Richard and Karl Play Daggerheart

Episode 17: When The Rat Cult Wins


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We debate why D&D 5.5 feels less deadly, then test Daggerheart’s “death is a choice” philosophy in the worst possible way when a sewer cult, a rat demon, and a jar of serpent sickness collide. We walk through the mechanics behind Hope, Fear, death moves, and scars, then do a GM teardown of how a solo character can accidentally turn a side quest into a citywide disaster. 
• D&D 5.5 changes that lower lethality, from healing to damage guidance 
• Why modern TTRPGs move away from permadeath as character writing gets deeper 
• Daggerheart death moves, player psychology, and why “avoid death” feels bad 
• Homebrew idea to always take a scar when exiting the scene 
• Finding a D&D group through random players and what actually works 
• Forgotten Realms novel publishing and a pitch for a fan literary magazine 
• Strange Horizons rejection and what “fit” means for submissions 
• Actual play setup: meeting the king, undercity masks, and information brokers 
• Trading for sketchy “fire resistance” salve and an improvised invisibility potion 
• Ratfolk clinic politics, old grudges, and the offer to pressure the crown 
• Cult ritual countdown, demon summon threat, and fear driven escalation 
• Post game breakdown: event cards, adversary roles, and solo balance problems 
Send us those comments in shade. Tell me why I’m wrong about this game. 
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Richard and Karl Play DaggerheartBy Richard