Daggerheart Designer Interview - Critical Role's New Game | Exclusive Sneak Peek!
ฝัง
- เผยแพร่เมื่อ 11 ก.ค. 2024
- We sat down to chat with Spenser Starke, the designer of Critical Role's newest game - Daggerheart.
This Gen Con-exclusive interview covers the system's inspirations, rules, and some exciting behind-the-scenes previews!
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We're launching a Kickstarter! The Crooked Moon, a folk horror supplement for 5e, is coming in October! Become a VIP to unlock exclusive rewards: get.thecrookedmoon.com/
Great job Andy! Super proud of your skills as a talk show host /journalist!
Seeing the thought put behind the design and play of this game is so interesting
Narrative focused rp game, you say?
Sounds like a vibe 😎
Daggerheart looks so cool, I can't for it to release. The accessibility of a card character builder system opens many possibilities for expansion in the future. Great job Andy! (and the tech crew of Derek and Kelsey)
Daggerheart.
@@High-LordHarza Doh! *facepalm* You are 100% right. Thank you for the correction. :)
I *really* like the hit point system. What an interesting mechanic and way to still abstract wounds while resolving the cognitive dissonance of giant hp pools with small normal-sized humanoids.
Looks fun! Collaborative storytelling is such an amazing facet in gaming, I miss sitting down with friends for these kinds of hangout sessions. Hope I might get a chance to try out Daggerheart, in the future! 🥰
I am skeptical by nature, but if Spencer can pull off his goals, this could be a pretty fantastic game. I'm really looking forward to seeing it when the playtest is further along. I think it's a SUPER interesting choice to make physical character sheets / cards / tokens an integral part of the play experience, given what That Other Company is doing with their game.
Awesome! Getting a deep dive from the lead Designer is sooo insightful! Truely hyped for this game now!!
Spencer: *says nothing*
Andy: “THEME”
Thanks so much for doing this interview. I'm really looking forward to this product and there's nothing much out there to learn from. GJ!
It'll be cool to see you guys try this out.
Okay, I love the physical modifier tokens. The damage thresholds sound interesting too.
Awesome interview cool to see how excited Spencer is about the system
Amazing interview! I'm definitely interested in checking out the game. :]
Looking forward to trying this system out eventually.
Absolutely amazing Andy. You are definitely a great interviewer
This seems super fun! I’ll have to wait to see how people play it to fully understand how it goes but I’d love to try it out!
Thanks for a full explanation of this. I've been hearing some vague d12 stuff but nothing so complete as this.
The mechanic looks so fresh, I'm dying to see a game with daggerheart.
Great interview and an interesting peek at the game.
Watching this channel makes me want to go into dnd but I don’t have friends 😢and never played as well I don’t even have a computer to play online😅
Are there any game shops near you? The kind of places that sell DnD books and accessories, as well as Magic and other trading card games? Because some of them will have a Dungeons and Dragons night, where if they are not the ones running it, they are at least hosting it for others. That's how I ended up with my current group.
Really great interview. I'd love to try it sometime but, unfortunately, my friend group isn't really super into RP and the like. I may get it just to have it but I doubt I'll ever get to play it. 😅
Very cool! I'm interested to see how RP is supported by the mechanics
I'm loving what the core mechanics are looking like.
I'd be super interested to know how they locked in 'fear' as the word for one of the d12. I think that might take some time for me to warm up to
Whose fear is it? Is fear a universal force at play?
Sounds like succeeding with fear is the fail forward mechanic, so I would have thought perhaps danger or risk dice. Or perhaps a more evocative word like dread dice haha
'DM, I'm afraid to say I've succeeded.'
Wooh wooh wooh wooh! I can't wait to try this out.😮
To be honest when I was watching first reactions to Daggerheart I missed entire hope/fear aspect, but now I really like the idea, having a gradient of success and fail is much more flexible and realistic concept than completely succeeding or failing something.
Cant wait to get my hand on that game.
Something I haven't seen many people bring up is how much space the sheet takes up. Sometimes you've gotta fit 7 people and a dm around a coffee table.
Great content !
I can't wait to try this out with my kids.
The hardest part of releasing a new type of gaming system is getting people to try it out. If only Daggerheart had some way so showcasing their new system to millions of people every week. If only they could somehow do that the game might be a success. Oh-well I guess I'll go back to playing D&D
THIS IS SO COOL
Love you guys ❤
good luck to the CR folks on this game.
I like the card system, but IM hoping theres either copies of cards in the deck or someway to get more seperate from teh entire box, otherwise its gonna feel liek teh same issue of needing to flip pages in the book to look up abilities or just writing them down yourself. Instead of interacting with a book, you're talking over board to ask someone to pass you whatever cards you need to reference
You keep the cards though, they go onto your character sheet, so instead of writing down what your spell does, you just have a card with the mechanics in front of you. You may have to read it to the GM, but there won't be a situation where you have a spell name listed on your sheet and the GM has to flip through the book because you want to cast it and no one remembered the specific mechanics of it.
I would personally make copies of all the cards and hand them to the players, keeping my originals.
Holy shit!!! WOO
WOWOWOW
sounds pretty interesting!
Given succes with a high hope is a kind of crit - I'd recommend Daggerhart look at the possibilities of doubles simply being an Event (odd doubles bad, evens good) which the GM might have prepared. So in a snowstorm, bad doubles means the PC makes a balance check, etc.
Success with Hope isn't really a crit--it's just a full success. There's no version of Success that doesn't have Hope OR Fear, except for the Crit. In your example, in a snowstorm, a Success with Fear would mean the PC might have to make that balance check or whatever.
ok@@Inksplat776
Yeah🎉🎉🎉🎉🎉
Holy molly
YIPPPIEEEE
Adding a bonus to a 2d12 roll makes the results very lumpy. A +2 is worth a lot more if your target is in the middle than it is if your target is a few points higher or lower. This is the exact reason Gygax went looking for polyhedral dice to replace multiple d6s and why dice pool games just look for the number of successes.
A better system might be to add your bonus to _each die_ and see which beat the target: both, the hope die, the fear die, or neither. That would give you a critical success, a qualified success, a qualified failure, and a critical failure. And a critical success would be much more likely with a low target and very unlikely with a high target, compared to a middle target. _That's_ what feels like competence.
Incidentally, the center of 2d12 (and highest likelihood of being rolled) is 13, not "between a 10 and a 13", and the odds you'll get the same number on both dice for a critical success his way is 8.3%, considerably better than the 5% change of getting a natural 20.
The... the THEEEEMMMEEEE
GO VANDYKONG!
Very intriguing system. I love that they would go with a curve for the main dice rolls. The extremes in DnD are often weird. I love the armor threshold systems, it makes so much sense, is less extreme choice as well and gives a deeper nuance of what a character is capable of taking in terms of physical punishment. Generally the game mechanics seem awesome.
But I have some concerns: First of all I hope this is not evolving towards one having to buy cards constantly to play. I hope one can just print them out somewhere. But when in capitalism ...
Secondly I was concerned about homebrewing, because the rogue featured 2 baked in "Foudations". I hope those (and also everything else) are as interchangable as they come to allow for any flavor one can up with.
The advantage of the card system is that they could literally release a box with character sheets and new cards. No need for bulky books to expand the roster of classes.
As for the Foundations, they're likely not much different than the idea of subclasses, so home brewing more is just tweaking 1 card vs multiple different level abilities, since all the abilities are broken down per level in the Domain cards already.
This is very Fate core
Not sure how I feel about cards on the sheet. They’re going to move around and aren’t any more helpful than just writing down the ability so not sure of the upside there. Cards for spells and abilities? Sure but that’s nothing new we’ve always had that as supplementary material requiring though begs the question how many copies of each are there Ie if someone chooses the same thing are you shit out of luck unless you buy a second set?
As for the hope/fear mechanic not a huge fan it feels like a very watered down version of advantage / threat from FFG’s starwars (which handled this aspect much better than a 50/50 chance).
Also the tokens you roll not sure if I heard right but sounds like there’s literally no point to rolling them? They’re just +1 per right so… I don’t get why you’d do that.
On the positive side I do like the sound of the damage system. Just hope this other stuff is better when I get more clarity on it.
gimme gimme gimme
Not sure about the sheet and tokenization - feels like a bit too much of a reach in an attempt to innovate, but we'll see.
It's called dagger heart but there is no heart I can see on like the box art ? at least put one somewhere like a gem on the pommel of the dagger or something...
There´s a half heart right next to the dagger
@@Edino_Chattino Is there? I couldn't see it
The Hope and Fear system seems too swingy. I don't like the idea of being punished for succeeding.
Please
Please
PLEASE don't be a Card-Game based TTRPG
.....
Its a Card-Builder TTRPG.
.....
*SCREAMS*
the cards basically replace using a rule book to look up what you can do. Me and my friends already print out cards for feats and abilities for 5e so this isn't anything bad tbh
@@AvianEdits Let's hope so. Way too many card-based or systems that include card systems tend to rely upon predatory marketing tactics, aka 'Gatcha' or gambling, to get people to buy cards.
Give its the Critical Role team behind this, hopefully the card system is a straight up 'buy what you need' and not a 'mystery foil' package deal. I don't object to card or card-like mechanics in games, but it is the acquirement of said cards that has my hackles raised here. If its just the 'your mechanics on a card', then that's fine. I get my players to do that with their spells and familiars and magical items, laminate them and give them their cards back on a key-ring, so there's not ten thousand notes being shuffled around, its all there on hand and its easy to find. It also gives the players a feeling of accomplishment because all the cards are relatively heavy paper and plastic laminate, so every time they pick it up to check, there's a physical 'weight' of what their characters can do as well.
It's literally no different than flipping through a book and writing down abilities. Except that its simpler to do at the table.
I watch them because they aren't critical role...ugh