Jacob Lewis
Ye Olde GM
It’s been a long time since I cared about a new RPG. I had stopped looking—stopped expecting to feel anything from a new system, let alone an edition. I was done buying books, learning rules, chasing the promise of a table I’d probably never sit at.
But Daggerheart caught me off guard. I didn’t plan to be interested. I’m not chasing trends or hype. And yet, I bought the hardcover without waiting for a discount—the first time I’ve done that in years. I'm still reading through it, and for the first time in a long while, I’m reading a game manual cover to cover. Not because I’m prepping, but because I’m enjoying it.
I don’t know if I’ll ever run or play this game. I’m not keen on public spaces or online tables, and I’m not looking to build a group. But I’m still finding joy here. The book is inspiring on its own.
I made this thread to share what I find as I go—ideas, lines, moments that land. Maybe others will share what resonated with them too. This is a [+] thread, so if you're here to complain, you're in the wrong place.
To start things off, I’ll begin with what might be the most overlooked—and most important—part of the Core Rulebook: the Introduction.
It’s easy to skip past this section. Most of us don’t need a primer on what a roleplaying game is. We assume we know the shape of the thing already. But what stood out to me is how deliberately the designers set expectations—about tone, about play, about what the game is not trying to be. That clarity starts on page 4, and it echoes through the mechanics and writing that follow.
These opening passages were the first sign that Daggerheart wasn’t just another ruleset. They made me stop, reread, and start to pay closer attention.
Reading this, I realized how directly the system speaks to the kind of experience I’ve been looking for—one that respects the time and presence of everyone at the table. What stood out most was that phrase: “act in good faith.” That’s not fluff—it’s a mechanical expectation. The game assumes everyone is here to contribute, collaborate, and be changed by the story. It’s not built for adversarial players or rule lawyers. That’s my kind of game. My kind of gamers.
I’d love to hear what stood out for others. What about Daggerheart inspires you?
But Daggerheart caught me off guard. I didn’t plan to be interested. I’m not chasing trends or hype. And yet, I bought the hardcover without waiting for a discount—the first time I’ve done that in years. I'm still reading through it, and for the first time in a long while, I’m reading a game manual cover to cover. Not because I’m prepping, but because I’m enjoying it.
I don’t know if I’ll ever run or play this game. I’m not keen on public spaces or online tables, and I’m not looking to build a group. But I’m still finding joy here. The book is inspiring on its own.
I made this thread to share what I find as I go—ideas, lines, moments that land. Maybe others will share what resonated with them too. This is a [+] thread, so if you're here to complain, you're in the wrong place.
To start things off, I’ll begin with what might be the most overlooked—and most important—part of the Core Rulebook: the Introduction.
It’s easy to skip past this section. Most of us don’t need a primer on what a roleplaying game is. We assume we know the shape of the thing already. But what stood out to me is how deliberately the designers set expectations—about tone, about play, about what the game is not trying to be. That clarity starts on page 4, and it echoes through the mechanics and writing that follow.
These opening passages were the first sign that Daggerheart wasn’t just another ruleset. They made me stop, reread, and start to pay closer attention.
WHAT KIND OF ROLEPLAYING GAME IS DAGGERHEART?
Daggerheart is a heroic, narrative-focused experience that features combat as a prominent aspect of play. The system facilitates emotionally engaging, player-driven stories punctuated by exciting battles and harrowing challenges. The game takes a fiction-first approach, encouraging players and GMs to act in good faith with one another and focus on the story they’re telling rather than the complexity of the mechanics. The rules provide structure when it’s unclear how actions or moments will resolve within that story. The system takes a free-flowing approach to combat to avoid slowing the game down with granular rounds, and it doesn’t rely on grid-based movement for maps and minis. These aspects coalesce to create a game that allows for the terrain and map-building that miniature-based systems are known for while facilitating a streamlined, narrative experience for players.
Reading this, I realized how directly the system speaks to the kind of experience I’ve been looking for—one that respects the time and presence of everyone at the table. What stood out most was that phrase: “act in good faith.” That’s not fluff—it’s a mechanical expectation. The game assumes everyone is here to contribute, collaborate, and be changed by the story. It’s not built for adversarial players or rule lawyers. That’s my kind of game. My kind of gamers.
I’d love to hear what stood out for others. What about Daggerheart inspires you?