The Flow of the Game
In a session of Daggerheart, the players go back and forth describing what their characters do in the fictional circumstances the GM lays out for them, building on each other’s ideas and working together to tell an exciting story. The mechanics of the game help to mediate this conversation, providing structure to the discussion and a way to resolve moments where it’s unclear what will happen next.
One of the most important aspects of this conversation is asking questions; in Daggerheart, this should go both ways. The players will often ask clarifying questions about the scene: “Are there any guards outside the door?” or “Do you think I can jump across the gap safely?” or “What kind of weapon are they holding?” The GM usually either provides the answer or tells the player to roll to determine the answer. But the GM should also ask questions of the players, and build upon those answers to create the fiction: “How do you sneak around this building so carefully?” or “What does the camp you’ve set up here look like?” or “You’ve found a way to scramble up the wall safely—what was here that made it easier than you anticipated?” This back and forth allows for a collaborative conversation where everyone has a chance to contribute to the fiction in a meaningful way.
For those familiar with roleplaying games, the flow of the game is probably something that comes second-nature by now, but for those new to this kind of experience, it may not. Below is a basic look at the procedure of play; the gameplay loop that drives every session.
- GM Narrates Details: The GM gives the players the details of a scene, describing the surroundings, dangers, and any important elements the characters would notice immediately here; what they see, smell, hear, feel, etc.
- Players and GM Ask Questions: The players ask questions to clarify the scene, gathering details to help them take appropriate action. The GM also asks questions of the players to provide added detail to the scene and open the world to be influenced by their perspectives.
- Players and GM Answer Questions: The players should respond to these questions by providing information about their characters and the world that the GM can build on. The GM should respond to these questions by giving the players any information they can obtain easily and without complication. If they want something more than what is readily available, the GM will inform them what they need to do to get it.
- Choose and Resolve Actions: The information the players receive will often spur them into taking action. If it does, the GM will help facilitate the resolution of these actions, and everyone will work together to evolve the fiction based on the outcome. If it doesn’t, the GM should provide more detailed information, action, or consequences until it does.
- Repeat Cycle: Because the scene has now changed in some way, this process repeats from the beginning.