Re: Let's Read - DaggerHeart RPG (New Critical Role RPG)
Posted: Thu Aug 28, 2025 7:17 pm
I very much wanted to start talking about minor changes/tweaks I'd make to reduce bookkeeping, but I have managed to maintain discipline and instead focus on finishing discussing what's in the book, first.
Chapter 5: Campaign Frames
We start on page 254 with a one page description of a 'Campaign Frame'. The next 54 pages cover 6 campaign suggestions, each taking 8-10 pages.
A Campaign Frame is their suggestion for how to map out a campaign.
• A pitch to present to players
• Suggestions for the campaign’s tone, feel, themes, and cultural touchstones that helped shaped it
• An overview of the campaign’s background
• Guidance for how certain communities, ancestries, and classes fit into the setting
• Principles for players and GMs to consider during the campaign
• Unique setting distinctions
• An inciting incident to launch the campaign
• Special mechanics to use during the campaign
• Questions to consider during session zero
Following the guided list, for the first time EVER, they don't just repeat them with a paragraph explanation. Instead we get six different paragraphs.
The Steps to Start a Campaign are:
1)Pitch the campaign
2) Provide the foundations
3) Guide their characters
4) Build the map
5) Run a Session Zero
6) Begin the Adventure
The first campaign suggests a nation invading an ancient forest deity, and a virulent overgrowth spreads throughout the land.

I might have seen this one before
They don't cite Avatar as an inspiration, instead name-checking two Studio Ghibli films, the Legend of Zelda, and The Dark Crystal.
The Campaign Overview has a full typed page of small print that you need to communicate to your players before they play. It's the kind of info dump that players typically struggle through and includes phrases like 'for centuries' and a number of bold terms like 'Shun'Aush the Granite Ophid, the Archmage Phylax, and the Great Owl Nikta.
After the too long info dump it lists all the types of Communities they introduced in the Character Creation Chapter. Rather than saying 'here's some OrderBorne communities in the area with some features, but instead it's just general 'there's totally a coastal border here, and if you are Seaborne you probably live in a small coastal community.
The Witherwild has a day that is equivalent to 7 days long, followed by an equally long night. That probably makes this hard to place in any other campaign worlds. In any case, a magical owl makes the plants grow; it used to also cause them to wither, but the withering was stopped by some people who didn't see a problem with unchecked growth. Now instead of trying to restore the withering, some maniacs want to stop the growth, too, without regard to the future.
Figuring out what can actually solve anything is left to the players and the GM to say yes. Maybe ending the growth is the right answer? I guess that's up to your table to decide.
The next campaign is the possibility of war between 5 nations. You use a long-term countdown to track as each nation tries to establish superiority relative to their neighbors.
The third campaign says it's inspired by Delicious in Dungeon and I believe them. You go beneath the surface of a town and cook up monsters.

Kore wa oishii desu ne
This campaign comes with completely different equipment. Cleavers instead of broadswords, Cooking Knives. A rolling pin. There's an iron skillet, but no adamantium shield that distributes the heat evenly.
The third campaign seed is The Age of Umbra by Matt Mercer. Find a way to save the broken realm before all is lost to darkness.
The fourth campaign features techno-cities and a virus that spreads through machines wandering the wastes between them. Most of the pages are dedicated to a writing system based on visually using a touch-tone telephone keypad (slightly modified because the '1' has ABC and X and Z are included') that looks like circuitry.

This is Daggerheart, or 2(1)1(1)3(1)3(1)2(2)6(3)3(2)2(1)1(1)6(3)7(2)
The final campaign seed has dangerous creatures erupting from beneath the earth to bring terror to gunslingers and outlaws. And it didn't use Tremors 3 as a source.

If you know, you know.
None of the other campaigns included creatures, but this one has several Colossal Creature broken up into body parts that must be defeated individually to defeat the creature.
That completes Chapter 5 and next up is the Appendix starting with the Domain Card Reference.
Chapter 5: Campaign Frames
We start on page 254 with a one page description of a 'Campaign Frame'. The next 54 pages cover 6 campaign suggestions, each taking 8-10 pages.
A Campaign Frame is their suggestion for how to map out a campaign.
• A pitch to present to players
• Suggestions for the campaign’s tone, feel, themes, and cultural touchstones that helped shaped it
• An overview of the campaign’s background
• Guidance for how certain communities, ancestries, and classes fit into the setting
• Principles for players and GMs to consider during the campaign
• Unique setting distinctions
• An inciting incident to launch the campaign
• Special mechanics to use during the campaign
• Questions to consider during session zero
Following the guided list, for the first time EVER, they don't just repeat them with a paragraph explanation. Instead we get six different paragraphs.
The Steps to Start a Campaign are:
1)Pitch the campaign
2) Provide the foundations
3) Guide their characters
4) Build the map
5) Run a Session Zero
6) Begin the Adventure
The first campaign suggests a nation invading an ancient forest deity, and a virulent overgrowth spreads throughout the land.

I might have seen this one before
They don't cite Avatar as an inspiration, instead name-checking two Studio Ghibli films, the Legend of Zelda, and The Dark Crystal.
The Campaign Overview has a full typed page of small print that you need to communicate to your players before they play. It's the kind of info dump that players typically struggle through and includes phrases like 'for centuries' and a number of bold terms like 'Shun'Aush the Granite Ophid, the Archmage Phylax, and the Great Owl Nikta.
After the too long info dump it lists all the types of Communities they introduced in the Character Creation Chapter. Rather than saying 'here's some OrderBorne communities in the area with some features, but instead it's just general 'there's totally a coastal border here, and if you are Seaborne you probably live in a small coastal community.
The Witherwild has a day that is equivalent to 7 days long, followed by an equally long night. That probably makes this hard to place in any other campaign worlds. In any case, a magical owl makes the plants grow; it used to also cause them to wither, but the withering was stopped by some people who didn't see a problem with unchecked growth. Now instead of trying to restore the withering, some maniacs want to stop the growth, too, without regard to the future.
Figuring out what can actually solve anything is left to the players and the GM to say yes. Maybe ending the growth is the right answer? I guess that's up to your table to decide.
The next campaign is the possibility of war between 5 nations. You use a long-term countdown to track as each nation tries to establish superiority relative to their neighbors.
The third campaign says it's inspired by Delicious in Dungeon and I believe them. You go beneath the surface of a town and cook up monsters.

Kore wa oishii desu ne
This campaign comes with completely different equipment. Cleavers instead of broadswords, Cooking Knives. A rolling pin. There's an iron skillet, but no adamantium shield that distributes the heat evenly.
The third campaign seed is The Age of Umbra by Matt Mercer. Find a way to save the broken realm before all is lost to darkness.
The fourth campaign features techno-cities and a virus that spreads through machines wandering the wastes between them. Most of the pages are dedicated to a writing system based on visually using a touch-tone telephone keypad (slightly modified because the '1' has ABC and X and Z are included') that looks like circuitry.

This is Daggerheart, or 2(1)1(1)3(1)3(1)2(2)6(3)3(2)2(1)1(1)6(3)7(2)
The final campaign seed has dangerous creatures erupting from beneath the earth to bring terror to gunslingers and outlaws. And it didn't use Tremors 3 as a source.

If you know, you know.
None of the other campaigns included creatures, but this one has several Colossal Creature broken up into body parts that must be defeated individually to defeat the creature.
That completes Chapter 5 and next up is the Appendix starting with the Domain Card Reference.

