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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I did mention HP in a previous draft of that post, but I felt like it was confusing the issue! But I do think it factors in, as does LotR. It's ironic because in an interview Rowling gave when HP was first "going big", she violently and in no uncertain terms rejected the idea that HP was fantasy*, and used that kind of "fantasy books are cheap thrills for teenage boys" formulation (I think what she said was even nastier than that - implying writers were basically pandering to them, I can't remember the exact wording). It was such an outburst that even in text you could tell she'd unsettled the interviewer, who presumably thought it was uncontroversial to describe HP - which is obviously fantasy, right down to genre tropes - as "fantasy". She rejected the label a couple of times more in that era (less violently) before pivoting 180 to being "beloved fantasy author" later on, without every actually apologising for position/aspersions cast.

* = This isn't even the wildest claim she's made re: the genre/originality of HP, but detailed discussion of such grandiose claims ill-befits this thread.
Reminds me of a quote from one of my favourite authors, Terry Pratchett:

"Rowling says that she didn’t realise that the first Potter book was fantasy until after it was published. I’m not the world’s greatest expert, but I would have thought that the wizards, witches, trolls, unicorns, hidden worlds, jumping chocolate frogs, owl mail, magic food, ghosts, broomsticks and spells would have given her a clue?"
 

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And insofar as negating heroic or cinematic, naturally I don't agree as previously. Even on the merits of those styles, theres a strong case for more of a focus than we see in actual cinema, thats called for due to the nature of the medium. Games aren't cinema, so we can't use a general rule in cinema as a general rule in games.
Is there a strong case? How so? Your explanation doesn't offer one.

And if you're invoking "cinematic" a key element of your game, then yes we can use cinema as a general rule. Otherwise whatever you're doing, however cool, cinematic it ain't.

Case in point, in video game land Crafting mechanics are often a good example of this, such as in The Last of Us games. There, Crafting is pretty abstracted from the real thing, and that makes sense given it isn't supposed to be all that complex. However, Crafting isn't abstracted so far that its absent or diminished to nothing; its integrated into the gameplay loops and the choice of making a Molotov or a Bandage matters to how you play the game.
You mean the increasingly-hated annoying busywork that videogames are starting to backtrack on because of the audience getting increasingly tired with it?

A thing that, even where it works, is a strictly a solitary activity and wholly incompatible with active multiplayer stuff?

That's mostly there as filler to make people go grind materials?

That crafting?

That's more akin the '90s disaster of Netrunning and Decking as "major gameplay loops". People thought that was a good idea. It wasn't a good idea.
The same goes for other kinds of stories than post-apoc. We only see brief scenes of Narsil being reforged in Lord of the Rings (films), and IIRC, we don't see it at all in the books, but that doesn't mean a well designed Smithing mechanic and gameplay loop couldn't or shouldn't be a part of a LOTR RPG.
It absolutely means that shouldn't be part of LotR RPG. It's not a major theme of the books! In fact, it's somewhat actively antithetical to them - it's remarkable that Narsil is reforged, because in this age, such weapons are no longer forged! It's a not a thing that's likely to be relevant to most campaigns. It's not likely to possible to involve the whole party without massive contrivance. It's a waste of space.

In fact you're perfectly proving Matt Colville's point re: one-off mechanics. That's what would make sense for reforging Narsil or the like. Not general mechanics designed to be used in potentially every game, pointlessly filling up main rulebooks with rules that will hardly ever be used, and perhaps be actively inappropriate for a lot of situations. C.f. my early pigeon example - D&D's general overland travel rules and their flying component don't understand or care to understand the specifics of how far a pigeon can easily fly in that distance, so just get in the way.

(I am aware of Matt has noted they're using some crafting rules currently - I will be keen to see how those actually work, because I am quite skeptical of their general utility or how well they'll work in game, as opposed to how cool they might seem on paper.)

isn't just there to check a box or only there in service of itself
Which is exactly what forging rules in a LotR RPG would be. They oppose the basic themes of LotR!

(They might make sense as a sort of "endgame" for a game set in the first or second age of Middle Earth, where you were forging great weapons and tools which might be used by you, then people in the future. But you wouldn't cover "normal" forging with that - only great and epic works.)

Hence, the idea that you can strike a middle ground between abstracting (which negates the latter benefit of paying off a choice) and obtuse mechanics (which can get in the way of the overall point).
Which RPGs, specifically, do you think have achieved this? And are they just going to be a list of the least cinematic/heroic RPGs going lol?
 

Is there a strong case? How so? Your explanation doesn't offer one.

This what I was talking about in referring to interactivity. Games are about doing the things being depicted, not merely watching them be done. That neccessitates a stronger focus on things that'd be superflous in most films.

Should be noted though, film isn't exactly that monolithic on this subject. For instance, ever heard of the idea that most really good Action movies are basically just musicals? Stripping away all the pretense of blood, bombs, and bullets, most good ones are structurally identical to musicals, and it makes sense too. Fight choreography is just a very specific kind of dance, and its why actors like Chris Evans are praised on set by stunt people for being able to quickly grok what they do despite not being as deeply into it as they are. Evans is a song and dance guy, and the skills translate over.

A lot of people look at the paper thin plots of movies like John Wick and kind of miss all the great attention to detail that goes into the choreography, which is where the real meat of movies like that are; there's a reason why John Wick actually committing to real mag capacities was such a revelation for that genre, because it proved you could do the minutia and make it exciting.

Musicals tend to have the same issue if the one critiquing doesn't appreciate where the effort was put in, and the best musicals tend to go all the way and make the whole show a musical, rather than just cordoned off set piece scenes. One of RENTs most famous songs, La Vie Boheme, spends about 2 or 3 minutes just singing through dialogue and a rather funny scene at a restaurant before the song proper starts.

So coming back over to games, the same ideas still count for a lot. You can do things like this and make it a worthwhile part of the game. Hence the Last of Us as an example.

You mean the increasingly-hated annoying busywork that videogames are starting to backtrack on because of the audience getting increasingly tired with it?

A thing that, even where it works, is a strictly a solitary activity and wholly incompatible with active multiplayer stuff?

That's mostly there as filler to make people go grind materials?

That crafting?

Yes, studios chasing trends have repetitively proven that they comprise mostly of hacks completely bankrupt of creativity.

That doesn't make the base idea bad, we just have a 1000 ways to not make good crafting mechanics.

And crafting isn't incompatible with active multiplayer, it just hasn't been done in a lot of places. Space Engineers is an example of that in video games, and obviously in the tabletop space most people are still just copy-pasting the same anemic skill check and time gate mechanics, so you won't likely find examples there.

It's not a major theme of the books!

A LOTR video game isn't the books.

It's not a major theme of the books! In fact, it's somewhat actively antithetical to them - it's remarkable that Narsil is reforged, because in this age, such weapons are no longer forged!

That doesn't have any bearing on the idea of well done Smithing being a fun part of a LOTR game.

It's a not a thing that's likely to be relevant to most campaigns. It's not likely to possible to involve the whole party without massive contrivance. It's a waste of space.

I disagree. I think you should have a more open mind; nothing about these ideas calls for the sheer hostility you're reacting with right now.

In fact you're perfectly proving Matt Colville's point re: one-off mechanics.

You should do me the respect of actually reading what I say; one-off mechanics aren't even remotely what I'm talking about.

Which is exactly what forging rules in a LotR RPG would be

This is circular logic. There mere presence does not lead to those conclusions, you need to actually examine the mechanics and how they're integrated into the game.

You can't assert this conclusion based on a hypothetical game where the assumption is that it was actually done right.

They oppose the basic themes of

The themes of LOTR aren't affected by the presence of smithing as a mechanic or even something that simply exists. This pretty absurd hyperbole that doesn't stand up to scrutiny.

Its like saying acknowledging people have to eat and making it a part of the gameloop somehow contradicts the themes of good versus evil, the importance of hope, or whT have you.

Heck, given one of the themes that LOTR emphasizes is the impact small actions can have on the tides of history, I'd actually say a LOTR game should have more of this.

Hell, the main character of the entire saga is a person who is fundamentally struggling through the minutia of real life on their path. Frodo didn't have the convenience of skipping over having to travel or survive in an increasingly hostile wilderness.

Which RPGs, specifically, do you think have achieved this? And are they just going to be a list of the least cinematic/heroic RPGs going lol?

Afaik, none have. We don't have a lot of innovators (re: none) in this space focusing on these ideas, and I don't actually know yet if my own take would count.

That kind of appeal, however, is fallacious. Engage the idea; don't rely on easy excuses to disregard it.
 

All I can say is that my players love the idea.
As the GM, I hope it keeps encounters from dragging out with "clean up" phases. This is sort of like the Escalation Die in 13th Age. It makes sure there is a clear path of minimal progress. I think it will keep the encounters from dragging.
Never really felt that Encounters drag, and having thought about it because they are exploring this...being able to miss makes hitting feel better, in my mind.
 



Never really felt that Encounters drag, and having thought about it because they are exploring this...being able to miss makes hitting feel better, in my mind.
Yea. There are a lot of criticisms of 5e from Matt that I just don't see. Or have found how to make it work, and well for me. A lot of fans also have issues I don't seem to quite get. But if they find what they want from the MCDM RPG that's great!

I see other things in it I like, I think, from most of the fans, maybe.

Also I must say a big part is how he runs the company and how MCDM has had a real impact on pay in the industry. I want to enbiggen that and make it last. Same goes with EN Publishing. Is that a bad reason to want an RPG? I don't think so.

I do want to run and play it too.
 


The MCDM rpg wants to do its own thing. If their thing is not your thing, that is fine. There are plenty of TTRPGs that will do the thing you want. I imagine it'll be more fruitful if people go support what they want instead of arguing about what they want.

The crux of the issue wasn't what the game does though, just a bit of what is basically marketing. Essentially, "heroic" is superflous when what it refers to is covered by "cinematic".

None of that has any bearing on the game though; nothings lost by the absence of the "heroic" descriptor.
 

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