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<blockquote data-quote="TheHand" data-source="post: 9893657" data-attributes="member: 88835"><p>After playing a couple demo games, including the QuickStart, my main D&D group decided to fully switch to Daggerheart a few months ago with no regrets. The games are actually set in 2e-era Planescape, but we found Daggerheart’s environment guidelines map nicely to planar effects and the concepts of Hope and Fear work well with the idea of “Belief” being able to influence the Multiveree. </p><p></p><p>As the GM, I’ve been prepping outlined story beats with the players having the ability to jump in, narrate and create their own NPCs, locations and story threads in so far as they are comfortable doing. So we’re maybe splitting the difference between a fully emergent “play to find out” and trad-GM storytelling but we’re happy with the results. </p><p></p><p>As far as tactical games, it’s not nearly as tactical as say 3rd or 4e, but the combat powers, team-work mechanics, and dynamic nature of “initiative” have likewise found a happy medium in our group, where some players are more tactically minded than others, but none of them are bored in combat. </p><p></p><p>I’m looking forward to more content coming with the Hope and Fear expansion. After that I’d love to see more monsters, more environments, and more power cards for the existing domains.</p></blockquote><p></p>
[QUOTE="TheHand, post: 9893657, member: 88835"] After playing a couple demo games, including the QuickStart, my main D&D group decided to fully switch to Daggerheart a few months ago with no regrets. The games are actually set in 2e-era Planescape, but we found Daggerheart’s environment guidelines map nicely to planar effects and the concepts of Hope and Fear work well with the idea of “Belief” being able to influence the Multiveree. As the GM, I’ve been prepping outlined story beats with the players having the ability to jump in, narrate and create their own NPCs, locations and story threads in so far as they are comfortable doing. So we’re maybe splitting the difference between a fully emergent “play to find out” and trad-GM storytelling but we’re happy with the results. As far as tactical games, it’s not nearly as tactical as say 3rd or 4e, but the combat powers, team-work mechanics, and dynamic nature of “initiative” have likewise found a happy medium in our group, where some players are more tactically minded than others, but none of them are bored in combat. I’m looking forward to more content coming with the Hope and Fear expansion. After that I’d love to see more monsters, more environments, and more power cards for the existing domains. [/QUOTE]
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