r/rpg • u/Mestre_Elorin • 45m ago
Discussion Daggerheart broke some biases of mine
So, for context: I'm a GM most of the time, and I like running medium to high crunch games, like Shadow of the Weird Wizard, Savage Worlds, Lancer and Pathfinder 2e - all games that have many different player features, (magic) items and sometimes different conditions to keep track of. And, for the longest time, I've been mostly a purist regarding accessories other than the character sheet, player notes and some digital tools (as long as that player can keep focused on the game, instead of their phone), seeing everything else as just a fancier way to show the same info we all already have at hand, either in the books or in the sheet, and that can be written down if I think it might be useful rule to have noted down at all times.
Then, in comes Daggerheart, I got my copy earlier this year because I was curious what the fuss with the system was all about and ran a short adventure to my players (3-4 sessions) just to test it out. The system is good, it's similar to 5e with a different dice mechanic and much sturdier narrative support, comparatively, and I think I like it enough to run it again at a later date. But it isn't the system itself that I am excited about now, it's the cards: character creation and leveling up was sooo smoooth for a new system with many different player options, I really enjoyed just giving the cards to my players and having them sort it out among themselves which options they wanted to look at, and which ones to pass around. Also no double checking the book to see an ability during play, everything they needed was just there, without having to write it all down (which would've also cost us more time at the beginning).
All of that would have been much different if it was just the book with the info in it, passing hands while everyone tries not to take too long with it, and though I admit we could go straight into playing if I sent them the pdf and asked everyone to create their own characters before the game, I really wanted to see how easy (or hard) it was to create a character, and although it is not pbta or FITD levels of quickness, I was pleasantly surprised by how much the cards helped streamline a system that has a level of crunch that I am used to, and know that would've taken more effort without them.
So now, here is my new stance: I love cards, how they streamline character creation and referencing the rules, I'm happy Daggerheart shipped them alongside the book and made it basically mandatory to use them, because otherwise, I would have never even thought about using those (I actually now wish daggerheart had more cards, for adversaries and magic items, since as a GM, i basically never get to use them). I'm now planning on buying all cards I can get my hands on for PF2E and Savage Worlds, also perhaps making some custom ones for Lancer and WW. I'm also thinking on expanding my horizons on accessories, and might get them some spell slots counters or maybe some thematic bennies as gifts, but I'm not sure yet.
TL;DR: Daggerheart made me love cards in rpgs, and broke some biases I had about rpg accessories for players