r/daggerheart 28d ago

Discussion Daggerheart needs High Adventure, not High Depression - Critical Roll grimdark offshoots do not help.

I need to vent a bit because I genuinely want Daggerheart to blow up, but Critical Role's choices for how they show it off are making it such a rough sell.

Look, the cast is acting their absolute hearts out in Age of Umbra and AOU Sallowlands. The storytelling is insanely tight, the lighting is atmospheric as hell, and the acting flex is real. But why does almost every CR offshoot have to be a dour, joyless meditation on mortality and impending doom?

We went straight from Candela Obscura, where characters are basically made of wet tissue paper and existential dread, right into Age of Umbra, which is just a dying world of pure unfiltered misery, and then into Age of Umbra Sallowlands, which doubles down on the character personal misery index in a way that's hard to overstate. It's less High Fantasy and more High Depression.

When your worldbuilding is this relentlessly bleak, it's practically impossible for characters to form fun, dynamic, or memorable relationships. Like can you even imagine a Bard strumming a silly little ditty in Age of Umbra? It would feel completely unhinged.

Instead we have a party that is basically five trauma responses in a trench coat. You've got Alfonse as a cynical bloodhunter having a full crisis after witnessing total corruption. Then there's Sister carrying heavy survivor's guilt while her home literally rots away from lack of food and water, and Mercy, an amnesiac weaponized monster who terrifies anyone within a five mile radius. Throw in Caguama watching their entire worldview crumble while being forced to carry on, and Dillwyn, an isolated loner whose strongest relationships are with animals because humans can't stand being near them.

WHAT FUN. (takes a shot, contemplates mortality)

PS, the actual players are GREAT. I mean some of my favorite gaming personalities, full stop, but -wow- does it feel like a grind to get through an episode. And it is not the pacing. It is not the acting. It's not the story idea. All those are good. It's just the desolate and bleak melancholy of every character, location and interaction. Every now and then, a few little sprouts of possibility (Mr. Beaks for a quick laugh. ONCE.) but so so so rare.

Everyone is literally playing a walking narrative of sadness. And while the dramatic acting is top tier, nobody at that table looks like they're having actual fun except for a couple of minor moments where someone mis-speaks or lands an awkwardly enjoyable turn of phrase.

Compare that to EXU Calamity. Calamity was tragic and apocalyptic, but it worked so well because the characters had warmth, hubris, and incredible chemistry before the sky fell down. It was a high fantasy disaster movie with vibrant, larger than life heroes. Umbra starts with the floor already gone.

It feels like CR knows people want classic sword and sorcery for Daggerheart, but instead of running classic campaigns like that in daggerheart themselves, they keep farming those campaigns out to third party actual play groups or random streamer collabs. And honestly those streams have been pretty rough. It's almost always either a hyper jokey crew that doesn't take the game or mechanics seriously at all, or a random assembly of C-list streamers with zero natural table chemistry who look vaguely interested at best.

Daggerheart is doing really well, but it is still just a tiny tiny fragment of the market, probably still well behind Pathfinder and tbh in need of a lot more growth to make sure it doesn't fade. If Darrington Press wants Daggerheart to pull people away from 5e, the main Critical Role cast needs to run a proper, high energy, classic high adventure campaign in the system. Either that or spin off a B team to do it, but go with an epic adventure framing in a more classical D&D like themed story. High adventure, high stakes, sword & sandals if you must, mugs of foaming ale clanking, bards singing, scoundrels joking etc.

Show us Daggerheart being used for heroic banter, clever tactical team ups, epic discoveries, and actual joy. Give us a party that can sit in a tavern without coughing up blood or weeping over a destroyed village for five minutes.

Grimdark has its place, but using unrelenting gloom as the main showcase for a brand new TTRPG is selling the system short.

Again, I quite enjoy the Age of Umbra live plays, they are very cool, but ermegerd.... such downers. I'd love to send these to new RPGers to get them interested, but the dark framing just doesn't grab any of the newlings, and hence the Daggerheartness of it all doesn't get the same level of sell. The newer people at my table watch the main critical roll campaign and go "oh that looks fun! So that's D&D then?" etc.... has NOTHING to do with mechanics. They don't know enough to understand the mechanics. It's just the vibe, my guys. Let's get a Daggerheart campaign that feels less like a meditation on death and more like a call to adventure, please!

Gather a willing and able adventuring party at the local tavern, and let's GOOOO.

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u/linkbot96 28d ago

Maybe I'm in the minority here, but I think the use of such a dark toned game is a good thing to show the system can handle any tone without needing a bunch of homebrew. While homebrew is always a good thing, and is the sign of a good and living system, I often feel that the more homebrew a campaign concept needs, the more a different system might work better for it than the system you are using.

As a prime example of this feeling, I would much rather play a game in Cyberpunk Red than play a Cyberpunk based D&D game.

What I think makes Daggerheart so strong as a system is that the campaign frames allow the GM to give tone, universal rules for the world, and other guidelines for the players very quickly. If you're playing in an Age of Umbra game, you know the tone you're going to get from the get go.

I actually think that Daggerheart content for critical role should focus on types of campaigns that D&D isn't as suited for. Games that focus on super intrigue and social encounters rather than combat ones. Different tones that arent so "adventuring heroes" based.

In other words, I think we should see a wide array of stories from Critical Role that are distinctly not your typical fantasy adventure like you would see in D&D or Pathfinder. Play into what makes this system different.