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<blockquote data-quote="Kichwas" data-source="post: 9736507" data-attributes="member: 891"><p>That description is how I see Daggerheart minus only the word 'rustic' as that to me is a term in search of a definition when it comes to RPGs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>But I do think a lot of people have a more action focused view of Daggerheart than I do, and the classes do as well.</p><p></p><p>But both DH and CitM focus on narrative, and in a hobby where almost every other current in print offering is about moving miniatures around maps and rolling for combat that puts the small overlaps in their 'vein diagram' into sharp focus for me. Or maybe they just hit that hard because I'm coming to them from Pathfinder 2E.</p><p></p><p>Started looking into some of Son of Oak's other games and right now I'm getting a vibe that their tag system would solve all the problems I'd been having 20 years ago when I was running super hero story drama games and fighting against systems that defined everything in numbers for battles.</p><p></p><p>Most of my time in the hobby from 83 to 2006 was that problem, as I rarely did fantasy and almost always did supers except for the few times somebody got me to sit down for a D&D 3.5 game.</p><p></p><p>I might personally end up landing on 'Otherscape' instead of Legend on one game night, and Daggerheart on the other, but both Son of Oak games look really nice. City of Mist I still need to think about.</p><p></p><p>Anyway... I'd really hope this discussion could be more about Legend in the Mist rather than whether or not what I only intended as an intro as someone seeing it alongside Daggerheart is true for other people as well.</p><p></p><p>I've been reading a lot of comments today, and noted some people new to it having trouble with 'managing tags' as a point of drama between players and narrators (does hit tag fit, or that one, which ones can I use or not use, etc). I need to keep reading this book and see how they address getting your group - the people sitting at the table not the characters - to be on the same 'vibe' as this game looks like it will really need people who can game together rather than at odds more so than many more 'gridded map and minis' games do.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 9736507, member: 891"] That description is how I see Daggerheart minus only the word 'rustic' as that to me is a term in search of a definition when it comes to RPGs. :) But I do think a lot of people have a more action focused view of Daggerheart than I do, and the classes do as well. But both DH and CitM focus on narrative, and in a hobby where almost every other current in print offering is about moving miniatures around maps and rolling for combat that puts the small overlaps in their 'vein diagram' into sharp focus for me. Or maybe they just hit that hard because I'm coming to them from Pathfinder 2E. Started looking into some of Son of Oak's other games and right now I'm getting a vibe that their tag system would solve all the problems I'd been having 20 years ago when I was running super hero story drama games and fighting against systems that defined everything in numbers for battles. Most of my time in the hobby from 83 to 2006 was that problem, as I rarely did fantasy and almost always did supers except for the few times somebody got me to sit down for a D&D 3.5 game. I might personally end up landing on 'Otherscape' instead of Legend on one game night, and Daggerheart on the other, but both Son of Oak games look really nice. City of Mist I still need to think about. Anyway... I'd really hope this discussion could be more about Legend in the Mist rather than whether or not what I only intended as an intro as someone seeing it alongside Daggerheart is true for other people as well. I've been reading a lot of comments today, and noted some people new to it having trouble with 'managing tags' as a point of drama between players and narrators (does hit tag fit, or that one, which ones can I use or not use, etc). I need to keep reading this book and see how they address getting your group - the people sitting at the table not the characters - to be on the same 'vibe' as this game looks like it will really need people who can game together rather than at odds more so than many more 'gridded map and minis' games do. [/QUOTE]
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