A Daggerheart Playtest Campaign.
8-12 Sessions. 4hrs Per Session. Run Via Discord Video Chat.
The Gist
In Session 1 ... you will all die.
The narrative will feature your characters working there way back to life
navigating the underworld, and those who have succumbed to it's lures.
Themes: Coping, Regret, Trauma, Vice, and Ego.
If Interested:
1 - Fill This Out - Interested Player Survey
2 - Select Availability - Doodle Schedule Sync
I Suggest the Builder at : https://app.demiplane.com/nexus/daggerheart
Build to level 2.
(Campaign will end at level 6)
Build it as close as you can to your desired build.
If you want to be a different race than are available,
just pick a race that has the augmentations you like.
If you want items or elemental magic different than available
again pick the closest thing and we'll nudge
Pretty much follow all these things.
Player Requirements
Session -0 (00-00-2024 @ 00:00)
Player Intros, Character Concepts, & Special Rules/Features.
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DMing Styles
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Worldbuilder - While you are doing what you do, there is an unfolding timeline. I know exactly how this story goes if you do nothing. Every action you take causes ripples through it all. There is also another team acting on its own. Your actions will effect each other but you will never meet any of them. You can steal and kill but the world will notice and people will react accordingly.
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Fun Cousin - I'm am not strict to the rules. You tell me what you're trying to do and as I'll usually let you unless there's a very specific reason not to. HOWEVER success and failure are sliding scale. A critical success when trying to backflip up a 100ft damn might just mean you flip 10 ft up and land perfectly causing people to think you're a street performer and give you cash. It's not a guaranteed success as much as "the best possible outcome".
(Note: I have an apparently unique approach to intimidation challenges... If someone is over-intimidated then could go into flight, fight, flop, fawn, freeze. With a high enough success you might be able to tell which type they are immune to and/or choose which non-immune one they go to. But it won't blatantly always be fright, flee, or fawn.) -
Skill Checker - I do not expect you, the player, to be able to lift a big rock in order to justify your character being able to. You roll strength and the game decides. Similarly, I do not expect you to be charismatically keen, exceptionally intelligent, or remarkably wise in order to pass related checks. RP is still fun and valued though and can bring it's own rewards. If you are having trouble with a charisma RP or inteliigence RP, do the roll and the story can unfold.)
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Role Playing
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NPC Relationships - You are encouraged to build relationships with specific NPCs or create NPCs that you have bonds with. Between major occurrences you'll be asked how you're spending your downtime. If you spend a significant amount of down time with a specific NPC you'll gain custom perks based off of that relationship. Note. You can also draw the ire of NPCs without realizing it and gain a detriment.
(Example: If you spend your downtime with your pickpocket friend, they will likely teach you how to do some special sleight of hand tricks as a bonus but you might also attract a private investigator's attention due to being affiliated with a person of interest and that attention might get in the way of what you're doing.)
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Mechanics
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Flow Points - Instead of awarding Fate or Advantage I reward Flow Points. They are earned with RP and being true to character type. They can stack but expire after the following session if unused. They can be used when you roll a 1 or a 20. If a nat 1, you can create "Dumb Luck" and the universe will spare you a massive failure (though not exactly give you a success). If a nat 20, you can create an "Epic Moment" where you not only succeed at the action as best as possible, but you can choose a following action that also also goes as best as possible and that moment will become an in world story that lives on past your adventure. Or you can let them be and bank a flow point for a future moment.
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Magic Items - You'll have some personal items imbued with specific effects we'll agree upon. You are not restricted in how often or how many times you use it but each use without rest will have a noticeable effect on your presense.
Initiative - Daggerheart has no initiative order. I will still have a "role call" roll at the start of a session. This is more for if the players hit a lull and I need to ask for everyone's input I have an order that is predetermined. And should there be any sort of tie in desire to act, we can prioritize fairly. You can also always choose to team up for combos. -
Enemy Combat - Enemy agents do not have an initiative.
Daggerheart has "action exchange". You take an action, and I bank one. When I get the chance to act, I can use one or all of my actions in succession.
Typically I will aim for a call and response. The creature you target upon a trigger of my ability to act will attack you in response (like a real fight).
But I research the right (especially when a boss or overboss is in play) to orchestrate a coordinated effort.
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4. Safety & Comfort
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Default Trigger Warnings (before discussion) - This game is likely to include violence, physical mutilation, various addiction, severe gambling, abuse, slavery, sexual themes, and substance abuse.
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Topics of Avoidance - To be determined in Session -1 discussion
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Anytime Pause (Rock/Paper/Scissors Check) - At any moment at all for any reason, call out the word "PAUSE" and the game will hold. At this time you can do one of three things:
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Excavate (Rock) - Ask me why what is happening is happening if you don't understand and it's causing anxiety and I will outline what cause and effect I can to explain how we arrived to this moment so you are more comfortable with what is happening.
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Handwave (Paper) - If RP or a scene in general is not going in a direction you want to experience in detail (whether it's just a boring discussion or things are getting uncomfortable for you) you can request I Handwave the remainder of the scene and I will take your current intended outcome and give a loose one-two sentence summary of what happens and pick up after.
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Undo/Cut (Scissors) - If something has just occurred that is uncomfortably outside of what you want for your character you can request it be cut out of the narrative. Depending on the point of the event I may need to improvise a separate path to a similar milestone and some things that are happening in the world might not be able to be cut but can be handwaved with no dramatic attention being given to the results.
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Outside of Gameplay - Issue with Me or a Player :
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The form below is anonymous and you can send me any concerns you are uncomfortable airing yourself. But all of you hopefully know by now that if you come to me directly, even with a complaint against me, I will 100% take that information on reflectively and come back to you to work out a solution and likely an apology, if you want that to be a public discussion before I know what it's about that's entirely okay. Just make it clear that is what is going on before hand. If you spring it on me, even with my emotional intelligence being pretty high I cannot promise I won't flinch.
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Anonymous Contact Form
(Use any time if concerned about anything too sensitive)
INFORMATION
NPC Glossery
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Key Locations
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Rumor Mill
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