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Critical Role's 'Daggerheart' Open Playtest Starts In March
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<blockquote data-quote="SakanaSensei" data-source="post: 9296655" data-attributes="member: 7033162"><p>Played the playtest adventure today with a party of three and myself as the GM.</p><p></p><p>We had an absolute blast! </p><p></p><p>The building of character connections and questions was a great way to start the session, especially because it was my first time meeting one of the players.</p><p></p><p>We had no issues with Fear piling up, as I made sure to use it very liberally because of comments here as well as seeing Mercer run the game in their one-shot video where he definitely wasn't pulling punches with regards to Fear use.</p><p></p><p>All three players mentioned how nice the lack of initiative was for keeping things flowing smoothly and they were great about lifting each other up. They also liked spells being tied to Hope instead of spell slots. It was easy to run on my end because I felt I had to devote very little brain power to pacing the game. The dice told us when things were going well, when they were going poorly, and when things were getting messy. We had a few great moments where I shifted "off-screen" on a Fear outcome and foreshadowed things to come during the final fight.</p><p></p><p>All three players also mentioned how elegant and easy to understand the interplay was with damage thresholds, hit points, stress, and armor. They liked experiences as a replacement for d20 system skills because they could interpret them broadly and it made them think about their characters more.</p><p></p><p>One player, with whom I've played DnD 4E, 5E, Shadowdark, B/X, Cypher System, PF2E, and Starfinder, said that Daggerheart did everything he wants out of fantasy RPG time together. Looks like this might be our core system for the foreseeable future. I'm really glad the playtest has so much; release might be next year, but we might not even need it!</p><p></p><p>All in all, fantastic. I'm excited to play more and I'm looking forward to what they do next.</p></blockquote><p></p>
[QUOTE="SakanaSensei, post: 9296655, member: 7033162"] Played the playtest adventure today with a party of three and myself as the GM. We had an absolute blast! The building of character connections and questions was a great way to start the session, especially because it was my first time meeting one of the players. We had no issues with Fear piling up, as I made sure to use it very liberally because of comments here as well as seeing Mercer run the game in their one-shot video where he definitely wasn't pulling punches with regards to Fear use. All three players mentioned how nice the lack of initiative was for keeping things flowing smoothly and they were great about lifting each other up. They also liked spells being tied to Hope instead of spell slots. It was easy to run on my end because I felt I had to devote very little brain power to pacing the game. The dice told us when things were going well, when they were going poorly, and when things were getting messy. We had a few great moments where I shifted "off-screen" on a Fear outcome and foreshadowed things to come during the final fight. All three players also mentioned how elegant and easy to understand the interplay was with damage thresholds, hit points, stress, and armor. They liked experiences as a replacement for d20 system skills because they could interpret them broadly and it made them think about their characters more. One player, with whom I've played DnD 4E, 5E, Shadowdark, B/X, Cypher System, PF2E, and Starfinder, said that Daggerheart did everything he wants out of fantasy RPG time together. Looks like this might be our core system for the foreseeable future. I'm really glad the playtest has so much; release might be next year, but we might not even need it! All in all, fantastic. I'm excited to play more and I'm looking forward to what they do next. [/QUOTE]
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