Draw Steel General Thread [+]

The graphic design/layout work is really not that excellent though is it. Colors in the callout boxes and some use of bolding/italics/etc would really help.
I had criticisms there. For instance the first encounter lists Malice on the 1st encounter sheet. I thought that means I get to use it!

Maybe?

Because in the 2nd encounter it unlocks Malice as a thing the director gets to use so beware. Huh. Whoopsie?

The players asked if there could be an undo button. ¯\(ツ)/¯ I guess an editor missed it.
 

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I had criticisms there. For instance the first encounter lists Malice on the 1st encounter sheet. I thought that means I get to use it!

Maybe?

Because in the 2nd encounter it unlocks Malice as a thing the director gets to use so beware. Huh. Whoopsie?

The players asked if there could be an undo button. ¯\(ツ)/¯ I guess an editor missed it.

At least in the version I'm looking at, Malice shows up on the encounter sheet for D1 where the adventure says to describe it to the players. The Guard encounter has no Malice shown.

I'm talking more about general formatting though, as others have pointed out regarding the lack of use of colors and other methods to show emphasis and break text up (Dolmenwood's books are an excellent example of this).
 

Hm. Is anyone leaving the current edition of D&D for Draw Steel? If so, why?
It is one of the games I'm pitching to my online group. We did a mini-campaign of Daggerheart with the playtest and decided it wasn't for that group, but perhaps Draw Steel may be.

Why are we doing it? Our main campaign is 5E and the group really isn't feeling it, and hasn't for a long time. We're looking for alternatives at the moment.

The thing keeping us from making a lot of changes is that the player skill is really variable. I personally don't think one of the players could actually deal with the mechanics of Draw Steel, and it would be rough on the GM to have to help manage their character in addition to their own duties. Currently we sort of do it as a group effort.
 



I really want to run this game, at least a shorter campaign, but I play on VTTs and right now there's no good option available that works without tons of work setting up monsters and PCs. Hopefully some time next year it'll be possible.
Foundry VTT system is about to release 0.8 which appear to contain what you need for first level play from heroes + quite a few of the more essential monsters (like Goblins, undead and humans). More appear likely to follow fast.
 


It is one of the games I'm pitching to my online group. We did a mini-campaign of Daggerheart with the playtest and decided it wasn't for that group, but perhaps Draw Steel may be.

Why are we doing it? Our main campaign is 5E and the group really isn't feeling it, and hasn't for a long time. We're looking for alternatives at the moment.

The thing keeping us from making a lot of changes is that the player skill is really variable. I personally don't think one of the players could actually deal with the mechanics of Draw Steel, and it would be rough on the GM to have to help manage their character in addition to their own duties. Currently we sort of do it as a group effort.
The in-game mechanics are likely easier to handle than D&D 5ed. If there is a player that struggles with mechanics, offer them pregen/heavy help out of session to set up the character; but in actual play you can distil the mechanics quite a bit. For instance having a personalised cheat sheet with only the most likely maneuvers and actions for when they have their turn.

I am trying out that to introduce my brothers. I have prepared such cheat sheets, with a basic version (2 most likely maneuvers and actions, no heroic resources), and a more advanced version (~4 most likely maneuver/main actions including heroic resources) - alongside a seperate "card" with what they need to keep track of outside their turn (triggers/heroic resource income, 3 things each). Each of them personalised.

If there are no stigma connected to it (the player know who they are) playing a retainer might also be an option?

Out of combat should be very similar to 5ed in complexity.
 


Why do people have to "leave" one game for another? They're not spouses. You can play more than one game. Or alternate them, or whatever. We have a rotating GM/rotating game table.
That's called Adultery.

You find a game you love and yalls git married and live happily ever after. Unless something better comes along, then you fire up the divorce papers and marry your new significant other. There can only be one. Having more than one means neither is truly loved.


Draw Steel is nice, especially the social interaction sub-system, but my love for GURPS Dungeon Fantasy knows no limit.
 

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