this post was submitted on 10 Jul 2025
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Would be interested to know how it diverges from PbtA? Sounds cool though!
EDIT: Oh… I just realized you asked how it DIVERGES from PbtA, not how it is similar to PbtA. lol my bad. I'll come back with a more informed response later!
So far I can confidently tell you that the Player Principles in Daggerheart are very much like the Principles of Apocalypse World:
In other words, it gives clear guidance on what it means to be an MC/GM. It's explicit about not railroading. It's explicit about not pulling the rug underneath your players ("Oops! You didn't check for traps! That's 999999 bludgeoning damage coming your way!"). I like when games are this explicit; it's easier to have a conversation about what good and bad GMing looks like.
I also know that it doesn't just have success and failure (and critical successes and failures). Instead, it has successes and failures that aren't as extreme, so small complications pop up more often.
The character progression checklist also looks straight up from an Apocalypse World character sheet (in a good way!). [Edit 2: I learned that the checklist might be similar to Apocalypse World, but there's this whole card system where each level involves choosing new feats or abilities or things like that, all related to your class]
Standing by! Haha