Dispatch
The Best Daggerheart Discussions So Far: Edition 1
We looked at the data. We re-read all the entries. Here are the Discussions that mattered most to you, so far.
Dispatch
The Dudes unveil Drakkenheim, a masterclass from Mylod, and publishing your campaigns. We look at managing minions, tips on converting a treacherous Vampire, and a new Vault for your valuables. PLUS: Final Fantasies, dark dirges, good-ol-Gus, and a Kickstarter to bring hope to your household.
Interview
As a kid, playing D&D pulled John Gronquist from the dark. Fifty years later, Daggerheart is helping him show players the light.
Dispatch
Ditching the dice, failure as a feature, and crushing the Kickstarter. We look at five NPC archetypes, alternates to attacking, and a Battle Points planner. PLUS: a saltier Sablewood starter, and deep-dives on how to publish your modules.
Dispatch
Over 200 GMs shared how they plan, prep, and run Daggerheart. Here’s what we learned about the habits and tools needed to deliver a great player experience.
Dispatch
New GM tools, '90s neon, and ditching rather than pitching your backstory. We unpack travel, manage a Colossal fight, and bow to a Seraph/Druid built to beat the baddies. PLUS: a Pratchett-inspired campaign, advice on selling your stories, and a free map.
Dispatch
The Nazgûl, Godzilla, Dementors, Mindflayers, and Beholders join the Daggerverse; tips on goals and objectives; and an ancient Mediterranean grotto. We dig into tricky buffs that need encounter balance, fantasy street-food adventuring, and fungril networks that function like FaceTime.
Dispatch
A cursed MMO boots back up, Waterdeep’s defences crumble, and a new AP kicks off in the sun-scorched Drylands. We dig into extreme damage, gender gap in game design, and how Hope and Fear really roll. PLUS: long rests, Gothic typefaces, GM boards, and the purpose of action scenes.
Dispatch
A GM wins big, Fearne makes the leap, and Oxventure joins the AP roster. We explore how 2d12 reshapes difficulty, GM hacks, and how the right zone can turn chaos into choreography. PLUS: Fungril swole-mates, froggy name generators, and a podcast built for your worldbuilding brain.
Magazine
A mutant pig makes a mess, Demiplane adds a ruler, and AP creators get a crash course in packaging. We break down Tier 4 monsters, Environments, and spotlight a new book on building enemies from the ground up. PLUS: LFG buzz, DIY class design, world builders.
A bi-weekly newsletter for Daggerheart GMs, players, and creators looking to prep smarter, play better, and stay connected to the community.
Why your social scenes should feel like showdowns, how to make gold matter without bookkeeping, and what veteran crowdfunders wish they knew before they launched. Plus: new tools, a Bardic breakdown, and a campaign frame where your walkie-talkie might be haunted.
A GenCon player proposal, Demiplane drops player-base stats, and zines make a comeback. We dig into HP, how Fear drives tension, and the filter that keeps your story from becoming white noise. PLUS: a Witherwild one-shot, and big updates for character tools and Foundry.
A flood of Daggerheart drops—from fresh frames and class packs to minis, music, and more—plus a ton of GM tools, inventive homebrew, and a genuinely gleeful moment at GenCon.
Gen Con previews, masterful mosaics, and GM tips that double as life advice. INSIDE: narrative scaffolding, countdown mechanics, acting prompts, and enough fuel to re-roll your next session.
Why short descriptions lead to big moments, how to bring romance to the table without making it weird, and what the Daggerheart designers revealed about the game’s cinematic inspiration.
Why your “mistakes” might be your best moves, how to build adversaries players actually remember, and what The Storytelling Animal can teach GMs about why stories matter. Plus: sharp ideas for dynamic combat, and three striking art pieces to spark your next scene.