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@nathanadams5933 brought up a cool idea in a YT comment on my video about Spending Fear Outside of Combat.

The comment talks about "Establishing Truths" from the game Ten Candles by Stephen Dewey, saying,

"When one of the candles are extinguished, everyone gets to make a truth about the game world. A truth is a irrefutable fact pertaining to one change in the story."

Nathan then asks about using this idea in Daggerheart, noting that as a longer-form game, it might manifest in a different way for DH compared to Ten Candles.

I thought folks here might be interested in this question and my answers, so here we are.

I could see a few different uses for this idea (take or leave these at your leisure):

1) When a character dies, the player gets to declare a truth about the world. Maybe it's related directly to the death, maybe it's related to the character and their arc/motivation. This could be restricted to one of the death moves - for instance, I'd probably tie it to the Blaze of Glory mechanic and let the player determine the truth as the effect of their sacrifice.

2) During worldbuilding, before (or after) doing shared map creation, go around the table and pitch ideas for truths to become pillars of the setting ala Distinctions in campaign frames. This also parallels ideas like Fabula Ultima's Eight Pillars (see my Sharing Spotlight video on the game).

3) Each time the PCs advance in tier, the group decides on a truth to establish about the world, bringing it into greater definition/clarity as the story progresses. This may work best when the group has intentionally left a lot about the world to be discovered/decided in play.

I haven't tried any of these out, since I just came up with them this morning.

How would you adapt this rule in Daggerheart or in other campaign-length ttrpgs?

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