Crows Officially Announced by MCDM

The new dungeon-crawler game is being led by James Introcaso.
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MCDM Productions has officially announced Crows, a new dungeon-crawling RPG. The new RPG is being led by James Introcaso, with Nick De Spain directing the art. The game is described as a game about staring death in the face and grabbing as much loot from dungeons before your luck runs out. The game is played using D6s and D10s, with a health system similar to Knave in which inventory slots doubles as a health tracker.

In a Patreon post released today, Introcaso described Crows and its differences from Draw Steel. For one, experience points is determined by calculating the value of loot taken from a dungeon. Crows retains the power roll from Draw Steel but with some differences as to the result of the roll. Unlike Draw Steel, where the power roll always results in some kind of benefit for the player, the power roll in Crows has negative results for low rolls. However, players have no limit to the number of circumstantial bonuses they have in Crows, which can result in higher results with good planning.

Other nuances mentioned in the post include that all players can use any equipment they might find (spellbooks were given as an example), but some character classes will be more attuned to certain kinds of equipment. There's also a base building component to Crows, in which players build up the town they're headquartered in. There will also be a default campaign setting for Crows, described as a world in which Archmages were eventually corrupted by the magic they wielded and became Necromancers who waged war on each other until they all disappeared.

No release date was announced for Crows, but MCDM plans to provide updates on the development of Crows via its various social media platforms.
 

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Christian Hoffer

Christian Hoffer

I think if Haeck saw it that way, he'd have said so.

And I don't it was really true, in practice, either - I only played a little in the 1980s, but looking at older dungeon design, people's accounts of adventures from that era, and so on, I don't like "loot half the dungeon, skip any big fights, get out alive and never look back" was really the vibe. It was more like a subgenre. I can think of precisely one (1) adventure I played in all of 2E where we did that, and we only did it because we got SO much loot it would have been completely insane from an in-character perspective to not turn around and leave.

But Haeck opens by talking about how the crows "dive" into these ruins, which is absolutely extraction shooter, and really isn't trad dungeon crawling.

More to the point, it's really, really not survival horror, which is reliant on you not being able to go "Nah screw this for a game of soldiers!" because your pockets are jingling with coin.

All that said, it may not be a mistake - it may be that "dungeon extraction" has more legs than "dungeon survival horror" or "classic dungeoncrawl".

Ok my bad, I should've said "classic dungeon crawling in the OSR sense" since you know, he's referencing teh OSR scene a lot in that blog. And generally that's the vibe they preach: extraction of loot to gain xp over fighting, working to use smarts over character abilities (potentially manifesting here as both situational modifiers & "you just do it" stuff?), an emphasis on inventory management and hard choices, etc.
"Classic dungeoncrawling" being like "loot half the dungeon, skip any big fights, get out alive and never look back" is much more of a 70s Gamist style that was largely out of fashion by 2E.

When we hear folks like Greg Svenson and Dave Megarry talk about playing in Dave Arneson's original game, there's a big focus on the importance of the map and not getting lost so as to survive. And the 1974 OD&D set has all these mapping traps and tricks laid out in the example dungeon, aimed to give mappers headaches and make it easier for parties to get lost and die. The original style was much more about getting in and out of the dungeon alive with as much treasure as you could carry. Wandering monsters were dangerous and a penalty for wasting time.

It was still one of the most common play modes in the late 70s, which is why Gary's advice for players in the '78 PH is very centered on it. Telling you that smart players plan your expeditions, scout and gather info, not get distracted by side treks, minimize random encounters, etc.
 

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"Classic dungeoncrawling" being like "loot half the dungeon, skip any big fights, get out alive and never look back" is much more of a 70s Gamist style that was largely out of fashion by 2E.
Yeah, the OSR scene is generally more about OD&D through B/X and 1E.

2E began the shift (with an optional rule that I suspect may have been the norm at most tables) of focusing on getting XP for overcoming challenges rather than making it back to town with treasure. That change to the gameplay loop changes what a fantasy RPG is about pretty dramatically.
 
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