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Daggerheart Discussion
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<blockquote data-quote="SteveC" data-source="post: 9892262" data-attributes="member: 9053"><p>I am not sure that a starting character versus a level 3 D&D character is anything approximating first session Daggerheart character. And yet ... I've run the Quickstart for Daggerheart four times now, and it's been exciting and dynamic each time.</p><p></p><p>The key is that the GM in Daggerheart is working with the players to make the adventure fun. There is no reason why a DM couldn't take some of these ideas, but they are discussed in detail in the Daggerheart rulebook. You're building the game collaboratively between the GM and the players.</p><p></p><p>In the Quickstart, you end up with a ritual that's interrupted by undead spirits out of the past. I've never run that encounter the same way twice. There was a group that attacked it as if it was a D&D tactical combat, and a group that spent quite a bit of time with me figuring out what the conflict was about. And then using skills to appease the wraith.</p><p></p><p>I am pretty much done with D&D, but I would never throw shade at people who like it. The key difference that I've seen in discussions over the past several years, is that any collaborative or narrative storytelling with player input is highly controversial. That's the entire goal of Daggerheart, and that makes a huge difference.</p><p></p><p>The discussions that I've seen the most, when they talk in negative terms about Daggerheart, is that playing it with all the "fluffy BS" will end up as a better version on 5E. I'd say that's about right. Obviously, just my opinion, of course.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9892262, member: 9053"] I am not sure that a starting character versus a level 3 D&D character is anything approximating first session Daggerheart character. And yet ... I've run the Quickstart for Daggerheart four times now, and it's been exciting and dynamic each time. The key is that the GM in Daggerheart is working with the players to make the adventure fun. There is no reason why a DM couldn't take some of these ideas, but they are discussed in detail in the Daggerheart rulebook. You're building the game collaboratively between the GM and the players. In the Quickstart, you end up with a ritual that's interrupted by undead spirits out of the past. I've never run that encounter the same way twice. There was a group that attacked it as if it was a D&D tactical combat, and a group that spent quite a bit of time with me figuring out what the conflict was about. And then using skills to appease the wraith. I am pretty much done with D&D, but I would never throw shade at people who like it. The key difference that I've seen in discussions over the past several years, is that any collaborative or narrative storytelling with player input is highly controversial. That's the entire goal of Daggerheart, and that makes a huge difference. The discussions that I've seen the most, when they talk in negative terms about Daggerheart, is that playing it with all the "fluffy BS" will end up as a better version on 5E. I'd say that's about right. Obviously, just my opinion, of course. [/QUOTE]
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