
Daggerheart is finally here! The project was a huge undertaking with many incredible collaborators across disciplines, and I’m honored to have been one of the game’s designers. I helped develop adversaries, environments, campaign frames, and more. I’m so excited to share the game with you all. 🙂
Learn more at www.daggerheart.com and decide how to get your copy.
For longer thoughts on the game, here’s a tweaked transcript of what I said earlier today on Bluesky:
First, massive thanks to Spenser Starke, Rowan Hall, and Elise Rezendes for bringing me on to the project and believing in me as a designer.
I was excited about Daggerheart from the very beginning, even moreso when I first heard about the design from interviews at GenCon two years ago. Many of you might not know that I wrote my M.A. thesis on ttrpgs. I started playing when I was 9, and they’ve had a huge role in my life since.
From the last year of high school through college, worked in a game store, branching out into various threads of design, finding a special love of narrative/story games. The Powered by the Apocalypse/Forged in the Dark design styles have been my ‘home base’ for nearly a decade across many games.
When I started on Daggerheart, the core of the game was already there, but I had the chance to bring my insights as a designer, novelist, and actual play creator. Ultimately, I wanted to help present a tool for people to develop their own storytelling skills and share that joy with others. I had an absolute blast helping develop how adversaries were built and utilized within the game, as well as doing a lot of work in developing the system for environments, where the space and moment of a scene takes the spotlight and adds to the story. A literalization of “setting is character”.
Some of my other distinct contributions were as the designer of the political/military fantasy campaign frame Five Banners Burning, co-designer of Colossus of the Drylands (mostly in helping develop the Colossi), and in the adventures “The Sablewood Messengers” and “Marauders of Windfall.”
Throughout the process, it felt like we were honing in on what the game was always meant to be, and I think the final version is the best manifestation of what I understood to be the original and ultimate goal – to encourage collaboration and balance narrative play with dynamic combat.
So now Daggerheart is here in its fully-polished form, but the story of the game has just begun. The game will come alive not just what Darrington Press publishes but through the work *you all* will do, making Daggerheart yours, sharing your stories, designing your own material for the game, and more.