Critical Role Announces Age of Umbra Daggerheart Campaign, Starting May 29th

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An 8-part Daggerheart miniseries is coming from Critical Role. Announced today, Age of Umbra is a new Actual Play series featuring Matthew Mercer as game master and co-founders Ashley Johnson, Laura Bailey, Liam O’Brien, Marisha Ray, Sam Riegel, Taliesin Jaffe, and Travis Willingham as players. The new miniseries will take up the bulk of the summer months, providing more of a break to the core cast ahead of an assumed fourth full-length D&D campaign.

Daggerheart is a new TTRPG developed by Critical Role's Darrington Press. Although the base game is intended to be a high fantasy RPG, the game includes several "campaign frames" that add additional rules for specific types of stories. Age of Umbra was developed by Mercer and draws inspiration from games like Dark Souls, Tainted Grail, and Kingdom Death: Monster.

The miniseries will air on Beacon, Twitch, and YouTube, with episodes airing every Thursday. The first episode debuts on May 29th, with Session 0 airing on various Critical Role platforms on May 22nd.

The full description of the series can be found below:

Age of Umbra
is an eight-part Daggerheart mini-series from Critical Role of dark, survival fantasy, debuting May 29 on Beacon, Twitch, and YouTube. Set in the Halcyon Domain, a world abandoned by gods and consumed by darkness, the series begins by following five people from the isolated community of Desperloch as they fight to protect their own in the face of rising horrors.

The Halcyon Domain is a lethal, foreboding land where the souls of the dead are cursed to return as twisted, nightmarish forms. A dark, ethereal mass known as the Umbra roams and holds these fiendish monstrosities, further corrupting anything it touches. Sacred Pyres keep the corruption at bay, and small communities endure through cooperation. Out in the beyond, whispers speak of ancient secrets and powers, wonders of a lost age, ready for discovery to those brave enough (or foolish enough) to seek them.

Game Master Matthew Mercer leads fellow Critical Role co-founders Ashley Johnson, Laura Bailey, Liam O’Brien, Marisha Ray, Sam Riegel, Taliesin Jaffe, and Travis Willingham in a high-stakes actual play exploring hope, sacrifice, and survival in a world where death is only the beginning.
 

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Christian Hoffer

Christian Hoffer

That's historically been the criticism of him when he runs other games. He always defaults to D&D/Pathfinder ways of doing things. That said, I'd love for him to tackle more things in adjacent spaces, like OSR games or a Borg game.
I saw a comment elsewhere (Reddit maybe) that suggested he shifted a little in episode 2 toward the narrative mechanics. I'll be interested to see if that isctrue.

In either case, I thought the fight was fun. There's plenty of crunch and action options there.
 

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I saw a comment elsewhere (Reddit maybe) that suggested he shifted a little in episode 2 toward the narrative mechanics. I'll be interested to see if that isctrue.

In either case, I thought the fight was fun. There's plenty of crunch and action options there.
I thought episode 2 was more Daggerhearty than episode one. Tag team rolls, important rest choices, consequences for not balancing actions between players in combat, at least one combat combo that would have been difficult to pull off in an initiative based combat, and serious death choices.
 

I thought episode 2 was more Daggerhearty than episode one. Tag team rolls, important rest choices, consequences for not balancing actions between players in combat, at least one combat combo that would have been difficult to pull off in an initiative based combat, and serious death choices.
Cool. I am looking forward to it.
 

I thought ep 2 was a way better showcase for the system than the first ep. And the Death Moves was genuine fire in actual play -- loved how that brought the table to life.

Mercer still doesn't bother to describe and change the fiction according to how people rolled with hope/fear and simply based on the rolls themselves, far too many times given it's actually in the text of the game he co-designed.

How does the fiction change based on what the characters have done is a huge deal in this style of gaming.
 

I thought ep 2 was a way better showcase for the system than the first ep. And the Death Moves was genuine fire in actual play -- loved how that brought the table to life.
NO SPOILERS!!!!
Mercer still doesn't bother to describe and change the fiction according to how people rolled with hope/fear and simply based on the rolls themselves, far too many times given it's actually in the text of the game he co-designed.
How much Mercer contributed to the design is up for debate. He is listed among half a dozen "additional designers" and you can get those credits for coming up with a singular element of the design.
How does the fiction change based on what the characters have done is a huge deal in this style of gaming.
The fiction always changes based on what the characters have done. that's just RPGs. But whether the ficiton changes purely based on the meta roll is the question here. Even the book does not overly emphasize it. I think the intent is for people to be able to run DH even if all they know is 5E. And this is anecdotal, but based on r/daggerheart A LOT of people are getting behind the screen for the first time with DH -- which is super cool.
 

The fiction always changes based on what the characters have done. that's just RPGs. But whether the ficiton changes purely based on the meta roll is the question here. Even the book does not overly emphasize it. I think the intent is for people to be able to run DH even if all they know is 5E. And this is anecdotal, but based on r/daggerheart A LOT of people are getting behind the screen for the first time with DH -- which is super cool.
I agree.

I think whilst I would use that playspace a bit more, because I like granular results rather than binary ones, I don't think it's like, "legally required to count as Daggerheart" to go into Hope/Fear based benefits/complications on every roll (beyond the tokens). The book definitely implies the fiction changes based on Hope/Fear, but it also makes clear that it's optional to really do that, and is incredibly clear that the right DMing style is your DMing style, and those are allowed to vary.
 


yea but it's best practices based on fiction-first gaming and the book's own text and that he often fails to do it is not a great showcase of the system.
Sure. Like I said, mercer runs it like her runs D&D. I am just saying that the game itself is not extremely militant about it in the way many other narrative games are. the rules themselves allow for Hope and Fear to be little more than play currency.
 


yea but it's best practices based on fiction-first gaming and the book's own text and that he often fails to do it is not a great showcase of the system.
No actually.

The book describes best practice - and that's DMing in your own style.

And fiction-first doesn't mean dice-first, it means fiction-first. Sometimes that's going to mean paying pretty limited attention to what the dice say, and for some DMs, it's going to mean paying limited attention to roll with Hope/Fear beyond the mechanical most of the time.

As for "not a great showcase of the system", is that one element of the system so profoundly important that it not really being engaged with much means the whole thing is a failure? Because with some PtbA games, especially very doctrinal ones who have a very fixed "right" and "wrong" way to run them, I'd agree, that would be "not a great showcase", but with DH? I don't think that's really true.

I'm not gatekeeping here like I've seen others.. just remarking on Mercer and this particular campaign.
I don't think anyone should suggest you are. But equally I don't think this particular point of the system is quite as central to "showcasing" DH as you appear to be suggesting. If anything, I think him playing it a bit different to the example and it still working very well is a bit of a testament to the system.
 

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