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.
 

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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.
 

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