That feels like selection bias. D&D is the biggest game, so it is going to draw the biggest watch numbers, which is then going to draw more viewers, etc. But it doesn't say anything about the quality of the storytelling by way of the game being played.
Stories emerge from D&D gameplay. That isn't the same as that being what it is made for. I was just trying to draw a distinction between "trad" games like D&D and "narrative" games like DH.
It is definitely a different kind of game than D&D. I think Darrington knows that, of course, and aren't under the impression that DH is a "5E killer."
I don't know if he is a "D&D diehard" through and through, but he is definitely a director style GM for a group that is mostly players okay being on near rails.
I am not sure where the idea that DH is meant to be a game built precisely for Critical Role's playstyle comes from. None of the CR...
It really isn't, though. There is next to nothing in the system that encourages the telling of collaborative stories. As a SYSTEM, D&D is a tool for conflict resolution almost exclusively. Whether that results in a collaborative story experience or not is a function of the people at the table...
It seems like a lot of folks are on the fence about looking into Daggerheart. This is a link to the SRD so those folks can check out the rules without dropping $$$ for the PDF sight unseen.
Thanks Darrington for making this accessible!
I have a policy where I introduce the Deck in every D&D campaign I run. It has never completely destroyed the campaign. It usually creates a session of zany fun, and sometimes it creates lasting consequences.
As opposed to what?
I'm not trying to be difficult. I really don't understand this statement.
Is there a game you would say "If you're looking for more of the same, try this!"?