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MCDM's New Tactical TTRPG Hits $1M Crowdfunding On First Day!
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<blockquote data-quote="Nightfly" data-source="post: 9217833" data-attributes="member: 89601"><p>Whew. Just watched the latest stream, because I don't have a life I guess? Or I'm addicted to likes. Some takeaways:</p><p></p><p>* The game will have a crafting system for magic items, which includes single-use magic items. They won't have rituals, because those use-once items will fill that role.</p><p></p><p>* Matt is adamant that the virtual table-top be done in-house because he wants it to be tied to the success of the actual game. He doesn't want the game leaning strongly on another company whose business model has nothing to do with them. That doesn't mean you won't be able to play the game on other VTTs, just that they're going to put all their effort into their own, and other people will have to port it over. The VTT will include digital tools for building characters and the like. Developing the VTT simultaneously with the game itself will help in sharpening the game's rules.</p><p></p><p>* Says skill challenges in 4e had potential, but were "undercooked" and didn't quite work. The "negotiation" mechanic in this game is a bit similar -- it provides concrete rules for asking NPCs for things, a sort of mini-game. Also notes that 4e was not the first game to have a mechanic like skill challenges.</p><p></p><p>* The game's versions of feats will be titles. When you're awarded a title, your character gets a usable boon to go along with it. Titles are awarded by the GM based on what your character accomplishes. However, there are likely to be titles you can get when you first roll up your character.</p><p></p><p>* Survival mechanics won't be part of the core game, but might pop up in specific adventures. Matt said it doesn't make sense to have rules in your game about how long it takes to get from point A to B, and how much water you need and how likely you are to be ambushed, "unless the point of your game is how dangerous the world is." James chimes in, "We love games like that!" But their game will mostly ignore that kind of thing, because their game is "explicitly heroic". If a particular setting or adventure needs those sorts of mechanics, it'll go in there, rather than being in the core rules.</p><p></p><p>* Matt says they didn't "game the system" on crowdfunding at all. They asked for as much money as they thought it would take, rather than asking for less because that might be strategic, as many projects do. To that end, no more stretch goals will be added -- the stretch goals already listed are what the goals actually are.</p><p></p><p>* Discussion about the importance of choosing a good game license, because "we want people to make cool stuff with our system." Matt says there's been some public pressure to choose a certain license from people who have an agenda, but he'll make that decision with his lawyer, who is a gamer.</p></blockquote><p></p>
[QUOTE="Nightfly, post: 9217833, member: 89601"] Whew. Just watched the latest stream, because I don't have a life I guess? Or I'm addicted to likes. Some takeaways: * The game will have a crafting system for magic items, which includes single-use magic items. They won't have rituals, because those use-once items will fill that role. * Matt is adamant that the virtual table-top be done in-house because he wants it to be tied to the success of the actual game. He doesn't want the game leaning strongly on another company whose business model has nothing to do with them. That doesn't mean you won't be able to play the game on other VTTs, just that they're going to put all their effort into their own, and other people will have to port it over. The VTT will include digital tools for building characters and the like. Developing the VTT simultaneously with the game itself will help in sharpening the game's rules. * Says skill challenges in 4e had potential, but were "undercooked" and didn't quite work. The "negotiation" mechanic in this game is a bit similar -- it provides concrete rules for asking NPCs for things, a sort of mini-game. Also notes that 4e was not the first game to have a mechanic like skill challenges. * The game's versions of feats will be titles. When you're awarded a title, your character gets a usable boon to go along with it. Titles are awarded by the GM based on what your character accomplishes. However, there are likely to be titles you can get when you first roll up your character. * Survival mechanics won't be part of the core game, but might pop up in specific adventures. Matt said it doesn't make sense to have rules in your game about how long it takes to get from point A to B, and how much water you need and how likely you are to be ambushed, "unless the point of your game is how dangerous the world is." James chimes in, "We love games like that!" But their game will mostly ignore that kind of thing, because their game is "explicitly heroic". If a particular setting or adventure needs those sorts of mechanics, it'll go in there, rather than being in the core rules. * Matt says they didn't "game the system" on crowdfunding at all. They asked for as much money as they thought it would take, rather than asking for less because that might be strategic, as many projects do. To that end, no more stretch goals will be added -- the stretch goals already listed are what the goals actually are. * Discussion about the importance of choosing a good game license, because "we want people to make cool stuff with our system." Matt says there's been some public pressure to choose a certain license from people who have an agenda, but he'll make that decision with his lawyer, who is a gamer. [/QUOTE]
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