Richard and Karl Play Daggerheart

Richard

Welcome to Richard and Karl Play Daggerheart—part actual play, part GM roundtable. Download free play along content at https://rajkevis.itch.io In 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. 

  1. Jun 12

    Episode 17: When The Rat Cult Wins

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

    2h 17m
  2. Mar 6

    Episode 13: What Do We Owe A Captive Flame?

    Send us Fan Mail A 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 show Download episode content at https://rajkevis.itch.io/

    1h 60m
  3. Jan 16

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

    Send us Fan Mail A 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 show Download episode content at https://rajkevis.itch.io/

    2h 42m
  4. 12/09/2025

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

    Send us Fan Mail A 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 show Download episode content at https://rajkevis.itch.io/

    2h 6m

About

Welcome to Richard and Karl Play Daggerheart—part actual play, part GM roundtable. Download free play along content at https://rajkevis.itch.io In 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.