Richard and Karl Play Daggerheart

Episode 14: Shark Dentist

1 h 57 min · 3. apr. 2026
episode Episode 14: Shark Dentist cover

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Send us Fan Mail [https://www.buzzsprout.com/2514046/fan_mail/new] We spiral from a decade long Unity project and Windows upgrade paranoia into a Daggerheart session where the ocean itself tries to kill us. Lyra rows into a petrified ash town, picks a fight with the supernatural, and barely escapes a lightning lava nightmare with a pocket full of weird loot. • Unity dev setbacks, Visual Studio autocomplete failure, and the one setting that fixes everything  • Windows 11 TPM requirements, registry workarounds, and why you should fact-check us  • School overload, writing feedback, and the strange logic of ordering drinks you dislike  • Shark combat tactics, water disadvantage rulings, and becoming the shark dentist  • Looting an ash-covered general store for practical gear and a premium bedroll  • A haunted city “echo” with a five turn disaster countdown and spectral attackers  • Escaping by boat as blue magma hits seawater and the world snaps back  • A hidden cat cave, a journal-poem, and lore threads tied to electricity  • A cliff climb progress counter, Fear management, and an earned portal seed  Thank you, people who have been supporting the campaign by buying our itch.io modules. Support the show [https://www.buzzsprout.com/2514046/support] Download episode content at https://rajkevis.itch.io/ [https://rajkevis.itch.io/]

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All episodes

17 episodes

episode Episode 17: When The Rat Cult Wins artwork

Episode 17: When The Rat Cult Wins

Send us Fan Mail [https://www.buzzsprout.com/2514046/fan_mail/new] 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 [https://www.buzzsprout.com/2514046/support] Download episode content at https://rajkevis.itch.io/ [https://rajkevis.itch.io/]

12. juni 20262 h 16 min
episode Running The Wish Thief One Shot artwork

Running The Wish Thief One Shot

Send us Fan Mail [https://www.buzzsprout.com/2514046/fan_mail/new] We run Daggerheart’s free adventure The Wish Thief and stress-test its mystery, chase, and combat pacing while riffing on why D&D 5.5 feels like a half-step that adds table friction. We end up with a stolen wish tiara, a countdown-driven investigation, a night festival chase, and a dockside showdown that gets messier than planned.  • GM and player dynamics and why tables thrive on bold choices  • D&D 5.5 edition drift and why small changes can create big confusion  • How internet feedback and focus grouping can flatten creative design  • Using collaborative worldbuilding prompts to build a city fast  • Running a gifting ceremony as a structured improv mini-game  • Investigation countdown pressure and the “quantum culprit” approach  • Chase mechanics that stay playable and cinematic  • Keep-away combat objectives and why they beat pure damage races  • Post-session critique on what we would run differently next time  Donate to the Osborne collection of childhood literature, like legitimately. Donate to libraries.  A bunch of our adventures are up on Itch.io, and I am planning to put up more this weekend.  Support the show [https://www.buzzsprout.com/2514046/support] Download episode content at https://rajkevis.itch.io/ [https://rajkevis.itch.io/]

22. maj 20262 h 27 min
episode Episode 15: Lightning Volcano And Fire Cats artwork

Episode 15: Lightning Volcano And Fire Cats

Send us Fan Mail [https://www.buzzsprout.com/2514046/fan_mail/new] We bounce from game dev brain rewires to interactive fiction teaching war stories, then drop into Daggerheart where a lightning volcano turns exploration into a survival puzzle. We bribe fire cats with fish, steal a power boost from a wounded tree spirit, and learn the hard way that waking a dragon on purpose has consequences.  • Unity Vector2 and Vector3 as more than coordinates  • Using vectors for distance, angle, and force in physics  • Designing a bot opponent with A star pathfinding  • Why easy mode should make imperfect choices  • The Shawshank Redemption as a masterclass adaptation  • Teaching Twine and Inform 7 to humanities students  • Inform 7 prose rules and world simulation logic  • Grad school travel budgeting and conference panels  • Daggerheart exploration at the lightning volcano  • Fire cats, offerings, and the burning heart tree  • Siphoning gauntlets and the decision to fight  • Dragon horde reveals and a brutal solo battle  I’ll eventually get around to putting more free adventures on Itch.io now that I’m on summer vacation in air quotes  I also put my Inform 7 text-based game on my Itch.io for free    Support the show [https://www.buzzsprout.com/2514046/support] Download episode content at https://rajkevis.itch.io/ [https://rajkevis.itch.io/]

8. maj 20262 h 14 min
episode Episode 14: Shark Dentist artwork

Episode 14: Shark Dentist

Send us Fan Mail [https://www.buzzsprout.com/2514046/fan_mail/new] We spiral from a decade long Unity project and Windows upgrade paranoia into a Daggerheart session where the ocean itself tries to kill us. Lyra rows into a petrified ash town, picks a fight with the supernatural, and barely escapes a lightning lava nightmare with a pocket full of weird loot. • Unity dev setbacks, Visual Studio autocomplete failure, and the one setting that fixes everything  • Windows 11 TPM requirements, registry workarounds, and why you should fact-check us  • School overload, writing feedback, and the strange logic of ordering drinks you dislike  • Shark combat tactics, water disadvantage rulings, and becoming the shark dentist  • Looting an ash-covered general store for practical gear and a premium bedroll  • A haunted city “echo” with a five turn disaster countdown and spectral attackers  • Escaping by boat as blue magma hits seawater and the world snaps back  • A hidden cat cave, a journal-poem, and lore threads tied to electricity  • A cliff climb progress counter, Fear management, and an earned portal seed  Thank you, people who have been supporting the campaign by buying our itch.io modules. Support the show [https://www.buzzsprout.com/2514046/support] Download episode content at https://rajkevis.itch.io/ [https://rajkevis.itch.io/]

3. apr. 20261 h 57 min
episode Episode 13: What Do We Owe A Captive Flame? artwork

Episode 13: What Do We Owe A Captive Flame?

Send us Fan Mail [https://www.buzzsprout.com/2514046/fan_mail/new] 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 [https://www.buzzsprout.com/2514046/support] Download episode content at https://rajkevis.itch.io/ [https://rajkevis.itch.io/]

6. mar. 20261 h 59 min