Draw Steel the MCDM RPG!


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I can see why doing communication that way would be frustrating for backers, but they WERE transparent about how they were going to use the Patreon going forward.

I chose not to back this game because, in the end, I don't think it is going to meet my heroic fantasy needs better than, say, Daggerheart.
 

I chose not to back this game because, in the end, I don't think it is going to meet my heroic fantasy needs better than, say, Daggerheart.
I had the same debate. I backed MCDM and passed on Daggerheart. My group did a playtest game of Daggerheart and found it wasn't for us. I can't wait to do the same with this one. I think it was a tough call as to who to back, but I will likely end up with both in PDF.
 

I had the same debate. I backed MCDM and passed on Daggerheart. My group did a playtest game of Daggerheart and found it wasn't for us. I can't wait to do the same with this one. I think it was a tough call as to who to back, but I will likely end up with both in PDF.
Yeah. I am almost certain to buy the PDF when widely available.
 



Best new "heroic fantasy" ttrpg is gonna be tough between DS!, Daggerheart (I don't know too much about it), and 13th Age 2e (huge fan of 1e).
Daggerheart is much more narrative and a lot less tactical than Draw Steel. And the goblins are, IMO, adorbs. (I have no idea what DS gobbos look like.)

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Daggerheart is much more narrative and a lot less tactical than Draw Steel. And the goblins are, IMO, adorbs. (I have no idea what DS gobbos look like.)

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Given that I haven't really looked at DS!'s design much, how far does it drift from 4e's awesome possibility for player-driven narrative play via skill challenges/quests/powers for auto succeed or bonuses/non-combat ritual magics?

I found Daggerheart to feel like squishier 5e vs something really narrative when I did teh play test - but that might be as much due to the playtest adventure being linear crap that did nothing to sell the game design.
 

Given that I haven't really looked at DS!'s design much, how far does it drift from 4e's awesome possibility for player-driven narrative play via skill challenges/quests/powers for auto succeed or bonuses/non-combat ritual magics?
Not near the pdfs right now I wrote a little about them in 27
I agree that's the primary focus... but based on past videos & the most recent packet would say that the social pillar definitely has some real crunchy support with an nice blend of new mechanics. Skills look pretty well developed with five groups (crafting, exploration, interpersonal, intrigue, and lore) each broken down into about a dozenish discrete skills rather than just being an afterthought. It unapologetically declares that it's not a dungeon crawler & one of the earlier packets outright suggested shadowdark if you are seeking one.
And THINK there was some discussion about how they work but not going to reread. There are a lot of interesting things done but one of the most interesting that doesn't require rules discussion is that there is actually a solid social framework where NPCs have a ummm... Motivation you can attempt appeal to (if you know it) and a patience level i think it was to put some boundaries on how willing they are to keep listening to you. It's not just a d20 fork and is very different from dagger heart
 

Given that I haven't really looked at DS!'s design much, how far does it drift from 4e's awesome possibility for player-driven narrative play via skill challenges/quests/powers for auto succeed or bonuses/non-combat ritual magics?

I found Daggerheart to feel like squishier 5e vs something really narrative when I did teh play test - but that might be as much due to the playtest adventure being linear crap that did nothing to sell the game design.
I never played 4e, so I can't tell. The last backer packet I saw (there were different playtest packets for backers than for patreon supporters) didn't have that much in the way for non-combat things, unfortunately.
 

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