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Blazer's Ramblings · 1mo · discuss

As we were doing Stars & Wishes at the end of my in-person Daggerheart game the other day, one of the players highlighted something that two other players enthusiastically seconded: that the “combat” that night had let them make interesting choices which immediately impacted how the scene played out each time; success or fail. This got me thinking, because implicitly this suggests that most of the combats we’ve done throughout 13 months of play and ~ 25 sessions have not had this feeling. In fact another player highlighted how it felt nice to not “just go in and attack.” Quick...