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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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<blockquote data-quote="zakael19" data-source="post: 9667674" data-attributes="member: 7044099"><p>I was honestly afraid/convinced it was going to be a messy kitchen sink from the early Playtest materials, but the refinement they've done has made it something a bit more interesting. Is it the sweet spot bridge for people who want some crunchy combat modifiers with flowing narrative adjudication? I'm not sure, everybody is different and I haven't had a chance to run it (I played in the one-shot test scenario but it <em>very much</em> did not show the system in good light IMO); but now that I see the totality of what they're trying for I'm less harsh then I was.</p><p></p><p>One big thing it does for me that answers a very personal desire: has the mechanics to levy multiple costs to ask teh heroic narrative question of "what will you give up/it cost you to succeed." You've got HP/Death (and its moves)/Scars (the latter I've found to be <em>excellent</em> in FITD games for tying mechanics and roleplaying together to show the journey wearing on PCs), attrition of armor and such, and Stress. Plus "Story Is Consequence" for stakes and fictional costs as well! And then you get this great quote that says "you don't have to run full improv/narrative if you don't want to:"</p></blockquote><p></p>
[QUOTE="zakael19, post: 9667674, member: 7044099"] I was honestly afraid/convinced it was going to be a messy kitchen sink from the early Playtest materials, but the refinement they've done has made it something a bit more interesting. Is it the sweet spot bridge for people who want some crunchy combat modifiers with flowing narrative adjudication? I'm not sure, everybody is different and I haven't had a chance to run it (I played in the one-shot test scenario but it [I]very much[/I] did not show the system in good light IMO); but now that I see the totality of what they're trying for I'm less harsh then I was. One big thing it does for me that answers a very personal desire: has the mechanics to levy multiple costs to ask teh heroic narrative question of "what will you give up/it cost you to succeed." You've got HP/Death (and its moves)/Scars (the latter I've found to be [I]excellent[/I] in FITD games for tying mechanics and roleplaying together to show the journey wearing on PCs), attrition of armor and such, and Stress. Plus "Story Is Consequence" for stakes and fictional costs as well! And then you get this great quote that says "you don't have to run full improv/narrative if you don't want to:" [/QUOTE]
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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative
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