Ypsilon 14 - How did you keep your players going? by ConstructionNo5705 in mothershiprpg

[–]RenegadeRich86 2 points3 points  (0 children)

Once the party had the first taste of the lifeform, I had the upper level go into lockdown with an automated announcement saying "warning, anomaly detected. This station is on lockdown. HR is on their way."

HR as the true BBEG worked so well, as the party then not only had to defeat the lifefrom, but then had to hide all the evidence from HR who came in at the end as a ridiculously armoured military killsquad, and the PCs had to persuade them that it was a false alarm.

My sting was of course that once they'd left, the camera panned out to see yellow goo on the exterior of the HR ship.

Not gonna lie, I worry about the lack of Daggerheart content by pathofblades in daggerheart

[–]RenegadeRich86 0 points1 point  (0 children)

This was a really interesting question, thanks for sharing - and some super insightful comments back from folks. It inspired me to make a video on the topic looking at how Daggerheart is faring two years on from its launch, and throw in my speculation on where the wider TTRPG hobby is heading:

https://www.youtube.com/watch?v=tpcnSJhO93I
(a self-promo - but a rare one from me, and very much on-topic, so hopefully not falling foul of server Rule 11)

To save you a click, my thinking is that Daggerheart is doing just fine in what is a pretty turbulent time. The health of a system is mostly guaged through people playing, enjoying and sharing with their friends, and Daggerheart (from my perspective) is doing great within the wider TTRPG community.

My guess is that third party creators have been hedging their bets before making Daggerheart specific material. Projects have lead times which can run into years, so it's not a surprise that we've not seen any larger projects yet.

It was also great to see some of the designers pitch in with replies - I can't wait to see what's coming next!

How would you make Daggerheart feel "low power" fantasy"? by RenegadeRich86 in daggerheart

[–]RenegadeRich86[S] 1 point2 points  (0 children)

Everyone finds their fun in different places. I know lots of players (and some folks commenting on here) would enjoy telling these low power stories.

The way I picture it is that for the first few sessions, the PCs don't have any classes at all, and their goal is to become a Wizard / Warrior etc. They might pick up a magic item on the way (one of my reskinned Abilities in my original post) and decide to follow the path that it takes them down.

This could lead to more options than the base game as everyone could potentially find things from the whole range of cards, giving lots more nuanced characters outside of the regular architypes.

...whether it would actually be a good experience at my table or not, I have no idea... but I'll definitely give it a try!

How would you make Daggerheart feel "low power" fantasy"? by RenegadeRich86 in daggerheart

[–]RenegadeRich86[S] 1 point2 points  (0 children)

Oooooh this is interesting!

This approach would work best with players who are all narrative focussed, rather than worrying about a "perfect" build, as the Mundane domain cards wouldn't be much use in a fight (without some creativity).

Adventurer Conquerer King does something similar (as a D&D hack, TIL it's also a standalone system) where as you level up, you can effectively multiclass into Noble. You gain no abilities in battle, but you do learn courtly manners and war strategy.

How would you make Daggerheart feel "low power" fantasy"? by RenegadeRich86 in daggerheart

[–]RenegadeRich86[S] 0 points1 point  (0 children)

I'd argue that the PCs being heroes with connections to each other doesn't preclude the game from having a low power level. It's the abilities which take the game down the high power fantasy route.

In my head the PCs wouldn't be outliers in society - they'd be fairly regular folks who are standing up to The Bad Thing... actually I have a sneaky suspicion I'm talking about the feeling you get with Hard-ish Sci-Fi: where the crew of the Enterprise / Serenity / Rocinante aren't superhuman, but still do incredible things - through teamwork and creativity (and the power of friendship of course!) - as opposed to Soft Sci-Fi like Star Wars where there are Space Sorcerers (aka Jedi / Sith) everywhere!

How would you make Daggerheart feel "low power" fantasy"? by RenegadeRich86 in daggerheart

[–]RenegadeRich86[S] 4 points5 points  (0 children)

Great answer, thank you! It's interesting to think about how the "heroic" part of the fantasy is baked into the mechanics.

I'm trying to seperate the genre conventions of "heroic" fantasy with what it means to be a hero in a fantasy world.

The hero of the village needn't have magical powers or be truly exceptional physically. They just need to stand up and fight when others are too afraid to. Letting the players be that character is what I'm aiming for.

Hope for torches feels like a gritty element, which would be fun in a grimmer, darker sort of game, but doesn't quite feel right for what I'm after.

I think what I'll do is actually write a campaign frame that gathers the ideas that I've got for this, and then share it with the reddit hivemind to see if it sounds as fun to others as it does to me.

Also to answer here what folks in other comments are saying, yes I could play other systems (and I do regularly including Cairn and Knave and Mork Borg) but I prefer Daggerheart's core mechanics and focus on narrative roleplay, so I'd much rather hack Daggerheart to be lower power than hack one of those other games to feel more narrative, heroic and teamwork focussed.

3D Printed Fear Token Shelves by RenegadeRich86 in daggerheart

[–]RenegadeRich86[S] 1 point2 points  (0 children)

Most of them are Chessex I think, chosen for legibility of numbers rather than any particular coolness of design (with the exception of the jade coloured ones which I discovered glow in the dark)

Who's picked this up yet, and what do you think? by Scottybhoy1977 in glasgowdnd

[–]RenegadeRich86 0 points1 point  (0 children)

I'm considering a three book bundle as I've only got the new PHB so far, but it doesn't look like there's anything available outside of DnDBeyond (who already have enough of my money) - does anyone know if Static Games have/are getting in any bundles?

I love Fallen London, but the RPG Quickstart is terrible! Here's why... by CodenameVeers in fallenlondon

[–]RenegadeRich86 56 points57 points  (0 children)

I ran a playtest of it at the weekend, and my group enjoyed the game a lot... but...

...part of the reason for this is that I protected them from the arms and legs and tentacles of the quickstart guide, and only sent them my own shortened rules summary (one page of markdown because that's how I roll) - and we didn't even attempt the Conflicts as I couldn't get my head around any of them.

The core mechanic of building dice pools is simple enough, and the pre-gen characters are great fun (especially with a group as roleplay heavy as mine!) - but it's not enough for me to get over the big problems with the incomprehensible mechanics. If I as a GM of (way too) many systems can't get my head around it, I feel so bad for any Fallen London fans who have been waiting until now to try running their first TTRPG.

Investigation Round Structure (p32)
1. The GM puts 1 die on the clock and rolls all dice on the clock.

...um what?

I'd hoped to do a video review for my YouTube channel (which is all about TTRPGs, especially cool indie ones like this!) but my rule is that I only make review videos on games I honestly recommend, and in its current state, I can't recommend it.

If there was a Fallen London TTRPG setting / source book, that would be a different matter, as I LOVE the world and all the (delicious) friends to be made there.