Yeah, but "well done" is not well-defined...
It was for plenty of others here, i will let you ruminate on that. i am not saying i am gospel truth, but the things i am saying resonate, so its worth considering.
(emphasis mine)
Setting aside how Daggerheart doesn't have cleanly defined rounds, you mean?
It should not take you that long to go through four player's worth of actions. I don't know what you're doing, but it doesn't match my experience with the system.
Just normal roleplay. Most people don't time rounds, i do, since I have to know time when I run in time-limited conventions. DH takes no more or less time than D&D 5e, often about the same.
Each person in 5 players (4 gamers, 1 GM), tend to take about 3 to 8 min per person to to all of = ask wants going on, narrate and roleplay, make mechanical choices, roll, resolve what they rolled, GM react/respond as needed. some people or actions are quicker than others. But this tends to hold true for most all groups.
so with 3 fellows and 1 GM, and no real set "rounds/turns" the spotlight is not really any quicker than any other game to return.
The first part is inaccurate - a character can always take basic actions (interacting with the rules) without having Hope to spend. My very first session trying the game I was having horrible dice luck, and almost every roll was with Fear, but I was taking actions regularly.
Basic actions are not great, and not fun. Special actions are what character classes are for, and can often, but not always, be limited by need for Hope spends. It's not always, but it was often enough we saw problems -
players had distinctly overt times when they could not do a thing their class should have been able to do in ANY other rpg as base.
I am sure you saw it too, having horrible rolls as you say. And maybe it mattered to you, and maybe it didnt but let this sink in =
when we had bad luck the game rules were not fun. And that is a great indication of poor design, tripping over self, sloppy. DH is not unique in this issue... there are other games that suffer...
You realize that characters start the session with Hope, and can get Hope back by resting? So, if you're walking around with none, that's a choice to not take a rest.
A pointless comment. Any given scene is not "start of entire session". So
after merely 1 scene the game falls into problems I describe. And it can do so -
well early into that scene if Hope is never gained.... see above for how having no Hope is not fun. never mind its over-normalizing of damage making so many character actions pointlessly similar.
Side note for baseline stress-test: Try playing DH with no hope for a session - it will give a clear view as the no-fun of the system at its core. Which, while not common,
can happen to a player. And even if they get Hope a few times in a game session, it may not be enough...
A character will, on average, generate Hope on about 65% of rolls, iirc (whenever the Hope die is equal to or greater than the Fear die). Therefore, if you are trying/expecting to spend on every roll, you are overspending.
This is the very point I am making, thank you for pointing it out. So much of the time a character who has some reliance on Hope spends = can't use their abilities. This goes a long ways towards my point - that the game is not fun when those spends are not there (or at least not there often enough to feel in control of the player - which you seem to not understand - that is
the crux of my point that 65% is not good, and not in control and not timed based on play. So we get MANY times when no Hope is there for the cool moment. And saving up becomes tedious...and again... not fun.)
Yeah, well, if you are comparing Daggerheart to Draw Steel, you are also comparing a more narratively-focused game to a crunch-focused one, which is kind of apples and oranges.
This is a typical fallback of defensive failing of evidence,
not a fact of truth. In no way is Draw Steel less 'narrative' than Daggerheart.
That is simply untrue at all levels. Dread is a narrative focused game, Legends of the Mist is a Narrative game. Apocalypse World is a narrative game. Comparatively, Daggerheart with 100 Combat only powers isn't any more narrative than D&D.
I am just making some comments on how systems don't do great, and DH is very much a "does not do great" core mechanic system.
Maybe it works for some folks, and that's awesome. I love all the diversity in RPGs. But so far, what has been played, shown, and done in online actually play has not yet convinced me what I see in Daggerheart is wrong. And just blasting 'you are doing narrative gaming wrong' to PBTA players we are, will never win me over.