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Critical Role to Run Grimdark Daggerheart Miniseries

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Critical Role has a new Daggerheart miniseries in the works, which will showcase the Age of Umbra campaign frame developed by Matt Mercer. In a recent video posted to social media, Mercer showed off the final print version of Daggerheart's core rulebook, which will release in May. During the video, Mercer discussed some of the campaign frames that will appear in the new book, including the previously announced Age of Umbra setting. In the video, Mercer announced that Age of Umbra will be featured in the next Daggerheart Actual Play miniseries being developed by Critical Role.

Mercer developed the Age of Umbra campaign frame as an intentionally grimdark setting inspired by Dark Souls and Kingdom Death: Monster. Speaking at PAX Unplugged, Mercer discussed the setting in further detail. "The campaign I created, Age of Umbra, is [similar to] a Soulsbourne," Mercer said. "It is a dark, challenging very grim place by design. In Daggerheart, our menagerie games are very silly and very fun and lean on flexing and going over the top with our characters. Age of Umbra is meant to be the opposite. It is a landscape that has been without gods for over 100 years; they abandoned the people and the realm itself is kind of rotting and dying. The survivors that exist there have to hold on to what community there is to get by as the dark things in the shadows grow darker and larger as time passes."

"There are threats and dangers whenever you rest that might give the GM more Fear," Mercer said later in the panel. "You might actually be attacked before you finish resting, so you want to have somebody take the Watch action while you have downtime to mitigate that danger. There are mechanics in this frame to set that theme that no place is really safe. There are things lurking out there and there's longstanding corruption beyond just damage that exists in this space."

The announcement, while minor, has some major implications for Critical Role. The popular actual play show recently wrapped up its third campaign and there was speculation that the show would switch from Dungeons & Dragons to Daggerheart for the next ongoing campaign. Considering that Age of Umbra is developed by Mercer and is being featured in a new miniseries, it seems like the plan is still for Critical Role to focus on Exandria in their ongoing campaign and use various miniseries to explore other kinds of stories and worlds. We'll have to see as Critical Role said they'll make more announcements about its future later this spring.
 

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Christian Hoffer

Christian Hoffer


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I'm still not sure how species choice has much at all to do with grimdankness.
It's simple. Follow along with this ironclad proof.
Frogs play banjos (cite: Kermit the Frog)
KermitBanjo.jpeg


You cannot be sad or depressed or otherwise unhappy when playing a banjo. (cite: Steve Martin)

QED
 



Choosing to survive when reaching zero hit points will mean you have less hope, and resurrection is a level 10 once per campaign spell. Taking rests give the GM fear currency automatically and progress something they have planned. No hit point bloat. Fiction first means if it makes sense you would die or lose a limb, you do. And that's just the core rules and not the Umbra variants.

So for me it's far more suitable for grimdark than any of the D&D games.
So you can...
choose to survive when you'd normally die by paying hope... that's not really grimdark imo

Taking rests gives the GM fear... but how hard are combats, how often will an average group have to rest, etc. How is this more or less suitable for grimdark campaigns without further context?

No hit point bloat...but you can just choose to survive by paying hope... and my understanding of the damage system is its not a straightforward hit points attrition system but an overcome the Threshold vs. Abilities to reduce damage system... again need more context on how this actually plays out since if you can constantly nullify or reduce damage with greater frequency as you level up... it effectively works like hit point bloat.
 

The character creation episode was interesting. Enjoyed observing how CR players think when creating their characters. Ashley is my favourite player, as always. She had two concepts. It was fun to see Marisha ask for permission to use Ashley's Hot Orc Girl concept. Ashley's clockwork-living-instrument-bard should be fun to watch.

Sam's cowardly faun ranger is promising. Travis' unwanted powers spin could lead to some interesting role-playing. Taliesin is probably going to be full on wicked-horror with his fey wizard.
And Liam's inevitable sad, mopey PC is going to definitely be sad and mopey. With a lot of angst.

I will say that after having watched two full campaigns from the cast, along with most of the Vox Machina cartoon, they all do seem to have a type and play to that. It would be nice to see them go against type or at least expand on their type a little bit.
 

And Liam's inevitable sad, mopey PC is going to definitely be sad and mopey. With a lot of angst.

I will say that after having watched two full campaigns from the cast, along with most of the Vox Machina cartoon, they all do seem to have a type and play to that. It would be nice to see them go against type or at least expand on their type a little bit.

I give them a bit of a pass on that because they have to be really comfortable playing this character for years in front of a camera. I mean, even I have a type of PC that I like to play.
 

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