Is there a particular genre of story that you feel such a book would best (or worst) capture?
Daggerheart, like D&D, seems to want to cover a decent swath of heroic fantasy. Among the micro settings included are bright fantasy and souls soulslike grimdark. I think it intentionally rejects having a singular vision (again, like D&D)
 

Interesting, does stuff like "can be spotlighted 4 times per GM turn" mean that if the GM has enough Fear then if their turn triggers or is seized (I forget the mechanism Daggerheart has for handing player -> GM turns around), they can activate that fly 4 times in a row?

Yeah, until we see the final rules we don't know for sure. But it seems like the GM can spend a Fear token to have a go with a monster. I'm not sure if that means the Fly goes 4 times with 1 Fear, or the GM can spend 4 Fear for four goes.
 

Remove ads

Top