Daggerheart Discussion

"Ok, did you want to do long rest downtime moves here?" is an easy and impactful question; because they know I'm going to advance countdowns...

For my urban fantasy frame, I was explicit about how I see rests in that: short ones might be "catch a breather" if they're wandering the fey realms, but are generally going to be at least a night back in their beds (or out clubbing to blow off stress, etc); a long rest is probably going to get time pass for at least a few days.
 

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Yeah ... I've been running my game as Spenser suggests, but I feel that has been over-resting my players, and given the episodic nature of what I've been doing.

Now, I've been paid back in Fear, so I feel it's not the same as the 15-minute adventuring day woes of DnD, but I still want to work on pacing and pressing players more between rests
 


I've been trying to step up my "obstacle-forward play" more these last couple of sessions and it's really felt focused and intense. Much more Forged in the Dark style - aligning on what our goal is and fronting obstacles and asking what they do. Tonight we had a bunch of great group-rolls, individual rolls, countdown progression towards a goal, luring things in to chase them back to their nest into a fight into a capture into explosions of blue fire when they got a really bad roll trying to get sense out of a Spellplagued Harpy...

My Sunday group are all old-hats at playing PBTA + FITD games with me, and explicitly asked for an End of Session question set for XP a la the other games we play. I think that a narrative-forward sandbox doesn't really work with milestone leveling, unless we agreed together as a table that it was a beat hit to level up, since I don't have Arcs or whatever. We're testing attached, and it seems to be working really well. I like End of Session moves and the dialogue and reflection they create.
 

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Last night's session was rough.
The party has just reached level 8, so the beginning of Tier 4. We had our first Tier 4 fight, which was "balanced" by the math. It was a solo kraken, a bruiser, and six minions. It was over in two "turns" - essentially the kraken got two sets of activations before it was destroyed.
A little anti-climatic but fine.
What went terribly wrong wasn't system, but it was style versus player type and personalities.
One of the characters is in service to a trickster god who they have discovered has been behind a lot of the problems in the campaign. He's been defeating and imprisoning the souls of other gods in an attempt to become more powerful. The party has come to his realm to recover the spirit of the god of life. They find the trickster. The party has done some favors for him and asks him to give them the god's spirit orb so they can do a ritual to save the world.
He offers them a spirit orb, which the party deduces is the wrong orb, which would have disastrous consequences. (They used a combination of rolls, clues from me, and checking their notes.) His ruse discovered, the trickster god didn't want to fight the party on his home realm where he could be permanently destroyed. He gave them the life orb and said "the affairs of humans don't concern me."
The players were disappointed in this. They said they felt cheated out of a climax. I told them in Daggerheart they have some freedom to change the narrative. Work with me to tell me what's a satisfying ending. Do you want to fight him? Do you want to return to your realm and try to do the ritual?
I had one player get belligerent and raise his voice to another and say she's overthinking things and making them not fun. That player started crying and saying she didn't want to kill her god - and she was trying to undo the damage her character's father started (IRL, the player's Dad passed away like a year ago - and maybe she's working through it.) Another player, traumatized by growing up with parents who argued a lot, got triggered and had to leave the table.
Meanwhile, I'm trying to remain calm. I put my dice away and close my books, signaling the end of the session. I tell them I'll figure out something for next time.
They were all in agreement that this was essentially my fault. I shouldn't have given the party a choice like that. They didn't like having that much narrative control. And they thought I was giving up on a challenging situation and asking them to make it hard on themselves.
I'm not happy with my group this morning and trying to think about what I did wrong, if anything.
 


I'm not happy with my group this morning and trying to think about what I did wrong, if anything.
can only go by what you wrote obviously, but the only thing you could have done differently from my perspective is not get to a situation where killing a character’s god is a / the right solution.

Not sure how you ended up there / how much of that was due to the players
 

can only go by what you wrote obviously, but the only thing you could have done differently from my perspective is not get to a situation where killing a character’s god is a / the right solution.

Not sure how you ended up there / how much of that was due to the players
Yeah, it was a strange situation. The PC had indicated that she didn't like the trickster god, had been tricked into servitude. She was aware that he had evil motivations. So I thought, you know, for a big climactic showdown that she could face him. I even suggested the possibility that they could fight him and spare him to force a conditional surrender. They had several sessions in his realm interacting with villagers he was tormenting, killing his lieutenants, acquiring artifacts like new swords and armor for an upcoming battle.
The sudden pacifist turn was very unexpected. And when I suggested that they take charge of the narrative and tell me what they would find satisfying, they got downright angry and accused me of dropping the ball.
I just don't know, y'all.
 

And when I suggested that they take charge of the narrative and tell me what they would find satisfying, they got downright angry and accused me of dropping the ball.

I think I'd also find this unsatisfying - that should've been something you did well before being on the spot so to say IMO. But also your repeated posts about your home game over the couple of years I've been knocking about here are consistently baffling.

Do you do any sort of Praises and Wishes at the end of sessions? If you do, are they actually helpful in the group putting stuff out there?
 


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