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
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
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
The Entire TTRPG Hobby Post-Mortem
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="Retreater" data-source="post: 9832010" data-attributes="member: 42040"><p>As fate would have it, Daggerheart proved to be the solution to many of my issues.</p><p></p><p>I ran a one-shot for a podcast. One of the other guys from the podcast asked if I would run a biweekly campaign of it. He and his wife joined my wife and we have been playing it for a few months now.</p><p> </p><p>The game with the other player's daughter fell apart when she had to return to college. My wife suggested that group also try Daggerheart. They are also loving it.</p><p></p><p>So, I'm running two Daggerheart campaigns. Here's what I think has made it click for me in ways that D&D hasn't for decades...</p><p></p><p>1) The death mechanics put that in the control of the players. There can't be an unexpected TPK. I don't have to find a magic formula to create "survivable challenge."</p><p>2) It hits a sweet spot of rules-lite while still having enough interesting options.</p><p>3) The Fear/Hope mechanic gives me the ability to keep the narration flowing.</p><p>4) No Initiative means that all players are paying attention even when it's not their turn.</p><p>5) The Fresh Cut Grass website makes it easy to build and track encounters on the fly.</p><p>6) I'm putting some of the world building responsibility on the players to create NPCs and set goals.</p><p>7) We're using a hybrid theatre of the mind and white board without a grid - so combat isn't slow and "square counting."</p><p>8) We are running a fast pace, levelling up every 1-2 sessions. (I'm accepting that most of my campaigns won't last 20 sessions, and I'm planning accordingly.)</p><p>9) Built in teamwork mechanics make the party want to work together more than they did in D&D.</p><p>10) Running fast and loose means that I do minimal prep outside the game and just follow what the players want to do and improvise.</p><p></p><p>I don't want to turn this into a thread about Daggerheart, but I've been very much "at peace" with gaming for the past 4-5 months. That also means that I'm not out searching for the next best system or adventure - so my purchases have dropped to almost nil. I'm not keeping up-to-date about whatever is going on with WotC - so I don't have much to comment on here about.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9832010, member: 42040"] As fate would have it, Daggerheart proved to be the solution to many of my issues. I ran a one-shot for a podcast. One of the other guys from the podcast asked if I would run a biweekly campaign of it. He and his wife joined my wife and we have been playing it for a few months now. The game with the other player's daughter fell apart when she had to return to college. My wife suggested that group also try Daggerheart. They are also loving it. So, I'm running two Daggerheart campaigns. Here's what I think has made it click for me in ways that D&D hasn't for decades... 1) The death mechanics put that in the control of the players. There can't be an unexpected TPK. I don't have to find a magic formula to create "survivable challenge." 2) It hits a sweet spot of rules-lite while still having enough interesting options. 3) The Fear/Hope mechanic gives me the ability to keep the narration flowing. 4) No Initiative means that all players are paying attention even when it's not their turn. 5) The Fresh Cut Grass website makes it easy to build and track encounters on the fly. 6) I'm putting some of the world building responsibility on the players to create NPCs and set goals. 7) We're using a hybrid theatre of the mind and white board without a grid - so combat isn't slow and "square counting." 8) We are running a fast pace, levelling up every 1-2 sessions. (I'm accepting that most of my campaigns won't last 20 sessions, and I'm planning accordingly.) 9) Built in teamwork mechanics make the party want to work together more than they did in D&D. 10) Running fast and loose means that I do minimal prep outside the game and just follow what the players want to do and improvise. I don't want to turn this into a thread about Daggerheart, but I've been very much "at peace" with gaming for the past 4-5 months. That also means that I'm not out searching for the next best system or adventure - so my purchases have dropped to almost nil. I'm not keeping up-to-date about whatever is going on with WotC - so I don't have much to comment on here about. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Entire TTRPG Hobby Post-Mortem
Top