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Critical Role Announces Age of Umbra Daggerheart Campaign, Starting May 29th
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<blockquote data-quote="Clint_L" data-source="post: 9665340" data-attributes="member: 7035894"><p>And this is based on your years of experience teaching young teenagers to play RPGs in weekly sessions, running D&D camps for neurodivergent kids, etc.? If so, I would love to hear your reasoning.</p><p></p><p>Here is mine: from what I have read here and elsewhere, Daggerheart, narratively, seems much more open structured than D&D. For example:</p><p></p><p>In general, I like that! However, in my many years of teaching young beginners, I have found that many have a lot of trouble getting into the roleplaying aspect of the game, for a variety of reasons, let alone collaborative, on the fly narrative and world building. So I have found that it works better with such groups to keep the story fairly tight and simple, so as not to overwhelm them. There is a very high learning curve to RPGs like D&D with mechanics alone.</p><p></p><p>The previous sentence in that description also gives me pause, the bit about power gaming. Together, this seems like a system that I could really get into with experienced players, but I have some concerns about it as an introductory system for a very broad swathe of young teens with various levels of engagement, interest, math skills, social anxiety, and so on.</p><p></p><p>Edit: The three RPGs I typically use are:</p><p></p><p>1. Dread. This is ideal for groups that have absolutely no clue or experience with RPGs. It works really well with creative writing classes, or colleagues who just want a taste. It takes literally less than a minute to learn; all they really need is a character concept.</p><p></p><p>2. Fiasco (original version). I've specifically used this with writing classes during screenwriting units - it's great for practicing narrative flow and act structure!</p><p></p><p>3. D&D (whatever the current edition is). The backbone of D&D Club. Frankly, I don't see much difference between any rules heavy fantasy RPG, and D&D has the brand awareness and ubiquity, plus DDB, which is an invaluable resource for running short games with kids who don't even own dice, let alone rule books. The ubiquity is extremely important, since the goal is to ween them off into finding their own games.</p><p></p><p>I'm not seeing how <em>Daggerheart</em> fits into my needs, though I am a very big Critical Role fan (I have enjoyed almost every episode of their content and am currently re-watching Season 2, to give you context), and I love that it is on Demiplane. I might wind up buying it just to try it with my home group, though none of them are gamers like me, so they are pretty content just sticking with D&D, in general, or one-shots/micro-campaigns with other systems as long as they are very simple and in a different genre.</p><p></p><p>To me, <em>Daggerheart</em> looks like it is designed to work really well for experienced groups who have developed a good rapport. Improv experience would be a definite plus! Basically, it looks like an ideal system for the Critical Role cast.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9665340, member: 7035894"] And this is based on your years of experience teaching young teenagers to play RPGs in weekly sessions, running D&D camps for neurodivergent kids, etc.? If so, I would love to hear your reasoning. Here is mine: from what I have read here and elsewhere, Daggerheart, narratively, seems much more open structured than D&D. For example: In general, I like that! However, in my many years of teaching young beginners, I have found that many have a lot of trouble getting into the roleplaying aspect of the game, for a variety of reasons, let alone collaborative, on the fly narrative and world building. So I have found that it works better with such groups to keep the story fairly tight and simple, so as not to overwhelm them. There is a very high learning curve to RPGs like D&D with mechanics alone. The previous sentence in that description also gives me pause, the bit about power gaming. Together, this seems like a system that I could really get into with experienced players, but I have some concerns about it as an introductory system for a very broad swathe of young teens with various levels of engagement, interest, math skills, social anxiety, and so on. Edit: The three RPGs I typically use are: 1. Dread. This is ideal for groups that have absolutely no clue or experience with RPGs. It works really well with creative writing classes, or colleagues who just want a taste. It takes literally less than a minute to learn; all they really need is a character concept. 2. Fiasco (original version). I've specifically used this with writing classes during screenwriting units - it's great for practicing narrative flow and act structure! 3. D&D (whatever the current edition is). The backbone of D&D Club. Frankly, I don't see much difference between any rules heavy fantasy RPG, and D&D has the brand awareness and ubiquity, plus DDB, which is an invaluable resource for running short games with kids who don't even own dice, let alone rule books. The ubiquity is extremely important, since the goal is to ween them off into finding their own games. I'm not seeing how [I]Daggerheart[/I] fits into my needs, though I am a very big Critical Role fan (I have enjoyed almost every episode of their content and am currently re-watching Season 2, to give you context), and I love that it is on Demiplane. I might wind up buying it just to try it with my home group, though none of them are gamers like me, so they are pretty content just sticking with D&D, in general, or one-shots/micro-campaigns with other systems as long as they are very simple and in a different genre. To me, [I]Daggerheart[/I] looks like it is designed to work really well for experienced groups who have developed a good rapport. Improv experience would be a definite plus! Basically, it looks like an ideal system for the Critical Role cast. [/QUOTE]
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Critical Role Announces Age of Umbra Daggerheart Campaign, Starting May 29th
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