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Critical Role to Run Grimdark Daggerheart Miniseries
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<blockquote data-quote="nyvinter" data-source="post: 9671247" data-attributes="member: 6800976"><p>There are not much difference in rules between Urban Shadows and Masks — except for how stats go up and down dynamically in the last — but because they're a fiction first games they feel vastly different in play. But I think we're talking past one another because we see these games and rules in a fundamentally different way. So I really don't know what to say here.</p><p></p><p>Daggerheart can do fantasy with high magical abilities, I'd say it's not the game for subtle grounded fantasy and it would require a lot of work to be science fiction (but then again some people did Star Wars 5e so what do I know). </p><p></p><p>And the GM principles that guides Daggerheart has been around since 2010. It does new things as a remix with things from other games, it's not revolutionary in any way. Apart from having the cards with the core book for $60 — that's just mindboggling.</p><p></p><p></p><p>As for not grimdark: had grimdark fiction been like the grimdark games they would have changed protagonists each second chapter — for me that would have been super-boring but each to ones own. Side characters die, collateral demoralising damage occur. Protagonist gets mangled and bruised in all the ways, but they seldom die. Grimdark is not my favourite genre but I take the books over the meatgrinder games any day.</p></blockquote><p></p>
[QUOTE="nyvinter, post: 9671247, member: 6800976"] There are not much difference in rules between Urban Shadows and Masks — except for how stats go up and down dynamically in the last — but because they're a fiction first games they feel vastly different in play. But I think we're talking past one another because we see these games and rules in a fundamentally different way. So I really don't know what to say here. Daggerheart can do fantasy with high magical abilities, I'd say it's not the game for subtle grounded fantasy and it would require a lot of work to be science fiction (but then again some people did Star Wars 5e so what do I know). And the GM principles that guides Daggerheart has been around since 2010. It does new things as a remix with things from other games, it's not revolutionary in any way. Apart from having the cards with the core book for $60 — that's just mindboggling. As for not grimdark: had grimdark fiction been like the grimdark games they would have changed protagonists each second chapter — for me that would have been super-boring but each to ones own. Side characters die, collateral demoralising damage occur. Protagonist gets mangled and bruised in all the ways, but they seldom die. Grimdark is not my favourite genre but I take the books over the meatgrinder games any day. [/QUOTE]
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