Lord only knows what could be going on here! The idea that we might want to leverage dreaded continuity to paper over some personal deficiencies - such as the universal human need for rest - gave way as it typically does into something we really wanted to do and it just took more than one strip to do it. It might take more than three strips to do it! Or just three. I think we'll probably come back to it, for cool reasons you will like.
It might even be (tangentially) related to this!
One of the weirder things about… Well, maybe it's not actually weird. One of the novel things about Daggerheart is that it's a lot more of a discrete "game" for the dungeon master slash storyteller slash game master etcetera. Obviously, any person who is running a game can technically do whatever they want. They're simulating a universe and can mess around under the hood. But when the game is constantly generating resources for players and the game master alike, and - as in this game above - there is a scary, skull-covered representation of an enemy resource they are tempted to use, it's fun. "Being able to do anything" seems like it would manufacture creativity, but creativity thrives under constraints actually. I'll take three panels over a blank sheet any day.
I will say that I was delighted by what Jeremy managed to extract from these tools, and I'm preemptively terrified by what Chris Perkins will do.
(CW)TB out.



