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I really hope they're not putting their weight behind Daggerheart long term. That whole hope and fear system is so unappealing.
I've never ran it, but what don't you like about it?
It's rooted in the light/dark side of the force from Star Wars tabletop, and kind of inherent to Star Wars is making out everything in the world to be light or dark as though it's that simple, but hardly anything in life is.
I have never seen hope/fear described as light/dark from star wars, and I've read the Daggerheart rules.
It came from here.
I can see why the comparison to Genysis would exist now but I don't think it's a very worthwhile comparison to make in how they play out and are used in each system.
I don't think any designer has ever said it is from Star Wars, and it most definitely does not use them as Light Side/Dark Side or imposed morality. It's inspired by the Genesys rpg system of degrees of success/failure and has narrative effects like "Yes, but" and "No, however".
I'd seen it written up in other articles as coming from Star Wars, so perhaps it was that writer that was mistaken. I've watched them play, heard the rules explanations and such, and "yes, but" and "no, however" to skill checks aren't solving some problem I've had in other systems.
It comes from the FFG Star wars RPG system and its method of creating multiple success/failure conditions. It's an entirely independent system to the light/dark side force mechanics.
That's fair if it's not solving a problem for you, but it does add something new that resonates with a lot of people (at least it did for me). I'm speaking from the Genesys side so I don't know how daggerheart handles it, but I absolutely loved it. I found it made skill checks more collaborative, my table would suggest ideas for how to interpret the roll, and having more to 'explain' got people more descriptive in how they talk about their actions. We went from 'I take a swing. Nope, that's a miss' to 'failure with advantage, ok I go in with my axe but I can't get through this guy's defenses. For my advantage, I want to hook this guys shield with my axe so the next attacker gets a boost die to hit'.
It does make checks more involved, but I prefer fewer, more impactful checks as a general rule anyway.
If you can remember THACO, tabletop games have survived needing to change a few systems in the past
I don't need to remember it. I'm in the middle of replaying Baldur's Gate 1. But that was more of a complicated math formula to derive something that we can do much more simply. The hope and fear thing not only reminds me of that scam curriculum in Donnie Darko, it also doesn't feel like an interesting tactical layer; it does the opposite by interfering with initiative in a way that I'm not a fan of.