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Daggerheart General Thread [+]
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<blockquote data-quote="Jacob Lewis" data-source="post: 9726110" data-attributes="member: 6667921"><p>You’re misreading the table as a hard rule when it’s clearly a <strong>guideline</strong>. The book even says so in bold, on p. 155:</p><p></p><p></p><p>More importantly, you’re also missing the broader context of the whole chapter. The GMing section is intentionally conversational and not a rigid ruleset. Right from the introduction to the chapter (p. 141):</p><p></p><p></p><p>It also encourages you to <strong>spend Fear when you have the opportunity</strong> (p. 147):</p><p></p><p></p><p>And it flatly states that <strong>you can make a GM move whenever you want</strong> (p. 149):</p><p></p><p></p><p>Finally, on p. 152, it reminds you that your style is your own:</p><p></p><p>The “per scene” table isn’t a restriction—it’s a pacing tool. The real advice is: spend Fear in a way that serves the scene and the story.</p><p></p><p>Final thought: When read in full, the GM section — and really the entire Core Rulebook — builds its guidance in a deliberate, connected way. Early chapters set clear expectations that the GM’s role is flexible, interpretive, and story-first, and later advice (including the Fear spend table) is given in that same spirit. If you lift one piece of that guidance out of its context, or treat a pacing tool as a fixed rule, you’re no longer engaging with the system as it’s presented. Daggerheart isn’t meant to be run piecemeal; it’s designed so that the principles laid out at the start carry through to every part of the game. Ignore those foundations, and of course the advice will feel mismatched — but that’s a result of losing the context, not of the advice itself.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 9726110, member: 6667921"] You’re misreading the table as a hard rule when it’s clearly a [B]guideline[/B]. The book even says so in bold, on p. 155: More importantly, you’re also missing the broader context of the whole chapter. The GMing section is intentionally conversational and not a rigid ruleset. Right from the introduction to the chapter (p. 141): It also encourages you to [B]spend Fear when you have the opportunity[/B] (p. 147): And it flatly states that [B]you can make a GM move whenever you want[/B] (p. 149): Finally, on p. 152, it reminds you that your style is your own: The “per scene” table isn’t a restriction—it’s a pacing tool. The real advice is: spend Fear in a way that serves the scene and the story. Final thought: When read in full, the GM section — and really the entire Core Rulebook — builds its guidance in a deliberate, connected way. Early chapters set clear expectations that the GM’s role is flexible, interpretive, and story-first, and later advice (including the Fear spend table) is given in that same spirit. If you lift one piece of that guidance out of its context, or treat a pacing tool as a fixed rule, you’re no longer engaging with the system as it’s presented. Daggerheart isn’t meant to be run piecemeal; it’s designed so that the principles laid out at the start carry through to every part of the game. Ignore those foundations, and of course the advice will feel mismatched — but that’s a result of losing the context, not of the advice itself. [/QUOTE]
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