Additional GM Guidance

Session Preparation & Player Engagement

Running an Adventure

This section provides additional guidance for preparing and running a session of Daggerheart.

Story Beats

Understanding Story Beats

In storytelling, a beat is a moment that changes the trajectory of the narrative—a shift in the world, a significant action or reaction, an emotional revelation, or an important decision.

Collaborative Storytelling

Take turns with the players, narrating a beat and then letting them react and carry the scene forward with their own beats.

Session Preparation

When preparing for a session, plan in terms of the moments that give shape to each scene or sequence, rather than pre-scripting specific details or exchanges.

Preparing Combat Encounters

Story-Driven Combat

Build the hurdles the PCs face around the question of "What helps tell the story?" Enemies, environments, and hazards are the tools for heightening tension and creating drama.

Ensure that combat is being used to give players more information about the unfolding story, revealing the world, the plot, or the characters.

Battles and Narrative

Dynamic battles create suspense by forcing players to choose between their various objectives, engaging their character's motivations and weaknesses, and creating the crucible that the players use to forge their characters into legendary heroes.

When preparing combat encounters:

• Consider the narrative function of the battle

• Base adversaries' moves on their motives

• Use dynamic environments to bring the battleground to life

• Add enemies that can interact with the PCs' features and special abilities

Session Rewards

Reward Players at the End of a Session

Useful Information

Clues, secrets, or knowledge

Story Hooks

Future adventure opportunities

Loot

Items and magical equipment

Gold

Wealth and currency

Equipment Access

New gear or enhancements

Crafting Scenes

Scene Setting

Whenever you start a session, arrive at a new place, or change the situation, tell the players what they need to know by thinking with all of your senses and sharing something unique or unexpected about the fiction.

Engaging Your Players

Keep Your Players Engaged By:

Rotating the Focus

Ensure all PCs get spotlight time

Tying Together Story Elements

Connect plot threads and character arcs

Engaging Quiet Players

Draw in less vocal participants

Using Visual Aids

Enhance immersion with props and images

Encouraging Unguided Play

Let players drive their own stories

Confronting with Conflicts

Present internal and external challenges

Raise the Stakes

Spend Fear to increase tension

Layering Goals

Add objectives beyond simple attrition

Random Combat Objectives

Table of Random Objectives

Use this table to add variety and complexity to combat encounters beyond simple defeat-the-enemy scenarios.

Usage: Roll 1d12 to generate a random objective that adds tactical depth and narrative interest to combat encounters.

Additional Guidance Summary

Preparation

  • Plan in story beats, not scripts
  • Design combat to serve the narrative
  • Think with all senses when setting scenes

Execution

  • Rotate focus between all players
  • Reward sessions with meaningful gains
  • Layer objectives beyond simple combat