欢迎来到《匕首之心》 * ——这是一款奇幻主题的合作式桌上角色扮演游戏,能让你尽情挥舞神奇的魔法、共同演绎动人的英雄冒险。*
这是《匕首之心》SRD(系统参考文档)。它是《匕首之心》系统的机制内容汇编,经过编辑与整理,以便于清晰、简洁、快速查阅。
你可以通过以下几种方式使用本:
在游戏过程中快速查阅《匕首之心》的规则原文。
确保你创作或发布的自制内容符合《匕首之心》的核心规则系统。
将 Darrington Press 提供的公开文本用于你依据其社群游戏授权条款所制作的出版物中(www.darringtonpress.com/license)。
删去了风味和设定信息,使你更好地理解《匕首之心》的机制,以便你在创作个人内容时对其进行调整或改写。
本 SRD 并非核心规则书的替代品,后者包含设定信息、大量游戏内容附加示例,以及丰富绝妙的《匕首之心》玩法建议——更不用说其中精美的插图与排版。
简而言之,这份文档是《匕首之心》游戏系统的浓缩精华——删去了核心规则书内所有引人入胜的特色、风格和辅助内容,呈现出一个精炼清晰的规则概要。我们希望这份文档能对你的游戏有所帮助。祝你冒险愉快!
《匕首之心》是一款桌上角色扮演游戏,适用于一名游戏主持人(“游戏主持人”)与 2 至 5 名玩家。每场游戏约持续 2 至 4 小时,既可进行单场游戏,也可开展任意长度的多场次战役。
在《匕首之心》的游戏过程中,游戏主持人描述情境、叙述事件,并控制玩家角色(“玩家角色”)所遭遇的敌人或障碍。玩家则相应地扮演其角色,回应游戏主持人所呈现的局面。若玩家的行动结果取决于命运或运气,游戏主持人将要求进行一次动作掷骰。
当玩家进行动作掷骰时,他们会使用“二元骰”——两颗颜色不同的 12 面骰(“d12”),分别代表“希望”与“恐惧”。掷出二元骰后,将相关调整值加入结果,总和值与由游戏主持人设定的难度进行比较。若总值等于或高于难度,则掷骰成功;若低于难度,则为失败。此外,局势也会依据哪一颗二元骰的结果较高而发生变化:要么给予玩家有用的希望点指示物,要么为游戏主持人生成可怕的恐惧点指示物。
《匕首之心》中最重要的一条法则是创作属于你自己的世界。SRD中的规则旨在帮助你在游玩时享受过程,但每个人对规则的解读和讲述故事的方式都不尽相同。规则绝不应该成为讲你自己所想、演你自己所愿、玩你自己所向的障碍。只要你的伙伴同意,你可以调整一切内容以适应你的游戏风格。如果你倾向于忽略或修改一些规则,在伙伴一致同意的前提下,随意修改即可。
在玩《匕首之心》 时,游戏主持人和玩家应始终将裁定置于规则之上。SRD提供了许多关于游戏的问题解答,但无法解答所有问题。当对规则应用有疑问时,游戏主持人应根据叙事进行裁定。
例如,《匕首之心》中有一种名为抓钩的武器,可以让你将目标拉近。如果你试图用它拉动整座城堡,武器介绍中并没有禁止你这样做——但这在叙事上说不通。相反,游戏主持人可能会裁定你只能拉下几块砖头,或者将你自己拉向墙壁。
同样,如果你的角色做了某件按理来说会导致立即死亡的事情——例如在没有保护的情况下跳入活火山——你可能无法进行《匕首之心》的死亡行动,通常这些行动能让你在角色生命的最后时刻控制其命运。这类后果应在行动完成前明确说明,并且应始终遵循故事世界的运转逻辑。
作为一款注重叙事的游戏,《匕首之心》不鼓励对规则进行脱离语境的技术性解读。一切都应回归到故事本身,游戏主持人有权力和责任为了强调故事本身而裁定规则如何应用。
Welcome to DAGGERHEART, a collaborative fantasy tabletop roleplaying game of incredible magic and heroic, heartfelt adventure.
This is the Daggerheart SRD (System Reference Document). It is a repository of the mechanical elements of the Daggerheart system, edited and organized for clarity, conciseness, and quick reference.
You can use this SRD in several ways:
The Daggerheart SRD is not a replacement for the core rulebook, which contains setting information, additional examples of various gameplay elements, and tons of great advice for playing Daggerheart—not to mention gorgeous artwork and layout.
In short, it is Daggerheart, the system, boiled down to the bones—a lean and clean offering without all the flavor, style, and supporting material that makes the core rulebook such an evocative and enjoyable read. We hope this document proves useful to your table. Happy adventuring!
Daggerheart is a tabletop roleplaying game for one Game Master ("GM") and 2-5 players. Each game session lasts about 2-4 hours, and Daggerheart can be played as a one-shot or a multi-session campaign of any length.
During a session of Daggerheart the GM describes situations, narrates events, and controls any adversaries or obstacles that the Player Characters ("PCs") encounter. The players, in turn, roleplay their PCs' reactions to the scenario presented by the GM. If the outcome of a player's action depends on fate or fortune, the GM calls for an action roll.
When a player makes an action roll, they utilize Duality Dice—two differently colored 12-sided dice ("d12s") representing Hope and Fear. The Duality Dice are rolled, relevant modifiers are added to the results, and the total is compared to a Difficulty set by the GM. If the total meets or beats the Difficulty, the player succeeds. If it's lower, they fail. In addition, the situation changes based on which Duality Die rolls higher, either giving the player helpful Hope tokens or generating terrifying Fear tokens for the GM.
The most important rule of Daggerheart is to make the game your own. The rules included in this SRD are designed to help you enjoy the experience at the table, but everyone has a different approach to interpreting rules and telling stories. The rules should never get in the way of the story you want to tell, the characters you want to play, or the adventures you want to have. As long as your group agrees, everything can be adjusted to fit your play style. If there's a rule you'd rather ignore or modify, feel free to implement any change with your table's consent.
While playing Daggerheart, the GM and players should always prioritize rulings over rules. This SRD offers answers for many questions your table may have about the game, but it won't answer all of them. When you're in doubt about how a rule applies, the GM should make a ruling that aligns with the narrative.
For example, Daggerheart has a weapon called a grappler that lets you pull a target close to you. If you try to use it to pull an entire castle, the weapon text doesn't forbid you from doing that—but it doesn't make sense within the narrative. Instead, the GM might rule that you pull a few bricks out, or pull yourself toward the wall instead.
Similarly, if your character does something that would logically result in immediate death—such as diving into an active volcano without protection—you might not get to make one of Daggerheart's death moves, which normally give you control of your character's fate in their final moments. This kind of consequence should be made clear before the action is completed, and it should always follow the logic of the world.
As a narrative-focused game, Daggerheart is not a place where technical, out-of-context interpretations of the rules are encouraged. Everything should flow back to the fiction, and the GM has the authority and responsibility to make rulings about how rules are applied to underscore that fiction.