dh-frame
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.
When & Why to Use This Skill
This Claude skill serves as a comprehensive architect for Daggerheart tabletop RPG campaigns, enabling Game Masters to design, customize, and manage 'Campaign Frames.' It streamlines the creative process by establishing consistent world tones, narrative themes, and specialized mechanics, ensuring a cohesive storytelling environment from session zero through major campaign pivots.
Use Cases
- Initial World Building: Selecting or creating a custom campaign frame to define the pitch, tone, and touchstones for a new Daggerheart adventure.
- Session Zero Preparation: Generating targeted questions for players based on their community and class choices to deeply integrate characters into the world's lore.
- Mid-Campaign Reframing: Adjusting the narrative and mechanical foundation of an ongoing story when significant world-changing events or tonal shifts occur.
- Mechanical Customization: Implementing unique 'Distinctions' and special campaign mechanics that deviate from core rules to support specific story genres.
- World State Documentation: Automatically organizing and recording frame elements, active themes, and player decisions into structured world-state files for long-term continuity.
| 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:
- Read the frame from
references/srd/ - Present the pitch to players before session zero
- Share tone, themes, and touchstones so players understand expectations
- During session zero, use the community/ancestry/class guidance and questions
- Record frame elements in your world's documentation
- Apply campaign mechanics as specified in the frame
- 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:
## 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:
- Discuss with players - Get buy-in for the tonal/thematic shift
- Identify what persists - Core relationships, ongoing plots, character arcs
- Define what changes - New themes, adjusted tone, revealed distinctions
- Update documentation - Revise world_state.md to reflect new frame
- 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 framesreferences/frame-structure.md- Detailed explanation of each sectionreferences/srd/- Official Daggerheart SRD frames