RenleyRenfield
Adventurer
Well, let's start by "are we both playing the game." And no, from your post it sounds like you have not played it yet, so....I’m still working my way through the Core Rulebook, and honestly, I’m having a great time with it. But reading through this thread, I keep finding myself wondering… are we all actually reading the same book?
Listen, I love me some theoryhammer for sure. And I don't think Daggerheart is an abysmal failure.
But there is no conversation to be had or ideas developed when people have not played it, or they blindly claim others are playing it wrong. That just shows bad-faith discussion. We were earnest in our attempt to play it, run it, have lots fun with it, and not ignore any parts of it = I expect others to respect that.
What we have stated is true for us. And it is revealed in the post I made that walks through and honest report of the dice rolls and results. @Campbell was great with the use of Fear, and made it work as well as it could. He kept things fun and engaging. But the system was not the fun part, @Campbell was. The system was just a Fear engine and far too little access to Hope and Hope powered abilities.
The fact remains, we saw a lot of Fear generated, and not a lot of Hope generated. It's just the way 50/50 dice roll plays out. Half the time we rolled with Fear (succeed or fail, the Fear point was still generated. And at some point it still had to be spent as a Complication of sorts.) To ignore it or let them not get used is not playing the game.
When you have 4 players each generating 2 to 3 Fear per turn, the GM gets lots of Fear = fast. Again, thems the maths and thems the results we witnessed in person.
And these are on all types of rolls, so investigation, persuasion, searching around... all of it generated buckets of Fear points. And getting 1 Hope every other round was not fun. (maybe if we were lucky two rounds of Hope in a row, but just as often 2 rounds of Fear in a row...)