Daggerheart General Thread [+]

The store, your accumulated amount, that which you have going into a scene. That’s totally a thing. You’re expected to show this accumulation. Any additional fear you get with a scene that you immediately spend may not be explicitly added, and what you spend at the start of a scene or in a row is coming from your prior accumulation.
Yeah it's not a separate concept.

You just have X fear. There's no separation between "coming in to a scene" and "how much you have right now". That's an artificial extra layer you're applying.

It's not a thing. The only thing is how much you have right now.
 

log in or register to remove this ad

Yeah it's not a separate concept.

You just have X fear. There's no separation between "coming in to a scene" and "how much you have right now". That's an artificial extra layer you're applying.

It's not a thing. The only thing is how much you have right now.
No, what I’m arguing is that it should be a separate thing. If you start a scene with a significant amount of fear and you come out strong per the ideas about how to spend your fear, I don’t think that means then that you never spend fear again in that scene. Like you said there’s clearly some disconnect here.
 

Trying not to derail any current conversations but is there a thread on here to schedule Drop In games?

I am super intrigued with how Daggerheart put together their "Running A One Shot" (pg 184) and want to try to run a game. I haven't played ever and haven't GM'ed a lot in any TTRPG but this seems like a fun one to try to run.

Outside looking for a way to try to find players on short notice, has anyone used the "Running a one shot" idea and if so how did it go?
 

Trying not to derail any current conversations but is there a thread on here to schedule Drop In games?

I am super intrigued with how Daggerheart put together their "Running A One Shot" (pg 184) and want to try to run a game. I haven't played ever and haven't GM'ed a lot in any TTRPG but this seems like a fun one to try to run.

Outside looking for a way to try to find players on short notice, has anyone used the "Running a one shot" idea and if so how did it go?
There's a Gamers Seeking Games subforum.

 


I mean, it's literally telling you how much to spend, with no qualifications or guidance about "the bank" (which isn't a thing), and it's an underestimate and if followed will definitely leave you Fear-capped. I presume like many things in many RPGs it's a bit of an artefact from some earlier time design-wise or not quite as considered as some other elements.

I do find it slightly odd the game doesn't even mention becoming Fear-capped (or I missed it if it does), or what to do about it, because there are a fair number of ways it could happen. Maybe it was just something not seen as a concern?
I guess there are just so many ways to spend it, at least in encounter situations, that they didn't think it should happen that often.
 

I guess there are just so many ways to spend it, at least in encounter situations, that they didn't think it should happen that often.
Well, it wouldn't be the first time the designers didn't understand how parts of their game interacted with each other in the field.
 

No, what I’m arguing is that it should be a separate thing. If you start a scene with a significant amount of fear and you come out strong per the ideas about how to spend your fear, I don’t think that means then that you never spend fear again in that scene. Like you said there’s clearly some disconnect here.
Go with the simplest solution. Their advice is wrong. Spend fear as you please. You don't need to make the game more complicated by adding separate banks of fear to somehow try to preserve following their clearly wonky GM advice.
 

Go with the simplest solution. Their advice is wrong. Spend fear as you please. You don't need to make the game more complicated by adding separate banks of fear to somehow try to preserve following their clearly wonky GM advice.

I'm not complicating it.

Here, let me try and be really clear:

In Daggerheart, there are various circumstances at which the GM gains Fear. This Fear is held/banked/accumulated/placed in front of you unless you spend it immediately upon gain to take a move that requires it.

Daggerheart also assumes a play style of cutting to framed scenes, to use some examples from my last session:

-"As you track the bandits through the woods, what signifies to you (ranger) that the clearing ahead is a great site for an ambush?"
-"The torches flicker in the hands of the guards as you surround the Trading Post, and Ser Felir turns to you and says 'so how do you want to do this?'"

Daggerheart further suggests a certain Fear spend per style/purpose of scene.

I'm suggesting that if you take that at face value, it means you're rapidly declining to spend any further Fear. Consider that the book suggests a "standard" scene should see 2-4 Fear spent. You can blow that so quickly, especially doing the stuff the game suggests if you have a large amount of banked Fear (10+). Acting First + an extra spotlight is immediately "enough" Fear spend.
 


Remove ads

Top