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Daggerheart General Thread [+]
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<blockquote data-quote="zakael19" data-source="post: 9673937" data-attributes="member: 7044099"><p>Same realm as in “game built to facilitate CR style play and stories that’s explicitly not D&D.” That’s been a big part of the vision for DW2, and obviously is the core goal of DH. DW2 is trying to reinvent the PBTA to facilitate heroic fantasy tropes and narratives as the core (they literally called CR out as a primary lodestone in an early blog); DH is doing the same thing but expecting GM story steering and plotting in a way that’s a sharp divergence.</p><p></p><p></p><p>I literally don’t see the similarity apart from a singular GM Move name. DH doesn’t use the framing of “chase loot,” end of session questions, anything resembling player moves in the same way, changes the stats around, etc etc. Crediting a couple PBTAs for the general philosophy around scene framing and Principle / Agenda design makes sense, but DH isn’t playing to find out; and in fact is doing a lot of gameplay stuff DW doesn’t want you to do, even if GMs often drifted it that way.</p><p></p><p>I think DH is a far more intentional and focused design, and benefits from it in a way I didn't expect up front when I saw the grab bag of influences. If the designers don’t feel that DW is worth calling out as a primary influence because it wasn’t, I believe them.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9673937, member: 7044099"] Same realm as in “game built to facilitate CR style play and stories that’s explicitly not D&D.” That’s been a big part of the vision for DW2, and obviously is the core goal of DH. DW2 is trying to reinvent the PBTA to facilitate heroic fantasy tropes and narratives as the core (they literally called CR out as a primary lodestone in an early blog); DH is doing the same thing but expecting GM story steering and plotting in a way that’s a sharp divergence. I literally don’t see the similarity apart from a singular GM Move name. DH doesn’t use the framing of “chase loot,” end of session questions, anything resembling player moves in the same way, changes the stats around, etc etc. Crediting a couple PBTAs for the general philosophy around scene framing and Principle / Agenda design makes sense, but DH isn’t playing to find out; and in fact is doing a lot of gameplay stuff DW doesn’t want you to do, even if GMs often drifted it that way. I think DH is a far more intentional and focused design, and benefits from it in a way I didn't expect up front when I saw the grab bag of influences. If the designers don’t feel that DW is worth calling out as a primary influence because it wasn’t, I believe them. [/QUOTE]
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