Crows, James Introcasos MCDM Dungeon Crawler RPG


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Last James talked about it, he talked about it being survival horror. The monsters in the dungeons being unknown horrors. Toying with the idea of not having names for the monsters, only art, and have the players name the monsters as they encounter them.

A post-apocalyptic world with isolated settlements where you use the wealth from the dungeons to do base building in your local settlement.

All speculative at this point, of course.
That all sounds good, but also not novel. (Having every monster be unique is something DCC tried in the core book, although the players eventually demanded full bestiaries.)

EDIT: The later post included all of the novelties. Definitely shares a lot of the same idea space as a lot of other dungeon crawlers, but with enough interesting bits to make something new, as expected.
 
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James Intracaso said:
*Crows * is a dungeon-crawling, survival horror RPG. Player characters are adventurers in a desolate world who dive into horror-infested ruins to find gold, gems, and other valuable treasures to make your home village bigger and better.

*Crows * is unfair. It doesn’t care about your character’s level. Charge at a behemoth without a good plan to take it down, and you’re probably going to end up as a puddle of gore. This game’s math hasn’t been balanced to ensure that players will win most of the time. But this game’s unfairness goes both ways. Come with a clever plan to defeat that behemoth, like dropping the cave ceiling on their head while they slumber or sneaking by them while they're distracted, and you can win the day without a fight. A good plan or clever thinking won’t just save your life, it’ll get you paid—and that’s the whole point.

Someone else over there said they got to do a playtest in November and has answered a few questions in the comments.

 


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