New Daggerheart Campaign

Retreater

Legend
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.)
 

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Well, I haven't been posting much about this campaign, but we've been playing regularly (biweekly) for a couple months. They really enjoyed the minigame of collecting scrap to augment their weapons (Ikonis). My wife is using her "puzzle" brain to decipher the Kohd puzzles.

We had an epic fight with a gorgon that nearly petrified the bard, who ended up needing to roll a death maneuver from the damage. She took the risky option, ended up winning and staying in the fight - and helping to defeat the gorgon before the petrification set in.

They highjacked a robotic moth with stained glass wings to escape a gigantic pile of sentient scrap in the form of a towering cockroach, fought spirits made of chaotic programming language.

Last session, the faun call of the slayer passed away fighting some zombie hordes. (She took the risky death move and failed.) The group decided to retire their characters and bring in some new characters to continue the fight.
 


Glad you are having a good time with a system and just be careful with your tendency to push the characters to their limits.
Yeah. I had two challenging fights (on separate sessions) that ended up with death moves for a character each. They had the options to take the safer route, but each player took the risky choice - and one failed.
Fortunately, they took it in stride because it was their decision. Still, I do need to take a little more care with the encounter design ... and should probably make more soft moves with my Fear.
 

The most difficult part (maybe the only difficult part) of going with Daggerheart for both games I'm running is the divorce from the rest of the hobby.
  • I'm not following what is going on with D&D. I'm not going to be using or buying the new Forgotten Realms books.
  • There's really nothing going on with Daggerheart. It's not like Darrington Press has exciting new adventures or bestiaries coming out.
  • I'm not buying miniatures to paint to support my DH games. I'd be locked into overpaying on HeroForge and supporting a bad economic model.
  • A blessing and a curse - you can't really spend time prepping for the game, because the sessions are intended to be more narrative and driven by the player actions.
  • The online places I normally go for community aren't really discussing it.
 

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