Daggerheart Discussion


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it still seems to be lacking content, so if you ‘need’ to talk about it, maybe that is the angle for it
There is a decent amount of 3rd party material for it, some of it pretty good. But I agree that it feels like Darrington could have planned support better. There is obviously stuff coming from their partners, but I am afraid some folks are going to have already "played out" Daggerheart by the time it gets here and have moved on.
 

I was talking to my wife last night and expressing some disappointment with Daggerheart. It's a great system for many things and my players enjoy it, but I'm eager to move on at the end of my current campaign.
First, I've been running two campaigns (Witherwild and Motherboard) for close to 6 months. I have seen almost everything the core system offers. I've used most all the enemies, multiple times. Between two campaigns (one of which had two sets of characters), I've seen nearly every power used, and every class. The only way to make it feel different is to re-skin powers and adversaries - and that's just an illusion of new content.
Second, I feel out of the loop about talking about the hobby. There's just not much discussion about it going on - not like there is with D&D or Pathfinder. There's just not much of a community to interact with.
Third, I can't really do anything outside the session. I can't prep adventures, create worlds, etc. It's a narrative system that is intended to unfold organically at the table in play. The players create the world. My job is just to bring the game to life during the session.
The irony of finding the "perfect" system - I can't argue online of how to improve it, I can't spend lots of time outside the game planning, etc.

DH's Subreddit has ~26k weekly visitors and a lively discussion. Their discord is also quite busy. If you want lively discussion about games that aren't like the top two in the market (5e & PF2), you gotta find the spaces where people congregate around it.

I can't speak to your idiosyncrasies around feeling "content done" since I play PBTAs and FITD games with way less "content" repeatedly.

And your Third point is also entirely on you. There's nothing stopping you from doing prep (I built the entire city of Verella for my campaign and we've spent 10 sessions there over two levels; I built the core of the world at a FITD level for two games for us to riff off of as a basic crystallization), you're just supposed to "leave blanks" and have space for your players to add things. I think you might've knee-jerked way over to the far side of things here. Most far, far more Play to Find Out games have an expectation of GM prep to have a degree of GM rigor about the world and the dangers therein.

Make some adversaries that speak to the fiction you want to bring around factions or places, it's fun! You've played 4e, that's a great starting point to port over stuff (check out the Carrion Crawlers for instance, super fun little actions). Prep situations full of questions and open ended possibilities. Walk around your neighborhood and write down lists of impressions you see IRL and then think about how to build that stuff out for your fictional spaces, and then the questions you want to ask your players to build on that core.

Edit: sessions across 3 games, 15 (currently level 3); 13 (currently level 2); 6 (currently level 2) for 34 total. Feels like we're barely scratching the surface of the stories and worlds we're exploring so far. I'm using almost entirely custom adversaries after T1.
 
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