Monday, June 16, 2025

This Is Not a Daggerheart Review

Crop of the official Daggerheart cover art, showing the title and a few fantasy characters. I've added text in parentheses that says, "Not a review."


First of all, like most people at the time of this writing, I haven't actually played Daggerheart, just read portions of it.

Second, I mean it when I say this isn't a review, but I know how you are, so I'll tell you this: based on first impressions from reading, I think Daggerheart is pretty well designed for its intended experience, and also I have zero interest in ever playing it. Do with that what you will.

But I do want to talk about Daggerheart. There are basically two things I want to talk about. Maybe they should be separate posts, but they're not going to be.

Daggerheart Gold


Let's start with how Daggerheart handles cash. The Daggerheart SRD says that its gold is "an abstract measurement" of wealth, which is reflected in the units presented: handfuls, bags, and chests, rather than units of currency. It goes on to explain that 10 handfuls add up to one bag, and 10 bags add up to one chest. This "replaces" the traditional mechanic of having your wealth measured in pieces of copper, silver, and gold, with 10 coppers adding up to one silver, and 10 silvers adding up to one gold.

Yeah, it's literally the same mechanic, they just changed the names on the denominations. Nothing's actually different. This is fascinating when you consider how many people are praising the "new system" for making things "less fiddly." Hell, traditional fantasy games had already moved on from triple-denomination currency to the much simpler decimal gold, so Daggerheart is actually a step backwards toward detailed tracking of each denomination. Yet here we are.

There's so much about the TTRPG community that we can unpack from this. I've often noted that people have been critiquing bookkeeping (whether of gold, arrows, rations, etc) for decades while their alternatives added wrinkles instead of smoothing anything out. Now with Daggerheart Gold, where it's literally the same thing under a different name, we have an especially concrete—and, importantly, highly visible—example of this. It is revelatory that so many people will complain about a mechanic being too fiddly but then praise alternatives that are even more fiddly. Obviously, it means it was (for these people, at least) never really about a process being fiddly, but that in turn means a couple of other things that are more interesting. 

One is that if it's not about being fiddly, it must be about something else. What could that be? I can only speculate, but my best guess is that it's about identity. Some folks in the TTRPG community mentally associate "knowing how many coins and arrows you have" with a certain type of person, experience, or play culture that they don't want to engage or be associated with. Give them an alternative with a different "feel," like a vague-sounding name change or a step-down supply die, and now they feel sufficiently separate from that out-group. Again, this is speculation on my part, but it tracks with the kinds of in/out group dynamics (like deeming every fantasy adventure TTRPG to be guilty of all of D&D's crimes) that are rampant in the space.

The other thing is the lack of perspective. I think people really honestly believe that they're seeking (and finding) simpler, less-fiddly alternatives to the "change a number" mechanic. This suggests a mixture of two things: a lack of game literacy (to recognize the similarities and differences between mechanics) and a lack of self-awareness (to recognize one's own reasons for gravitating toward one mechanic over another). If we're being honest, the TTRPG community has room for growth in both areas, so this tracks as well.

Clarity of Intent


What I've observed of people's reactions to Daggerheart is that they're very polarized. Some people are looking at it and saying "what the hell is this" while others are singing for joy. I think there's a good reason for this split, and it has to with the difference between the definitional nature of RPGs, and what Critical Role actually does with RPGs. They're not the same thing, and that's where this fork in the road comes from.

You see, roleplay-gaming—that is, the act of playing a roleplaying game in the straightforward sense—is about stepping into the shoes of a person in a real-to-them world, and using their authentic interactions with that world as the conduit through which gameplay (the literal playing of a game) occurs. By contrast, what Critical Role has been doing all this time is to repurpose an RPG into a sort of scaffold for improv theater, something to be performed. To put it another way, roleplay-gaming is about gamifying your proxy experience as an inhabitant of a world, while Critical Role is about performing unscripted theater while some game elements are sprinkled in for spice.

The two are fundamentally different, and you could see the tension all the time. There was a constant give-and-take between the nature of games, rules, and roleplay on one hand; and the interest in having enough control to craft a compelling and performable narrative on the other. So when the CR team decided to publish something of their own, which direction do you think they'll go? Will they make an RPG and continue to strain against it, or will they create something that's designed to do exactly what they've been trying to do all along? (It's the latter. Please tell me you understand it's the latter.)

As I briefly mentioned at the top of the post, Daggerheart seems (from an initial reading) like it knows what it wants to do and isn't shy about doing exactly that. And what it wants to do is to give a little structure and support to folks who are trying to collaboratively create fantasy adventure narratives to be performed as improv theater. You know, like Critical Role does.

And that's where the community reaction split comes in. If you're like Critical Role, if you too are a Theater Kid™ who's been trying to master the art of making an RPG get out of the way of your improv theater, then Daggerheart is extremely exciting to you! Instead of needing to fight against the rules of a game and the internal consistency of roleplay, Daggerheart platforms your creativity and invites you to wield it. However, if you're more used to roleplay-gaming, if you want a playable game and a tangible world, then Daggerheart likely feels like a big nothing-burger, as there's not enough connective tissue to do anything with it if you're not filling large amounts of space with your own improv.

Done Talking Now


Bye.


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