What do YOU plan on doing with Daggerheart?

Hm? The GM gets a turn/the spotlight back from players under the following conditions (spotlight/turn is synonymous):

• Rolls with Fear on an action roll.
•Fails an action roll (on the literal example list on a failure with Hope is "an adversary attacks").
•Does something that would have consequences.
•Gives you a golden opportunity.
•Looks to you for what happens next.
(p.149-150)
Only for players are they synonymous. Reread pages 149-152

Almost every PC action which uses a roll will trigger a GM move - note that that's usually going to be

→ Show how the world reacts.
→ Ask a question and build on the answer.
In the case of rolls with hope, if the player doesn't have something immediately to mind, the GM gets to. It's not just fear.

Also important, page 150:
Critical Success
“That’s a critical success! You get what you want and a little extra. Gain a Hope and clear a Stress. Tell me how this happens…”

Let the player describe their success, then give the party an additional opportunity or advantage in the scene because of it.


Success with Hope

“That’s a success with Hope, so you get what you want. Gain a Hope. Tell me how this happens…”

Let the player describe their success, then show how the world reacts to it.
Note that "show how the world reacts to it" is a GM soft move. Triggered by a non-fear roll.
 

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Got my first game in yesterday, created a randomly generated town and world, and a tweaked version of the free starting adventure.

It started off rough (my wife reacts poorly to new RPGs, especially one so free form), but it got quite cinematic by the end. Aiming to have the next session next Friday, and every other week afterward if the stars align correctly.
 

Only for players are they synonymous. Reread pages 149-152

Almost every PC action which uses a roll will trigger a GM move - note that that's usually going to be

→ Show how the world reacts.
→ Ask a question and build on the answer.
In the case of rolls with hope, if the player doesn't have something immediately to mind, the GM gets to. It's not just fear.

Also important, page 150:

Note that "show how the world reacts to it" is a GM soft move. Triggered by a non-fear roll.

I'm not quite sure how this refutes my statement? Having the spotlight / taking a turn is semantics. One Move a GM can do on their turn is actively Spotlight a singular adversary, but this is also semantics - they could've called it "Take an Action with an Adversary" (and you'll note that "Make an NPC Act In accordance with their motives" can be for friends and enemies etc).

Edit: corrected, I forgot that DH makes a distinction between Turns & Spotlights (players vs GM / always about specific characters).

Now, the game tells you that on a Success with Hope/Crit you're suggested to be constrained until the player "Look to you for what happens next" and exclusively show how the world changes-ish (or you spend a Fear to take another turn). However, the moment that action completes and they start asking questions again, you're right back in.
 
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Just watch any fight in Age of Umbra. It’s very clear that the GM has the spotlight after a player fails a roll or rolls with fear. And that spotlight can be used to activate an adversary.

If the PCs succeed with hope they keep the spotlight until the GM spends fear or the party ‘present a golden opportunity’.
 

Just watch any fight in Age of Umbra. It’s very clear that the GM has the spotlight after a player fails a roll or rolls with fear. And that spotlight can be used to activate an adversary.

If the PCs succeed with hope they keep the spotlight until the GM spends fear or the party ‘present a golden opportunity’.

Note that this is actually not quite true, this is picking GM moves in accordance with the Agenda and Principles.

I guess I'll take a step back and clarify: GMs don't have the spotlight in the same way - DH is a little particular about using that term to apply to Characters (NPCs or PCs), so my bad there.

GMs make Moves whenever they want (p89 "GM moves can happen at nearly any time, but they most commonly occur when a PC rolls with Fear or fails an action roll), in reaction to the flow of play, to sustain drama and excitement, in accordance with the Agenda and Principles. One Move they can make is to Spotlight an Adversary, which is a harder move that probably shouldn't be made on a Success with Hope, but the GM is actually totally within their rights to dramatically escalate the narrative and then pass the turn back to the PCs instead of simply narrating how teh world changes.

Eg: if the player succeeds with hope, but their action would have consequences - you're going to reflect the outcome. If they stab the Duke through the chest in front of his retainers, they sure have achieved their goal but you're probably going to make some exciting moves there.
 


You might want to tell Matt Mercer he’s doing it wrong then?

A) there's been a bunch of discussion in the Age of Umbra thread that he's been doing exactly that :P. But also B) as I edited above to note, I forgot that DH makes a distinction between Turns and Spotlights (the latter always being about Characters). The moves the GM is suggested to take on a Success with Hope / Crit returns to the spotlight to the PCs unless otherwise warranted (would have a consequence, spend a fear, etc).

All that to say, Failure with Hope lets teh GM spotlight an adversary and take an action with them, but perhaps @John R Davis 's GM could've chosen different moves sometimes!
 

I think he was struggling a bit as he was constantly at full fear. Only 1 combat in the session but still rolled awful in every scene.
Hopefully more evened out next time, but it does feel quite punishing when you roll bad.
 


The rules are pretty clear, at least to me: only a roll with fear gives the GM a free spotlight for the roll. A golden opportunity can also go straight to a spotlight, but that's not for the roll. Other spotlights take a fear, or masive player inaction.

So NPCs are tied to either players granting them spotlight, or the dice granting them directly (Roll with Fear) or indirectly (giving the GM a fear for a later non-roll spotlight.)
The 12 fear limit on the GM pool means there's only so much hoarding one can do. This sets a practical limit; the GM doesn't normally get two moves in a row - to do that takes a fear, and spotlighting on that takes another... plus possibly a fear for the special ability.

As for Mercer doing it wrong: he did stuff wrong in D&D, too.
 

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