
D&D Veterans Embrace New Horizons with Daggerheart

By Roberta Williams


By Roberta Williams
Chris Perkins and Jeremy Crawford, pivotal figures in the evolution of Dungeons & Dragons, particularly its 5th and 5.5 editions, have embarked on an exciting new venture. Their contributions to D&D's core rulebooks and iconic adventures like Curse of Strahd have left an indelible mark on the tabletop gaming world. In 2025, they made the significant decision to join Darrington Press, Critical Role's publishing division, to work on Daggerheart. This move represents a departure from their previous roles, as they are now contributing to a game whose foundational rules were not their original creation. This transition, while seemingly challenging, has been described by both as a refreshing and creatively stimulating experience.
Perkins described his move as remarkably straightforward, noting that even his work on D&D involved building upon established foundations. Crawford echoed this sentiment, expressing his delight in working on Daggerheart, a system he finds not only enjoyable to play but also rich with design possibilities. He highlights the game's flexible components, which allow for the creation of new elements, and its sufficiently novel structure, which opens up extensive design space for future products. This perspective underscores a shared enthusiasm for exploring fresh creative avenues and pushing the boundaries of tabletop game design, moving beyond the familiar frameworks of D&D.
Daggerheart, much like the iterative development seen in D&D, draws inspiration from a diverse array of other TTRPGs. Crawford emphasizes that the game's influences extend far beyond just D&D, encompassing a broad spectrum of the RPG community's ongoing explorations into different play styles and world-building techniques. He commends the Daggerheart design team for their ability to synthesize these varied inspirations, capturing the essence of diverse design approaches and integrating them into a cohesive new system. This approach reflects a deep understanding of the broader TTRPG landscape and a commitment to incorporating widely adopted and beloved mechanics into its core design.
The concept of collaborative storytelling, a widely cherished aspect of TTRPGs where Game Masters and players collectively shape the narrative, is intrinsically woven into Daggerheart's design. While often an implicit practice in D&D, Daggerheart formalizes this approach, making it an explicit part of its rules and design philosophy. Crawford notes that Daggerheart embraces and elevates practices that many gaming groups have organically developed over the years. Perkins further explains how this is integrated into adventure design, with explicit prompts for player input and decision-making, allowing players to actively steer the narrative. This represents a significant evolution in adventure content creation, moving away from more prescriptive formats.
As Perkins dedicates himself to developing an extensive collection of Daggerheart adventures, he feels a sense of pioneering similar to that experienced by early D&D creators. He relishes the creative freedom of defining what a Daggerheart adventure entails, unconstrained by established norms. Meanwhile, Crawford is crafting a "spooky" campaign setting for Daggerheart, hinting at a dark fantasy realm designed to captivate a broad audience, including those not typically drawn to horror. With planned regular tentpole releases, Daggerheart is poised to become a significant contender in the TTRPG market. Beyond competition, Crawford views this as a collective effort to advance the art form of role-playing games, fostering connection and entertainment within the community. He expresses excitement for any innovation that propels the TTRPG medium forward, regardless of the specific game.
About the author

Pioneer of graphic adventure games, co-founder of Sierra On-Line, and creator of "King's Quest."

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