Daggerheart General Thread [+]

Generally through a conversation between the player and GM. If you are the GM, I recommend helping the player work on crafting their Experiences so you can both understand the intent behind them. While not Daggerheart per se, here is some advice on creating good aspects for Fate. You can easily port some of the advice from this game to Daggerheart.

Yup, and the book tells players this!

“Before creating Experiences, you’ll want to have a solid idea of who your character is; the background questions are especially helpful for this. When you’re ready, work with your GM to create two Experiences that have shaped your character.”

If it’s not clear to both sides what the Experience means and some places where it might apply - time to talk it out.

I absolutely agree that they could’ve used some more guidance around the Experiences, for each of my frames I’ve added in additional bits to walk the players on to some character shaping to get to the tone I was looking for.
 

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It'll be a process getting all the advice centralized, as Experiences are part FATE Aspect, freeform skills that DnD Next flirted with, 13th Age Backgrounds and One Unique Thing ... etc.

And also Experiences need to be a little general and malleable as some campaign frames might have specific designs for them.

IOW, it's a part of the system that'll take awhile to mature.
 


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