--- name: dh-frame description: This skill should be used when creating a new Daggerheart campaign, establishing world tone and themes, selecting or building a campaign frame, or reframing an existing adventure. Campaign frames provide pitch, tone, themes, community/ancestry/class guidance, principles, distinctions, inciting incidents, and special mechanics for a particular type of story. version: 1.0.0 --- # Campaign Frame Skill Guide GMs through selecting, customizing, or creating campaign frames that shape the tone, themes, and mechanics of a Daggerheart adventure. **Authoritative Source**: For official frame content, reference the SRD frames in `references/srd/`. ## What is a Campaign Frame? A campaign frame is a template that provides inspiration, tools, and mechanics to support a particular type of story. Frames establish the narrative foundation before character creation begins, ensuring all players share expectations about tone, themes, and the world they'll inhabit. Every campaign frame has a **complexity rating** (● to ●●●) indicating how much its mechanics deviate from core Daggerheart rules. ## When to Use This Skill ### Initial World Creation (Primary Use) Invoke this skill when starting a new Daggerheart campaign to: - Select an existing SRD frame or create a custom one - Establish tone, themes, and touchstones - Prepare session zero questions - Identify special mechanics that will apply ### Player-Initiated Reframing Players may request reframing when: - The campaign's direction has shifted significantly - The group wants to explore different themes - A major narrative turning point demands new framing When reframing, preserve continuity while adjusting: - Tone and feel (can shift based on story events) - Active principles (which ones are most relevant now) - Distinctions (new world elements revealed) ### GM-Initiated Mid-Adventure Reframing (Rare) GMs might reframe when: - A major world-changing event occurs - The campaign pivots to a new arc with different themes - Players have outgrown the original frame's scope **Caution**: Mid-adventure reframing should be discussed with players. Sudden tonal shifts without buy-in can feel jarring. ## Frame Structure Each campaign frame includes these sections: | Section | Purpose | |---------|---------| | **Pitch** | 2-3 sentence hook to present to players | | **Tone & Feel** | Adjectives describing the emotional atmosphere | | **Themes** | Core narrative tensions and questions explored | | **Touchstones** | Media references that capture the vibe | | **Overview** | Background lore and setting context | | **Communities** | How SRD communities fit this setting | | **Ancestries** | Ancestry-specific adaptations | | **Classes** | Class-specific setting connections | | **Player Principles** | Guidelines for player roleplay | | **GM Principles** | Guidelines for GM narration | | **Distinctions** | Unique setting elements and rules | | **Inciting Incident** | Campaign-starting scenario | | **Campaign Mechanics** | Special rules unique to this frame | | **Session Zero Questions** | Discussion prompts for character creation | For detailed explanations, see `references/frame-structure.md`. ## Using an SRD Frame The Daggerheart SRD includes official campaign frames. To use one: 1. **Read the frame** from `references/srd/` 2. **Present the pitch** to players before session zero 3. **Share tone, themes, and touchstones** so players understand expectations 4. **During session zero**, use the community/ancestry/class guidance and questions 5. **Record frame elements** in your world's documentation 6. **Apply campaign mechanics** as specified in the frame 7. **Initialize resources** - GM starts with 5 Fear tokens ### Campaign Resource Initialization When a new campaign begins: | Resource | Starting Value | |----------|---------------| | GM Fear tokens | 5 | | Player Hope tokens | 2 each (per character creation) | The GM's starting Fear provides immediate narrative options for the opening session without requiring player failures first. ### Recording Frame Selection When using a frame, document it in `worlds/{slug}/world_state.md`: ```markdown ## Campaign Frame **Frame**: [Frame Name] **Complexity**: [● to ●●●] ### Active Themes - [Theme 1] - [Theme 2] ### Session Zero Answers > [Question from frame] [Player/group answer] ### Special Mechanics [Any frame-specific rules in effect] ``` ## Creating a Custom Frame Use `references/frame-template.md` as a starting point. Fill in each section thoughtfully: ### Step 1: Define the Core Concept Start with: - **Pitch**: What's the elevator pitch? (2-3 sentences max) - **Tone & Feel**: List 5-7 adjectives - **Themes**: What tensions will the campaign explore? - **Touchstones**: What media captures the vibe? ### Step 2: Establish the World Write the **Overview** section covering: - Recent history leading to current tensions - Major factions or forces in conflict - What the world was like before and what changed - Stakes for the characters ### Step 3: Adapt Character Options For each community, ancestry, and class: - How does it fit this setting? - What unique aspects exist here? - What session zero questions connect characters to the frame? ### Step 4: Define Principles **Player Principles** should encourage: - Engagement with frame themes - Character vulnerability appropriate to tone - Roleplay that reinforces the setting **GM Principles** should guide: - How to portray NPCs and factions - What kinds of challenges to present - How to maintain tonal consistency ### Step 5: Create Distinctions Distinctions are unique setting elements: - Geography, time, or cosmological differences - Social structures or customs - Supernatural elements or unique dangers Each distinction should have narrative and potentially mechanical implications. ### Step 6: Design the Inciting Incident The inciting incident should: - Thrust characters into the central conflict - Connect to frame themes - Provide clear initial direction - Leave room for player agency ### Step 7: Add Campaign Mechanics (Optional) If your frame requires special rules: - Keep complexity appropriate to the rating - Clearly explain triggers and effects - Consider how mechanics reinforce themes ### Step 8: Prepare Session Zero Questions Questions should: - Connect characters to the world - Establish relationships and stakes - Reveal backstory relevant to themes - Vary by community/ancestry/class where appropriate ## Complexity Ratings | Rating | Meaning | |--------|---------| | ● | Minimal mechanical changes; mostly narrative framing | | ●● | Some new mechanics or modified rules | | ●●● | Significant mechanical additions; requires familiarity with core rules | ## Integration with World Building Frame elements should flow into your world documentation: | Frame Section | Maps To | |---------------|---------| | Overview | `worlds/{slug}/world_state.md` | | Communities/Ancestries/Classes | Character creation guidance | | Distinctions | `worlds/{slug}/locations.md`, custom rules | | Inciting Incident | Opening session prep | | NPCs from frame | `worlds/{slug}/characters.md` | | Session Zero Answers | Player backstory integration | ## Reframing an Existing Campaign When reframing mid-campaign: 1. **Discuss with players** - Get buy-in for the tonal/thematic shift 2. **Identify what persists** - Core relationships, ongoing plots, character arcs 3. **Define what changes** - New themes, adjusted tone, revealed distinctions 4. **Update documentation** - Revise world_state.md to reflect new frame 5. **Introduce narratively** - The reframe should feel earned, not arbitrary ### Partial Reframing Sometimes only parts of the frame need adjustment: - **Tone shift**: The story grows darker or lighter - **New themes emerge**: Original themes resolve, new ones arise - **Distinctions revealed**: Hidden world elements come to light Document changes as "Frame Evolution" in world_state.md. ## References - `references/frame-template.md` - Blank template for custom frames - `references/frame-structure.md` - Detailed explanation of each section - `references/srd/` - Official Daggerheart SRD frames