Tapestry - Improv with Structure
▲ 16 r/daggerbrew+1 crossposts

Tapestry - Improv with Structure

This is an idea I've been noodling on for awhile and I'm hoping that by writing it down and sharing it with you all, we might be able to congeal it into something useful.

I love the improv aspect of Daggerheart, yet I have historically failed to capture it adequately at my table. Daggerheart should not be me, the GM, unfolding a mystery to my players who are consumers of this story. It should be more collaborative than that. To help me with this, I want to take the Campaign Frame and add a layer of structure to the over-arching plot based on the characters and their Connections. Something similar to the way Stonetop does prompts and questions that are very suggestive and intrinsically, explicitly tie the characters to parts of the story structure. Basically, a layer of narrative structure between the Campaign Frame and Connections that still leaves plenty of room for surprises and improvisation but helps me as the GM ensure I'm getting to the story beats. It would also help to focus players on their own character's stories.

What I'm envisioning is a sort of Mad Lib in 3 parts. Each part corresponds to the 3-act structure: Setup, Crescendo, Climax. Each part is a one-page Thread and is entirely themed to the Frame- its Themes and plot hooks. Together, the three Threads make the Tapestry. The GM sets a "Downtime" session to touch base with the players after Acts 1 and 2 of the actual campaign. This doesn't have to take very long.

The Setup Thread (which would occur during Session 0) is inspired by the Campaign Frame's inciting event, identifies the core conflict, sets up the BBEG, and ties the PC's to each other, the factions, and the stories. You can can the Connections directly in here.

The Crescendo Thread is more open-ended because of how many directions the story could have gone, so if it's not useful at that point, a GM may have to craft their own. That said, the blanks are bigger but the goal of this structure is to bring the dangling story threads toward each other. This may mean unifying certain threats, resolving the less compelling ones, or even starting a new one. Importantly, this act must feature some sort of Betrayal. It doesn't have to come from an NPC; it might be the betrayal of a concept, idea, or history that the characters believed. The point is to take something and flip it on its head to sew a new thread into the story.

The Climax Thread resolves. I think maybe this one is the most nebulous and GM-facing, though it would still need player inputs. Maybe the players provide inputs on things like the setting set pieces, a forgotten character is brought back from early in the story, a critical ally is lost. Critically though, it must identify the most important story threads to the players so that they can be resolved in the 3rd act of the campaign.

I'm fond of this idea because it's like a Session 0 but with additional campaign milestones to check in with the players and get their explicit input on the unfolding story. It feels very Daggerheart to me.

u/Velenne — 5 days ago

What's your favorite non-core Campaign Frame? (Links and descriptions appreciated!)

My answer is Duskheart by /u/snoolobsters9291 because it helped me appreciate other ways that DH can be played and an "Urban Shadows" like game is right up my alley. The author does a lot of other very cool work.

Any other frames speak to you?

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u/Velenne — 10 days ago

[Book Spoilers Inside] Playing with readers of the source books and how I'm planning to deal with it.

WARNING! SPOILERS AHEAD! DO NOT READ IF YOU HAVEN'T CAUGHT UP ON THE ENTIRE SERIES!

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I plan on playing with a bunch of book readers. I mean, that's a big part of why they're playing! But they're already going to know about the two-faced nature of sponsors, the fickle fuckery of gods, and slow descent into madness of the AI.

So I figured, lean into it! Here's what I mean:

What is the "Dungeon Crawler Carl" series if not a psy-op by the Open Intellect Pacifist Action Network to break the crawl before it can start? Noting the swelling popularity of the series, the Syndicate realized they needed to strike immediately and kick the Transformation off early before the final books could be published. And the author himself? A sleeper agent, much like Agatha and the other residuals, but still human. Maybe even a former crawler himself. Will he appear as an NPC in the game? Maybe. >:)

None of the characters from the books were "real" (sorry, no Odette, no Zev, no Carl), but the factions and lore are, including Borant's cheapening of the season and the resulting instability of the AI. All predicted so that the crawl my players play in has the same stakes as the books.

This allows for the lore of the books to be used as fair in-game knowledge by the characters if they so choose. Of course, it would also make any actual surviving copies of the book series more valuable than a 30.004861 cm long foot.

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u/Velenne — 2 months ago

I botched my first Daggerheart campaign (12 sessions)

I had good intentions. I had a setting that really inspired me, a cool premise (I thought), I had just finished reading the whole book cover to cover, and my players really enjoyed the starter adventure. I've run various TTRPG's for over 20 years so I thought I had a good handle on this.

We just finished session 12 and the end of the story arc. PC's were level 3 (would be 4 if we'd played 1 more session).

Where it went wrong:

  1. I didn't let my players have enough narrative control. I started with the premise of the whole world being this big mystery and shared world building prompts at the start of the campaign. But then I filled in all the mysteries myself and revealed them like I was running DnD. The central conceit of the game was this big mystery with a big payoff and I just whiffed on delivering at the end. Everyone seemed frustrated and relieved for it to be over. Oof.
  2. They said they wanted more combat and I just never got the hang of how to make combat exciting. I tried environments, following the encounter building guidelines to the letter, and it just never seemed to pop. It looked good on paper, but maybe I just failed to narrate the action well enough. Also, no one died or really ever got close, which isn't the worst thing but it's worth pointing out.
  3. The other central premise of my campaign (riding dragons) was a dud. Playing what amounted to a second character just never took off at this table. It was too much cognitive overhead with the extra rules on top of playing a new system, or too much spotlight sharing at a table of 5 players, I'm not sure. I think they liked their dragons. Having 5 side characters and 5 PC's all sharing spotlight in combat also contributed to point #2.

I want to do a much more open-ended campaign, something closer to pure Daggerheart. I plan on making softer GM moves with incremental fear, letting go of the reins of the story, and checking in more often. I hope they'll let me run another game for them. We just did so much world building.

I hope you'll learn from me and I hope to learn how to run this game better. I'm getting there.

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u/Velenne — 2 months ago

What do you call a game that really leans into the crafting part of the game -like whittling every piece of wood, chiseling the stone, hand carrying each log?

It drives me nuts. I hate it. (Just my opinion, not yucking anyone's yum here.) Games with crafting mechanics like the Forest, Vintage Story, or Aska.

Is there a name for that?

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u/Velenne — 2 months ago

Free RPG Day 1 shot without the rules?

We've got a few rules to use as of this writing but not much. Free RPG Day is in a month and I'm trying to scrape together enough material to run a little intro to the system. The game would last 2-3 hours max, including the Teach of the rules (so I need to minimize that).

For these reasons I'm looking to show up with about 8 premade, level 1, characters for a party of 4 PCs. The unchosen characters would be NPCs. I plan to kill off a few characters horrifically.

I'm thinking of just narrating the collapse and doing a few rooms, basic combat, and ending in the first tutorial guild they come across.

Thoughts or ideas?

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u/Velenne — 3 months ago

Outdoor enclosure designs? (2x African Sulcatas)

My partner and I assembled a temporary shed for our boys (both about 5 yrs; 50+ lbs each) when we moved in and it's been good for awhile but with a hot summer looming we wanted to build something a little more all-weather, permanent, and easy on the eyes. That last bit could be best accomplished by adding a facade after the fact though, so not a deal breaker for now.

I was wondering if anyone could point me to some good designs they've come across. It doesn't have to be blueprints or anything, even just a video of a cool enclosure that meets the boys' needs would be great.

Thank you!

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u/Velenne — 3 months ago

[Shifting Sands] Order of dungeons/bosses?

My partner and I have finished Sobek and the first pyramid dungeon with the robot boss. Level 35.

We're now trying the dungeon in the sulfur area labeled for our levels or below. No problem getting to the bipedal robot boss but he has this flame attack that insta-kills you (not downed- killed) and is so fast you have nanoseconds to roll out of the way. We've now spent two evenings with different strategies but once he tags you with it, it's just a spiral.

Are we doing this boss too early or is this just a skill issue? What's the intended order of these dungeons?

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u/Velenne — 3 months ago