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Critical Role's 'Daggerheart' Open Playtest Starts In March
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<blockquote data-quote="DragonLancer" data-source="post: 9292498" data-attributes="member: 11868"><p>We did our first playtest last night and here are my thoughts...</p><p></p><p>The free flow role-play was great. Everyone got into it and it was nice to have dice dictate everything. Want to find those tracks and there's no danger, don't roll, just go with the narrative. That was an odd breath of fresh air. The only element of this which stuck us initially, was going into combat and not having initiative. But by the second encounter, it felt like we were pros. Quite easy to learn and keeps the flow.</p><p></p><p>We don't normally do the whole session zero thing, preferring to just get on with the campaign. But this time, to go with the play test, everyone spent an hour building and role-playing through their characters. I even ended up with reams of notes that I can add to the campaign world I am building. Not something we would have done normally but this worked well.</p><p></p><p>The game felt balanced between the characters and the encounters. The first encounter (reskinned Giant Scorpion stats) was brief and was perfect to get everyone into how Daggerheart combat works. The second encounter against 6 basic bandit types (had five players at the moment) felt to me a bit long but afterwards my players said it was perfect. </p><p></p><p>If I had any grumble at all, it was simply this... I frequently wound up on 10 Fear tokens and literally nothing to spend them on. I was activating in the combats and during certain non combat action scenes but I still wound up with more than I could spend, unless I wanted to be a real asshat to the players.</p><p></p><p>At the end of the session, all the players were really stoked for Daggerheart and despite being long time Pathfinder 1st players, they wanted to jump into a Daggerheart campaign as soon as our current PF campaign wraps up in a few weeks. It was a hit and I think part of that was because the system felt simple enough to understand but had hidden complexities that the players enjoyed. Also, everyone felt that they were the hero even at 1st level which isn't something I often find in most RPGs. I can see this taking over our gaming sessions big time.</p></blockquote><p></p>
[QUOTE="DragonLancer, post: 9292498, member: 11868"] We did our first playtest last night and here are my thoughts... The free flow role-play was great. Everyone got into it and it was nice to have dice dictate everything. Want to find those tracks and there's no danger, don't roll, just go with the narrative. That was an odd breath of fresh air. The only element of this which stuck us initially, was going into combat and not having initiative. But by the second encounter, it felt like we were pros. Quite easy to learn and keeps the flow. We don't normally do the whole session zero thing, preferring to just get on with the campaign. But this time, to go with the play test, everyone spent an hour building and role-playing through their characters. I even ended up with reams of notes that I can add to the campaign world I am building. Not something we would have done normally but this worked well. The game felt balanced between the characters and the encounters. The first encounter (reskinned Giant Scorpion stats) was brief and was perfect to get everyone into how Daggerheart combat works. The second encounter against 6 basic bandit types (had five players at the moment) felt to me a bit long but afterwards my players said it was perfect. If I had any grumble at all, it was simply this... I frequently wound up on 10 Fear tokens and literally nothing to spend them on. I was activating in the combats and during certain non combat action scenes but I still wound up with more than I could spend, unless I wanted to be a real asshat to the players. At the end of the session, all the players were really stoked for Daggerheart and despite being long time Pathfinder 1st players, they wanted to jump into a Daggerheart campaign as soon as our current PF campaign wraps up in a few weeks. It was a hit and I think part of that was because the system felt simple enough to understand but had hidden complexities that the players enjoyed. Also, everyone felt that they were the hero even at 1st level which isn't something I often find in most RPGs. I can see this taking over our gaming sessions big time. [/QUOTE]
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