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<blockquote data-quote="Retreater" data-source="post: 9896295" data-attributes="member: 42040"><p>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. </p><p>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.</p><p>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.</p><p>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. </p><p>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.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9896295, member: 42040"] 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. [/QUOTE]
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