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Daggerheart General Thread [+]
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<blockquote data-quote="BruceWright" data-source="post: 9708437" data-attributes="member: 7051544"><p>I guess I differ with you on the idea that if something isn't specifically mechanically rewarded it's irrelevant to the type of game that gets played at the table. </p><p></p><p>To me, TTRPGs are vibe engines. It's not chess where the rule mechanics are the sole dictators of the play state. </p><p></p><p>It'll never be chess, no matter how legalistically the rules are written.</p><p></p><p>It's a vibe engine. It creates vibes. Don't like the vibe? Play how you want at your table, with this system or a different one.</p><p></p><p>But this is a game with no "win state". Winning has and always will be "we had fun". And fun is different for everyone. If your idea of fun gravitates towards stories about non-optimal heroes, Daggerheart may have pull for you. If not, it's cool, please enjoy what you enjoy. </p><p></p><p>Myself, I LOVE a non-optimal hero. </p><p></p><p>I love Indiana Jones and his build of a desert and jungle-adventurer with a non-optimal fear of snakes. (woah what a stupid build!)</p><p></p><p>Were he a character in a Daggerheart adventure, I'd love him as is, and I wouldn't require he got a +5 bonus every time he ran from a snake, just to ensure that the snake fear was only non-optimal in the fiction but actually mechanically optimal.</p><p></p><p>Instead, the game encourages and supports roleplay-centric non-optimal builds in other ways. </p><p>You might think that unless something creates beep beep beep number on sheet go up then it doesn't exist. Or players will ignore it. </p><p></p><p>But I think you might be picturing a certain type of player, and not imagining that other types of players and other types of play exist and want to play like this.</p><p></p><p></p><p>You would be surprised, I think, at my players.</p></blockquote><p></p>
[QUOTE="BruceWright, post: 9708437, member: 7051544"] I guess I differ with you on the idea that if something isn't specifically mechanically rewarded it's irrelevant to the type of game that gets played at the table. To me, TTRPGs are vibe engines. It's not chess where the rule mechanics are the sole dictators of the play state. It'll never be chess, no matter how legalistically the rules are written. It's a vibe engine. It creates vibes. Don't like the vibe? Play how you want at your table, with this system or a different one. But this is a game with no "win state". Winning has and always will be "we had fun". And fun is different for everyone. If your idea of fun gravitates towards stories about non-optimal heroes, Daggerheart may have pull for you. If not, it's cool, please enjoy what you enjoy. Myself, I LOVE a non-optimal hero. I love Indiana Jones and his build of a desert and jungle-adventurer with a non-optimal fear of snakes. (woah what a stupid build!) Were he a character in a Daggerheart adventure, I'd love him as is, and I wouldn't require he got a +5 bonus every time he ran from a snake, just to ensure that the snake fear was only non-optimal in the fiction but actually mechanically optimal. Instead, the game encourages and supports roleplay-centric non-optimal builds in other ways. You might think that unless something creates beep beep beep number on sheet go up then it doesn't exist. Or players will ignore it. But I think you might be picturing a certain type of player, and not imagining that other types of players and other types of play exist and want to play like this. You would be surprised, I think, at my players. [/QUOTE]
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