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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative

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Daggerheart tries to simultaneously offer a robust set of combat tools driven by high fantasy while also encouraging a collaborative storytelling environment between the player and game master. Although it's too chunky of a game system to really appeal to narrative game enthusiasts, it does offer a unique enough system to stand out more than as just another game trying to out-D&D Dungeons & Dragons. The real question is whether the Critical Role effect will be enough to propel Daggerheart into a rarified space amongst D&D or if it will get lost in the shuffle similar to Darrington Press’s previous RPG Candela Obscura.

Daggerheart is a high-fantasy RPG influenced by the likes of D&D 4th Edition, FFG’s Genesys System, Blades in the Dark, and the Cypher System. It wears most of these influences proudly on its sleeves, calling out the various RPGs that influenced its mechanics in its opening pages. For veteran RPG players, a readthrough of Daggerheart will feel a bit like that one Leonardo DeCaprio meme, as many of the secondary systems in particular feel a bit like elements grafted from other game systems.

While this might sound like a criticism, it’s really not. Many DM have used pieces of various game systems to enhance their own games for decades. So, seeing a worldbuilding system influenced by The Quiet Year or DM interruptions guided by the Cypher System isn’t as much derivative as simply doing something that many of us have already been doing at our own tables. What I can say is that Spenser Starke, lead developer of Daggerheart, clearly has good taste in RPGs, as he’s distilled a lot of great parts of other RPGs and mixed them together for a game that will still feel fresh to a lot of the game’s intended audience.

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At the heart of the Daggerheart system is the duality dice, a pair of differently-colored D12s. When making checks, players roll both D12s and add any relevant modifiers (which can be represented as tokens that are tossed alongside the dice). The two dice results are added together to determine success or failure, with additional narrative effects determined by which of the two dice (which are known as the Hope Die and the Fear Die) has the higher result. A roll with Hope results in a narrative benefit of some kind, even when the result is a failure. A roll with Fear results in a narrative setback of some kind, even if the roll is successful.

Hope and Fear also act as one of several kinds of resources players are expected to manage throughout the game. The Hope resource fuels several player abilities, including a new Hope Feature for each class that wasn’t present during playtesting. Players are also expected to track Stress, HP, Armor (which is both a type of equipment and a type of resource), gold, and equipment. Some classes also have additional meta-currency, which requires further tracking. The GM meanwhile uses Fear, which can only be generated by the players through their rolls, as a way to take extra moves or activate certain features. The result is a lot of resource management over the course of a game, in addition to whatever kind of storytelling tracking or mystery solving a GM may want to throw at their party.

Character creation, coincidentally, is a lot more in line with the newest version of D&D 5th Edition, with background, ancestry, class, subclass, and domain all coming together to create a character. All of the aforementioned character options have at least one feature that feeds into the character sheet. Daggerheart solves this immense modularity through the use of cards, which come with the game’s core rulebook in a nifty box and list various kinds of features.

The cards eventually play into the game design itself, with players having a limited hand of domain abilities that they can swap out as they reach higher levels. The cards aren’t technically necessary, as all the information from the cards can also be found in the core rulebook. However, the cards are a lot more handy than writing down all that information, and frankly, the way domains work mean that the cards are more of a necessity than a bonus.

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What will be interesting is how Daggerheart handles the eventual expansion of the game. Will new domain abilities or ancestries also get their own cards? And will they be included with the purchase of a physical book or left as a separate purchase? Given that the cards are one of the more unique aspects to Daggerheart, it will be interesting to see how Critical Role tackles this part of their game.

When playtesting the game last year, my players’ favorite part of the game was the way Daggerheart encouraged players to take an active part in worldbuilding. This starts from Session Zero when players are encouraged to name landmarks on a map (several pre-generated maps and location name suggestions are included in the book and are available to download) and continues through various story and idea prompts embedded into the adventures themselves. The game encourages the players to improvise upon the world, answering their own questions about what an NPC may look like or how the residents of a certain town behave. This in turn is supposed to feed story ideas to the GM to riff off of, building out a more off-the-cuff story that is built more off of vibes than meticulous planning.

At its heart, Daggerheart plays on two diametrically different game concepts. Its combat engine is a resource management system where players are encouraged to build broken character builds to live out overpowered fantasy fulfillment. However, the narrative system is built around a more freeform collaboration between players and GM, where the story grows without much impediment from rules. Much like its core dice mechanic, the duality of Daggerheart works well together, although I think this game will ultimately appeal to D&D players rather than those who enjoy lighter RPG fare.
 

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Christian Hoffer

Christian Hoffer

It will vary by game group because some will make heavy use of it and others will use it as a token resource to be spent with little flair.

It is supposed to be a guide for how the GM 'roleplays' the results of actions.

You succeed with hope or with fear - in both cases you got a success. One comes with a sense of accomplishment and the other might be hard won, pyrrhic, or set the stage for a further challenge.

You're doing a lightsaber battle in a room with the glass window blown out leading into the open air. You kick your enemy out the window. You make the roll with fear - the enemy falls, but then manages to grab a pole sticking out one floor below and swing themselves through the glass of the floor beneath you. The chase is on - and they're coming for you.

If you won with hope, maybe they'd instead fall away, and at least for now you've gotten rid of them. The GM narrates them falling into the distance until the view of them is swallowed up by the lights of hover cars down below.


In any given situation - hope vs fear sets up the follow on in how the 'roleplay' of the outcome is then desribed.

They also hand out game mechanics values. The GM gets a point of fear for example.

So some groups will craft elaborate stories around this, and others will mark a notch on a resource meter.
Okay, this is the best explanation I've seen on how the hope/fear duality play out to change the 'narrative' of the story being told. I like this example alot.

Is there a Sci-fantasy frame in the core rulebook? I've been wanting to run a game that mixes Cyberpunk, Star Wars, Mass Effect and The Expanse, but haven't found a system for it. I want it to have a very cinematic feel. Perhaps Daggerheart could work for that...
 

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Okay, this is the best explanation I've seen on how the hope/fear duality play out to change the 'narrative' of the story being told. I like this example alot.

Is there a Sci-fantasy frame in the core rulebook? I've been wanting to run a game that mixes Cyberpunk, Star Wars, Mass Effect and The Expanse, but haven't found a system for it. I want it to have a very cinematic feel. Perhaps Daggerheart could work for that...
There is a setting inspired by Horizon: Zero Dawn.
 

Have you played any PtbA or FitD games? Like Apocalypse World, Dungeon World, Monsterhearts, Avatar Legends (the Avatar cartoon TTRPG), City of Mist, Ironsworn, Masks, Urban Shadows, Stonetop, Blades in the Dark, Scum and Villainy, and so on? It's basically similar to that, but actually a bit closer to trad games.
Played a bit of BitD. Loved playing (GM was great!) but couldn’t wrap the game around my mind to GM it. I find things like success with woe or partial successes exhausting when they come up frequently. Looks like Daggerheart dice rolls produce a « special » result 100% of time. I’ll keep an eye on it because such hype is usually well-deserved, but I remain wary.
 

The hope/fear don't have to have special narration — the main thing is that they hand out a meta currency, the rest can be flavour if nothing else comes to mind.

And I do think Daggerheart is better at explaining the rules than BitD is.
 

Played a bit of BitD. Loved playing (GM was great!) but couldn’t wrap the game around my mind to GM it. I find things like success with woe or partial successes exhausting when they come up frequently. Looks like Daggerheart dice rolls produce a « special » result 100% of time. I’ll keep an eye on it because such hype is usually well-deserved, but I remain wary.
It's closer to about 50% and there's an extensive list of options you can pick from. As mentioned, if nothing else you can just give the PC a stress when they roll with fear.
 

And a lot of it is just letting my players say stuff rather than feeding them stuff.

As long as my players want a story, we'll make a story.
I think that's the crux of it.

One of the reasons I'm on the lookout for a game that actually explains how to implement narrative structure in a game is that while a lot of players might want a story, even after a lifetime of consuming stories, there's no guarantee they will actually know how to create a story in game.
One of the problems with traditional structures is that the needed structure in an RPG is always more amorphous than the traditional 1 Act Model, 3 Act Model, 5 Act Model, or other "classical" dramatic structures; they often feel stilted in RPG play. A few games have more useful structures, such as WEG's 1 each personal combat, vehicle combat, chase, social, and puzzle situations, or Mouse Guard's WWAM+P (Wilderness, Weather, Animal, Mouse{person}, + Player Phase), with the WWAM being in any GM desired order... but the player phase following.

People attribute to game engines a lot of issues that are actually 'social problems' with the table.
Quite true - but there are cases where it's simply bad writing, disorganized, didn't do the math, didn't realize that the mechanics incentivized things that the designer/design team didn't expect, left out key rules, or didn't communicate clearly. A few are that the game incentivizes vile acts... FATAL, Racial Holy War.
  • Didn't do the math: John Wick's Orkworld.
  • Bad Writing: Road Rebels.
  • Disorganized: AD&D 1e — several things I found via search that resulted in the rule being in a place that seems totally off.
  • Didn't realize the mechanics incentivized different: VTM 1e - Rein•Hagen was trying for angst, but incentivised Vamp Supers instead.
  • Didn't Communicate Clearly: Road Rebels, many small press games. Orkworld (again).
  • Left out key rules:
    • Technically, most Palladium games — they lack the info on how to use percentiles and d20's; That's trivial... unless you're a 4th grader trying to learn to run it without access to an experienced group. (Yes, I had a student ask me how after school.)
    • Many small press RPGs. One gave detailed encumbrance for everything on the shopping list... but no encubrance limit nor effects of crossing it.
Many problems are player vs game.
Many are indeed social issues – but often social issues are triggered by bad writing, bad math, disorganized, missing, or unclear rules.

Ob. On Topic: If anything, Daggerheart is going to trigger some issues due to the organization. It's set up for learning the game, not referencing in play. An item both Ruin Explorer and I have commented upon.
 
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It's closer to about 50% and there's an extensive list of options you can pick from. As mentioned, if nothing else you can just give the PC a stress when they roll with fear.
Yeah if the designers purposefully meant it be either a narrative tool OR a purely mechanical device OR both, that definitely goes in the plus column
 

There is a setting inspired by Horizon: Zero Dawn.
Here's a quick workup of the frame I'm thinking about for a Daggerheart game. The big question I have is, does the system have ways to help resolve differences between the players in the worldbuilding? Like, in the example below, what if one player wants to join the Corpo and another wants to flee to another world and a third wants to fight? Does the narrative rules of Daggerheart help solve those types of disagreements? Or is it just up to the players deciding together to explore different possibilities? How else might the DH system help run this particular campaign?

The Outer Rim

Theme: Space Fantasy
Influences: Star Wars, Phantasy Star, The Expanse, Mass Effect, Cyberpunk


The Pitch: Far into the future, humanity has spread out amongst the stars. Powerful AIs governed 1000s of worlds in harmony for millenia, until the great war. Trillions were killed and worlds were left in ruins in the schism between Hope and Fear, two of the strongest AIs raged for decades. Eventually, and quite suddenly, the AIs disappeared, but their influence is still felt everywhere, from the nano-tech bots that create ‘magic’ in the world, to the supposed ability to contact those AIs through ancient rituals to learn secrets of the future.

On the PCs home planet, change is coming. The Megacorporation, Askana, has set its sights on your world for hostile takeover. What is the world you live in? Is it worthy of saving by fighting Askana? Or do you join up with Askana to get the best life you can by working for the biggest corpo in the Galaxy? Do you flee to another world? The cost of interstellar transport is high, how will you earn the cred and gain the reputation needed to get off this rock to somewhere better? And will the grass be greener once you get there?

When picking your abilities, skills, backgrounds and weapons in this campaign, be sure to give it a sci-fantasy coat of paint. Is your exceptionally high strength due to nano-bots? Artificial limbs? Powerful drugs? Is your ability to influence people with presence due to a million plus social media following? Is your sword actually a laser or is it an alloy honed to incredible sharpness. All of Daggerheart’s classes and domains have a place here in The Outer Rim.
 

Here's a quick workup of the frame I'm thinking about for a Daggerheart game. The big question I have is, does the system have ways to help resolve differences between the players in the worldbuilding? Like, in the example below, what if one player wants to join the Corpo and another wants to flee to another world and a third wants to fight? Does the narrative rules of Daggerheart help solve those types of disagreements? Or is it just up to the players deciding together to explore different possibilities? How else might the DH system help run this particular campaign?

The Outer Rim

Theme: Space Fantasy
Influences: Star Wars, Phantasy Star, The Expanse, Mass Effect, Cyberpunk


The Pitch: Far into the future, humanity has spread out amongst the stars. Powerful AIs governed 1000s of worlds in harmony for millenia, until the great war. Trillions were killed and worlds were left in ruins in the schism between Hope and Fear, two of the strongest AIs raged for decades. Eventually, and quite suddenly, the AIs disappeared, but their influence is still felt everywhere, from the nano-tech bots that create ‘magic’ in the world, to the supposed ability to contact those AIs through ancient rituals to learn secrets of the future.

On the PCs home planet, change is coming. The Megacorporation, Askana, has set its sights on your world for hostile takeover. What is the world you live in? Is it worthy of saving by fighting Askana? Or do you join up with Askana to get the best life you can by working for the biggest corpo in the Galaxy? Do you flee to another world? The cost of interstellar transport is high, how will you earn the cred and gain the reputation needed to get off this rock to somewhere better? And will the grass be greener once you get there?

When picking your abilities, skills, backgrounds and weapons in this campaign, be sure to give it a sci-fantasy coat of paint. Is your exceptionally high strength due to nano-bots? Artificial limbs? Powerful drugs? Is your ability to influence people with presence due to a million plus social media following? Is your sword actually a laser or is it an alloy honed to incredible sharpness. All of Daggerheart’s classes and domains have a place here in The Outer Rim.
I don't think Daggerheart has a built in mechanism to solve the problem of 3 different players wanting to play 3 different kinds of campaigns, if that is what you are asking. It is still collaborative, and like most RPGs it asks the players to create characters that will work as an ensemble.
 

It's closer to about 50% and there's an extensive list of options you can pick from. As mentioned, if nothing else you can just give the PC a stress when they roll with fear.
No, it's fully 100%. The duality dice either roll "with hope"(hope die higher), "with fear" (fear die higher), or critical success (same number on both). There's no such thing as just a regular success or failure.
 

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