MCDM's New Tactical TTRPG Hits $1M Crowdfunding On First Day!

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Matt Colville's MCDM is no stranger to crowdfunding, with three million dollar Kickstarters already under its belt. With the launch of The MCDM RPG, that makes four!

This new game is not a D&D variant or a supplement for D&D, which is what MCDM has focussed on so far. This is an all-new game which concentrates on tactical play, with a fulfilment goal of July 2025. It comes in two books--a 400-page 'Heroes' book and a 'Monsters' book which is an adaption of the existing Flee, Mortals!

The game takes aim at traditional d20 fantasy gaming, referring to the burden of 'sacred cows from the 1970s', but point out that it's not a dungeon crawling or exploration game--its core activity is fighting monsters. The system is geared towards tactical combat--you roll 2d6, add an attribute, and do that damage; there's no separate attack roll.

At $40 for the base Heroes PDF and $70 for the hardcover (though there are discounts for both books if you buy them together), it's not a cheap buy-in, but with over 4,000 backers already that's not deterring anybody!

Even more ambitiously, one of the stretch goals is a Virtual Tabletop (VTT). There's already a working prototype of it.

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Jokes aside, by that logic, Shadowdark is 5E with the serial numbers filed off.

...yes.

I feel like you maybe haven't actually gone through the actual page and clicked on and read through the example material. You seemed to be claiming you had, but comments like this make it seem like you really haven't.

I would suggest means you probably shouldn't be playing that game.

I think you're getting a little too caught up in the fact that I offerred critique and not enough in the fact that Ive stated multiple times I don't have an issue with the game itself. Especially considering you're asserting that I'm not engaging their definitions when I'm pretty explicitly doing so (by rejecting them).

I can tell this isn't going to be a productive conversation so I suggest dropping it.

They don't necessarily have to be, but i've found in general that almost every campaign i've been in that starts with that ditches it pretty quickly because it's a fairly trivial challenge if you have a player who's good at planning things, and a massive annoyance if you don't. I get the possibilities for interesting drama that comes from it, but RPG players can just choose to pack plenty of rations, lanterns, etc and then there's really no drama from it, and it's mostly a yes/no thing, and on the 'you didn't' side of things, the players feel like it's arbitrary because they didn't have a logistician player trivialize it.

A lot of that can be mitigated with a good inventory system. There's plenty of systems for that that work better for that than the fiddly weight system, and with a little more design you can make inventory sizing an interesting choice unto itself (I can pitch my ideas for that if you like) which would also help there.

And the Drama doesn't come from just not having a thing; forgetting something isn't dramatic. (Not that drama is necessarily the point, mind)

The drama comes when you did pack, but then fate intervenes and your pack gets burnt up by a dragon. Then you've got to improvise. (And making that more interesting loops back into what I was alluding to; a dragonhide backpack might not have that issue, but takes more effort to get ahold of than a simple leather bag, and may have other drawbacks)

And ultimately, that planning is desirable with these systems. It means they're directly engaging with the challenges ahead of them. Trivializing them doesn't matter, the point is that they overcame them.

This doesn't mean your system so be so imbalanced that only one player has to bother (it should be a group effort), nor that it can't be more dynamic (as related by the dragon example), but eventually the players deserve their victory, and I'd say they deserve it more for thinking ahead than they do for scrambling for a quick fix in the moment.
 

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I'm not getting any indication that MCDM's examination into creating a VTT is going to cause the development of their RPG to suffer. I expect that the system will do what the designers intend to it do AND the PDFs and print products will be high quality. If you don't want to use their VTT (or any other VTT), the game should play fine - just as well as 5e did without official VTT for over a decade.
 

But we're not talking about Lancer, we're talking about MCDM!

Jokes aside, by that logic, Shadowdark is 5E with the serial numbers filed off. Seriously. The number of mechanical differences between 5E and Shadowdark is considerably smaller than what we're looking at with MCDM's RPG, which isn't even a d20 mechanic game. I feel like you maybe haven't actually gone through the actual page and clicked on and read through the example material. You seemed to be claiming you had, but comments like this make it seem like you really haven't.

My interpretation of cinematic definitely aligns with how it's been used in RPG design as a whole, so...

It seems like you're continuing to attack the premise which again, I would suggest means you probably shouldn't be playing that game. You haven't made any particularly cogent criticisms, you're just saying "Well I don't think that's what Heroic means!", and it's like dude, they extensively defined what they meant by Heroic and Cinematic, and you don't even seem to be engaging with those definitions in your commentary.
I mean, it took me a while to grok what Coleville was talking about when getting referenced "Heroic Fantasy," because I didn't see how the mechanics in question simulated the literary genre of "Heroic Fantasy" like Lloyd Alexander or Tolkien.
 
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I mean, it took me a while yo grocery what Coleville was talking about when getting referenced "Heroic Fantasy," because I didn't see how the mechanics in question simulated the literary genre of "Heroic Fantasy" like Lloyd Alexander or Tolkien.
Man Parm, get a new phone*, maybe we can all chip in! "Yo grocery" is a new level of incomprehensible typo. Does it mean "to grok"? If it does I feel like I should get an award for working that out!

But why did it take that long to grocery? He literally posted the entire explanation in a screenshot from the book.

Also weird to call "heroic fantasy" Tolkien and Lloyd Alexander - the conventional definition is that it's a synonym for Sword & Sorcery - c.f. Wikipedia for example:


TVTropes concurs:


I think most people would put Tolkien and Lloyd Alexander as "high fantasy" or "epic fantasy" rather than "heroic fantasy".

* = < radio disclaimer voice > IamassumingthisisthephonebecauseyouhaveblamedautocorrectbeforeifthisisinanywayduetoillnessorthelikeIapologiseandretractthejoke
 

I'm not getting any indication that MCDM's examination into creating a VTT is going to cause the development of their RPG to suffer. I expect that the system will do what the designers intend to it do AND the PDFs and print products will be high quality. If you don't want to use their VTT (or any other VTT), the game should play fine - just as well as 5e did without official VTT for over a decade.

I could see the concern. If a VTT is being assumed it can make it easy to accept design solutions that would make physical play inefficient.

That was part of the issue with 4e. It isn't nearly as bad at the table as its detractors would have you believe (especially with the fixed HP values) but it also isn't the smoothest experience physically.

And given Matt and co aren't afraid of crunch, that makes the liklihood of these missteps pretty high, so those that can see that would be fairly justified in being concerned.
 

I think you're getting a little too caught up in the fact that I offerred critique and not enough in the fact that Ive stated multiple times I don't have an issue with the game itself. Especially considering you're asserting that I'm not engaging their definitions when I'm pretty explicitly doing so (by rejecting them).
We see this sort of thing all the time with new RPGs. Matt calls MCDM "heroic" "cinematic" and "tactical." These terms can all mean a ton of different things and have been part of many different kinds of games. What he does next is define what he means by those terms because, as you point out, they mean different things to different people. It looks like you have a problem with the terms he's using and are saying "that doesn't mean what Matt is saying they do!" And that's fine. Matt's telling you what he believes those terms mean and what you can expect in the game, so if you don't agree on his definition of tactical, you at least know what to expect to see in the game.

We're spending time debating what we think a "tactical" game should be rather than looking at what Matt is trying to give us, and that's never productive. Matt's giving us his view on it, and he's been pretty direct that if you don't want it, there are other games you can look at. What else is there to say about this?
 

That was part of the issue with 4e. It isn't nearly as bad at the table as its detractors would have you believe (especially with the fixed HP values) but it also isn't the smoothest experience physically.
I'm currently running 4e in person, with a group of 6-8 regular players who range in ages of 15-55 and who have never played 4e before.
I did print out power cards for them, but other than that, we're all physical. So far we're having a very smooth game, better than 5e actually.
I do see what you mean if I apply that to PF2 - I think it is a lot to keep up with if not using Foundry VTT automation.
I think that the primary difference is constant moving of bonuses and penalties, feats that work only in very specific circumstances and then only grant a minor effect that's easily forgotten.
What I'm seeing from MDCM's early mockups are big abilities that would be easy to keep track of. I don't think it's going to have the same issues as PF2's nitpicky modifiers.
 

We see this sort of thing all the time with new RPGs. Matt calls MCDM "heroic" "cinematic" and "tactical." These terms can all mean a ton of different things and have been part of many different kinds of games. What he does next is define what he means by those terms because, as you point out, they mean different things to different people. It looks like you have a problem with the terms he's using and are saying "that doesn't mean what Matt is saying they do!" And that's fine. Matt's telling you what he believes those terms mean and what you can expect in the game, so if you don't agree on his definition of tactical, you at least know what to expect to see in the game.

We're spending time debating what we think a "tactical" game should be rather than looking at what Matt is trying to give us, and that's never productive. Matt's giving us his view on it, and he's been pretty direct that if you don't want it, there are other games you can look at. What else is there to say about this?

I didn't call it petty for nothing lol. From my view the actual game itself is fine. Its actually astonishingly similar to my own in a lot of ways, so for me nothing about the game itself is an issue.

What tickled my buttons was just the blurbs, and I've given my 2 cents on that subject.

Has to be noted I'm not someone for whom the blurb would matter in the first place; I go look at the mechanics and any available adventures to judge if I'd be into a game.
 

A lot of that can be mitigated with a good inventory system. There's plenty of systems for that that work better for that than the fiddly weight system, and with a little more design you can make inventory sizing an interesting choice unto itself (I can pitch my ideas for that if you like) which would also help there.

And the Drama doesn't come from just not having a thing; forgetting something isn't dramatic. (Not that drama is necessarily the point, mind)

The drama comes when you did pack, but then fate intervenes and your pack gets burnt up by a dragon. Then you've got to improvise. (And making that more interesting loops back into what I was alluding to; a dragonhide backpack might not have that issue, but takes more effort to get ahold of than a simple leather bag, and may have other drawbacks)

And ultimately, that planning is desirable with these systems. It means they're directly engaging with the challenges ahead of them. Trivializing them doesn't matter, the point is that they overcame them.

This doesn't mean your system so be so imbalanced that only one player has to bother (it should be a group effort), nor that it can't be more dynamic (as related by the dragon example), but eventually the players deserve their victory, and I'd say they deserve it more for thinking ahead than they do for scrambling for a quick fix in the moment.
This is all fine, but it's also all essentially antithetical to cinematic or heroic play - no "cinematic" RPG is interested in these things - not even stuff like Leverage, which is explicitly about simulating a cinematic situation which relates to planning.

What you're describing is something that's procedural rather than cinematic or heroic. Likewise tales of survival by cutting your own arm off or inching up Everest. That's about being smart and prepared and determined, and it can make for a good story, but it's a very different to "heroic fantasy", which is much more of a "kick down the door"-type deal, and far less about preparation, individual will-to-live, and so on.

Also, a strong case can be made that planning/preparation doesn't work very well in most RPGs, as a fun use of the group's time. Now I am in two minds about that myself, but I can't dismiss that case, and I certainly can't assert that it's necessarily a worthwhile and fun thing for every group, even with improved inventory systems like those you refer to (I definitely agree with your point re: missing an item not being interesting whereas losing a bunch of items is, as long it's not routine).
I could see the concern. If a VTT is being assumed it can make it easy to accept design solutions that would make physical play inefficient.

That was part of the issue with 4e. It isn't nearly as bad at the table as its detractors would have you believe (especially with the fixed HP values) but it also isn't the smoothest experience physically.

And given Matt and co aren't afraid of crunch, that makes the liklihood of these missteps pretty high, so those that can see that would be fairly justified in being concerned.
The mitigating factor here, I think, is that Matt et al are aware of this kind of problem, and don't have a direct financial incentive to push towards VTT-based play as the main mode of play, plus they have an audience who can directly hold them accountable, and will do so. Loudly. They can't afford to piss off MCDM's fans - they rely on Kickstarters and a Patreon. The Patreon could empty out in a minute if the fans got pissed off - it's happened to people before. The next Kickstarter could be a big failure likewise. And obviously 0% of the current MCDM fans use MCDM's VTT, because it doesn't exist yet. So they can't rely on that, and won't be.

That's rather different from WotC. WotC have a strong motive to move towards VTT-based play, and indeed, with 4E, they had an explicit and detailed plan to do so, which they were kind of open about (the infamous "I want D&D to be like WoW" wasn't about rules or gameplay, it was about it being something you play online and pay a subscription fee for).

Also WotC are investing several times the development budget of 5E in developing their 3D VTT (by their own account - 250 people is straight up hugely more expensive than 30-50 people - 5 or more times, even!), and leaks during the OGL saga suggested WotC were very much planning to move people to an online subscription. Also, the guy in charge of D&D? Of all D&D? He's an ex-Microsoft executive with no game industry experience all (of any kind), but who does have a huge expertise - converting people from purchased products to online subscriptions! I am continue to be amazed so few people picked on the specificity of him being hired. WotC have also been pretty open about how hard they want to monetize the 3D VTT.

So if you're going to worry about games being made into VTT-centric ones, your main concern should be 5E 2024, frankly. It's a bit like a group of men laughing at a guy trying to avoid getting bitten by a small dog missing the tiger that is creeping up behind them.
 

Man Parm, get a new phone*, maybe we can all chip in! "Yo grocery" is a new level of incomprehensible typo. Does it mean "to grok"? If it does I feel like I should get an award for working that out!

But why did it take that long to grocery? He literally posted the entire explanation in a screenshot from the book.

Also weird to call "heroic fantasy" Tolkien and Lloyd Alexander - the conventional definition is that it's a synonym for Sword & Sorcery - c.f. Wikipedia for example:


TVTropes concurs:


I think most people would put Tolkien and Lloyd Alexander as "high fantasy" or "epic fantasy" rather than "heroic fantasy".

* = < radio disclaimer voice > IamassumingthisisthephonebecauseyouhaveblamedautocorrectbeforeifthisisinanywayduetoillnessorthelikeIapologiseandretractthejoke
Sorry, "to grok."

"Heroic Fantasy is a vague term, turns out I was equating it with "High Fantasy" but to be fair the Wikipedia for High Fantasy also says it can be termed Heroic Fantasy.


"The romances of William Morris, such as The Well at the World's End, set in an imaginary medieval world, are sometimes regarded as the first examples of high fantasy. The works of J. R. R. Tolkien—especially The Lord of the Rings—are regarded as archetypal works of high fantasy. The term "high fantasy" was coined by Lloyd Alexander in a 1971 essay, "High Fantasy and Heroic Romance", which was originally given at the New England Round Table of Children's Librarians in October 1969."

So I was trying to figure out how these tactical rules related to William Morris or the Chronicles of Prydain especially.
 
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