Why Daggerheart?


~ 00:19:40

Matt Mercer: I will say the more so than most of their systems and this definitely leans into kind of the new school game design facet incorporating questions as a GM to a player as a main narrative focus and empowering players to to build in those questions.
You know if a player’s actively trying to search uh you know an abandoned shack in case something interesting is down there and they successfully break the lock and open the door and then you turn to the player and say
“What do you find?”
And let the player go “Oh well I find the…” and give them the opportunity to kind of build that hope and expectation then you know as the GM you can temper it a bit and kind of rein it in you know back in that push and pull you learn more trust in each other as the game progresses uh because some players might be like
“Well then I find a million gold pieces and I win the game!”
and you’re like and then you break from your daydream and look within the empty shack and find there’s nothing.
You know it’s an opportunity to build that trust over time but also for players that are already in that space it it’s a really cool invitation to kind of build the world from there. And as a GM that’s that’s an option whenever a player is wanting to do something very risky in the game and you can you can offer them the opportunity like if you really really want this even though you failed the role I’ll give it to you but this is the consequence if you take it and then you leave the choice to the player and kind of you know you have the opportunity to kind of lean into that that devil’s bargain aspect of the story uh within the actual game mechanics and the way that it’s presented to you which leads to some really really fun tense moments at the table