Instead of writing a Post-Mortem while a campaign falls apart, this time I'm going to write about the start of the campaign.
Selection of the System
I've been participating in a podcast where we actual play a one-shot and discuss it. The organizer - a friend of mine from outside my usual gaming groups - asked me to run Daggerheart for the podcast. After the episode he kept bringing up how much he enjoyed the game and suggested I could run a regular campaign of it.
About the Group
It's a small group, only 3 players and myself as GM.
Player A: My friend who had organized the podcast. We go back about 20 years through community theatre. While he had a basis in older editions, he only really got into gaming with the rise of 5E. He also runs a regular Monsterhearts game for theatre friends and 5E for his family. He has considered himself a "Forever GM."
Player B: My friend's wife, who also plays in his 5E game. She is new to the system. I don't get the idea that she's played much outside of their family 5E game.
Player C: My wife, who loves playing high-powered, epic RPGs.
Additionally, the other couple and we have enjoyed other activities together: board game nights, movies, dinners, hiking, and even traveled to Europe together a couple years ago.
About Me and Why Daggerheart
If you've read any my threads on here, you probably know how I've struggled to find a system that works. One of the biggest pressures has been the balance between challenge and fun. Some games have proven to be too balanced as to be predictable and boring (D&D 4E, PF2) or too swingy and deadly (D&D 5E, Savage Worlds). I want everyone to have a great time and exciting situations, but I tend to eventually push them too hard and end with a TPK. So I'm excited that Daggerheart puts the stakes in the players' hands - whether they live or die is the player's choice. I feel like the narrative focus lets me make the descriptions exciting without being tied to specific powers, grids, etc.
In short, I'm optimistic because Daggerheart is a narrative game and I've been running almost nothing but traditional d20 fantasy since 2000, attempting to be as RAW as possible (much to my chagrin).
The Campaign Frame
We wanted something different, so we're going with the Post Apocalyptic "Motherboard" campaign frame. Player A is excited about customizing gear with scrap in the Horizon Zero Dawn setting. Player B likes the nontraditional setting. Player C thinks sounds enough like a power fantasy and is excited to crack the "Kohd" (she likes puzzles).
Characters
Player A: Fungril syndicate rogue. A former noble, outcast from his city for stealing tech.
Player B: Galapa troubadour bard. A traveling entertainer throughout the Echo Vale, wanting revenge on her former manager who stole her earnings.
Player C: Faun "call of the slayer" warrior. A member of a resistance wanting to destroy the Motherboard.
We just had our Session Zero. I am excited to start this biweekly campaign. I plan to do level ups when the players demonstrate they know how to use each of the abilities and rules they've earned. (Right now some of them seem overwhelmed by the system, and I don't want to give them more to keep track of until they've mastered what they have.)
Selection of the System
I've been participating in a podcast where we actual play a one-shot and discuss it. The organizer - a friend of mine from outside my usual gaming groups - asked me to run Daggerheart for the podcast. After the episode he kept bringing up how much he enjoyed the game and suggested I could run a regular campaign of it.
About the Group
It's a small group, only 3 players and myself as GM.
Player A: My friend who had organized the podcast. We go back about 20 years through community theatre. While he had a basis in older editions, he only really got into gaming with the rise of 5E. He also runs a regular Monsterhearts game for theatre friends and 5E for his family. He has considered himself a "Forever GM."
Player B: My friend's wife, who also plays in his 5E game. She is new to the system. I don't get the idea that she's played much outside of their family 5E game.
Player C: My wife, who loves playing high-powered, epic RPGs.
Additionally, the other couple and we have enjoyed other activities together: board game nights, movies, dinners, hiking, and even traveled to Europe together a couple years ago.
About Me and Why Daggerheart
If you've read any my threads on here, you probably know how I've struggled to find a system that works. One of the biggest pressures has been the balance between challenge and fun. Some games have proven to be too balanced as to be predictable and boring (D&D 4E, PF2) or too swingy and deadly (D&D 5E, Savage Worlds). I want everyone to have a great time and exciting situations, but I tend to eventually push them too hard and end with a TPK. So I'm excited that Daggerheart puts the stakes in the players' hands - whether they live or die is the player's choice. I feel like the narrative focus lets me make the descriptions exciting without being tied to specific powers, grids, etc.
In short, I'm optimistic because Daggerheart is a narrative game and I've been running almost nothing but traditional d20 fantasy since 2000, attempting to be as RAW as possible (much to my chagrin).
The Campaign Frame
We wanted something different, so we're going with the Post Apocalyptic "Motherboard" campaign frame. Player A is excited about customizing gear with scrap in the Horizon Zero Dawn setting. Player B likes the nontraditional setting. Player C thinks sounds enough like a power fantasy and is excited to crack the "Kohd" (she likes puzzles).
Characters
Player A: Fungril syndicate rogue. A former noble, outcast from his city for stealing tech.
Player B: Galapa troubadour bard. A traveling entertainer throughout the Echo Vale, wanting revenge on her former manager who stole her earnings.
Player C: Faun "call of the slayer" warrior. A member of a resistance wanting to destroy the Motherboard.
We just had our Session Zero. I am excited to start this biweekly campaign. I plan to do level ups when the players demonstrate they know how to use each of the abilities and rules they've earned. (Right now some of them seem overwhelmed by the system, and I don't want to give them more to keep track of until they've mastered what they have.)