This was a great video man! It's not my cup of tea (I actually like some more game/crunch personally), but I love how you acknowledge it's not going to be for everyone. One of your best videos in my opinion.
I would encourage people to watch some actual plays to get an idea of how this game goes. I've been impressed how well the mechanics work and how much flexibility it gives everyone in combat. And I like the reference cards too, as much as I was afraid of yet another card game. This ain't that. I'd love to get to play it sometime. And I look forward to the final product.
Solid break down of everything. I honestly tend to agree with your assessment overall. I think it'll be a solid game, that'll attract a very specific group of players.
If anything else, I think CR fans will be more willing to give it a shot because it’s what their show is doing. And I think there’s some great potential with it as well. It’s not perfect, but I know that I for one really want to do more with it.
Thanks for your analysis on this. I feel like Critical Role might do well to offer a general system-agnostic roleplaying guide. It seems like nearly half of the open beta material was filled with their gameplay suggestions that would be valuable at pretty much any table. As for Daggerheart itself, my experience (with the 1.3 beta, in my case) was similar to yours. There are some good concepts in the game. However, I thought that the Hope/Fear system actually detracted from the immersion, storytelling, and roleplaying. The system basically hammers home the idea that the player characters are the narrative heroes of a story, with their own special rules. The world revolves around them and their actions, and even the adversaries can't do basic things unless the players generate Fear for them to use. I also was not able to detect any clarity with their rules as written for running friendly NPCs. Do friendlies generate Hope and Fear? Does the GM have to spend Fear to fuel the actions of allies, or do the players have to spend Hope? Which dice to friendlies use? Who decides when they move? I use friendly NPCs of some sort in every game I play or run, so I found this ambiguity to be particularly glaring. In most games, there are differences between PCs and NPCs baked in. PCs have more detailed character sheets, for instance. But in Daggerheart, those difference are spotlighted with virtually every roll of the dice. Everyone at my table commented on this when we tried the beta, and found it off-putting. I wish CR success with this, but I think they're committed to the Hope/Fear system, so I don't know that I'll be going back for more Daggerheart.
First of all, kudos to you and your group for giving it a shot! That’s also an interesting bit of feedback regarding NPCs, I hadn’t even thought of that yet, but I know at my tables I generally don’t use NPCs in combat outside of adversaries and the majority of the time they don’t need any rolls from me. I’ll add I personally don’t have a problem with the players being the hero of the story with their own rules as well, since that can fulfill a fantasy for the players, but I see where you’re coming from there.
This was a great video man! It's not my cup of tea (I actually like some more game/crunch personally), but I love how you acknowledge it's not going to be for everyone. One of your best videos in my opinion.
Thank you so much!
I would encourage people to watch some actual plays to get an idea of how this game goes. I've been impressed how well the mechanics work and how much flexibility it gives everyone in combat. And I like the reference cards too, as much as I was afraid of yet another card game. This ain't that. I'd love to get to play it sometime. And I look forward to the final product.
Appreciate your views on this matter, thank you.
Solid break down of everything. I honestly tend to agree with your assessment overall. I think it'll be a solid game, that'll attract a very specific group of players.
If anything else, I think CR fans will be more willing to give it a shot because it’s what their show is doing. And I think there’s some great potential with it as well. It’s not perfect, but I know that I for one really want to do more with it.
Really informative video. I’m unlikely to play it anytime soon and your video has given me a good amount of insight into daggerheart
If you get the chance, I would encourage at least checking out one of the quick start adventures. I had a surprising amount of fun as a GM running it!
Thanks for your analysis on this.
I feel like Critical Role might do well to offer a general system-agnostic roleplaying guide. It seems like nearly half of the open beta material was filled with their gameplay suggestions that would be valuable at pretty much any table.
As for Daggerheart itself, my experience (with the 1.3 beta, in my case) was similar to yours. There are some good concepts in the game. However, I thought that the Hope/Fear system actually detracted from the immersion, storytelling, and roleplaying. The system basically hammers home the idea that the player characters are the narrative heroes of a story, with their own special rules. The world revolves around them and their actions, and even the adversaries can't do basic things unless the players generate Fear for them to use.
I also was not able to detect any clarity with their rules as written for running friendly NPCs. Do friendlies generate Hope and Fear? Does the GM have to spend Fear to fuel the actions of allies, or do the players have to spend Hope? Which dice to friendlies use? Who decides when they move? I use friendly NPCs of some sort in every game I play or run, so I found this ambiguity to be particularly glaring.
In most games, there are differences between PCs and NPCs baked in. PCs have more detailed character sheets, for instance. But in Daggerheart, those difference are spotlighted with virtually every roll of the dice. Everyone at my table commented on this when we tried the beta, and found it off-putting.
I wish CR success with this, but I think they're committed to the Hope/Fear system, so I don't know that I'll be going back for more Daggerheart.
First of all, kudos to you and your group for giving it a shot! That’s also an interesting bit of feedback regarding NPCs, I hadn’t even thought of that yet, but I know at my tables I generally don’t use NPCs in combat outside of adversaries and the majority of the time they don’t need any rolls from me.
I’ll add I personally don’t have a problem with the players being the hero of the story with their own rules as well, since that can fulfill a fantasy for the players, but I see where you’re coming from there.
D&D couldn't kill D&D. I don't think Daggerheart, being a different thing entirely, will kill it either.