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Critical Role to Run Grimdark Daggerheart Miniseries
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<blockquote data-quote="Kichwas" data-source="post: 9671229" data-attributes="member: 891"><p>Daggerheart has a 'lighter footprint' so is easy to reskin to different genres.</p><p></p><p>D&D by the very existence of a skill system and spell slot system is NOT a very customizeable game unless you ignore how nothing fits the genre you're playing in.</p><p></p><p>D&D is not 'heroic fantasy' in the least. D&D is D&D fantasy.</p><p></p><p>It is its own genre and is so tightly typed to that genre it shocks me that people would even try to use it to emulate anything other than itself.</p><p></p><p>Daggerheart is very close to a 'generic RPG'. They could reskin it as a competitor to 'tri-stat / BESM' - as the opposite of GURPS and Hero. The domain cards are not yet tightly defined.</p><p></p><p>They will get there. But the nature of them is plug and play and how they're used and work can be defined in each card. There's no spell system with slots / charges and so on. There's no list of skills and sets ways of using them that constrains what can be played.</p><p></p><p>There is only a class system which is... too specific to be 'generic' <--- that's the only space where Daggerheart 'fails' to be heroic fantasy and ends up it's own genre. But with D&D that break is in every aspect of the game.</p><p></p><p>However the way the classes of Daggerheart are made (combine any 2 domains then add 2 special abilities unique to the class) means a potential second edition could make them 'generic' - much like how the 'second edition' of 'The Fantasy Trip' ended up being GURPS. But doing this would probably make it a more bland game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Being a lightly typed system, the Campaign Frames can tweak just a few dials in places and get a different result without major adjustment, and you don't need to remake or ignore how whole swaths of the game no longer 'fit'.</p><p></p><p>With every game you need to 'reshape the genre to fit it' - with D&D this is extreme, with Daggerheart it's more medium light.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 9671229, member: 891"] Daggerheart has a 'lighter footprint' so is easy to reskin to different genres. D&D by the very existence of a skill system and spell slot system is NOT a very customizeable game unless you ignore how nothing fits the genre you're playing in. D&D is not 'heroic fantasy' in the least. D&D is D&D fantasy. It is its own genre and is so tightly typed to that genre it shocks me that people would even try to use it to emulate anything other than itself. Daggerheart is very close to a 'generic RPG'. They could reskin it as a competitor to 'tri-stat / BESM' - as the opposite of GURPS and Hero. The domain cards are not yet tightly defined. They will get there. But the nature of them is plug and play and how they're used and work can be defined in each card. There's no spell system with slots / charges and so on. There's no list of skills and sets ways of using them that constrains what can be played. There is only a class system which is... too specific to be 'generic' <--- that's the only space where Daggerheart 'fails' to be heroic fantasy and ends up it's own genre. But with D&D that break is in every aspect of the game. However the way the classes of Daggerheart are made (combine any 2 domains then add 2 special abilities unique to the class) means a potential second edition could make them 'generic' - much like how the 'second edition' of 'The Fantasy Trip' ended up being GURPS. But doing this would probably make it a more bland game. ;) Being a lightly typed system, the Campaign Frames can tweak just a few dials in places and get a different result without major adjustment, and you don't need to remake or ignore how whole swaths of the game no longer 'fit'. With every game you need to 'reshape the genre to fit it' - with D&D this is extreme, with Daggerheart it's more medium light. [/QUOTE]
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