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The Daggerheart Inspirational Thread [+]
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<blockquote data-quote="Vael" data-source="post: 9708409" data-attributes="member: 57043"><p>... Well, I ran my first session last night, and the two things that really stood out for me were:</p><p></p><p>1. Experiences and Connections. That section of character building did a lot of flesh in a world that I had barely sketched for a simple one-shot ... that now seems to be a promising campaign. A lot of roleplaying was done during character creation, which made the process really skate by.</p><p></p><p>2. Playing without Initiative. This was my big question mark about the system ... would this work? And boy howdy, it did. Players naturally jumped in when it made sense, they volleyed to each other, and yet I felt my monsters still got a lot of play to press the players because I could also jump in and spend a lot of Fear when I wanted. This one surprised me, and I'm legit thinking this is Daggerheart's killer app. It just kept the whole table engaged, I've seen players check out a bit once their turn is done in static initiative systems, I did not see that here.</p><p></p><p>Now, admittedly, first game. Time for bumps to happen. But for now, I feel inspired by Daggerheart.</p></blockquote><p></p>
[QUOTE="Vael, post: 9708409, member: 57043"] ... Well, I ran my first session last night, and the two things that really stood out for me were: 1. Experiences and Connections. That section of character building did a lot of flesh in a world that I had barely sketched for a simple one-shot ... that now seems to be a promising campaign. A lot of roleplaying was done during character creation, which made the process really skate by. 2. Playing without Initiative. This was my big question mark about the system ... would this work? And boy howdy, it did. Players naturally jumped in when it made sense, they volleyed to each other, and yet I felt my monsters still got a lot of play to press the players because I could also jump in and spend a lot of Fear when I wanted. This one surprised me, and I'm legit thinking this is Daggerheart's killer app. It just kept the whole table engaged, I've seen players check out a bit once their turn is done in static initiative systems, I did not see that here. Now, admittedly, first game. Time for bumps to happen. But for now, I feel inspired by Daggerheart. [/QUOTE]
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