▲ 18 r/daggerheart
Dungeon philosophy in a VTT
I’m a veteran DM currently running an Age of Umbra campaign. While I’m loving the narrative-sharing nature of daggerheart, I have trouble adapting the game's dungeon design philosophy to a VTT environment.
In daggerheart, the dungeon as a pointcrawl approach suggests a series of evocative set pieces rather than a room-by-room slog. However, most high-quality VTT maps are sprawling, hyper-detailed layouts designed for traditional grid-crawling.
For those running daggerheart or narrative-forward games on a VTT:
- Do you still use large, tactical maps but simply teleport players between specific zones/points of interest?
- Do you run the whole map with fog of war, or have you switched to using theater of the mind style splash art for each location in the pointcrawl?
- Are there creators you recommend who focus on modular rooms or location vignettes rather than massive, fixed floorplans?
u/Kaladhan — 18 days ago