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Daggerheart General Thread [+]
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<blockquote data-quote="Jacob Lewis" data-source="post: 9711053" data-attributes="member: 6667921"><p>This is actually very close to what’s written in the <em>Daggerheart</em> Core Rulebook—page 20 lays it out directly in the “Creating Your Experiences” section, which is treated as a major step in character creation.</p><p></p><p></p><p></p><p>What stands out to me is how the book frames this kind of advice. It’s not presented as the “best” way or a default you’re expected to follow. It’s framed as encouragement—offered with the understanding that different tables will prioritize different things. And that flexibility is matched by stability. The system holds together whether your Experience is a single word or a fully embedded narrative hook.</p><p></p><p>That freedom is intentional—but so is the guidance. The rulebook consistently nudges players toward choices that deepen play, connect characters to the world, and expand what they can do—but it never insists. That kind of openness is built into the system. It doesn’t penalize simplicity or gate meaningful play behind clever phrasing. It trusts players to decide what kind of game they want to create, and gives them the support to do it well.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 9711053, member: 6667921"] This is actually very close to what’s written in the [I]Daggerheart[/I] Core Rulebook—page 20 lays it out directly in the “Creating Your Experiences” section, which is treated as a major step in character creation. What stands out to me is how the book frames this kind of advice. It’s not presented as the “best” way or a default you’re expected to follow. It’s framed as encouragement—offered with the understanding that different tables will prioritize different things. And that flexibility is matched by stability. The system holds together whether your Experience is a single word or a fully embedded narrative hook. That freedom is intentional—but so is the guidance. The rulebook consistently nudges players toward choices that deepen play, connect characters to the world, and expand what they can do—but it never insists. That kind of openness is built into the system. It doesn’t penalize simplicity or gate meaningful play behind clever phrasing. It trusts players to decide what kind of game they want to create, and gives them the support to do it well. [/QUOTE]
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