What do YOU plan on doing with Daggerheart?

If you think that The Red Wedding isn't a horror situation then we have a strong difference of what horror situations are.
Apparently so! I'd say that was absolutely a thriller-esque situation - political/crime thriller/intrigue, specifically (it's an assassination/terrorism scene essentially, could fit in a gangster movie or politician/rule-centric one). Horrifying/awful is not the same as horror genre, otherwise, like most films about WW2, especially Saving Private Ryan, would be "horror" (and I'm not saying no-one has ever tried to make that case, I'm sure in all the internet someone has, but... I think when you broaden genre that much it becomes meaningless and unhelpful. Notably it did borrow presentation techniques from horror movies).

I think I'd use one tier down for the NPCs for this or heavily outnumbered.
One tier down will help, though you'd still be exceeding the Severe Threshold pretty easily (but it would at least be like 40-70% of the time depending on the NPC rather than close to 100% of the time with same tier). Numbers matter as a cap to how much Fear you can spend primarily, and thus how many sequential actions (which, IIRC, are essentially uninterruptible by the players - correct me if I'm wrong - you have to voluntarily stop or run out of NPCs to spotlight), so you could have low numbers or just not spend a lot of Fear. Low numbers will ironically seem more scary I think because then you can be maxing your Fear spend and thus alarming the players!

I like the innkeeper + wife scenario because it's relatively uncontrived, isn't something they're likely to have seen before much/see coming, and is pretty controllable as a DM in that they're probably paid and ruthless civilians, not trained killers so it doesn't have to be "to the death" (and PCs surviving "death" here makes a lot of sense because they probably aren't doing assassin techniques or w/e).
 

log in or register to remove this ad

Getting started on a potential campaign frame inspired by the weirdly niche post-apocalyptic science-fantasy sword & sorcery found in a lot of '80s cartoons.

MASTERS OF MYTHERA

THE PITCH​

In the far-flung fantastical world of Mythera, the bones of shattered ages pierce the horizon: crumbling techno-spires, wild crystal forests, deserts of flame and shadow, and jungle-covered ruins brimming with secrets older than memory. Magic hums through the veins of the land, tangled with relics of science so advanced it might as well be sorcery. Villainous warlords born of twisted sorcery and lost science scheme to seize the lost power of the Ancients.

Amid these dark powers, new heroes rise — champions armed with ancient artifacts, primal magic, and unbreakable bonds of loyalty and hope. You will stand against sorcerous tyrants and their minions, mutant beast-kings, and corrupted monsters that would twist the world to their will. You will explore places where the stars once fell, awaken secrets that could change everything, and decide if power is worth the price it demands.

In a Masters of Mythera campaign, your legend is forged in the clash of blade and blaster, in the courage to stand together when all seems lost, and in the belief that even a world torn by eternal strife can still give birth to new myths.

TONE & FEEL​

Heroic, Mythic, Campy, Retro-Futuristic, Savage, Spectacular, Lighthearted

THEMES​

Eternal Conflict of Good vs. Evil, Power Demands Responsibility, Destiny vs. Identity, Found Family, Hope in a Ruined World, Secrets of Forgotten Ages

TOUCHSTONES​

He-Man and the Masters of the Universe, She-Ra: The Princess of Power, Thundarr the Barbarian, Thundercats, Visionaries: Knights of the Magical Light

ANCESTRIES​

All are available.

CLASSES​

All are available.

PLAYER PRINCIPLES​

⬛ Live Up to the Legend — or Break It
You are champions in a world that needs you to be larger than life. Every heroic act, every fateful choice, every sacrifice you make builds your legend — or shows that even a hero can fall short.

⬛ Wield Great Power — But Own the Cost
Your might, your magic, your technology from the age before — these gifts are incredible, but they always come with the responsibility of using wisely. Play to see how far your hero will go to protect what matters most, even if it means paying a heavy price.

⬛ Find Family in Unlikely Places
Mythera is a land of scattered tribes, wild lands, and hidden ruins. Look for allies where you least expect them — and lean into the bonds that make you more than just lone warriors.

⬛ Stand Bright in a World of Twilight
This realm is scarred by ancient cataclysms and cosmic eternal conflict, but hope still burns. Let your choices inspire courage in others. Be the beacon that calls scattered people together — or face the temptation to turn away when the burden feels too heavy to bear.

⬛ Seek the Secrets of the Past
The lost ages whisper through ruins, artifacts, and ancient enemies. Chase these secrets boldly — and decide what you do with the terrible truths you uncover.

GM PRINCIPLES​

⬛ Champion Heroic Deeds and Sacrifice
Put the heroes in situations where only bold, dramatic action can save the day. Highlight the cost of true heroism — sacrifice, tough choices, and standing strong when hope seems lost.

⬛ Make the World Larger Than Life
Everything in Mythera is epic: ancient machines hidden in primeval jungles, magic swords forged before the stars were born, villains with skull-faced fortresses. Lean into the spectacle and the scale.

⬛ Uncover Secrets of the Lost Age
Weave in the mysteries of the forgotten past. Show how ancient technology, lost lore, and cosmic forces are waiting to be discovered — or unleashed — by those brave (or foolish) enough to seek them.

⬛ Let Good and Evil Clash, But Blur the Line
Keep the eternal battle between heroes and villains front and center — but tempt heroes with power that corrupts, or show how evil can twist the good. Make players wrestle with the responsibility of power.
 

I Made Monsters!

Some of you may remember all the monsters I converted to Level Up. Well, here's a bunch for Daggerheart.
(I make or convert monsters and the like to help battle depression.)

Anyway, confession time: I haven't played the game yet! I want to play or run it, the people at my table want to play it, but they also don't want to convert my current game to it. So... it'll have to wait. But what that means is that these guys haven't been playtested yet. I think they're balanced, but obviously I can't tell for sure.

So if you notice a mistake, or something is OP or UP, or anything like that, leave a comment on the doc.

These monsters were heavily inspired by creatures from D&D, of course (1st through 5th edition), various Cypher System books, GURPS, actual mythology, and more.

The collection will likely be updated with more creatures sooner or later--I have more dragons in mind, at the least.

Enjoy!
 

Today I was a player in a Fate (Transhuman Space) game and it reinforced my belief that DH will be better with explicit aspects,powered by Hope. 2 weeks from now I am running a DH one shot. I'll implement Aspects to be sure, but I am pretty confident that they will work well and enhance DH.
 

Today I was a player in a Fate (Transhuman Space) game and it reinforced my belief that DH will be better with explicit aspects,powered by Hope. 2 weeks from now I am running a DH one shot. I'll implement Aspects to be sure, but I am pretty confident that they will work well and enhance DH.

Is this a replacement for Experiences? How are you constructing this?
 

Slightly new take on my Campaign Frame in order to bring it closer inline with the other campaign frames in the book.

Heroes of Mythera
In a shattered world, only heroes with legendary power can save Mythera! Wield blazing swords, unlock ancient magic, and fight the forces of darkness — because the power is yours to command!

In the world of Mythera, lost science and wild magic shape a realm of crystal forests, flame deserts, and ancient techno-ruins brimming with secrets. Sorcerous tyrants, mutant beast-kings, and barbarian warlords twisted by forbidden power scheme to seize the relics of the Ancients and remake the world in darkness. But brave heroes rise — wielding blazing magic swords and forgotten tech, forging bonds of friendship, and daring to reclaim wonders lost to time. In a Heroes of Mythera campaign, you’ll stand against evil, protect the last sparks of hope, awaken secrets that could save or doom your world, and fight to rebuild tomorrow. By the power of Mythera — you have the power!

TONE & FEEL
Heroic, Mythic, Campy, Retro-Futuristic, Savage, Spectacular, Lighthearted

THEMES
Good vs. Evil, The Purpose of Power, Rebuilding Tomorrow, Ancient Wonders, Friendship & Loyalty

TOUCHSTONES
He-Man and the Masters of the Universe, She-Ra and the Princesses of Power, Thundercats, Thundarr the Barbarian, Visionaries: Knights of the Magical Light


My goal with the part in italics was to capture the feeling of an '80s toy commercial.
 
Last edited:

Like I s
Is this a replacement for Experiences? How are you constructing this?
Like I said, Experiences are already essentially Aspects. There's no real change to that part of the game.

So what I am mostly looking to add is a DH equivalent of the Fate move "create an advantage" allowing players to create a temporary aspect to the environment, an enemy, etc. I would do this with a Success with Hope, and instead of getting a Hope, the player can set the aspect with a free activation (and after that a player can spend a Hope to activate it).

Math wise, starting Experiences and Aspects are equivalent (+2 for a metacurrency spend) and letting players apply them helps enhance the narrative elements of Daggerheart.
 

Slightly new take on my Campaign Frame in order to bring it closer inline with the other campaign frames in the book.

Heroes of Mythera
In a shattered world, only heroes with legendary power can save Mythera! Wield blazing swords, unlock ancient magic, and fight the forces of darkness — because the power is yours to command!

In the world of Mythera, lost science and wild magic shape a realm of crystal forests, flame deserts, and ancient techno-ruins brimming with secrets. Sorcerous tyrants, mutant beast-kings, and barbarian warlords twisted by forbidden power scheme to seize the relics of the Ancients and remake the world in darkness. But brave heroes rise — wielding blazing magic swords and forgotten tech, forging bonds of friendship, and daring to reclaim wonders lost to time. In a Heroes of Mythera campaign, you’ll stand against evil, protect the last sparks of hope, awaken secrets that could save or doom your world, and fight to rebuild tomorrow. By the power of Mythera — you have the power!

TONE & FEEL
Heroic, Mythic, Campy, Retro-Futuristic, Savage, Spectacular, Lighthearted

THEMES
Good vs. Evil, The Purpose of Power, Rebuilding Tomorrow,Ancient Wonders, Friendship & Loyalty

TOUCHSTONES
He-Man and the Masters of the Universe, She-Ra and the Princesses of Power, Thundercats, Thundarr the Barbarian, Visionaries: Knights of the Magical Light


My goal with the part in italics was to capture the feeling of an '80s toy commercial.
I'd give the players some extra Hope if they narrate their character descriptions in the style of the openings of He-Man and She-Ra. "I am Adam, Prince of Eternia and defender of the secrets of Castle Grayskull..."
 

So what I am mostly looking to add is a DH equivalent of the Fate move "create an advantage" allowing players to create a temporary aspect to the environment, an enemy, etc. I would do this with a Success with Hope, and instead of getting a Hope, the player can set the aspect with a free activation (and after that a player can spend a Hope to activate it).

You're kinda describing the Mist engine in Son of Oak's game, City of Mist, Otherscape and Legend in the Mist. The last one in particular may be to your liking, as it is the "fantasy version" of the Mist engine (City of Mist is urban fantasy, "ordinary people with supernatural powers", and Otherscape is the cyberpunk one). Check them out if you don't know them yet.

In these games, everything is tags. Your powers, your equipment, your relationships, etc., and the tags can be used to make others, with an action (risking consequences each time). It's kinda Fate merged with pbta.

(In truth it's more like Lady Blackbird merged with pbta, because the emphasis is on the evolution of the four themes describing the character — a theme being a group of related tags.)
 
Last edited:

My PC after several sessions.
View attachment 410487
Enjoy so far but I've run into a problem
If you roll terrible you are doubly punished. Every roll was awful, fed hate to the GM and gave the GM lots moves, and he rolled really well making session quite hard .

If you roll bad in many games it doesn't feed the GM tokens, goes, etc. It aids the GM in say PBTA but as the GM don't roll you don't get the double blow.
Hopefully won't happen again.
From the DM side, I like that Fear gives you a resource for which you have control over its use. If the PCs are rolling badly, you can “bank” it for the next combat.
 

Pets & Sidekicks

Remove ads

Top