Daggerheart General Thread [+]


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I really like the structure of this, reminds me of a more freeform version of Atomic Robo's brainstorming sessions.

It’s a fairly direct port of the refined-through-iterations mystery moves and structure from The Gauntlet’s games (Brindlewood Bay / The Silt Verses / The Between / something else?), as also pictured in some FITD games as well (External Containment Bureau / Bump in the Dark).

The clue bit worked great. I’d basically brainstormed ~25 “clues” with 5 tied to theme of the mystery (a new drug named Faerie Dust that’s giving mundanes spontaneous magical abilities), 5 tied to places, 5 to the vibe of the Threat (the person harvesting the drug from Faerie and distributing), and then some misc extras. Then when they investigated a scene, I could work in something to the descriptions of the world. Felt pretty good tbh.

What’ll be really interesting to see is the Theorize part. There’s 3 Questions to answer something like - “how can we find and stop the Glimmerman (low complexity, high danger),” “how can we disrupt the connection between faerie and the source (medium complexity, medium danger),” “how can we convince whoever is really behind the glimmerman to stop making the drug (high complexity, lower danger).”

And it’s entirely up to the players to weave the clues together into a theory that fits the question and then see via a roll if they’re right.
 





I thought it was me going insane since I haven't played either, but I've read the rules and didn't see anything about cards!
Ironically Daggerheart has loads of cards; if you get a physical edition all the ancestries, cultures, subclasses, and domain abilities are on cards. Combined with class specific character sheets you can have a nice collaborative character creation session and never once refer to the rulebook, never mind waiting for it to look up ancestries or abilities. This makes the game a lot smoother.
 

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