Daggerheart General Thread [+]

I am not sure they need a starter set given how much material is already out there for free, especially since I can't imagine they could ask much less than the core set for a good starter set.

Trimmed down rule book? Dropping that away from a hardcover might work.

There’s space for the Sablewood to become an actual set of Situations with a bunch of prompts for the GM to ask player input in how the narrative flows. A good level 1-3 flow or something, with ideas where you could go next outside of that.
 

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Trimmed down rule book? Dropping that away from a hardcover might work.

There’s space for the Sablewood to become an actual set of Situations with a bunch of prompts for the GM to ask player input in how the narrative flows. A good level 1-3 flow or something, with ideas where you could go next outside of that.
Right but you are going to need all new components and pretty much all the tokens and extra components that were in the Special Edition core set. It just seems like it would be cost prohibitive for someone to by half the game and then have to go buy the whole game again, when they can get the starter adventure and everything needed to play it online for free.
 

There are a lot of starter sets to model as examples that also have this “problem”

Most of them have it to some degree I think.

And many of them also have e a free download some thing like a Free RPG Day pdf or a free ddb account. Still seems like a good idea, they keep getting made.
 
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Maybe one of the “details TBD” adventures will be aimed to extend one of the starting situations stuff each frame presents into 10-15ish hours of play thing.
 
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So @Aldarc mentioned I should probably ask what Experiences are. They seem extremely abstract/arbitrary to the point of esoteric.

Looking at the SRD, I can get the obvious ones, background, actual skills, but the 'Phrases' just seem open ended and ripe for misunderstanding?
Some examples from my current sunday game (just the phrases, not all in use):
  • Draconic Aspect.
  • Forbidden Knowledge
  • Life Will Go On.
  • Reluctant Hero.
  • Be Not Afraid.
Not yet in play:
  • Hold the line.
  • Wolf in sheep's clothing.
Draconic aspect is on a Drakona, who used to be half-elf. He's learned to weaponize that draconic look.

Forbidden knowledge: pretty simple...
Life Will Go On - used repeatedly to persevere.
Reluctant hero: the player likes to wait until someone's seriously wounded, then go hog wild. My comment upon taking it: "Never in first round"
Be not afraid, in Age of Umbra, coming from a Clank, is indeed useful...
 


No, they aren't. FATE aspects all have negative effects as well as positive; DH has no such negative use.
They do not. Trouble does, but other aspects are just things that are true. Experiences are true.
That fundamental difference is a deep difference; the GM can't coerce you with them, and they don't regain you Hope.
The GM in DH is explicitly allowed to do whatever by spending a fear. That included compelling an experience.
 

They do not. Trouble does, but other aspects are just things that are true. Experiences are true.

The GM in DH is explicitly allowed to do whatever by spending a fear. That included compelling an experience.
I think you are confusing "add an adversary's experience to a roll." with compelling one. They may absolutely add an adversary's experience to a roll with fear. They have 0 mechanics to touch a players experiences which are by nature positive and additive bonus available to use by the player for a cost of hope.

From the book
You can spend a Fear to:
• Interrupt the players to make a move.
• Make an additional GM move.
• Spotlight an additional adversary during a battle.
• Use an adversary’s Fear feature.
• Use an environment’s Fear feature.
• Add an adversary’s Experience to a roll.
 

I think you are confusing "add an adversary's experience to a roll." with compelling one. They may absolutely add an adversary's experience to a roll with fear. They have 0 mechanics to touch a players experiences which are by nature positive and additive bonus available to use by the player for a cost of hope.

From the book
You can spend a Fear to:
• Interrupt the players to make a move.
• Make an additional GM move.
• Spotlight an additional adversary during a battle.
• Use an adversary’s Fear feature.
• Use an environment’s Fear feature.
• Add an adversary’s Experience to a roll.

GM Move: "Use a PC's Backstory Against Them" / "Show the Collateral Damage" / "Reveal an Unwelcome Truth" can lean into an Experience, but isn't quite a Compel from how I understand that mechanic.

Note though "Make an additional GM move" is extremely broad.
 

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