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


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This very much feels like Knave combined with Draw Steel, which is an interesting combo.

There's some yeah. I guess it's more of a Shadowdark smushed together with Knave 2e then.

So we are at that stage where anything that is a dungeon crawler is a "Shadowdark clone"?

I was thinking its very NSR. Perhaps confirming that is very much a thing now.

Its also entering a pretty crowded space. But if the OSR is any guide, maybe thats OK.
 

I was thinking its very NSR. Perhaps confirming that is very much a thing now.

Its also entering a pretty crowded space. But if the OSR is any guide, maybe thats OK.
I find it weird that we have to shove any game in which there is dungeon crawling into the *SR paradigm. Can't a game just be a dungeon crawler?
 

I find it weird that we have to shove any game in which there is dungeon crawling into the *SR paradigm. Can't a game just be a dungeon crawler?
I mean, that makes total sense. The earliest D&D games were dungeon crawlers. Colville's talked in the past at length about how early D&D was driven based on getting loot from dungeons, and that's what he's created.

Does it mean that someone couldn't create a dungeon crawler that bucks all of that? Sure. Give me a game based on Delicious in Dungeon or something that is low on the deadliness scale, and you probably have something that's contrary to the OSR space.
 

I mean, that makes total sense. The earliest D&D games were dungeon crawlers. Colville's talked in the past at length about how early D&D was driven based on getting loot from dungeons, and that's what he's created.

Does it mean that someone couldn't create a dungeon crawler that bucks all of that? Sure. Give me a game based on Delicious in Dungeon or something that is low on the deadliness scale, and you probably have something that's contrary to the OSR space.
Dungeon crawlers have existed throughout the whole life of the hobby. OSR dungeon exploration is one particular flavor of that, but it is hardly the only one. The whole "avoid combat or you'll LOSE!" paradigm is beyond played out. Give me a hack and slash dungeon crawler, a tabletop Diablo.
 

I mean, that makes total sense. The earliest D&D games were dungeon crawlers. Colville's talked in the past at length about how early D&D was driven based on getting loot from dungeons, and that's what he's created.

Does it mean that someone couldn't create a dungeon crawler that bucks all of that? Sure. Give me a game based on Delicious in Dungeon or something that is low on the deadliness scale, and you probably have something that's contrary to the OSR space.
I don’t think crows is Colville’s project. It sounds like he told the designer he could do it or else he figured the designer would walk and create it on his own.

I think, if it’s done right, the dungeon crawler Carl ttrpg will be a dungeon crawler that is totally different from the norm.

I’m not really sure if it’s possible to make a ttrpg that simulates the books, but if they do it should be a wild ride. I’m suspicious the final product will be disappointing but I’m excited someone is taking a shot at it. 🤞
 

Dungeon crawlers have existed throughout the whole life of the hobby. OSR dungeon exploration is one particular flavor of that, but it is hardly the only one. The whole "avoid combat or you'll LOSE!" paradigm is beyond played out. Give me a hack and slash dungeon crawler, a tabletop Diablo.
I don't necessarily disagree (I'm tired of the OSR = Deadly mindset too) but what separates that from just using 5e or Pathfinder in a dungeon setting?
 


I don't necessarily disagree (I'm tired of the OSR = Deadly mindset too) but what separates that from just using 5e or Pathfinder in a dungeon setting?
Mostly because neither of those games plays fast enough, and don't have a loot system that would emulate Diablo. It would be a hard problem to solve, given you are trying to combine granularity and ease of use at the table, but I don't think it is an insurmountable design challenge.
 


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