10 Game Principles of Daisygate – The Second Age

Daisygate – The Second Age takes place 700 years after our campaign Daisygate, which means that while the history and landscape of the town Daisygate has been shaped by the previous campaign, it is entirely its own setting and world.

Having now played D&D for 3 years (after a 20 year break from roleplaying games) I want to take this opportunity to flesh out what type of game I would like Daisygate – The Second Age to be.

  1. Casual and friendly atmosphere.
    I aim for the middleground where most can find their characters in. This is not a game for disruptive and distrustful players nor is this a world for overly sensitive and hyper politically correct players.
  2. 50% old school. 50% modern social encounters.
    I play a mix of old-school tactical RPG (with miniatures and terrain) and social encounters relying on talking, theatre of the mind and character depth. (Voices optional).
  3. Tv series over movie trilogy.
    The game revolves around the town of Daisygate and it evolves with what each individual player contributes to it. Think of the game as more of a TV series with individual episodes rather than a huge epic movie trilogy. Sure there will be epic moments, but as an overarching story it will be light. This allows players to skip a games if they need and it allows everybody to step into the DM seat if they so chose to.
  4. Death is rare, but real.
    Danger is part of the nature of being an adventurer. I don’t play an overly deadly game, but neither do I nerf the adversaries or fudge the dice in favour of auto-success for the parties. I create combat encounters as unbalanced war, not balanced sport. If you are a risk adverse player, this is probably not for you.
  5. Story first, rules second.
    This is not a campaign for rules lawyers nor people who mainly like to focus on strategic game play over story, context and realism. Yes, using that “Hammer of Epic Damage” might be the optimal choice, but would your sword-loving, sophisticated elf lower himself to using such a crude and primitive weapon?
  6. Play rich, but not perfect characters.
    Personality flaws is the stuff of great roleplay. Play flawed, vulnerable, over-confident, under-confident or whatever characters that will feel real and alive. Don’t let the game be the main character, make your party the centre of the game. Make the game rich with great characters.
  7. Keep it moving and make it happen.
    The only wrong choice is not to make one. Don’t linger on choices, don’t wait until you have all the details. I enjoy leap before you look style of play.
  8. Know your character.
    Be sure you come prepared to the game with your character. Read the rules, use bookmarks in your Player’s handbook, use spell cards, write your own index cards, use whatever format and tools work for you. Ofcourse I am happy to help with rules before and after the game, but during the game stay on top of your character and don’t keep your fellow players waiting.
  9. Less bookkeeping, more action.
    No counting arrows, spell ingredients or gold. Your character is a fresh-from -he-farm adventurer. Would she be able to afford a room at an inn? sure! Would she be able to afford a trained War Griffon… no… not yet. the rewards are magic items, fun experiences and moving the story forward.
  10. Be open to limits and house rules.
    Dungeons & Dragons doesn’t scale well. Be open to limiting characters to keep the game challenging and fun.