Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*TTRPGs General
RPGs that you feel trip over their own cool ideas
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RenleyRenfield" data-source="post: 9867903" data-attributes="member: 7044197"><p>It was for plenty of others here, i will let you ruminate on that. i am not saying i am gospel truth, but the things i am saying resonate, so its worth considering.</p><p></p><p></p><p>Just normal roleplay. Most people don't time rounds, i do, since I have to know time when I run in time-limited conventions. DH takes no more or less time than D&D 5e, often about the same.</p><p>Each person in 5 players (4 gamers, 1 GM), tend to take about 3 to 8 min per person to to all of = ask wants going on, narrate and roleplay, make mechanical choices, roll, resolve what they rolled, GM react/respond as needed. some people or actions are quicker than others. But this tends to hold true for most all groups.</p><p>so with 3 fellows and 1 GM, and no real set "rounds/turns" the spotlight is not really any quicker than any other game to return.</p><p></p><p></p><p></p><p>Basic actions are not great, and not fun. Special actions are what character classes are for, and can often, but not always, be limited by need for Hope spends. It's not always, but it was often enough we saw problems - <strong>players had distinctly overt times when they could not do a thing their class should have been able to do in ANY other rpg as base</strong>.</p><p>I am sure you saw it too, having horrible rolls as you say. And maybe it mattered to you, and maybe it didnt but let this sink in = <em>when we had bad luck the game rules were not fun</em>. And that is a great indication of poor design, tripping over self, sloppy. DH is not unique in this issue... there are other games that suffer...</p><p></p><p></p><p>A pointless comment. Any given scene is not "start of entire session". So <strong>after merely 1 scene the game falls into problems I describe</strong>. And it can do so - <em>well early into that scene if Hope is never gained</em>.... see above for how having no Hope is not fun. never mind its over-normalizing of damage making so many character actions pointlessly similar.</p><p></p><p>Side note for baseline stress-test: Try playing DH with no hope for a session - it will give a clear view as the no-fun of the system at its core. Which, while not common, <em>can happen to a player</em>. And even if they get Hope a few times in a game session, it may not be enough...</p><p></p><p></p><p>This is the very point I am making, thank you for pointing it out. So much of the time a character who has some reliance on Hope spends = can't use their abilities. This goes a long ways towards my point - that the game is not fun when those spends are not there (or at least not there often enough to feel in control of the player - which you seem to not understand - that is<strong> the crux of my point that 65% is not good, and not in control and not timed based on play</strong>. So we get MANY times when no Hope is there for the cool moment. And saving up becomes tedious...and again... not fun.)</p><p></p><p></p><p>This is a typical fallback of defensive failing of evidence, <strong>not a fact of truth.</strong> In no way is Draw Steel less 'narrative' than Daggerheart. <strong> That is simply untrue at all levels</strong>. Dread is a narrative focused game, Legends of the Mist is a Narrative game. Apocalypse World is a narrative game. Comparatively, Daggerheart with 100 Combat only powers isn't any more narrative than D&D.</p><p></p><p>I am just making some comments on how systems don't do great, and DH is very much a "does not do great" core mechanic system.</p><p></p><p>Maybe it works for some folks, and that's awesome. I love all the diversity in RPGs. But so far, what has been played, shown, and done in online actually play has not yet convinced me what I see in Daggerheart is wrong. And just blasting 'you are doing narrative gaming wrong' to PBTA players we are, will never win me over.</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9867903, member: 7044197"] It was for plenty of others here, i will let you ruminate on that. i am not saying i am gospel truth, but the things i am saying resonate, so its worth considering. Just normal roleplay. Most people don't time rounds, i do, since I have to know time when I run in time-limited conventions. DH takes no more or less time than D&D 5e, often about the same. Each person in 5 players (4 gamers, 1 GM), tend to take about 3 to 8 min per person to to all of = ask wants going on, narrate and roleplay, make mechanical choices, roll, resolve what they rolled, GM react/respond as needed. some people or actions are quicker than others. But this tends to hold true for most all groups. so with 3 fellows and 1 GM, and no real set "rounds/turns" the spotlight is not really any quicker than any other game to return. Basic actions are not great, and not fun. Special actions are what character classes are for, and can often, but not always, be limited by need for Hope spends. It's not always, but it was often enough we saw problems - [B]players had distinctly overt times when they could not do a thing their class should have been able to do in ANY other rpg as base[/B]. I am sure you saw it too, having horrible rolls as you say. And maybe it mattered to you, and maybe it didnt but let this sink in = [I]when we had bad luck the game rules were not fun[/I]. And that is a great indication of poor design, tripping over self, sloppy. DH is not unique in this issue... there are other games that suffer... A pointless comment. Any given scene is not "start of entire session". So [B]after merely 1 scene the game falls into problems I describe[/B]. And it can do so - [I]well early into that scene if Hope is never gained[/I].... see above for how having no Hope is not fun. never mind its over-normalizing of damage making so many character actions pointlessly similar. Side note for baseline stress-test: Try playing DH with no hope for a session - it will give a clear view as the no-fun of the system at its core. Which, while not common, [I]can happen to a player[/I]. And even if they get Hope a few times in a game session, it may not be enough... This is the very point I am making, thank you for pointing it out. So much of the time a character who has some reliance on Hope spends = can't use their abilities. This goes a long ways towards my point - that the game is not fun when those spends are not there (or at least not there often enough to feel in control of the player - which you seem to not understand - that is[B] the crux of my point that 65% is not good, and not in control and not timed based on play[/B]. So we get MANY times when no Hope is there for the cool moment. And saving up becomes tedious...and again... not fun.) This is a typical fallback of defensive failing of evidence, [B]not a fact of truth.[/B] In no way is Draw Steel less 'narrative' than Daggerheart. [B] That is simply untrue at all levels[/B]. Dread is a narrative focused game, Legends of the Mist is a Narrative game. Apocalypse World is a narrative game. Comparatively, Daggerheart with 100 Combat only powers isn't any more narrative than D&D. I am just making some comments on how systems don't do great, and DH is very much a "does not do great" core mechanic system. Maybe it works for some folks, and that's awesome. I love all the diversity in RPGs. But so far, what has been played, shown, and done in online actually play has not yet convinced me what I see in Daggerheart is wrong. And just blasting 'you are doing narrative gaming wrong' to PBTA players we are, will never win me over. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
RPGs that you feel trip over their own cool ideas
Top