Richard and Karl Play Daggerheart podcast artwork

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Richard and Karl Play Daggerheart

Welcome to Richard and Karl Play Daggerheart—part actual play, part GM roundtable. Download free play along content at https://rajkevis.itch.ioIn each episode, Richard and Karl bring the world of Daggerheart to life through immersive gameplay, then break it down behind the screen. After the dice settle, they dive into what worked, what didn’t, and how to run it better—sharing insights, tips, and lessons for both new and veteran Game Masters. Whether you're here for the story or the strategy, this podcast is your companion for mastering the heart of Daggerheart. 

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    Episode 18: Parking Fines And Murder Raccoons

    Send us Fan MailWe bounce from AI privacy frustrations and hidden campus resources into a high-stakes Daggerheart session where a petty arrest spirals into murder, framing, and open warfare. We level up Karl’s Juggernaut, stress-test combat options, and unpack GM techniques for delivering lore without stalling the action. • debating AI subtitles, targeted ads and consent around contact data • discovering a library collaboratorium makerspace with 3D printers, drones and a holo room • breaking down anime pacing and why modern adaptations feel breathless • opening the Daggerheart session with a mundane arrest and a dangerous setup • leveling to six, weighing multiclassing vs subclass upgrades and proficiency choices • adding a homebrew “take a scar” option to keep players in the fight • running a timed investigation scene where each skill check unlocks different lore • surviving a city battle, pain beast ambush and a chase after a raccoon assassin • negotiating a risky alliance and clarifying the campaign’s stakes • assigning homework to build Zippo as an NPC or a second character sheet Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 17: When The Rat Cult Wins

    Send us Fan MailWe 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. Buy our stuff on itch.io. Or don’t. Download it for free, I don’t care. Support the showDownload episode content at https://rajkevis.itch.io/

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    Running The Wish Thief One Shot

    Send us Fan MailWe run Daggerheart’s free adventure The Wish Thief and stress-test its mystery, chase, and combat pacing while riffing on why D&D 5.5 feels like a half-step that adds table friction. We end up with a stolen wish tiara, a countdown-driven investigation, a night festival chase, and a dockside showdown that gets messier than planned. • GM and player dynamics and why tables thrive on bold choices • D&D 5.5 edition drift and why small changes can create big confusion • How internet feedback and focus grouping can flatten creative design • Using collaborative worldbuilding prompts to build a city fast • Running a gifting ceremony as a structured improv mini-game • Investigation countdown pressure and the “quantum culprit” approach • Chase mechanics that stay playable and cinematic • Keep-away combat objectives and why they beat pure damage races • Post-session critique on what we would run differently next time Donate to the Osborne collection of childhood literature, like legitimately. Donate to libraries. A bunch of our adventures are up on Itch.io, and I am planning to put up more this weekend. Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 15: Lightning Volcano And Fire Cats

    Send us Fan MailWe bounce from game dev brain rewires to interactive fiction teaching war stories, then drop into Daggerheart where a lightning volcano turns exploration into a survival puzzle. We bribe fire cats with fish, steal a power boost from a wounded tree spirit, and learn the hard way that waking a dragon on purpose has consequences. • Unity Vector2 and Vector3 as more than coordinates • Using vectors for distance, angle, and force in physics • Designing a bot opponent with A star pathfinding • Why easy mode should make imperfect choices • The Shawshank Redemption as a masterclass adaptation • Teaching Twine and Inform 7 to humanities students • Inform 7 prose rules and world simulation logic • Grad school travel budgeting and conference panels • Daggerheart exploration at the lightning volcano • Fire cats, offerings, and the burning heart tree • Siphoning gauntlets and the decision to fight • Dragon horde reveals and a brutal solo battle I’ll eventually get around to putting more free adventures on Itch.io now that I’m on summer vacation in air quotes I also put my Inform 7 text-based game on my Itch.io for free  Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 14: Shark Dentist

    Send us Fan MailWe spiral from a decade long Unity project and Windows upgrade paranoia into a Daggerheart session where the ocean itself tries to kill us. Lyra rows into a petrified ash town, picks a fight with the supernatural, and barely escapes a lightning lava nightmare with a pocket full of weird loot.• Unity dev setbacks, Visual Studio autocomplete failure, and the one setting that fixes everything • Windows 11 TPM requirements, registry workarounds, and why you should fact-check us • School overload, writing feedback, and the strange logic of ordering drinks you dislike • Shark combat tactics, water disadvantage rulings, and becoming the shark dentist • Looting an ash-covered general store for practical gear and a premium bedroll • A haunted city “echo” with a five turn disaster countdown and spectral attackers • Escaping by boat as blue magma hits seawater and the world snaps back • A hidden cat cave, a journal-poem, and lore threads tied to electricity • A cliff climb progress counter, Fear management, and an earned portal seed Thank you, people who have been supporting the campaign by buying our itch.io modules.Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 13: What Do We Owe A Captive Flame?

    Send us Fan MailA quick detour through two-player greatness—Fox in the Forest, The Crew, and the new Lord of the Rings co-op trick-takers—turns into a full-blown design jam on how theme should shape mechanics, not just decorate them. That idea becomes our compass as we rejoin Daggerheart mid-battle, where grayscale koi bend time long enough for a desperate sprint to the boats and a hard-earned rest that unlocks a level 5 glow-up. We name our signature move—Precise Pressure Points—dial up combo potential, and feel how character growth can be both math and meaning.Once aboard, the world gets thornier. The ship’s engine room hides a hamster wheel powered by a captive fire spirit, a “cleaner” alternative sold as pragmatic and humane. Is a storm a someone? Can you free a force that doesn’t negotiate? Before we can answer, the cafeteria becomes a stage: chili that burns a little too perfectly, four “nurses” with the wrong posture, a bandaged tattoo, and an engineer who’s awfully good at the captain’s lock. We lean on instincts and sleight-of-hand—apology dabs, quiet poisons, and a spinning kick that lights out three at once—then unmask the saboteur at the skull-and-crossbones door.This one blends game design talk with crunchy tabletop moments: detecting lies in flavor text, reading a room like a hand of trumps, and deciding whether utility justifies a cage. We also get some real-life texture—DIY craft vs AI shortcuts, the joy of time reclaimed after a move, and why protests need clean asks to land. By the end, the assassins are in irons, our reputation with Haven soldiers spikes, and the moral question of the spirit engine still hums beneath the deck. Sail with us toward the glassed coast, where the choices only get sharper.If you enjoyed the ride, follow and subscribe, share with a friend who loves card games and chaotic RPGs, and drop a review telling us: would you free the flame or keep the ship running?Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 12: A Fortress, A Turtle, And A War Doctor’s Dilemma

    Send us Fan MailA fortress rides in on the back of an elder mountain tortoise. The grass dies ahead of its march. Our lighthouse hospital—powered by a star-drawn barrier of blue roses—has hours before dusk, and a withering mage on the ramparts is already carving rot into the wall. We’re in charge, like it or not, and the choices aren’t pretty: fortify the gate to funnel the fight, or seal it and dare them to scale the walls. Count boats against bodies and hope the math bends. Arm a medical camp without losing its soul.We pull the camera tight on Lyra, seven years wiser and suddenly the highest-ranking medic on site. Volunteers line up—a brusque Goliath, a twitchy smuggler, a one-legged draconian with taped scalpels—and we get to work. Acid vials from the lab. Shrapnel bombs packed with syringes. Drip fang and gorgon root poisons ready for last resort. Ravens scatter with pleas for help while storm-prayer stitches lightning into the clouds. The barrier brightens with fertilizer and fades with fear.Then the line breaks in the most direct way possible: a sprint into the sea of steel. We showcase how to run mass combat that stays cinematic and clear—spotlighting clusters, using environment cards, and letting minion math carry tempo. Knights charge and get staggered. Elites crumple under combo spikes. A syringe-bomb detonates mid-command. The mage’s beam scythes the wall. Boats belch black smoke on the horizon. It’s tactics and storytelling in lockstep: how to use terrain, time, and fear as resources, and when to trade pride for people.We leave on a razor’s edge. Reinforcements hit the dock as the turtle fortress presses closer, the barrier flickers, and the field swarms with conscripts and archers. Next up, we choose: retreat to save the camp, hold for a siege, or gamble on a counterstrike up the shell. If you love story-driven TTRPG combat, improvised defenses, and hard calls under pressure, this one delivers.Enjoyed the ride? Follow, share with a friend who loves actual play, and drop a review with your answer to the big question: retreat, hold, or assault the turtle?Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 11: Bear Jaws, Blue Lights, And Bad Choices

    Send us Fan MailA joke about chocolate breath turns into a sharp look at how fantasy worlds inherit bias—and what designers and GMs can do to fix it—before we throw Lyra headfirst into the Witherwild. The fight is fast and feral: a fungus-laced bear, a brawler’s surge, and a transformation that exacts a brutal price. Daggerheart’s stress and hope economy isn’t flavor text here; it shapes the story beat by beat and leaves Lyra with blood on her hands and a blue light in the distance.That light belongs to a coastal medical camp wrapped around a lighthouse that drinks moonlight. Inside the stone walls, doctors in masks triage burns, ledger books stretch back centuries, and an elf with a cane resets bones with unnerving calm. Lyra sneaks through sealed labs and finds the red heart of the camp: a crimson lily whose twenty petals can depetrify the serpent sick—if you can live with the math. She also finds something worse: vials of the sickness itself, locked down like contraband. One theft later, the gates slam shut. The camp hunts a phantom. Rumors bloom. Procedure grinds on. And Lyra, restless and scared, frames a man who can’t prove a negative.We sit with that choice. A week becomes a month. Lyra folds gauze, runs water, and learns names. She befriends a nurse, watches lightning climb a mountain, and realizes that safety can be a place you earned, not a place you found. When the convoy to Alura finally forms, she doesn’t go. We end on a time skip fork and a level up, with a debrief on why Daggerheart’s stagger feels fair, why 5e’s bloat nudges tables away from cohesion, and how a session zero can defuse party friction before it explodes.Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 10: Featherlight Beginnings

    Send us Fan MailThis week in Witherwild, we open not with eldritch horrors or tangled plot threads, but with Karl’s body betraying him in the most low-fantasy way possible. First, the good news: he does not have MS. The bad news: his foot has been dramatically introduced to a knife. Life finds balance in weird ways. Between careful steps and cautious optimism, we check in on what’s new with Karl, because no campaign truly begins until the GM’s real-world hit points are accounted for.From there, we descend into the sacred ritual of character creation as Lyra finally takes shape. Stats, background, and the soft mechanical bones of who she’s going to become are laid out on the table. We talk about what makes this system tick, the weight of choices, and the looming poetry of death moves—those final narrative echoes that ensure even the end of a character means something in the world.And just when the rules start to feel heavy, the Witherwild does what it does best. We step out of the numbers and into the air, meeting a group of friendly birb people who feel like they flew in from a softer corner of the setting. Feathers, curiosity, and just enough strangeness to remind us we’re not in Kansas, or even in a normal forest. They’re a reminder that not every unknown in Witherwild wants your blood. Some just want to share stories, or breadcrumbs, or maybe directions you don’t entirely trust.So this episode’s moral: not every week is about fighting fate. Sometimes it’s about building it—one carefully chosen stat, one strange bird conversation, and one stabbed foot at a time.Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 9: Two Days from Retirement

    Send us Fan MailThis week in Witherwild, our opening chatter drifts from Stephen King’s novels to Richard’s grad school escapades—turns out, both involve terror, caffeine, and things that haunt you for years. Then we find ourselves in the quiet Katari village of Allura, where Leroy decides to do something radical: relax.Armed with a fishing pole and enough emotional baggage to sink a boat, Leroy heads to the lake to pray to the god of fermentation—because sometimes divine wisdom smells faintly of ale. Between gutting fish and grilling them over a crackling fire, he wrestles with the guilt and grief of leaving Lyra behind.There’s no battle map this week, just rippling water, whispered prayers, and one man trying to make peace with the ghosts of his choices. As we explore his fractured memories of his past.So the episode’s moral: healing doesn’t always mean fighting monsters—sometimes it means letting the line go slack, trusting the current, and forgiving yourself for drifting away.Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 8: On The Wings of an Eagle

    Send us Fan MailThis week in Witherwild, Karl learned that gravity is undefeated and eagles have zero respect for personal boundaries. One minute he is minding his own business, the next he is airborne cargo in some giant bird’s relocation project. It did not end gracefully. Woods: 1. Karl’s spine: also 1, miraculously.Separated from Lyra and everyone who actually makes good decisions, Karl tried to navigate the forest like a normal adventurer. Instead he stumbled into the Bone Fey. They were charming in the way that a skeleton politely asking if it can borrow your femur is charming. Karl lived. He made an impression. No one is sure if that is good.Meanwhile, Lyra got a peaceful break from babysitting Karl’s impulse control. Nature really provides.So the episode’s moral: raptors are jerks, the woods are full of creatures who want to redecorate you, and sometimes personal growth looks like not getting fully disassembled by fae bone collectors.Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 7: How Not to Steal a Boat from a Newly Widowed Friend.

    Send us Fan MailThis week in Witherwild, Leroy decided that “security clearance” was just a suggestion and waltzed into a laboratory like he owned the place. Instead of stealing anything useful—like, say, information, artifacts, or even snacks—he made friends(?) with a spirit he also upped his drip game.The real shocker wasn’t what he took, but what he didn’t: a boat belonging to a grieving widow, which he somehow managed to leave untouched. Growth? Or just the dice forgetting to punish him that hard? Either way, the river remains widow-owned, not Leroy-powered.Naturally, after all that chaos, he decided the best place to recharge was in a coffin. Yes, an actual coffin. My man bypassed hammocks, bedrolls, and couches to tuck himself into a velvet-lined box like he was auditioning for “Undead Chic: The Nap Collection.”So the episode’s moral: don’t trust Leroy in a lab, do trust him with your boat (surprisingly), and if you’re ever tired enough, anything with a lid counts as a bed.Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 6: The Truth is a Terrible Liar

    Send us Fan MailThis week in Witherwild, we discovered that pineapple on pizza isn’t just a culinary crime—it’s a felony with body count potential. Also, Richard has officially lost the power to be of use in customer service, so if you need a refund, good luck explaining your return policy to the abyss.Karl carried the banner this session, trudging solo to Wyrmhearth Crossing. After a spa day the floating ribbit town was less “safe haven” and more “freedom fighter’ guild recruiting booth,” with assassins showing up to prove that alleyways are where fun goes to die. They tried to hit him with a sack of doornobs as Leroy tried to make sparks fly—literally, romantically—by shipping the prisoners together during the interrogation, but the dice gods said nope. Instead, the captives were magically compelled into telling the “truth,” which turned out to be a rich stew of rumors, half-lies, and the kind of misinformation you’d expect from people whose dental plan is “don’t get caught.”Still, between scones, bitter coffee, and lantern-lit intimidation, we learned a few things: someone’s paying bounties, someone’s stirring the pot under Wyrmhearth, and the Fanewraith’s shadow is getting longer. None of it is reliable, of course, but unreliability is the most trustworthy thing about an informant. Karl closed the session before the group could hit the locked archives heist, meaning the cliffhanger is basically: “Do you believe the liars or the liars who accuse the liars of lying?”To round things out, we dug into the Scarlet Veil Syndicate—our resident mage mafia who run protection rackets, flower dens, and magical arbitration courts that smell faintly of burnt sugar and bad decisions. They thrive in the cracks between empires, rebels, and locals—basically, if there’s power vacuum, they’ll fill it with spores and contracts.Meanwhile, my other party has officially split the difference: half are going for a prison break, half are leaning into interrogation. We’ll see who regrets their life choices faster.P.S. Karl still didn’t get the romance subplot, but he did manage to get a truth out of someone magically bullied into honesty. Progress? Maybe.Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 5: Maple Dragonfly Pie

    Send us Fan MailThis week in Witherwild, the woods remember more than we’d like and they’re not shy about showing it. The party of one-point-five pushes deeper into Fanewick’s root-choked trails, where ancient trees lean at angles that suggest they’ve seen things and will happily see them again. Beneath the moss and drifting pollen waits an abandoned grove, littered with splintered weapons, a treant’s corpse, and the unmistakable sense that the forest is judging our life choices.Naturally, the place is crawling with Withered defenders— dryads, treants, and sylvan soldiers — who skipped “de-escalation” day at forest school. Leroy, ever the opportunistic ribbitish rogue, sidesteps the classic “obvious threat just waiting to lunge” setup — not today, moss-covered decoy — and makes a beeline for the real prize: a crimson bloom worth more than some small kingdoms and twice as dangerous. Unfortunately, the grove’s guardians have zero chill about people messing with their centerpiece.Between dodging chaos elementals and negotiating with entities who think “trespasser” is a term of endearment, he picks through battlefield echoes — Haven army relics, crimson petal trails, and clues that suggest this grove’s story didn’t end with peace treaties. Every choice, from cautious reconnaissance to a straight-up brawl, carves a different trail toward Wyrmhearth Crossing.We also dig into how exploration encounters can be both combat-ready and mystery-forward, how Withered mechanics add long-term consequences to a single bad roll, and why some of the best loot tables read like the inventory of a magical thrift store.If you’re into creeping forests, morally questionable botany, or frogmen who treat rare cures like fair game, this one’s for you.P.S. Karl might be losing his real life spleen and I am not saying we will sell it to the highest bidder as merch.Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 4: Put the Girl in the Sack

    Send us Fan MailThis week in Witherwild, things get weirder, wetter, and wildly more suspicious.Karl’s ever-committed frogman rogue, Leroy Von Braun, returns—this time with a soggy, starry-eyed child in tow who has done nothing wrong ever. Having rescued her from a serpent-infested river, Leroy has now dubbed her Lyra and is determined to uncover who (or what) she really is. Naturally, this involves threats of sack-stuffing and increasingly unhinged conversations with ghost fish.Richard leads the duo through a reverse dungeon crawl, retracing the path of fleeing townsfolk back into the chaos they abandoned—collapsing floors, forgotten altars, and one mysteriously judgmental bowl included. Along the way, Leroy tests out various questionable parenting strategies, including but not limited to: Smuggling Lyra in burlap...Back in Nernwihr, tensions boil. The town's barely holding together, and Leroy’s unconventional approach to urban diplomacy—stealth gardening, insect-based sermonizing, and mild threats of violence—does little to help. Still, somehow, hope takes root.We also unpack how dungeon design can evolve with player decisions, what it means to reverse a combat encounter narratively, and how Daggerheart’s mechanics support character-driven tension—especially when those characters are equal parts ridiculous and heroic.If you enjoy collaborative chaos, creepy teeth metaphors, or frogmen on the verge of a parenting arc, this episode’s for you.P.S. No children were actually sacked in the making of this session. We triple-checked. Grab full episode content at: https://rajkevis.itch.io/Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 3: Call of the Bloom

    Send us Fan MailIn this week’s Witherwild episode, Richard guides Karl’s character Leroy Von Braun—a disarmingly earnest frogman rogue—through the first harrowing chapters of Call of the Bloom. What starts as a simple scouting mission quickly blooms into something stranger, and more dangerous, than either of them planned.Leroy begins the journey to Nernwihr with a refusal to leave, after setting on his new gardener experence he spends his funds at a local carnaval. After a series of identify theft related misdemeanors his cart requires repairs not fallling for Richard's Traps he mounts his trusty Hippobear into the wilds. At the river crossing, Leroy tries to rescue a mysterious child stranded mid-current. This goes about as well as you’d expect—he’s nearly swept downstream by the undertow, tangles with a glass serpent, and ends up soaking wet, and somehow more determined than ever. We discuss how Daggerheart’s countdown mechanics heighten tension without railroading the players Upon reaching Nernwihr, Leroy confronts the consequences of delay: half the town is aflame, tangle brambles are everywhere, and the locals are one bad rumor away from riot. He keeps the bloomfields from burning—during his stealthy gardening exploits, but did consider letting the world burn.We also share GM tips on balancing environmental threats and combat, how to weave a character’s backstory into Witherwild’s living world, talk about shoe gods and countdownsWhether you’re curious about Daggerheart’s collaborative design or just want to watch Leroy try to reason with a sentient tumbleweed, this episode is a heartfelt, occasionally chaotic romp through the opening beats of Call of the Bloom.P.S. No frogs were harmed in this session despite true efforts.Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 2: Season Zero Into The Witherwild

    Send us Fan MailRichard and Karl return for Session Zero of The Witherwild, crafting a new campaign from the roots up and ending with a froggy foray into adventure!In our second podcast episode, we dive into character creation using the Witherwild campaign frame for Daggerheart, setting the tone for a sprawling, mythic story full of creeping corruption, fractured alliances, and moss-covered gods who may or may not smell like compost.• Deep-dive into Daggerheart’s collaborative character creation, with ancestry, community, and class choices inspired by the setting's lore-rich factions • Karl builds a tragicomic frogman (Half human, half Ribbit,) character who—after being killed as part of a scheme navigates politics, death, and being the lord of the fly's. • Exploration of key Session Zero tools like crafting Experiences, tying character backstories to the political tensions of Fanewick and Haven, and answering worldbuilding prompts together • Discussion of tone and themes for The Witherwild: cultural clash, nature’s revenge, divine weirdness, and what it means to survive in a world that’s overgrown and under-cared-for • GM tips on using the Save the Cat structure, Hope/Fear dice mechanics, and Wither tokens to shape emotional arcs and long-term corruption effects • Introduction of campaign NPC Kreil Dirn, Haven’s suspiciously charming spymaster who recruits the frogman for a shady job after spotting his potential (and desperation)  • Honest post-game talk about how Daggerheart handles season zeros, how to keep players invested, and the best order to start your games.Whether you’re prepping your own game or just want to watch a frog dig holes until the government shows up, this episode’s a heartfelt, funny, and lore-rich intro to The Witherwild campaign.P.S. No frogs were harmed in the making of this episode. Just emotionally destabilized.Support the showDownload episode content at https://rajkevis.itch.io/

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    Episode 1: The Quick Start Adventure

    Send us Fan MailRichard and Karl venture into the dangerous world of Daggerheart, playing through the official quickstart adventure in a special one-on-one session to test the new game by Darrington Press. • Comprehensive overview of Daggerheart's core mechanics, including the hope/fear duality dice system, character experiences, and streamlined combat• Exploration of the Sablewood Forest and its unique hybrid animals like lemur toads and strix wolves• Encounter with bandit Thistlefolk who attempt to ambush and steal from our hero• Visit to the peaceful village of Hush with its magical protective barrier and unusual customs• Meeting with the eccentric Whitefire Arcanist, a fairy-like being with mysterious powers• Epic final battle to protect a magical ritual that maintains the village's protective wards• Demonstration of Daggerheart's death and sacrifice mechanics when our hero falls in battle• Side-by-side comparison of how this system differs from D&D and other traditional TTRPGsIf you're interested in trying Daggerheart, the quickstart adventure we played is available for free on the Darrington Press website!P.S, I got the crit mechanic wrong!Follow along at https://rajkevis.itch.io/Support the showDownload episode content at https://rajkevis.itch.io/

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ABOUT THIS SHOW

Welcome to Richard and Karl Play Daggerheart—part actual play, part GM roundtable. Download free play along content at https://rajkevis.itch.ioIn each episode, Richard and Karl bring the world of Daggerheart to life through immersive gameplay, then break it down behind the screen. After the dice settle, they dive into what worked, what didn’t, and how to run it better—sharing insights, tips, and lessons for both new and veteran Game Masters. Whether you're here for the story or the strategy, this podcast is your companion for mastering the heart of Daggerheart.

HOSTED BY

Richard

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How many episodes does Richard and Karl Play Daggerheart have?

Richard and Karl Play Daggerheart currently has 18 episodes available on PodParley. New episodes are automatically indexed when they're published to the podcast feed.

What is Richard and Karl Play Daggerheart about?

Welcome to Richard and Karl Play Daggerheart—part actual play, part GM roundtable. Download free play along content at https://rajkevis.itch.ioIn each episode, Richard and Karl bring the world of Daggerheart to life through immersive gameplay, then break it down behind the screen. After the dice...

How often does Richard and Karl Play Daggerheart release new episodes?

Richard and Karl Play Daggerheart has 18 episodes. Check the episode list to see recent publication dates and frequency.

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Who hosts Richard and Karl Play Daggerheart?

Richard and Karl Play Daggerheart is created and hosted by Richard.
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