Daggerheart General Thread [+]

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?
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....

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...)
 

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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....

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.

I don’t think it’s fair—or accurate—to dismiss what I’m saying as “bad faith” just because you assumed I haven’t played Daggerheart yet. Regardless, the book is very clear about what to expect from this system. So no—what I’m offering isn’t just theory. I’ve been through this process before.

When I transitioned from D&D into Star Wars FFG, I ran into similar struggles: dice results that didn’t feel binary, narrative pacing tied directly to mechanical outcomes, and a system that rewarded momentum and story over structure and tactics. It was disorienting at first. I kept second-guessing how I was “supposed” to GM. But once it clicked—once I let go of the need for symmetry and control—it became one of the most rewarding systems I’ve ever run.

Daggerheart clearly draws from that same lineage (Genesys, FFG). I recognized the rhythm right away. So when I see players or GMs frustrated by the flow of Fear, or treating it like a punishment system, or expecting structured, turn-based pacing, I’m not judging—I’ve been there. But the answer usually isn’t “the system is broken.” It’s that the system is different—and expecting it to behave like D&D or PBTA is going to generate friction every time.

I never said anyone was playing the game “wrong.” What I’m saying is that the frustration sounds familiar—because I’ve experienced it in similar systems—and it often comes from trying to use old assumptions in a game designed to work differently. That’s not bad faith. That’s pattern recognition.

And honestly, a lot of that frustration could probably be resolved just by reading the parts of the Core Rulebook that are specifically written to help with exactly this.

The book is very clear about its intent:

“The game takes a fiction-first approach, encouraging players and GMs to act in good faith with one another and focus on the story they'retelling rather than the complexity of the mechanics.” (p. 4)
It also gives a full Example of Play (pp. 134–137) that shows exactly how Fear is earned, held, and spent—not immediately, and not arbitrarily.

And right after that, the book follows up with “Questions to Consider for GMs” (p. 138), where it walks through that same scene and asks the reader to reflect on how Fear was used, what could have gone differently, what the GM chose not to do, and why. These are real questions like:

  • “Do you feel like that was a satisfying end to the combat, or would you have...?”
  • “Would you have chosen to use...?”
  • “What would have been an interesting consequence if...?”
And so on.

This isn’t buried in flavor text—it’s a full breakdown of GM choices in context, showing that Fear is about pacing, not pressure. It’s not just what you can do with Fear—it’s when, and why, that actually matters.

So when I say the problems in this thread seem rooted in mismatched expectations, I’m not making assumptions. I’m pointing to what’s actually in the book. The answers are right there. If they’re being ignored, then yeah—my take is that the issue probably isn’t the system.
 
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Fear is somewhat of an illusion, since the GM is always in control how difficult the narrative is outside of Fear using situations. If things ever get really rough because your players are rolling Fear after Fear, the narrative after the battle can be a little easier to balance it out. If your players are rolling a lot of Hope during an encounter, the narrative can get a little harder.

But there are definite morale impacts when your players are starved for Hope, or (in my case) the players are rolling lots of Successes with Hope and don't feel like a battle is challenging. Morale impacts that might be a normal part of any RPG (to be handled the same way you handle a long string of misses or taking multiple critical hits), but they probably feel more raw because it's a new mechanic delivering those feelings, instead of the old familiar methods we've normalized.
 

So I've been avoiding talking about the two sessions I've run so far because of...

1. The general reaction some fans of daggerheart/CR are having at any criticism of the game... and

2. I really want to have more experience before stating anything definitive...

That said, I think there's some wonkiness in tying fear and hope to the randomness of PC rolls. I have had the opposite effect described by many here... where my group of 6 players were often on hot streaks with a combination of success w/hope, crits and even failures with hope that ended up barely generating any fear and giving them an excess of hope. Resulting in combats that felt kind of flat and unsatisfying from s narrative & challenge perspective... this also lead to a situation where they didn't need to rest as often which further exacerbated the lack of fear.

I feel like the answer to this design issue shouldn't be... GM correct it... which seems to be the prevailing answer to the criticism of the flow of the metacurrency. I imagine over time probability will even this out but in the span of a single session, variance like this can definitely lead to a session that flops for the DM, the players or both.
 

@RenleyRenfield out of curiosity, were you all able to rest and use the Prepare activity together to ensure there was some hope balance going? Or did you find yourselves needing to use both activities for recovery moves?

I can see the game feeling really bad if the players never roll any hope considering how much you need for pretty much any interesting outcome (group actions, Aid, ancestry and class abilities, etc). Does the game maybe bias towards successful actions instead of hope?
 

@RenleyRenfield out of curiosity, were you all able to rest and use the Prepare activity together to ensure there was some hope balance going? Or did you find yourselves needing to use both activities for recovery moves?

I can see the game feeling really bad if the players never roll any hope considering how much you need for pretty much any interesting outcome (group actions, Aid, ancestry and class abilities, etc). Does the game maybe bias towards successful actions instead of hope?
Not @RenleyRenfield but the game does bias towards successful actions since crits don't have a comparable failure/fumble state. Not sure I would sayings instead of hope since a crit rewards hope and clears stress.
 

Not @RenleyRenfield but the game does bias towards successful actions since crits don't have a comparable failure/fumble state. Not sure I would sayings instead of hope since a crit rewards hope and clears stress.

You have a 54% chance of a hope, but assuming the 11-13ish difficultly at T1 with at least a +1 (and it’s pretty easy to get higher +s), you have about a 70% chance of success (ramping to ~81% if using your +2 stat vs the T1 default difficulty of 11).

I do find the suggested chart of action difficulty odd - I get they’re trying to say “harder stuff is harder” but then they do tier based scaling for adversary & environment difficulties which would’ve made for a better table imo.
 



Just a quick note on the background I'm coming from:

The last 6 games I ran were:
  • Blades in the Dark
  • Masks
  • Girl By Moonlight (Magical Girl Forged in the Dark game used to play an Escaflowne inspired mecha game)
  • Apocalypse Keys
  • Scion 2e
  • Lancer
The games we have played in the two play groups (one plays twice a week and the other once a week) I'm part of in the last 5 years include:
  • Cypher System Final Fantasy 8 Hack
  • Cortex Plus Hack for Exalted using setting tweaks
  • Legend of the Five Rings Fifth Edition
  • Conan 2d20
  • Infinity 2d20
  • Achtung Cthulhu!
  • Scum and Villainy
  • Daggerheart Beta
  • Mouseguard
  • The Between
  • Stonetop
  • Blades in the Dark
If anything the D&D side of things is the rusty bit. The last time I ran or played 5e was like 6 years ago.

I do think it's very possible that all my instincts is a Powered by the Apocalypse GM make spending fear to interrupt or make an additional concurrent move feel profoundly wrong. Like Doom Pool in Cortex or Threat/Heat/Doom in 2d20 games doesn't bother me but mixing that with the snowballing of moves feels like it interrupts the flow.
 
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