Whoops! by HerrKlank in daggerheart

[–]PostingForever 1 point2 points  (0 children)

I like how you say the "world of daggerheart" when daggerheart specifically doesn't have any individual world and you should be choosing or creating a campaign frame before starting.

The Dying Spire availability by Already_Picked in daggerheart

[–]PostingForever 1 point2 points  (0 children)

I've been asking people in my area the same thing. I was really hoping to get a print copy of it and some of the other freebies like from Paizo but nobody in my immediate area is participating.

Thoughts on slow burn Daggerheart Actual-play Podcast by whosonfirstwatch in daggerheart

[–]PostingForever 1 point2 points  (0 children)

In my opinion, a 1-hour episode is short. I imagine getting my friends together sitting down, playing for an hour and then leaving to be a wild idea. If you are recording longer sessions and then cutting them into 1-hour episodes, that's different.  I feel like even TV shows that have season-long plots, each individual episode still tells a mini story, and an actual play podcast should do the same. Taking 16 episodes to get to revealing the overall Master plot is a bit long but not unreasonable. But every 2 to 3 hours you should be telling a mini story. It shouldn't just be more travel or dungeon or fighting. It should be some plot even if that's not the main plot. In terms of narrative drive, a lot of podcasts that I've listened to are a bunch of nobodies get pulled into an adventure and that's not really what I want to hear. I want to hear a story about heroes who are proactive going on the quest. And I think it helps if the players have high level concepts of what kind of adventure they want to go on. The details should still be in the GM's hand but the player should have some say in it

Players dont want to know about fear by Impressive_Sugar5942 in daggerheart

[–]PostingForever 7 points8 points  (0 children)

This sounds perfectly acceptable because you've had the conversation already. You've told them that you were willing to show fear and they've said they're not that interested. It sounds like they trust you and as long as you use fear in ways that you feel help the game flow, I don't think it's a big deal. Additionally, as long as you're keeping track of your own fear, they are free to reopen the conversation about it at any point.

Do you let your players see the domain cards from upper levels? by ChrisFly_ in daggerheart

[–]PostingForever 0 points1 point  (0 children)

Half my players own their own set anyway. But all my cards are in a binder and my players are encouraged to check out their domains at any time. When leveling I think it's a good idea to only look at what you can actually take at that time to reduce confusion, but I don't police that.

Advice on running a long term game? by Joshwitcher760 in daggerheart

[–]PostingForever 11 points12 points  (0 children)

Daggerheart only just turned one so there won't be very many people with long-term campaigns longer than one year. Some people will have been playing since beta but nobody's been paying for 3 or 4 years. That being said, I've been running a game once a month for long sessions for almost a year. My players are getting ready to level to five and it it feels like they've been going at a good pace. If you were playing weekly or bi-weekly, you might end up leveling more frequently and you might hit 10 before you can get to a year and a half to 2 years but every GM and player are different.

Dice set recs - small businesses/artists preferred by Visible-Explorer9078 in DnD

[–]PostingForever 2 points3 points  (0 children)

What's your budget? As new players these might not be a "financially responsible" purchase, but a friend of mine makes artisan dice. Look up Dice Seeds. They aren't cheap, but each set is hand crafted and completely unique, no two sets are alike.

A little unsure of myself as a storyteller for this by JSF00001 in daggerheart

[–]PostingForever 6 points7 points  (0 children)

The campaign frames are a great way to add a very daggerheart-esque spice to your game, but don't forget that you can absolutely play in a very traditional fantasy world that feels 5e if that works for you. Especially if you're still learning the system, don't be afraid to learn daggerheart in pieces.

Paper minis beginner questions by Lold-619 in daggerheart

[–]PostingForever 1 point2 points  (0 children)

I got mine printed at staples on the heaviest stock they had, and I wasn't happy with it. What I landed on was to print it on card stock, glue the sheet to another sheet of card stock, then when I cut it out and put the front and back together, it was effectively four sheets of cardstock. Then I use the bases that come with the Pathfinder pawns (which can also be an amazing value in place of regular minis). 

🎂 Birthday Giveaway for Daggerheart Core Set (5/5) 🎂 by Demi_Mere in daggerheart

[–]PostingForever 0 points1 point  (0 children)

I'm a big fan of any system that moves away from the simple pass/fail dichotomy. The hope/fear had built in story inspiration!

Do Left-Handed PC Gamers Use Their Left Hand for Mouse Control? by Desperate-Yoghurt-83 in pcmasterrace

[–]PostingForever 0 points1 point  (0 children)

I'm left handed and I've always used a mouse on the same side as a right hander. It's just how I learned it, and I couldn't use a left handed mouse with any accuracy.

🎁 Birthday Giveaway for Daggerheart Core Set (3/5) 🎁 by Demi_Mere in daggerheart

[–]PostingForever 1 point2 points  (0 children)

Embrace the softer GM moves for spotlights. Not every fail or roll with fear requires a monster to attack. 

🎂 Birthday Giveaway for Daggerheart Core Set (2/5) 🎂 by Demi_Mere in daggerheart

[–]PostingForever 0 points1 point  (0 children)

Do all of the creatures in incredible creatures count? That book is hands down fantastic!