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Daggerheart Release Date Revealed
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<blockquote data-quote="definiteFreakyFishGuy" data-source="post: 9586292" data-attributes="member: 7050925"><p>I wouldn't say it went badly. I just didn't enjoy the overall playtest experience. Some of it was because of the game itself, and some of it was because of on-line discourse.</p><p></p><p>For the game itself, we enjoyed the what I think of as the "soft rules" (e.g. collaborative world building, guidelines for creating backstory, rolling only when it matters). The character creation felt pretty smooth, though we weren't too keen on the ancestry choices. This part of the game was great. It never came up during actual play, but we also thought the death mechanic was cool.</p><p></p><p>But then the more we engaged with the mechanics, the less fun we had. First, we didn't like that a single roll involved so many moving parts. It wasn't too bad outside the combat because rolls were far and few between. But during combat, it really got in the way and it was not fun. We didn't like the having all the meta-currencies—the action tokens were by far the most annoying, though we weren't fans of armor slots either. And speaking of armor, damage resolution mechanic was a huge miss for us. Finally, we didn't like that GM rolled a different die than the players—it felt "unfair" and kind made us feel like the GM was not one of the players.</p><p></p><p>Individually, I personally disliked the weapons table—the choices were overwhelming and the damage resolution mechanic made it feel like weapon choices were arbitrary. I also have some gripes about the way money and distance is handled. Overall, I felt like there was so much jargon (e.g. "minor damage" instead of just "lose 1 hp," different words to describe different denominations of money, etc.)</p><p></p><p>Finally, this last bit doesn't reflect on the game itself but it really soured my playtest experience—there were some unpleasant experiences with other playtesters on-line. I was gaslighted for preferring to have a turn order, talked down for pointing out the complexity in mathematically modeling weapon damage, and was essentially told to shut up about weird edge cases because "they will work it out" or whoever is running the game can figure it out or "it'll never happen."</p><p></p><p>Anyway, I do hope that the final version of the game is well received. I'd be curious to see how different the final version is compared to the version I played.</p></blockquote><p></p>
[QUOTE="definiteFreakyFishGuy, post: 9586292, member: 7050925"] I wouldn't say it went badly. I just didn't enjoy the overall playtest experience. Some of it was because of the game itself, and some of it was because of on-line discourse. For the game itself, we enjoyed the what I think of as the "soft rules" (e.g. collaborative world building, guidelines for creating backstory, rolling only when it matters). The character creation felt pretty smooth, though we weren't too keen on the ancestry choices. This part of the game was great. It never came up during actual play, but we also thought the death mechanic was cool. But then the more we engaged with the mechanics, the less fun we had. First, we didn't like that a single roll involved so many moving parts. It wasn't too bad outside the combat because rolls were far and few between. But during combat, it really got in the way and it was not fun. We didn't like the having all the meta-currencies—the action tokens were by far the most annoying, though we weren't fans of armor slots either. And speaking of armor, damage resolution mechanic was a huge miss for us. Finally, we didn't like that GM rolled a different die than the players—it felt "unfair" and kind made us feel like the GM was not one of the players. Individually, I personally disliked the weapons table—the choices were overwhelming and the damage resolution mechanic made it feel like weapon choices were arbitrary. I also have some gripes about the way money and distance is handled. Overall, I felt like there was so much jargon (e.g. "minor damage" instead of just "lose 1 hp," different words to describe different denominations of money, etc.) Finally, this last bit doesn't reflect on the game itself but it really soured my playtest experience—there were some unpleasant experiences with other playtesters on-line. I was gaslighted for preferring to have a turn order, talked down for pointing out the complexity in mathematically modeling weapon damage, and was essentially told to shut up about weird edge cases because "they will work it out" or whoever is running the game can figure it out or "it'll never happen." Anyway, I do hope that the final version of the game is well received. I'd be curious to see how different the final version is compared to the version I played. [/QUOTE]
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