Polyhedral Dreams

Environments, Leagues, and Terrain

One of my favorite things about Daggerheart is Environments. For those not in the know, Environments are encapsulated descriptions of areas or scenes that provide the GM with tools for affecting the scene and the PCs. They are effectively "scene stat blocks" and include Difficulties for environmental effects, lists of appropriate Adversaries, and effects that can be applied.

In D&D 5e terms, Environmental Features resemble Lair effects, and in Fate terms, Environments resemble Scene Aspects. But to me, they most strongly resemble bits from two thirty-year-old, card-based games. Those games are Arcadia: The Wyld Hunt, and Dragon Storm.

Arcadia, and its single expansion, King Ironheart's Madness, are collectible card games that take place in the fae realms of White Wolf's Changeling: the Dreaming. Each player has a single character, respresented by a cardboard standee, and fleshed out with allies, magic Arts, and powerful treasures, with which to traverse a player-made map of "League" cards, face challenges, and complete quests. The League cards are the relevant bit here. Each League has terrain features which can be used to link it to other Leagues, forming the map for the game. Each also has possible conditions for entering, leaving, or both, and individual Leagues play host to the Waylay challenges that make up the game's heart. The condition challenges resemble a Daggerheart Environment's Effects.

Dragon Storm was a TTRPG-cum-CCG featuring shapeshifting characters in a world called the Stormlands, facing down evil necromancers. Similar to Arcadia, a character was made up of multiple cards representing abilities, allies and gear, and the game world was constructed by the GM out of Terrain cards. Terrains had individual features including resource costs to traverse and effects that could have bearing on the PCs moving through or stopping in them, such as Warp corruption.

In both games, characters moved one "map space" card at a time. While Arcadia was presented purely as a "board" game, it was quite easy to add roleplay into the mix, especially during non-combat challenges. Dragon Storm, on the other hand, was up front about its RPG elements, including a small character sheet in the rules pamphlet.

Much like Arcadia and Dragon Storm, I feel it would be quite simple to create a Daggerheart "map crawl" using cards marked with Environment stat blocks. Shuffling such cards and then dealing them out to create a randomized (but controlled) area could prove quite useful. Alternatively, creating a hex map and keying each hex to an Environment could make for an interesting campaign, while relieving the GM of at least some of the burden of populating that map.

Sadly, both Arcadia and Dragon Storm are long out of print. DS apparently had a cadre of loyal fans working on a second edition, but I can't find much information about it, and that was over a decade ago. Arcadia didn't even get that second lease on life. Cards for both games can still be found for purchase, but at exorbitant prices. Daggerheart carries the torch now, for those who remember.