What do YOU plan on doing with Daggerheart?

So I ordered the Core Set. This is the first new RPG system I have purchased since completing my Star Wars RPG collection. I should receive it around July 5th. In the meantime, I have downloaded, printed, and read all the available materials so far (i.e. SRD, sheets, quickstart adventure, etc) while reading various online discussions and checking out a few videos.

My plan is to learn this system thoroughly before jumping into anything. That was my approach with the Star Wars RPG after realizing that jumping in with the same expectations I had for all other roleplaying games was a mistake, and it paid off. Daggerheart presents a similar style of game, but also incorporates other familiar aspects of these kinds of games. This is what really got my interest, among other things. I am, of course, looking at it from a GM and design perspective first, though I think I would also enjoy being a player in the right game or group.

Beyond that, my brain is already reeling with adaptations, conversions, and new ideas using this system. I'm not waiting or concerned about whatever comes later because this feels like a complete game already. It seems very inviting and open for homebrew and creative world building without implying a particular setting, style, or subgenre. That, in itself, is refreshing, and maybe what excites me the most.
 
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After watching 4 episodes of DH, I'm not going to invest in this RPG. The FOMO was strong for this one, but it's too superpower fantasy for my taste. Disappearing in a shadow zone and reappearing in another shadow zone elsewhere on the battle board is not something I am looking for.

Have fun!
A game knowing what it is, and a gamer knowing what they want; that is the route to happiness!
 
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@Neonchameleon, the point is, 4e didn't interest me for several reasons. My view on dryads and fae in general (which believe me, can get pretty dark) and they way 4e presented them (which goes against it) are just one aspect of it. Again, I'm not saying it's a bad game. I'm saying it's not to my taste.
 

So could you explain the biology which has dryads having nipples? I mean what do they use them for?
For me, fae are elevated nature and reduced gods--and I do like the 5e lore of some of them being incarnate emotions--but above all, a reflection, or for some, a mockery, of humanity. They are non-creative, as they lack that ability. But they can and do copy, if not always perfectly. So fae have nipples because humans have nipples.
 

@Neonchameleon, the point is, 4e didn't interest me for several reasons. My view on dryads and fae in general (which believe me, can get pretty dark) and they way 4e presented them (which goes against it) are just one aspect of it. Again, I'm not saying it's a bad game. I'm saying it's not to my taste.
I think if there's one thing we can agree on re: 4E is that it made a lot of errors or misjudgements in how it presented stuff which lead to a lot more hate than the mechanics alone would have generated.

I mean, one of the first things we learned saw about 4E was a video advert for it put out by WotC, that featured a narrator with the "Smug European" accent from the Simpsons basically dismissing previous editions of D&D as inferior and old-fashioned, whilst also showing off software for 4E that literally didn't exist at time of launch and never did fully exist!

It was like, what a calculated move to really intentionally piss off D&D players look like? I think it'd look a lot like that. Combine with stuff like:

A) A WotC guy (way above the D&D team) saying he wanted D&D to be "like World of Warcraft" (he meant as in "many people are paying a monthly subscription", something 5E, ironically, has succeeded at via D&D Beyond).

B) The GSL fiasco.

C) The Gnome video (which by itself was harmless, even cute, but in the context of the rest of this? Kinda toxic).

D) The re-working of the Forgotten Realms.

And it's actually amazing 4E did as well as it did!
 

Well, plans are actually moving on me running a short Daggerheart one-shot/couple of sessions adventure to test out the system. I'm going to run a short Robin Hood esque adventure that could be extended to a campaign if players dig it. (I blame finding Robin of Sherwood on Tubi and rewatching it). Adventure will start with them ambushing a wagon full of money, only to find a strange idol/magical macguffin inside ...

The main idea is the woods they have sheltered in are under some protection of an Archfey/God/Spirit's enchantment and the wicked Baron's mages cannot scry and find the party's home. The Macguffins are part of a ritual intended to break that protective ward. So the party will have to disrupt this somehow.

Anyway, the players will have to answer what made them outlaws, which might lead to some subplots and such. I'm debating allowing the Void classes, (The Assassin, Brawler, Warlock and Witch are in DH's equivalent of playtesting UA called the Void). Eager to try this out, another player was thinking of running an airship pirates campaign in Daggerheart, so we'll see how this all shakes out.
 


After watching 4 episodes of DH, I'm not going to invest in this RPG. The FOMO was strong for this one, but it's too superpower fantasy for my taste. Disappearing in a shadow zone and reappearing in another shadow zone elsewhere on the battle board is not something I am looking for.

Have fun!
In contrast, I can see myself potentially playing this. I think that this game may scratch the same itch that D&D 4e and Dungeon World does simultaneously. That has me intrigued. (It also makes me increasingly think that Dungeon World 2 is a lost cause.)
 

In contrast, I can see myself potentially playing this. I think that this game may scratch the same itch that D&D 4e and Dungeon World does simultaneously. That has me intrigued. (It also makes me increasingly think that Dungeon World 2 is a lost cause.)
There are parts of the 4e itches it doesn't touch. For those Lancer or even Gloomhaven would be better - but it's eaten most of Dungeon World 2's potential market I think, and is utterly devastating for 13th Age's new edition.
 

There are parts of the 4e itches it doesn't touch. For those Lancer or even Gloomhaven would be better - but it's eaten most of Dungeon World 2's potential market I think, and is utterly devastating for 13th Age's new edition.
Yeah, I think that if I want the more tactical combat aspect of 4e D&D, then I would probably use Draw Steel, Beacon, or Icon. (Possibly Fabula Ultima, though it is TotM and not grid-based.)

DW2 has come out saying that it wants to be for CR and Stranger Things fans, but it's pretty clear that DH just took their lunch and ate it in front of their faces.
 

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