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Daggerheart has been Officially Released
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<blockquote data-quote="OB1" data-source="post: 9665363" data-attributes="member: 6796241"><p>I'm on the fence about picking this up. I'm a huge CR fan, but don't spend much money on the brand (a couple of t-shirts and a mug over 7 years), and do have the two Exandria campaign source books, which are excellent work (EGtW is perhaps my favorite campaign setting book of all time) and have used both in games I've run. Point is, when I spend money on CR, it's usually for something with practical use for me, not just to put on a shelf and look at.</p><p></p><p>I read thru the initial playtest material and didn't vibe with it. It felt very under developed and seemed that it would take a lot of work to run from both sides of the table, especially for a group like mine which isn't the 'theatre nerd' type (we're book/movie nerds). Also couldn't make it through an entire episode of the beta real plays they did in the system. I like an RPG with a strong frame to focus play thru and spark creativity from, without so much crunchiness as to bog play down in rulebooks. The first version of Daggerheart almost seemed the opposite of that to me, with an open frame of play combined with very fiddly character mechanics. At any rate, I didn't follow development of the game after the initial playtest materials came out.</p><p></p><p>All that said, the video interview with Mercer got me thinking that maybe they improved the system quite a bit since the initial beta launch and that it might be worth a deeper look. It sounds like the frame of the final product may be stronger than those initial playtests and the character mechanics toned down.</p></blockquote><p></p>
[QUOTE="OB1, post: 9665363, member: 6796241"] I'm on the fence about picking this up. I'm a huge CR fan, but don't spend much money on the brand (a couple of t-shirts and a mug over 7 years), and do have the two Exandria campaign source books, which are excellent work (EGtW is perhaps my favorite campaign setting book of all time) and have used both in games I've run. Point is, when I spend money on CR, it's usually for something with practical use for me, not just to put on a shelf and look at. I read thru the initial playtest material and didn't vibe with it. It felt very under developed and seemed that it would take a lot of work to run from both sides of the table, especially for a group like mine which isn't the 'theatre nerd' type (we're book/movie nerds). Also couldn't make it through an entire episode of the beta real plays they did in the system. I like an RPG with a strong frame to focus play thru and spark creativity from, without so much crunchiness as to bog play down in rulebooks. The first version of Daggerheart almost seemed the opposite of that to me, with an open frame of play combined with very fiddly character mechanics. At any rate, I didn't follow development of the game after the initial playtest materials came out. All that said, the video interview with Mercer got me thinking that maybe they improved the system quite a bit since the initial beta launch and that it might be worth a deeper look. It sounds like the frame of the final product may be stronger than those initial playtests and the character mechanics toned down. [/QUOTE]
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