Caught in the Loop - Original Daggerheart Campaign
A short campaign that spans all of Daggerheart's tiers and a dark mix of genres, all within Chicago's downtown: the Loop.
$20.00
/ Session
Details
Weekly / Thursday - 10:00 PM UTC
Session Duration / 3–4 hours
Campaign Length / 10–20 Sessions
0 / 5 Seats Filled
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About the adventure
IC: On the date of February 1st, 1954, the Maelstrom released fantastical magic onto the world. Humans began to mutate into new species, Entities from beyond came knocking, and Magicians began to appear. Now, nearly a century past, this story begins. The time: just past midnight, January 31st, 2054. The place: Chicago, its rattling downtown known as the Loop. A small band of friends is out on the town; the why is their own business. Maybe they want to sniff out the Alligator Club, that underground, illicit network of magicians — hope some of the magic rubs off on them, eh? Or maybe they are with The Friends of Humanity, those philanthropes operating the Clinic of anti-supernaturalist cures. Aren't they holding a protest this very night at the base of Sonthonax Tower: purchased these last four years by Sonthonax Industries, preeminent supernatural weapons manufacturer? The Mayor's goons maintain their thin order on the streets, but word has spread that even the Feds are getting involved, and tension builds. So, actually, these friends are probably, most assuredly minding their own business, and leading normal, non-magical mid-western lives. Yes, that is assuredly all they will ever do.
Game style
Combat Heavy
Roleplay Heavy
Sandbox / Open World
Game themes
Meet the Game Master
Less than a year on StartPlaying
20 games hosted
Highly rated for: Inclusive, World Builder, Creativity
About me
I learned about TTRPGs from Baldur's Gate 3 and have been in the GM seat for local friends since. Because I prefer playing narrative-forward games that have a good deal of dice rolling, combat, and mechanical depth, I GM Daggerheart. I have taught the system dozens of times and am more than happy to teach and onboard new players. All the games I run are my creations: mechanics, environments, plot, NPCs, etc. But what I've made before Session 0 is a framework. During Session 0, we will pin down the game's tone, develop the setting with the characters in mind, and determine the party's in-character goals. From there, we improv and see what happens! I love having proactive players that will take the spotlight and push the story forward. Please do not bring or use anything AI generated to my games. I do not use any AI generated materials for my games.
View Profile →Character creation
Creating your character
We will walk through Daggerheart's character creation process during Session 0 (roughly 1.5 hours) before jumping straight in to the game. Character Creation will include all mechanical aspects of your character, connections amongst the party members, sketching backstories, and discussions of safety tools.
What to expect
Preparing for the session
Discord (voice). I run all my games through my own server. Browser for Foundry (Chrome is default, other browsers ought to work fine). Physical dice if you wish to use those (2d12s + standard set of d4 - d20). If you would like some specific art for your character in the VTT, please provide me a jpg or png of it. Link to the artist's page to credit them. Please do not bring or use anything AI generated to my games. I do not use any AI generated materials for my games.
What yerf brings to the table
PDF reference documents for the Daggerheart system. A three-page PDF campaign frame that will detail all you need for character generation. You can check it out here: https://drive.google.com/file/d/1leGVLaEGfy-irrVk9Bu84RHIcrcQJ85O/view?usp=sharing
Homebrew rules
Please discuss any homebrew (including playtest material from The Void) with me before committing to it.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How yerf creates a safe table
During Session 0, we will establish Lines and Veils.
Content warnings
Safety tools used