Daggerheart Sold Out in Two Weeks, Has Three-Year Plan in Place

The game's stock was supposed to last a year.
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A recent interview with Business Insider revealed just how well Daggerheart did for Critical Role's Darrington Press when it first launched earlier this year. Ed Lopez, Critical Role's chief operating officer, revealed that Daggerheart sold out in two weeks. According to Lopez, Critical Role anticipated that their stock would last a year, but the game was forced to go into reprints in a hurry. "The amount of units that we ordered we thought was going to last us a year, and it lasted us literally two weeks," Lopez said. "It's a great problem, it's a Champagne problem, but it's now changing our view in terms of what this product can be."

Lopez also revealed that Darrington Press has a three-year plan in place for Daggerheart, which includes the already announced Hope & Fear expansion, which adds a new domain and several new classes and backgrounds to the game.

Lopez also spoke about the hires of Jeremy Crawford and Chris Perkins, stating that the two would be working on both Daggerheart and D&D material for Darrington Press. "We really want their creative juices brought to the world of 'Daggerheart.' That being said, we're also doing a bunch of 'D&D' stuff, and who better to bring in than the guys who used to do it?" Lopez said.

 

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Christian Hoffer

Christian Hoffer


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Im still enjoying running Daggerheart but there is definitely a feeling of the honeymoon phase wearing off and some of its problems (at least for my particular group) becoming more apparent.

Comon you can’t drop a line like that and not expound a little :P.

Curious to see if what your folks have picked out match some of my rough spots with it or are from a totally different paradigm.
 




I can promise you that many millionaires have posted on this forum.

It's just a bit of self-deprecating humour.

Statements do mean things.

This is rather selective given what I said. I like this site and the podcast, I'm not trying to pick a fight here. I'm just pointing out that the linked statements are not evidence, they're assertions made without context.

Members of the community critique Wizards of the Coast all the time for statements made without evidence, I don't think we should treat other companies any differently if they do the same; heck, that idea was displayed in this very thread with people arguing over sales numbers for the various editions of D&D!

There's no units, no sales figures, no numbers of any kind. At least with things like your own Kickstarters we can see the success.

I bought Daggerheart, I hope it does well, and I also understand that people will get defensive over their thing in a way that appears strange to outsiders, and might take vagueness on face value if presented with it where otherwise they might be a little more critical.

Now, you specifically might be in the 'curse of knowledge' camp here, especially if you personally have more information that isn't public knowledge. Maybe you do have some actual numbers that you can't share because it would be unfair to Darrington, that's fine too, and I acknowledge that it's a possibility.
 


Then you obviously have better arguments than such broad statement of opinion, right?
I mean… he doesn’t have to. It’s no worse than all the ones saying it’s the best thing since code fusion. I like it, but I also think it made some odd decisions, like seraphs getting wings? So half of all healer cleric style characters can fly? The rules are fine, though.
 

For the record, while I don't think Daggerheart is a good fit for a D&D/Pathfinder style Adventure Path, I would bet my bottom dollar they are going to produce one anyway.
We're running a DH campaign right now, and to be honest, if they made an Adventure Path, I would pick it up just to see its set up. I think it would be very interesting to see how the writing, events, and plot look in a DH adventure path. I picture the plot as being vague, with a lot of NPC character hooks and overviews of setting. Maybe a region with a big bad, but no events that lead to the big bad. Just the regions explorable areas and NPCs with tie-ins and/or through lines.
 

Daggerheart is, among other things, a Play to Find Out game, with explicit advice for the GM to hold on loosely and let play guide the narrative. That is harder to do while also have a linear Adventure Path style adventure in front of you.
Reynard, how was your play experience. I have found it to be fun. But, at least in my opinion, it is fun because of our table, not the game's mechanics. There are some rough patches, but that has more to do with playstyle than actual mechanics.

I could summarize the game like this: It is an awesome system if you are at a table full of GMs, as they are used to the improv part of the game.
 

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