Greetings all,
Its mid-August, and the amount of IRL and day job responsibilities have ramped up significantly. In which case, I’ll be taking this week off of the normal round-up activities. … We’ll be back this time next week for another TTRPG community news update.
In the meantime, we have a new article live on the CW main site…

At GenCon 2025, I worked as volunteer through Envoy/Double Exposure to run 45-minute demos of Daggerheart, the new TTRPG from Darrington Press and Critical Role.
From Thursday through Sunday, I was tasked to take up the morning shift with several others to present a quick, condensed, optimized run-through of the first two chapters of the Daggerheart Quickstart Adventure. For those four days, we each were tasked with completing 20 runs of these 45-min sessions with fifteen minutes in between for overrun, resetting, and breaks. Altogether, it was 20 hours of dedicated table time in front of new groups of players 5-6 at a time running the same presentation over and over again.
… and looking back, I’m still not tired of running it. … Call me a glutton for punishment, but every single experience running this demo for brand new players was an entertaining experience with something unique for every group. Seeing the players eyes light up each time was a joy! … Every time we reached the end of the demo, it was a mix of laughter, shouts, and players wanting to continue the adventure, if it wasn’t for those pesky 45-min time limits.
Today, I want to share seven of my biggest takeaways from this experience. In its own way, this is a mashup of GM advice from someone who’s been running RPGs for over a decade, with reviews of the Quickstart Adventure, the general rules for Daggerheart, and the demoing experience itself.
»»»»» CLICK HERE TO READ MORE… «««««
Check out the last issue of Dungeon Delve: