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My favorite type of video--game mechanics! Whether or not you like Daggerheart, there's some cool stuff in this game. I hope you enjoy the video. I'll be back from GenCon soon with a front porch lecture and more videos. An extended cut of Caves of Carnage is on deck, with The Village of Hommlet in production this month. Enjoy!

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Comments

SJBehindtheScreen

I like these kind of thought/game experiments. Since basic d&d, I've never felt like the death mechanic (the trade-off between playing and watching while you create a new character) was ever balanced to my satisfaction. Glad to see some more options to try.

Cal Pearson

Cheers PDM. As I watched Age of Umbra, I think the Initiative swing (GM Move) took place on ANY Player failure (Hope or Fear regardless). I think it's also optional on the GMs part to "move" / spotlight adversaries - and Fear spend can interrupt. Seems like lots of fluidity options for GMs and one thing I saw the whole CR cast struggle with is "Reaction" rolls *do not* produce a fear/hope outcome, they are not technically a player action. So, you could constantly interrupt players but dwindle your GM Fear pool that you might need to activate "special" goodies on foes. Thanks as always!

Patryk Antos

They get a hold of it in the later episodes. The more they played, the more the system flowed. I think it worked the best in the last combat. Particularly when the monsters were making them feel hopeless, and they had to use a d8 for the Hope die. This effect was called Despair. It was really climatic.

Tuska

I love hack/tip videos.