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Joined 3 years ago
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Cake day: June 15th, 2023

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  • Idk the model but can check later. Removing/modifying it isn’t an issue, but my household wants to use it since it’s there.

    I’m not personally opposed to a camera but would need to be in full control of the feed. My main goal is keeping it simple and cheap for now, so not replacing a functional camera is very tempting. Later on I can look into real alternatives but an afternoon project will do for now.




  • I think Daggerheart is interesting in some ways but I think it’s very much tailored to what CR wants to perform rather than what makes a fun game at a table. The mechanics make for predictable narrative peaks and valleys, which give guardrails to DMs with weaker narrative skills. The tradeoff being a more narrow range of outcomes, which is most of the fun in rolling dice.

    CR productions have a lot of issues, but I don’t think Daggerheart inherently has those deficiencies baked in. Their main problems stem from trying to scale voice-actors-at-a-table into a multimedia empire with sprawling IP. They can all make and perform a good character, but a bag of strong character concepts doesn’t turn M. Mercer into R. R. Martin.

    Publishing a system without that IP baggage was a good/necessary step, Daggerheart will flourish or flop on its own merits. Hopefully it at least breaks DnD dominance a little more and gives room for more independent publishers (can’t resist a bump for Quinns Quest here)


  • My skim of the srd gave the impression of a crunchy exterior with a gooey center (which definitely is good for some tables). Hell, the first page has a header for “rulings over rules”! That phrase was a common GM pejorative for 5e; used as justification to offload balance from the system to the players. The core systems seem strong but with lots of asterisks to keep them backseat to player agency.

    Loose turn structure, PC death only with player consent, GMs generally don’t get to make a move unless it’s explicitly available, spending meta-currencies to legally fudge dice rolls, etc… It seems like most of it was designed for players to have a strong control over narrative with lots of pressure valves to reduce the impact of unlucky dice. I like the Hope/Stress system, but Fear seems like it only exists to give the GM permission to do normal GM things.

    At any rate I’ll be interested to see it in practice. It seems like the system Critical Role always needed, they’ll probably be able to do some cooler narratives without sanding down 5e’s rough edges.