Daggerheart General Thread [+]

They seem to be fairly strong on ‘you can’t help yourself with hope’ as a concept, and spending hope to create an aspect would be pretty much the same thing. Conversely, you can already spend hope to help someone else as long as you can create a narrative justification.

So I don’t personally think the ability to create aspects would be very helpful. Other mechanism largely do the same job and I find over-use of aspects can be detrimental.
 

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I’d have to agree. With the way aspects are used in Fate, it’s pretty much covered by spending Hope to help another player. Or even Tag team.

(Note: I haven’t had a chance to bring this to the table yet…so this is based on read through only).
 


One thing that a player brought up after our first session was the idea of incorporating Aspects into play -- specifically the ability of players to create temporary aspects in the scene. I am thinking that you could do it on a successwith hope by spending that hope, and as long as it is true, others can activate it for a hope like an experience.

Do you think that would work out okay? Is a hope too costly, or not costly enough? Would DH benefit from the use of aspects in this way?

They seem to be fairly strong on ‘you can’t help yourself with hope’ as a concept, and spending hope to create an aspect would be pretty much the same thing. Conversely, you can already spend hope to help someone else as long as you can create a narrative justification.

So I don’t personally think the ability to create aspects would be very helpful. Other mechanism largely do the same job and I find over-use of aspects can be detrimental.

Aspects are a narrative tool. They give the players some control over the context of the situation. The +2 is only half the impact.
 

The thing to remember about Fate's Aspects is that they're narrative permissions wrapped in a bit of mechanics. When you do something that inflicts a condition on a target in Daggerheart, that's an Aspect. Things in the environment that would help or hinder you are Aspects...and in Daggerheart those are handled with dis/advantage. All you need to do in Daggerheart to create an Aspect is do something in the fiction that would give you either narrative permission or have a mechanical effect. Tie someone up? They now have the Tied Up Aspect.
 
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I don't think you can turn DH into an OSR game. But I do think someone could build a dungeon-focused campaign frame that FEELS like heroic fantasy in the megadungeon.

The entire game of Trophy: Gold manages to hit all the fictional notes of "dungeon delving" with an extremely lightweight narrative-first ruleset. I'd probably look at it and borrow some of the resource framing if I wanted to go that route.
 

Whereas in a similar situation with DH, I just spend a Fear and "Eff it, we ball!" and the skeletons wake up because I paid for them to!

And the players seemed very accepting of this! I know if I'd done that in D&D or the like I might have got a polite or somewhat begging "But don't you have to make some sort of check? My PC was being very quiet!" and I might even have to OOC explain something. But drop one of the dark red fear tokens I have and suddenly they're "okay, I guess he paid!".
Yes! This is exactly what I was going for. Fear reduces guilt about being "fair" so you can instigate shenanigans, and the players are cool with it because you "paid for it."
 

Yes! This is exactly what I was going for. Fear reduces guilt about being "fair" so you can instigate shenanigans, and the players are cool with it because you "paid for it."

And also you can have them pay a cost to do something and just let it ride until they change the situation - eg hiding as I think the example is in the book.
 

The entire game of Trophy: Gold manages to hit all the fictional notes of "dungeon delving" with an extremely lightweight narrative-first ruleset. I'd probably look at it and borrow some of the resource framing if I wanted to go that route.
DH isn't what I'd called either an extremely light OR a narrative first game. It is medium crunch, narrative second. So that would ask different things of a Delve frame.
 

The thing to remember about Fate's Aspects is that they're narrative permissions wrapped in a bit of mechanics. When you do something that inflicts a condition on a target in Daggerheart, that's an Aspect. Things in the environment that would help or hinder you are Aspects...and in Daggerheart those are handled with dis/advantage. All you need to do in Daggerheart to create an Aspect is do something in the fiction that would give you either narrative permission or have a mechanical effect. Tie someone up? They now how the Tied Up Aspect.
That's one interpretation, but I don't think it is explicit in the DH rules or the only way to implement Aspects into.DH. DH is already a frankensystem, so bolting on mechanics is full with just changes to match the math should work.
 

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