Dan Reviews: Heart - The City Beneath
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- Опубликовано: 20 авг 2024
- A dark fantasy game with a unique setting, a brilliant dice mechanic, and one of the best storytelling systems I've ever seen in an RPG. Explore a vast underground fracture in the nature of reality itself, struggle in vain against the unknowable horrors of the Heart, and go out in a blaze of glory.
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It will never not be hilarious to me that the One Single zenith ability that keeps your character sane and alive is one of the Incarnadine's. You pay off your debt! You leave and live a normal life, good job!
I'm getting ready to start a campaign of Heart, doing research before creating my character. You keep hitting on the point that this is "horror" and not any kind of "happy". But I think that it's something in myself that I _need_ to see the wonder and kindness around me. It should be interesting to see how that meshes with the rest of the party!
"The only thing I do know is that we have to be kind. Please, be kind. Especially when we don't know what's going on." - _Everything Everywhere All at Once_ .
i love the beat system. One of the problems of being a gm is that even if you communicate with your players, sometimes it's hard to parse exactly what they want. Sometimes they might not even know. What I really like about the beats idea is that it sets forth a list of ideas that are comprehensive enough that something will spark the imagination, and specific enough to give me useful feedback on what sort of hooks and twists I can add to make the game more engaging. Giving the penitent a chance to betray someone who trusts them for example, would tell me "ok so maybe I need a high stakes life and death situation where the penitent can make a choice to abandon someone to their fate". Or less lethal, maybe "someone will confess a secret to the penitent" which can give the penitent a chance to spread the secret and betray trust.
Those are fantastic ideas. It's such a great system.
One thing about this game I’d love to see is some homebrew that can incorporate a turn order. I know some groups can do really well with it, but some groups are too intimidated or too exuberant with the freedom to go as hard and long as possible and the turn order structure is appreciated in that respect
That's easy: pick a player to go first, and just call out names in order around the table. Done.
I heard Heart being played in the latest season of the brilliant actual play podcast Friends at the Table, and it sounds absolutely amazing. The Beats are an amazing innovation.
I was just at my local game store today, and this book caught my eye. I decided to look into it later. But man, from what you just described. I wish I bought it right then and there! Definitely gonna give this a try.
Spire is so good!
So regarding major and minor heartbeats. I remember a person told me that they use the Short Term and Long Term Ambitions in WFRP 4e the same way. The rules as written say it's the character's ambitions, but this guy told his players to write down what they as players want their characters to achieve. I think this is brilliant.
It's such a great system, with so many applications. Using it for WFRP is a great idea.
The callings and beats remind me of the character arcs in Invisible Sun, ever took a look at it?
The Heart sounds like the Chaos Wastes in warhammer fantasy