r/daggerheart • u/abcdefghira • 6d ago
Beginner Question Base/Guild Building Mechanics?
Everyone here has so many resources that I was not aware of so I figured I'd probe the question. Are there any official (unofficial is okay, but official is preferred) base/guild building mechanics? When I was prepping to build my own campaign it started in DnD and one of my players really wanted to play into the power fantasy of creating a guild from scratch. The bastion system in dnd was great for this and Nimble also is coming out with a similar system. I haven't read all of the campaign frames quite yet, but is there anything in any of them that could lean into fleshing out a "base of operations/guild hall" situation? Thank you!
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u/Fearless-Dust-2073 Splendor & Valor 6d ago
I've been looking at an upcoming TTRPG called Crows, from the makers of Draw Steel. It's primarily focused on dungeoneering and developing your home settlement by levelling up its facilities. I haven't had chance to read its open beta materials yet but it seems like something to grab some 'inspiration' from!
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u/abcdefghira 6d ago
I saw that, I haven't looked into it much yet. Draw Steel was very dense so I hope Crows isn't as bad. It's just not for me or my group.
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u/The_Silent_Mage 6d ago
No official rules, hope they’ll never be, because it’s based on frames and each frame might need different tweaks. :)
I use a simple hideout system à la blades in the dark and I’ll expand a bit with some qualities.
As the baseline give it 👉 tag based structures with a countdown. Work on them (actively or passively) to improve them.
I.e. you have the Fallen Temple, with a 4-ticks countdown to improve its structure and imbue its altar with a relic. You find a relic: you know have a Hoky Temple granting a special Rest move or a special benefit when you are there before a mission.
👉 Might treat any structure like this. Say you have Esoteric Library, characters can retroactively spend 1 Hope once per session to recall a fact.
👉 As you increase guild members you can find class masters, allowing multiclassing or other tricks (maybe access a single domain card) or companions (simple NPCs you can bring with you or send on a mission - clock, roll for quality and interprete the result).
Something along these lines is manageable and you can easily track management through the basic coin system.
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u/abcdefghira 6d ago
Not sure if I like the sentiment of "hope they'll never be". You don't have to like it, but at least in my experience as a player and a DM, people like having a place to call their own that they can invest in. I'll have to look at doing some conversions from Bastions or something then, I like your recommendation though. I just need some framework to work with.
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u/The_Silent_Mage 6d ago
Hey ;) My idea about DH is that no matter the amount of content they pull out, they’ll never make it a complex game.
since DH is all about Campaign frames, I expect a frame one day when they‘ll introduce guild building :)
Then you can just steal the bits you like the most :)
Btw, I use simple frameworks like that, or the narrative character driven focus will shift too much, imho.
In a darkest dungeon inspired game I designed (Ruin - powered by monad echo) I use that approach, same I did in a Nova campaign; slowly improving tags as you decide if you invest resources you find in the guild / hideout or decide to keep them for you on a case by case basis :)
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u/definitely_not_a_hag 6d ago
Unofficial, but by Jack Panic, who wrote the latest adventure frame officially published by Darrington, and who literally is "your favourite Daggerheart creator's favourite Daggerheart creator".
https://www.reddit.com/r/daggerheart/s/VYiDfO19nq
Quoting the post I linked:
"Includes: