GM: Walter Kanbeck
Players: Sean Nittner, Thomas McVey, Stephen Prizant, Demian Vonder Kuhlen, Benjamin Plytas, Adam Lang
System: Daggerheart
Of all systems I wanted to try out this weekend at Kublacon, Daggerheart was at the top of my list. I have a copy but I haven’t brought it out yet, mostly because I wanted to see it in action…and now I have!
Here was the pitch:
Deliver a mysterious package to Hush, a village deep in the Sablewood Forest, to someone called the Whitefire Arcanist. Introductory scenario for Darrington Press’ new Daggerheart RPG. All characters provided. No experience necessary.
We started with an assigment from the king (!!) to deliver the locked chest to Hush. On our way we encountered a toppled merchant cart that was being picked at by a strixwolf mother and her cubs. Our ranger Valorian was able to shoot the creatures away long enough to get a look at the merchnat, his throat had been slit. This was the site of an ambush…and we were the next targets.
Our first combat showed off some cool hope features (tag team) as well as two classes that mechanically really stood out: The guardian who could take any blows (and often did) for those nearby as well as make whirlwind attacks and the sorcerer who was a fucking CHAOS ENGINE. I played her and did 27 damage without even getting a crit. Primal Origin (able to double a damage die, or add another target for one stress) + Unleash Chaos or Rain of Blades is banana pants.
After delivering the chest to the Arcanist in Hush (and having a bit of downtime in the clover inn) we escorted her to a clear where she could recharge the keystone, but in doing so would attract the undead. We fought to wraiths and whole bevvy of skeletons. This time the fighter shined with his ability to stop people in their tracks, our our fairy unleased an arcane barrage. We did more tag teaming and polished off our foes so the Arcanist could complete the ritual.
Thoughts on the game
This adventure was two set piece combats (both with similar set up of being attacked from all sides while guarding something) with a bit or roleplaying interspersed. I think it did a good job of showing off the game’s capabilities but also revealed some pretty large disparities in builds (our warrior, ranger, and rogue we’re all feeling disappointed with their damage output).
I realize that Heroic Fantasy (TM) like D&D, Daggerherat, and Pathfinder is probably not my jam (if characters are never in any real danger or have an actual chance of failing) but if I was going to play one of them, I think Daggerheart might be it. The hope and fear mechanics kept things moving pretty well (at one point we were idling and the GM only had two fear, they we kept making checks to see what we knew and by the end he was up to four…that’s a good incentive to stop making rolling for trivial things and jump into the action).
Yay for more games using d12s!



