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Eric Dill's avatar

As a solo rpg player, the narrative first sounds amazing at first glance…but having no tables for travel and the like is not solo friendly. Still really interested to read Daggerheart.

Mage Advice's avatar

I dont solo play, so I cant comment on how it might translate - I do think some of the game is built around collaboration which might be hard.

I do find the book a useful advice read though, with lots of things I might take into other games going forward - so I imagine you would feel the same.

I may do a “top things to steal” stack at some point

Eric Dill's avatar

The collaborative element would be difficult to emulate, for sure. But I read all manner of games because, as you said, there's loads of useful things that can work in other games.

Mark from AGP's avatar

It’s definitely interesting.

This is where I’m going with my storytelling for Tales from Trinity City and Myths from Mystamyra.

There’s onions upon onions that the more you dig, the more you start to see the real threats that you have to deal with.

The Silent Mage's avatar

I’m a huge DH fan and I like to write some in depth stuff for it (some in my Substack) and I find yours heavily resonating with what DH truly is.

A curious fact about the game is that most players actually criticise the game before playing or even reading it; it’s a highly mistified game as well and it doesn’t help.

It’s pretty clear about what he wants to do and it’s exactly what you describe: create cinematic stories with an added anime style flare. :)

The most meaningful jump is understanding how combat is both prominent and “absent”. You don’t have a combat-rules cage; and this is true for any other sub-set of scenes.

You are never “chasing”, or “snaking”; you are just discussing and taking action, following the spotlight as it naturally moves around the table (for both narrative and mechanical reasons).

So, it’s NOT a gimmick: it’s a game built with three important cultures in mind

👉 gamers’ culture. Sit down, have fun.

👉 modern design. Sit down and cooperate.

👉 mid crunch. Sit down and build your hero.

They’ve been able to incude all these visions without copying nor negleting them, taking the classic gaming experience towards a new direction.

It’s very natural and compelling!

Mage Advice's avatar

Thanks for sharing your thoughts - its lovely to hear you think my assessment is on the right track.

I'll seek out some of your in-depth stuff, I'd be interested in more of your thoughts.

Burns Tabletop's avatar

I ran a short Daggerheart campaign, trying to get a feel and understand. I like a lot of it, thr mechanics, the way it guides play, and I agree with your blockbuster analogy. I just wasn't sure how to distinguish a long form game with it, I wasn't sure what to take from it. I don't know, it was different, and I want to try again.

Mage Advice's avatar

Heading into the one shot, I really want to get a sense of what the game is for and try to run an adventure for that.

I think the advice for campaigns and plot arcing is quite telling. I suspect a campaign should feel more like an episodic TV show - sort of in that classic Buffy/Supernatural/X-files style