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Anonymous /tg/95896027#95902336
6/19/2025, 2:36:25 AM
>>95902283
Reviewfaggot here. The GM guidance is pretty explicit that if you wanna do something to increase the stakes, danger, or fuck with the players you should probably spend fear. You can collect up to 12 fear. Spending 2 fear causes something like a minor skirmish or a new enemy showing up. Spending 8 fear summons a "leader" or "solo" or maybe some kind of fucked up betrayal during a negotiation.
But yeah, it's just "danger points" without actually altering the dice roll (which is why Destiny Points in FFG's game and Doom/Momentum in Conan work infinitely better).

>>95902305
Picrel. It's worse than you think. Directly from the core rule book:
"You are an equal partner in telling the story alongside everyone else at the table. The GM presents opportunities and challenges for the party along the way, but they are not the sole author of the fiction you’re exploring together. Daggerheart is a collaborative game where everyone is responsible for bringing the tone, feel, and themes they’re interested in to the group. If you have an idea for a description or a detail to add, feel free to offer it to the table. If you want a specific emotional arc to be a part of your story, talk to your GM about finding opportunities to include it, and seize those opportunities when they show up."

The provided modules encourage the players to add details, facts about the world, or descriptions. I think this can be interesting in very light amounts (10 candles leans into this heavily and it works, but that's a one shot game).