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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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<blockquote data-quote="Ruin Explorer" data-source="post: 9665487" data-attributes="member: 18"><p>I mean, no more so than literally every PtbA and FitD game, among many others. And they seem to do pretty good there!</p><p></p><p>I dunno if it's in the SRD, but the actual game explicates how the DM needs to realize Fear is a resource, and you can't just blow it constantly and without any forethought. The "Full example of play" also mentions the DM deciding to stop spending Fear at least three times. It's also no accident that a lot of stuff the DM/monsters can do can potentially generate Fear. You're definitely not reliant on the PCs generating it for you.</p><p></p><p>But I definitely agree that if one is suspicious of or doesn't "get" a mechanic then one should wait for others to play the game and come back with reports!</p><p></p><p></p><p>Yeah I wonder about this too - like, I don't have any players in my main group who aren't at least fairly creative, and I've barely ever played with people who aren't, but from accounts other people have told me of their groups, and/or people they've played with, there are RPG players out there who lack basic creativity. I suspect those people are going to have trouble with any game that isn't basically pretty heavily gamist or simulationist, and that would definitely include this - this has significant gamist elements, but the core flow is quite narrative-focused (not unlike Outgunned, just with a slightly different balance).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9665487, member: 18"] I mean, no more so than literally every PtbA and FitD game, among many others. And they seem to do pretty good there! I dunno if it's in the SRD, but the actual game explicates how the DM needs to realize Fear is a resource, and you can't just blow it constantly and without any forethought. The "Full example of play" also mentions the DM deciding to stop spending Fear at least three times. It's also no accident that a lot of stuff the DM/monsters can do can potentially generate Fear. You're definitely not reliant on the PCs generating it for you. But I definitely agree that if one is suspicious of or doesn't "get" a mechanic then one should wait for others to play the game and come back with reports! Yeah I wonder about this too - like, I don't have any players in my main group who aren't at least fairly creative, and I've barely ever played with people who aren't, but from accounts other people have told me of their groups, and/or people they've played with, there are RPG players out there who lack basic creativity. I suspect those people are going to have trouble with any game that isn't basically pretty heavily gamist or simulationist, and that would definitely include this - this has significant gamist elements, but the core flow is quite narrative-focused (not unlike Outgunned, just with a slightly different balance). [/QUOTE]
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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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