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    <title>The Dice Society</title>
    <link>https://thedicesociety.com/</link>
    <description>Recent content on The Dice Society</description>
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    <item>
      <title>About Me</title>
      <link>https://thedicesociety.com/about/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/about/</guid>
      <description>Welcome I&amp;rsquo;m Caio, a programmer from Brazil with a passion for tabletop RPGs. I made this blog to share DM advice, the history of my homebrew world, and interesting stuff I create on the intersection between technology and games. Currently, it serves mostly as the home for The Dice Society podcast.&#xA;Who knows what it will be in the future&amp;hellip;&#xA;If you want to get in touch, you can send me an email, at me on Bluesky or open an issue on GitHub.</description>
      <content:encoded><![CDATA[<h1 id="welcome">Welcome</h1>
<p>I&rsquo;m <a href="https://lente.dev/">Caio</a>, a programmer from Brazil with a passion for
tabletop RPGs. I made this blog to share DM advice, the history of my homebrew
world, and interesting stuff I create on the intersection between technology and
games. Currently, it serves mostly as the home for <a href="https://www.youtube.com/watch?v=CYEs7TUbOr0&amp;list=PLi3bxDWht1aUwAus9CWhD-CMLVP7E62LZ">The Dice Society
podcast</a>.</p>
<p>Who knows what it will be in the future&hellip;</p>
<p>If you want to get in touch, you can send me an


<a href="mailto:contact@thedicesociety.com">email</a>,

at me on


<a rel="me" href="https://bsky.app/profile/thedicesociety.bsky.social">Bluesky</a>

or open an issue on <a href="https://github.com/clente">GitHub</a>.</p>
]]></content:encoded>
    </item>
    <item>
      <title>Jams of the Timescape #3 | Kick-Off</title>
      <link>https://thedicesociety.com/jott3-kickoff/</link>
      <pubDate>Fri, 31 Jul 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/jott3-kickoff/</guid>
      <description>Full transcript of &amp;lsquo;Jams of the Timescape #3 | Kick-Off&amp;rsquo;</description>
      <content:encoded><![CDATA[<p>Oh, it&rsquo;s ready! Let me just get the theme from the oven&hellip;The theme for Jams of
the Timescape: Volume 3 is&hellip; One year of Draw Steel!</p>
<p>Hello, everyone!</p>
<p>Today is Draw Steel&rsquo;s first anniversary and the start of the third edition of
Jams of the Timescape, a Draw Steel game jam organized by Jon de Nor and I.</p>
<p>In this video I&rsquo;m going to answer your most important questions about the event:
what&rsquo;s a game jam, what are the rules, how our new ranking system works, and,
obviously, what are the prizes.</p>
<p>But, if you don&rsquo;t want to hear my voice anymore, you can just head over to
<a href="https://timescapejams.com">TimescapeJams.com</a> to enter the Jam and to join our
Discord server where you can chat with other participants.</p>
<p>Ok, for starters, what is a game jam? Well, game jams are events where
participants make games or game supplements from scratch with a deadline.</p>
<p>In Jams of the Timescape, jammers make Draw Steel-compatible products and submit
them on Itch.io. Our events are all beginner friendly and the main goals are to
have fun and develop some game design skills.</p>
<p>To spice it up a little, entries are then ranked and the top three win some nice
goodies. But that&rsquo;s secondary, because just participating is a blast!</p>
<p>Ok, so how does this Jam work? Unlike our previous editions, this time we&rsquo;re not
telling you <em>what</em> to make. You&rsquo;re free to submit any Draw Steel-compatible
product as long as it fits the theme and follows the rules.</p>
<p>Do you want to make a birthday cake ancestry? You got it. Do you want to make
complications for each zodiac sign? Sure. Do you want to make a monster for each
season? Do it.</p>
<p>Again, your submission just has to loosely fit the theme &ldquo;One Year of Draw
Steel&rdquo; and follow the rules.</p>
<p>And what are the rules? They&rsquo;re pretty straightforward: you can only submit one
product, it must be a PDF document with two pages at most, it has to be created
originally for the jam, and it must remain free or pay-what-you-want on Itch
until the voting phase is over.</p>
<p>Besides these rules, your product should, of course, follow the Draw Steel
Creators License, not use any AI, and not contain any bigoted content.</p>
<p>You&rsquo;ll note that the rules don&rsquo;t stop you from having collaborators, so feel
free to join other creators on the Discord if you need some help.</p>
<p>And another great tip for beginners is submitting your entry as soon as possible
and then updating your product on Itch as you revise it. This way there&rsquo;s a
smaller risk of something going wrong at the last minute.</p>
<p>For example, if someone notices that your PDF has three pages instead of two,
you can still fix that before the deadline! Don&rsquo;t leave your submission to the
last second.</p>
<p>But speaking of deadlines, what are the important dates for this event? The Jam
itself has already begun, so you can get started now!</p>
<p>Then, you have until August 21st to make your submission. At that point, voting
will start and y&rsquo;all have until August 28th to rate each other&rsquo;s entries.</p>
<p>Finally, on September 04th, I&rsquo;ll post a video announcing the three winners here
on my channel.</p>
<p>And how are the winners going to be chosen? Ok, this is one of the major
departures from our previous editions, so listen up!</p>
<p>Because last time we had <em>so many</em> entries, the judges simply couldn&rsquo;t go
through all of them. So this time we want the jammers themselves &mdash; you &mdash; to
vote on each other.</p>
<p>Once voting opens, you&rsquo;ll be assigned five entries at random. After you read
each of them, you&rsquo;ll see four different criteria to grade on a five-star scale:
Usability, Creativity, Enjoyment, and Theme.</p>
<p>You can then grade more entries, but these five random ones are the minimum. So
you should not have to read more than 10 pages, which I think is pretty doable
in a week.</p>
<p>Anyway, the criteria are, of course, deeply personal and that&rsquo;s totally fine!
We&rsquo;re hoping that the wisdom of the crowds balances stuff out, we&rsquo;ll see.</p>
<p>You&rsquo;ll also note that there is no criteria for art and this is on purpose. This
time we&rsquo;re trying to focus on words, not presentation. If your submission is
readable, we&rsquo;re happy with it.</p>
<p>Ok, once voting is done, the grades are averaged out and the three submissions
with the best average grades are crowned the winners.</p>
<p>And what do the top-three ranked entries get? Well, thanks to our amazing
sponsor, Tabletop Nonsenseverse, we have some great prizes waiting for you.</p>
<p>Third place gets issues 1 through 6 of the Blacksmith&rsquo;s Guild, while second
place gets all currently published issues.</p>
<p>But first place wins all currently published issues of the Blacksmith&rsquo;s Guild
<em>and</em> a 12-month subscription to their Patreon.</p>
<p>Again, thank you so so much to Tabletop Nonsenseverse for sponsoring this
edition of the Jams of the Timescape.</p>
<p>And, I think that&rsquo;s everything I had to say! If you have any more questions,
please join our <a href="https://timescapejams.com/discord">Discord server</a> with the
link in the description and ask away.</p>
<p>See you all for the winners&rsquo; video, thank you very much, and goodbye.</p>
]]></content:encoded>
    </item>
    <item>
      <title>Jams of the Timescape #3 | Announcement</title>
      <link>https://thedicesociety.com/jott3-announcement/</link>
      <pubDate>Fri, 24 Jul 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/jott3-announcement/</guid>
      <description>Full transcript of &amp;lsquo;Jams of the Timescape #3 | Announcement&amp;rsquo;</description>
      <content:encoded><![CDATA[<p>Let me just put this here in the oven&hellip; And wait a couple of hours&hellip;</p>
<p>We&rsquo;re so back.</p>
<p>Hello, everyone!</p>
<p>The rumors are true! Jon de Nor and I are back for Jams of the Timescape: Volume
3!</p>
<p>If you&rsquo;re not aware, Jams of the Timescape is a series of game jams that are
meant to get you &mdash; yes, you &mdash; to finally start making your own stuff for
Draw Steel.</p>
<p>And before you click away because you think you can&rsquo;t do it: they are all
targeted at beginners, no previous skill necessary. The task is always short and
requirements are minimal.</p>
<p>So start warming up your creative muscles because Volume 3 is gonna be a
doozy&hellip;</p>
<p>Like last time, we&rsquo;re not gonna spoil the theme nor the rules just yet. For that
you&rsquo;ll have to wait until the Jam officially starts in a week, on July 31st.</p>
<p>But I do have a couple of spoilers to give you right now.</p>
<p>The first one has to do with voting. Previously we had a panel of judges rating
the entries but, with the immense success of Volume 2, this time we&rsquo;ll let you,
the jammers, vote on entries.</p>
<p>And the second spoiler is that, once again, we have a cool sponsor for the
prizes! This time, Tabletop Nonsenseverse is going to award the top three
entries with some sweet loot.</p>
<p>So, if you&rsquo;re interested in participating in Jams of the Timescape: Volume 3 and
want to be notified when it starts, subscribe to my channel and join the
<a href="https://timescapejams.com/discord">official Discord</a> with the link in the
description.</p>
<p>Until then, good luck trying to guess the theme&hellip;</p>
]]></content:encoded>
    </item>
    <item>
      <title>Seven Dice Systems to Steal | Random Blogwagon</title>
      <link>https://thedicesociety.com/seven-dice-systems/</link>
      <pubDate>Sun, 07 Jun 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/seven-dice-systems/</guid>
      <description>I joined the RANDOM BLOGWAGON and wrote an eight-paragraph post about randomness!</description>
      <content:encoded><![CDATA[<p>Is there anything more fun than talking about dice systems? Objectively no. So
imagine my joy when I found out that Prismatic Wasteland put out an
<a href="https://www.prismaticwasteland.com/blog/random-blogwagon">invite</a> for all RPG
blogs to write about randomness! My entry to the blogwagon is this: seven dice
systems for you to steal.</p>
<figure><img src="https://thedicesociety.com/images/posts/seven-dice-systems/comment.jpg"
         alt="The bones told me to do this"/><figcaption>
            <p>The bones told me to do this</p>
        </figcaption>
</figure>
<h2 id="roll-over">Roll-Over</h2>
<p>Roll-under systems are cool, but they have a bug: your stats go up, yet you&rsquo;re
hoping for low results. In roll-over, you want to roll high because your stats
represent bad things that have to be overcome (Weakness, Fear, etc.) As you
level up, your stats go down. This system seems to go well with horror games.</p>
<h2 id="gear-20">Gear 20</h2>
<p>In this system you&rsquo;re usually rolling 1d20 + modifier versus a target number.
During combat, as the stakes rise, your modifiers go up and your die size goes
down, representing that you&rsquo;re becoming more focused and more powerful. This
system seems to go well with superheroic games with mid-combat transformations
(Super Saiyan, Gear 2, etc.)</p>
<h2 id="karmic-dice">Karmic Dice</h2>
<p>No one likes rolling poorly all night&hellip; So why not balance things out? In this
system, your target number is always the last number you have rolled &mdash; fumbles
are almost always followed by easy wins, and vice versa. Can this be abused by
players? I&rsquo;m sure it can&rsquo;t. This system seems to go well with narrative games.</p>
<h2 id="two-hit">Two-Hit</h2>
<p>Here you roll two dice and count how how many &ldquo;hit&rdquo;, i.e., meet or beat the
target number. You get a failure on zero hits, a mixed success on one hit, and a
full success on two hits. This system seems to go well with games that want both
degrees of success and GM-set target numbers.</p>
<h2 id="lock-n-roll">Lock &rsquo;n&rsquo; Roll</h2>
<p>This system requires dice with half &ldquo;miss&rdquo; faces and half &ldquo;hit&rdquo; faces (like VtM
dice.) Then you just need to roll four dice and count hits: zero or one is a
failure, two is a mixed success, and three or four is a full success. When
rolling with advantage/disadvantage, lock up to two dice on a hit/miss and roll
the rest. This system seems to go well with dice goblins that want maximum
legibility.</p>
<h2 id="nudge">Nudge</h2>
<p>This system also requires dice with half &ldquo;miss&rdquo; faces and half &ldquo;hit&rdquo; faces, here
called &ldquo;nudge&rdquo; dice. Now roll a regular 1d20, but include one or more nudge dice
when rolling with advantage or disadvantage. On advantage/disadvantage, each hit
on the nudge dice increases/decreases the degree of success by one. This system
seems to go well with games that have many degrees of success, but want to avoid
addition at all costs.</p>
<h2 id="the-ur-system">The Ur-System</h2>
<p>Flip a coin. You succeed on heads. This system seems to go well with games that
could not give less of a f***.</p>
]]></content:encoded>
    </item>
    <item>
      <title>Montages &amp; Negotiations | How to Draw Steel #5</title>
      <link>https://thedicesociety.com/htds05-montages-negotiations/</link>
      <pubDate>Fri, 05 Jun 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/htds05-montages-negotiations/</guid>
      <description>Full transcript of &amp;lsquo;Montages &amp;amp; Negotiations | How to Draw Steel #5&amp;rsquo;</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/Wzo93oz4Gus">YouTube</a>.
For links and references, please see that platform as this page only contains
the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone!</p>
<p>Welcome to what is probably the last video in the How to Draw Steel series! At
this point you already know about the power roll, tests, abilities, character
creation, and combat.</p>
<p>So today we&rsquo;re gonna discuss Draw Steel&rsquo;s systems for the two other pillars of
play. I&rsquo;m talking, of course, about montage tests and negotiations!</p>
<p>And, if by the end up liking these mechanics, make sure to check out my upcoming
Draw Steel supplement: Hooked on Crafting. More about it after the video.</p>
<h2 id="montages">Montages</h2>
<p>Given that Draw Steel calls itself a cinematic game, I think &lsquo;montage test&rsquo; is
the perfect name for its instantiation of skill challenges.</p>
<p>As you can probably imagine, this mechanic is deployed when the heroes want to
tackle a large task together, but we don&rsquo;t want to narrate absolutely everything
as we would in a regular scene.</p>
<p>So, like in a movie montage, we&rsquo;re only gonna see snippets of each hero doing
something that takes the party closer to their collective goal, be it crossing a
dangerous swamp or prepping a village before a siege.</p>
<p>In practice, a montage test is a sequence of individual tests whose outcomes
count towards a global limit.</p>
<p>Before beginning the montage, the director must set its success and failure
limits. For five heroes, for example, a montage test of moderate difficulty has
a success limit of 6 and a failure limit of 4.</p>
<p>In this case, if the heroes get 6 successes on their tests before they get 4
failures, or if they get 4 failures before 6 successes, the montage test ends!</p>
<p>To start the montage test, the director sets the scene by describing what kinds
of challenges the heroes need to overcome in order to achieve their goal.</p>
<p>It&rsquo;s also a good idea to set the stakes in case they fail because, if there is
no pressure at all, then we can just assume that the heroes take their sweet
time and succeed.</p>
<p>Next, each hero, one by one, picks a challenge and tries to overcome it with an
appropriate test.</p>
<p>The director sets the difficulty for each test individually, so a good idea
might be rewarded with an easier test or even an automatic success.</p>
<p>But there are limitations. An individual hero cannot use the same skill twice,
and two heroes cannot try to overcome the same challenge! Both of these rules
keep the players from cheesing the whole thing.</p>
<p>In case a hero doesn&rsquo;t have a good idea for how they can overcome one of the
challenges without breaking the rules, it&rsquo;s always possible for them to assist
another hero in their test.</p>
<p>But there&rsquo;s no automatic advantage here, folks! Assisting someone in Draw Steel
involves making a test whose outcome can either help or hinder the assisted
hero.</p>
<p>If every hero has gone, but neither the success limit nor the failure limit has
been reached, it&rsquo;s time for round two.</p>
<p>This second round is the last chance the heroes have of beating the montage
test, otherwise it automatically ends to avoid a slog.</p>
<p>In between the two rounds the director can make an interlude, introducing other
challenges, raising the stakes, or just adding some flavor.</p>
<p>Once the montage is over it&rsquo;s time to determine the final outcome.</p>
<p>If the montage ended because the success limit was reached before the failure
limit, the heroes achieve a total success: they do what they wanted and don&rsquo;t
incur any complications.</p>
<p>However, if the failure limit was reached before the success limit or if the
time ran out, there are two options.</p>
<p>If the heroes got at least two more successes than failures, they achieve a
partial success: they do what they wanted, but incur a complication.</p>
<p>Finally, if the heroes didn&rsquo;t get at least two more successes than failures,
they suffer a total failure: they don&rsquo;t do what they wanted.</p>
<p>So, to summarize: montage tests are a sequence of regular tests meant to
condense a long collaboration between the heroes into a fun mini-game.</p>
<p>The director announces the challenges and the heroes have two rounds to overcome
them. If they reach the success limit before the failure limit, they achieve a
total success.</p>
<p>Otherwise, the montage ends either when the failure limit is reached or when the
time is up.</p>
<p>Then we check if they have two successes or more than they have failures. If so,
they achieve a partial success; if not, they suffer a total failure.</p>
<h2 id="negotiations">Negotiations</h2>
<p>Recently another small youtuber covered negotiations in one of her videos, but
I&rsquo;ll cover it again here just to be safe.</p>
<p>Negotiations are Draw Steel&rsquo;s system for important roleplaying scenes where the
heroes are trying to convince an NPC to help them out.</p>
<p>Like, think of those key plot moments when the PCs are arguing with a king,
asking him to lend his army to their cause! Stuff like that.</p>
<p>Ultimately, the goal of negotiations is to help the director and the players
think about NPCs complexly; people with their own motivations who might be
persuaded by the right kind of argument.</p>
<p>In practice negotiations are, like montages, a sequence of tests, but without as
much structure on the players&rsquo; side.</p>
<p>Before a negotiation begins, the director sets the NPC&rsquo;s start starting attitude:
their interest and their patience.</p>
<p>Both of these numbers go from 0 to 5, but interest usually starts between 1 and
3, while patience starts between 2 and 5. Patience, by the way, can be affected
by the the heroes&rsquo; languages.</p>
<p>Anyway, the heroes&rsquo; objective will be to raise the NPC&rsquo;s interest as much as
possible before their patience runs out.</p>
<p>Next the director must choose the NPC&rsquo;s motivations and pitfalls from the 12
options listed in the book.</p>
<p>These are the kinds of arguments that will work particularly well (and poorly)
if brought up by the heroes. They are things like justice, freedom, or
vengeance.</p>
<p>Now it&rsquo;s time for the heroes to start the negotiation by making an argument that
tries to sway the NPC.</p>
<p>To determine how well the argument worked, the PC makes a test using a relevant
skill and the outcome will depend on whether they touched on a motivation or
pitfall.</p>
<p>If the argument didn&rsquo;t appeal to a motivation or used a pitfall, then the
outcomes look like this.</p>
<p>Notice that only on a tier 3 the NPC&rsquo;s interest will actually increase.</p>
<p>If the argument touches on a motivation, then the outcomes look like this.</p>
<p>Now it&rsquo;s much easier for the interest to increase, making it very advantageous
for the PCs to think carefully about what this NPC really values.</p>
<p>If the argument touches on a pitfall, then no test is necessary: both the NPC&rsquo;s
interest and patience decrease by 1.</p>
<p>There is also a whole impression score here that relates to the PCs&rsquo; renown, but
I&rsquo;m not going to get into that right now.</p>
<p>Check out page 288 of the Heroes book to learn more</p>
<p>Going back to the negotiation, now it&rsquo;s time for the NPC to make an offer based
on their current interest.</p>
<p>Since that ranges from 0 to 5, we have six total options. From worst to best: no
and, no, no but, yes but, yes, yes and. Let me clarify.</p>
<p>On interest 0, the NPC refuses the heroes&rsquo; offer and will try to obstruct their
plans. The negotiation stops immediately.</p>
<p>On interest 1, the NPC flat out refuses the offer.</p>
<p>On interest 2, the NPC refuses the offer, but they might help in some other less
impactful way.</p>
<p>On interest 3, the NPC accepts the heroes&rsquo; offer, but asks for something extra
in return.</p>
<p>On interest 4, the NPC simply accepts the offer.</p>
<p>Finally, on interest 5, the NPC accepts the offer and sweetens the deal with
some additional help. They can stop negotiating.</p>
<p>Once this first offer is made, the NPC indicates if they still have patience
left. If so, it&rsquo;s up to the heroes to decide if they want to keep making
arguments or if they take the offer.</p>
<p>If the PCs are willing and able to continue making arguments, the NPC&rsquo;s interest
will fluctuate up or down based on the tests, and their patience will steadily
decrease.</p>
<p>The heroes can even make tests to uncover the NPC&rsquo;s motivations if they haven&rsquo;t
done their research before showing up to negotiate.</p>
<p>At some point the negotiation will stop. There are four ways for this to happen:
interest drops to 0, interest reaches 5, patience drops to 0, or the heroes
choose to stop making arguments.</p>
<p>At that point the NPC makes a final offer based on their current interest. Take
it or leave it.</p>
<p>To summarize: negotiations are a system for momentous encounters where the PCs
are trying to convince an NPC to do something.</p>
<p>This NPC will have an interest score, a patience score, motivations, and
pitfalls.</p>
<p>Then the PCs must make arguments that get resolved as tests. These can have
different effects on the NPC&rsquo;s scores depending on whether the argument used a
motivation or pitfall.</p>
<p>Finally, the NPC will make offers based on their interest until the negotiation
is done. This can happen on interest 0 or 5, patience 0, or when the heroes are
done.</p>
<p>And that&rsquo;s it for montage tests and negotiations!</p>
<p>If you found them interesting, I&rsquo;m almost done with the first draft of Hooked on
Crafting.</p>
<p>This is my supplement with a quest hook for every single treasure in the
Heroes book. And, right now, it has more than 50 montages and 50 negotiations.</p>
<p>Links for Hooked on Crafting, and my Patreon, and my Discord will be in the
description.</p>
<p>Until next time! See ya.</p>
]]></content:encoded>
    </item>
    <item>
      <title>Devil Hunting Powered by Draw Steel</title>
      <link>https://thedicesociety.com/devil-division/</link>
      <pubDate>Wed, 27 May 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/devil-division/</guid>
      <description>Full transcript of &amp;lsquo;Devil Hunting Powered by Draw Steel&amp;rsquo;</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/am6mlSV0cjw">YouTube</a>.
For links and references, please see that platform as this page only contains
the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone!</p>
<p>Draw Steel is a pretty cool game, if I can say so myself, but it&rsquo;s still
medieval fantasy&hellip; A nice flavor of medieval fantasy, but medieval fantasy
nonetheless.</p>
<p>What would happen, though, if you took the Draw Steel engine and put it on a
different setting? Say&hellip; &rsquo;90s Tokyo?</p>
<h2 id="night-shift-devil-division">Night Shift: Devil Division</h2>
<p>You&rsquo;ve probably already heard about it, but Night Shift: Devil Division is an
upcoming TTRPG by Slightly Reckless Games that&rsquo;s currently crowdfunding on
BackerKit.</p>
<p>This will be, as far as I can tell, the first Powered by Draw Steel system and I
couldn&rsquo;t be more excited about it!</p>
<p>In Devil Division, you play as a &ldquo;badass shonen anime character kicking the piss
out of grotesque Devils and Monsters in 199X Tokyo.&rdquo;</p>
<p>Let me be clear: this tactical, heroic, cinematic, ANIME! This alone would be
enough to get me interested.</p>
<p>But also look. At. This. Art! No, seriously. Look at it! Look at it! This is
crazy!</p>
<p>I know it sounds like it, but this video is not an ad. I&rsquo;m not being payed to
talk about Devil Division; I haven&rsquo;t even gotten a free copy.</p>
<p>I was just really hyped for this new game and Sacha Lightfoot, the lead writer
for the project, agreed to talk to me about some of the cool things they&rsquo;re
working on.</p>
<p>And there&rsquo;s plenty of cool stuff!</p>
<p>The Devil Division system is still Draw Steel at its core, but with some
interesting tweaks to make it more streamlined and, at the same time, better
suited for a Jujutsu Kaisen-style game.</p>
<p>For example, instead of individually-named heroic resources, all classes gain
Momentum. Each one does it in a different way, but the name is the same.</p>
<p>Also, they have consolidated hero tokens and surges, creating a single pool of
what they&rsquo;re calling Adrenaline.</p>
<p>But there are also bigger changes like, instead of a single renown track, Devil
Division has two: clearance and signature.</p>
<p>Clearance being your reputation with the eponymous Division, the <em>for sure</em> good
people that you&rsquo;re working for.</p>
<p>While signature is your reward for getting closer to the devils that you&rsquo;re
supposed to be killing and capturing.</p>
<p>And, unlike renown, clearance and signature give you access to different kinds
of cool stuff: better loadouts and pay, or access to Under Tokyo black markets
and cursed items.</p>
<p>Other major additions are ascendant techniques and vault techniques.</p>
<p>The former being powerful, class-specific abilities that you must unlock before
using.</p>
<p>And, when you do unlock one during combat, you can narrate a flashback
explaining how you got it.</p>
<p>The latter, though, are probably my favorite thing about this game.</p>
<p>Because vault techniques are abilities that you can acquire by negotiating with
the devils that you&rsquo;ve detained and brought back to the Division.</p>
<p>Which transforms the past villains of your campaign into plot engines that just
keep on giving.</p>
<p>At this point this is me just gushing! But there&rsquo;s still more!</p>
<p>They&rsquo;re also simplifying negotiations, replacing downtime projects with a less
granular &ldquo;on leave&rdquo; mechanic, adding banter between rounds, and creating a chase
system based on montages that uses a randomized deck of obstacles.</p>
<p>And, like, this is still not set in stone yet, but there could be up to 12
character classes? All with tactical guidance for players?</p>
<p>This is gonna be good, y&rsquo;all.</p>
<p>Anyway, if you thought this sounds cool, make sure to check out Night Shift:
Devil Division on BackerKit right now.</p>
<p>It&rsquo;s gonna be over 600 pages and you don&rsquo;t need the Draw Steel books to play it.
The link is in the description.</p>
<p>See ya!</p>
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      <title>Draw Steel Doesn&#39;t Need Combat</title>
      <link>https://thedicesociety.com/draw-steel-doesnt-need-combat/</link>
      <pubDate>Mon, 11 May 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/draw-steel-doesnt-need-combat/</guid>
      <description>https://www.patreon.com/TheDiceSociety/posts/draw-steel-need-157997969</description>
      <content:encoded><![CDATA[<p><a href="https://www.patreon.com/TheDiceSociety/posts/draw-steel-need-157997969">https://www.patreon.com/TheDiceSociety/posts/draw-steel-need-157997969</a></p>
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      <title>Quick Steel Prototype</title>
      <link>https://thedicesociety.com/quick-steel-prototype/</link>
      <pubDate>Tue, 07 Apr 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/quick-steel-prototype/</guid>
      <description>https://www.patreon.com/TheDiceSociety/posts/quick-steel-154923235</description>
      <content:encoded><![CDATA[<p><a href="https://www.patreon.com/TheDiceSociety/posts/quick-steel-154923235">https://www.patreon.com/TheDiceSociety/posts/quick-steel-154923235</a></p>
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      <title>Combat | How to Draw Steel #4</title>
      <link>https://thedicesociety.com/htds04-combat/</link>
      <pubDate>Wed, 25 Feb 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/htds04-combat/</guid>
      <description>Full transcript of &amp;lsquo;Combat | How to Draw Steel #4&amp;rsquo;</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/rMVc_G0H6fY">YouTube</a>.
For links and references, please see that platform as this page only contains
the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone!</p>
<p>Are you ready for the most important episode of How to Draw Steel? We&rsquo;ve talked
about the Power Roll, we&rsquo;ve talked about abilities, we&rsquo;ve talked about character
creation&hellip; Now it&rsquo;s finally time to talk about combat!</p>
<p>If you&rsquo;re used to games like D&amp;D, there&rsquo;s a lot here that will feel familiar to
you, but there&rsquo;s also a bunch of cool new stuff to learn. Open your books on
chapter 10 and let&rsquo;s get started!</p>
<h2 id="draw-steel">Draw Steel!</h2>
<p>When push comes to shove and the monsters need a swift kick in the butt, it&rsquo;s
time to draw steel!</p>
<p>Before combat begins, the Director has got to set up a gridded map that is going
to represent the battlefield. Once every mini or virtual token is in place, it&rsquo;s
time to determine which side goes first.</p>
<p>If all the creatures on one side are surprised, the other side acts first. If no
side is surprised, one of the players simply rolls a d10: on a 6 or higher, the
heroes start; on a 5 or lower, it&rsquo;s the monsters.</p>
<p>Whichever side won initiative selects a member to take their turn. Once they&rsquo;re
done, the other side selects a member, and so on, back and forth. Weaker
monsters might be grouped into squads, all acting in together, but that still
counts as only one monster turn.</p>
<p>The only exception to this zipper initiative is when every creature on one side
has already acted, but the other side still has creatures to go. In this
situation, everybody who hasn&rsquo;t taken their turn yet just acts until everyone is
done.</p>
<p>At this point, the round is over and we can start all over again! The side who
won initiative kicks off the round and then the sides alternate turns until the
round is over.</p>
<h2 id="stats--resources">Stats &amp; Resources</h2>
<p>I know detours suck, but before we discuss what you can do on your turn, let&rsquo;s
take a look at the stats and resources that affect your hero&rsquo;s ability to fight.
I&rsquo;ve talked about most of these before, so we just need a refresher.</p>
<p>With the character sheet next to me, let&rsquo;s go one by one. First come your
characteristics: the numbers you add to your Power Rolls and use to resist
potencies.</p>
<p>Below them, we have four stats: size (how many squares you occupy on the grid),
speed (how many squares you can move on your turn), disengage (how many squares
you can shift when disengaging), and stability (how many squares you subtract
from forced movement). We&rsquo;ll talk more about these in a sec.</p>
<p>Next comes stamina, your most important resource, your capacity to take damage.
When you have fewer than half your maximum stamina, you&rsquo;re considered winded;
this has no special effect on its own, but some abilities might interact with
the winded status.</p>
<p>Once you&rsquo;re at 0 stamina or lower, you&rsquo;re considered dying. At this point you
get the bleeding condition and can&rsquo;t use the Catch Breath maneuver. Again, more
on these in a second.</p>
<p>Finally, if you reach negative half your max, you die. Time to make a new
character.</p>
<p>Closely tied to stamina are your recoveries. When you use one of these, you
regain one-third of your stamina maximum. Recoveries are spent when you Catch
Breath, but also when you are healed by a Conduit, are inspired by a Tactician,
etc.</p>
<p>Recoveries are only refreshed on a respite, so use them wisely!</p>
<p>Heroic resources are what fuel your hero&rsquo;s most powerful abilities. Each class
has its own way of gaining and spending their heroic resource, so check out the
previous video in the series for more information.</p>
<p>Finally, surges are a universal boost to effectiveness. You can only gain these
when an ability tell you to, but then you can spend them to deal extra damage or
temporarily increase your potencies.</p>
<h2 id="turns">Turns</h2>
<p>With the core concepts out of the way, it&rsquo;s time for you to take your turn. Like
many other RPGs, Draw Steel has four action types: move actions, maneuvers, main
actions, and triggered actions.</p>
<p>During your turn, you get one move action, one maneuver, and one main action. At
any point in the round, when its trigger is satisfied, you also get to take one
triggered action.</p>
<p>Starting with move actions, these are by far the simplest. 90% of the time,
you&rsquo;ll be using it to Advance, which just means that you can move a number of
squares up to your speed.</p>
<p>And yes, you can break up this movement to use other actions, but no, diagonals
don&rsquo;t cost additional movement!</p>
<p>The rest of the time, you&rsquo;ll be using your move to Disengage, which allows you
to <em>shift</em> a number of squares equal the disengage value on your character
sheet. Shifting, by the way, just means you don&rsquo;t provoke opportunity attacks.</p>
<p>Now for maneuvers. This is like a bonus action, but every hero in Draw Steel has
something cool to do with it: Tacticians get Mark, Censors get Judgement,
Elementalists get Practical Magic, and on, and on, and on&hellip;</p>
<p>If you don&rsquo;t have a reason to use your class&rsquo; maneuver, there are many backups:
aiding an attack, grabbing, hiding, knocking a foe back, standing up, etc. The
most important of these is the Catch Breath maneuver, which allows you to use a
Recovery on yourself.</p>
<p>The star of the show, though, is your main action. This is for your
damage-dealing class abilities, the main course of your turn. Other, safer
options include Defend, Heal an ally, or just use a second maneuver.</p>
<p>However, if you&rsquo;re far from the enemies, you&rsquo;ll want to use the Charge main
action, which lets you advance in a straight line and use a melee free strike at
the end of this movement.</p>
<p>The coolest part about main actions, though, is that you can crit on a natural
19 or 20. If this happens, you get a second main action just to spite your
enemies.</p>
<p>The final action type is the triggered action. This can be used at any moment
during the round, not just on your turn. Mostly you&rsquo;ll use it to activate your
class&rsquo; trigger, like the Null&rsquo;s Inertial Shield or the Shadow&rsquo;s Hesitation Is
Weakness.</p>
<p>Opportunity Attacks, unlike in D&amp;D, are <em>free</em> triggered actions, meaning you
can use a melee free strike <em>every single time</em> a creature moves away from you
without shifting.</p>
<p>By the way, make sure to check your triggers and maneuvers to see if they are
free, because these are super fun to use and can totally change your perception
of an ability&rsquo;s power level.</p>
<h2 id="victory">Victory!</h2>
<p>Now that you know how to take your turn, you&rsquo;re all set to win your first
combat. Once the fight is over, there are just a few things you need to know.</p>
<p>Depending on the difficulty of the encounter, you&rsquo;ll gain one or two victories.
These are tracked at the top right corner of you character sheet, and they
determine with how many heroic resources you start the next combat.</p>
<p>This means that the more you fight, the more powerful you get! But also, you&rsquo;ll
have fewer recoveries. At some point you&rsquo;ll feel the need to take a Respite.</p>
<p>Respites take 24 hours in Draw Steel. They reset your Recoveries and convert all
your victories into XP. Once you reach 16 XP, you level up; congratulations!</p>
<p>During a Respite, you can also engage in downtime projects: crafting, research,
or just fishing. Don&rsquo;t miss out on these systems! They&rsquo;re one of the best parts
of the game, I promise.</p>
<h2 id="tactics">Tactics</h2>
<p>Before I leave you for today, let&rsquo;s talk a little bit about tactics. When you
play Draw Steel, you&rsquo;ll notice that taking your turn almost becomes a collective
activity. Many abilities interact with or can set up your allies&rsquo; turns.</p>
<p>Discussing tactics in this game is part of the fun! Do not underestimate how
much more effective you can become just by aligning your intentions with the
other players.</p>
<p>Draw Steel has many mechanics that can affect your strategy during combat.
Forced movement, for example, is a big part of this game. Abilities can push or
pull creatures, and there are robust rules for colliding with objects and even
for breaking through walls!</p>
<p>And conditions are also super important! Remember the dying status? Well, it
imposes the bleeding condition, which causes you to take damage equal to 1d6 +
your level every time you use a main action or a triggered action!</p>
<p>I simply can&rsquo;t talk about everything in this book that is relevant to combat.
There are damage types, flanking, cover, concealment, falling, difficult
terrain, high ground, and the list goes on!</p>
<p>My suggestion is that you look through the glossary index on page 10 (well,
actually X) to see everything that might come up during combat. Then, when it
comes up, you know where to look for answers.</p>
<p>So, to summarize: combat starts with a d10 roll to determine who goes first,
then sides alternate until the round is over; on your turn you get a move
action, a maneuver, and a main action; you also get a triggered action to use at
any point during the round.</p>
<p>Now, with combat out of the way, the next video will be all about out-of-combat
mechanics: Montages and Negotiations. See you then!</p>
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      <title>D6s All the Way Down</title>
      <link>https://thedicesociety.com/d6s-all-the-way-down/</link>
      <pubDate>Tue, 10 Feb 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/d6s-all-the-way-down/</guid>
      <description>https://www.patreon.com/TheDiceSociety/posts/d6s-all-way-down-150363952</description>
      <content:encoded><![CDATA[<p><a href="https://www.patreon.com/TheDiceSociety/posts/d6s-all-way-down-150363952">https://www.patreon.com/TheDiceSociety/posts/d6s-all-way-down-150363952</a></p>
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      <title>TDS 024: Draw Steel&#39;s Little Brother</title>
      <link>https://thedicesociety.com/tds024-ds-little-brother/</link>
      <pubDate>Mon, 02 Feb 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds024-ds-little-brother/</guid>
      <description>Full transcript of The Dice Society Podcast episode 024: Draw Steel&amp;rsquo;s Little Brother</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on <a href="">YouTube</a> and
<a href="https://open.spotify.com/episode/2r5w0qiYTaULWFmmdAvZfQ">Spotify</a>. This page
only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone, and welcome to the twenty-fourth episode of The Dice Society
Podcast! My name is Caio and this is a show about Draw Steel, a tactical
roleplaying game made by MCDM.</p>
<h2 id="community--news">Community &amp; News</h2>
<ul>
<li><a href="https://itch.io/jam/jott02-ancestries">JotT #2: Ancestries of the Timescape</a>, by Jon de Nor and The Dice Society</li>
<li><a href="https://stawl.app/supplements">Stawl Supplement Index</a>, by Jon de Nor</li>
<li><a href="https://www.backerkit.com/c/projects/chaoticgoodra/nightmare-scenario-dreamy-options-for-draw-steel">Nightmare Scenario</a>, by Mattelonian</li>
<li><a href="https://www.backerkit.com/c/projects/look-out-behind-you-studios/the-kiln-a-fiery-class-for-draw-steel">The Kiln</a>, by Gub</li>
<li><a href="https://www.backerkit.com/call_to_action/21fd5fd2-b217-4f65-9310-e5097d559d1c/landing">It&rsquo;s Complicated</a>, by Rise Heroes Rise!</li>
<li><a href="https://www.backerkit.com/call_to_action/e04ed268-9057-4ad4-ab44-58cd435211fd/landing">Weapons of Lore</a>, by Jeff Stevens Games</li>
<li><a href="https://www.backerkit.com/call_to_action/4c8ba659-6d0e-4e58-913a-cc156d5e074d/landing">The Two-Soul</a>, by speep</li>
<li><a href="https://discord.com/channels/332362513368875008/1452366830722351315">Stormbreakers</a>, by Onkeen</li>
<li><a href="https://midnightkelpiepress.itch.io/snow-queens-fury">The Snow Queen&rsquo;s Fury</a>, by Emi</li>
<li><a href="https://dima-serbin.itch.io/the-matter-of-an-overmind">The MATTER of an OVERMIND</a>, by DimaJeydar</li>
<li><a href="https://barilleon.itch.io/dragon-grafter">Doom of the Dragon Grafter</a>, by Leon Barillaro</li>
<li><a href="https://surfingbird.itch.io/the-scion">The Scion - A Spellsword Class</a>, by SurfingBird</li>
<li><a href="https://www.patreon.com/posts/vessel-147253851">The Vessel</a>, by Mattelonian</li>
<li><a href="https://shadowhand-gaming.itch.io/carnophage-monster-booklet">Carnophage Booklet</a>, by Shadowhand Gaming</li>
<li><a href="https://www.backerkit.com/c/projects/tidal-wave-games/ratcatcher-magazine-issue-02-for-draw-steel">Ratcatcher Magazine Issue 02</a>, by Tidal Wave Games</li>
<li><a href="https://v76y3mz4ph2v95q2-91955691894.shopifypreview.com/">The Blacksmith&rsquo;s Guild Issue #5</a>, by Max_Falcon_(EST) and many others</li>
<li><a href="https://drive.google.com/drive/folders/12ureB3KgSBRVyS49XBUTh3WfL530g55b">Translated Rule Graphics</a>, by KJTailor</li>
<li><a href="https://discord.com/channels/332362513368875008/1456349254435082320">Player Map of Blackbottom</a>, by Zekatar</li>
<li><a href="https://discord.com/channels/332362513368875008/1460014676145340629">Vintage Cover Template</a>, by Jenny [REDACTED]</li>
<li><a href="https://tintenseher.itch.io/ds-community-plus">Draw Steel Community+ Glyphs Font</a>, by Jonas Tintenseher</li>
<li><a href="https://lookoutbehindyou.itch.io/a-theory-of-mapping">Gub&rsquo;s Theory of Mapping</a>, by Gub</li>
<li><a href="https://youtu.be/DtbBaAjTezk">Draw Steel Adventure Tools</a>, by Alphastream</li>
<li><a href="https://www.patreon.com/posts/new-extension-146279272">Party Continuity</a>, by Seamus</li>
<li><a href="https://www.patreon.com/posts/power-rolls-from-149220319">Power Rolls from Stat Blocks</a>, by Seamus</li>
</ul>
<h2 id="crows">Crows</h2>
<p>No transcript here :(</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode!</p>
<p>A special thanks to my current Initiate and Adept-level patrons: Seth Lang,
Tomas Rodriguez, TDAWS, Brandon West, and Antan Karmola! Thank you all so so
much &lt;3</p>
<p>Make sure to check out this episode&rsquo;s description for links to
<a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">all</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>, The Dice
Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing list</a>, and
my <a href="https://discord.gg/qq6H4uHbDV">Discord server</a>. I&rsquo;ll also leave some links
there to <a href="https://bsky.app/profile/jamesintrocaso.bsky.social">James&rsquo;</a>,
<a href="https://bsky.app/profile/mattcolville.bsky.social">Matt&rsquo;s</a>, and
<a href="https://bsky.app/profile/hellomcdm.bsky.social">MCDM&rsquo;s</a> accounts so you can
follow them too.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
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      <title>Chiaroscuro Elf</title>
      <link>https://thedicesociety.com/chiaroscuro-elf/</link>
      <pubDate>Wed, 28 Jan 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/chiaroscuro-elf/</guid>
      <description>https://www.patreon.com/TheDiceSociety/posts/chiaroscuro-elf-149348907</description>
      <content:encoded><![CDATA[<p><a href="https://www.patreon.com/TheDiceSociety/posts/chiaroscuro-elf-149348907">https://www.patreon.com/TheDiceSociety/posts/chiaroscuro-elf-149348907</a></p>
]]></content:encoded>
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    <item>
      <title>Thoughts on the OSR</title>
      <link>https://thedicesociety.com/thoughts-on-the-osr/</link>
      <pubDate>Wed, 14 Jan 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/thoughts-on-the-osr/</guid>
      <description>https://www.patreon.com/TheDiceSociety/posts/thoughts-on-osr-148240140</description>
      <content:encoded><![CDATA[<p><a href="https://www.patreon.com/TheDiceSociety/posts/thoughts-on-osr-148240140">https://www.patreon.com/TheDiceSociety/posts/thoughts-on-osr-148240140</a></p>
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      <title>Character Creation | How to Draw Steel #3</title>
      <link>https://thedicesociety.com/htds03-character-creation/</link>
      <pubDate>Fri, 26 Dec 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/htds03-character-creation/</guid>
      <description>Full transcript of &amp;lsquo;Character Creation | How to Draw Steel #3&amp;rsquo;</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/prX3sfi25FQ">YouTube</a>.
For links and references, please see that platform as this page only contains
the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone!</p>
<p>In the previous videos of this series we&rsquo;ve talked about what Draw Steel is, the
Power Roll, tests, combat abilities, and potencies. Now it&rsquo;s finally time to
create our first character!</p>
<p>We&rsquo;re gonna go through the 10 steps outlined in chapter two of the Heroes Book
and, to illustrate the whole process, we&rsquo;re gonna make a guy-with-a-sword
together. Let&rsquo;s see just how cool this character concept can get in Draw
Steel&hellip;</p>
<h2 id="step-1-think">Step 1: Think</h2>
<p>Yes, the first step is literally called &rsquo;think&rsquo;. The book prompts us with a few
questions, and, if you&rsquo;re already familiar with the system, you can already
start getting some ideas.</p>
<p>For the purposes of this video, let&rsquo;s keep it pretty broad: guy-with-a-sword and
<a href="https://www.artstation.com/artwork/2qvLwJ">this</a> artwork by MCDM&rsquo;s own Grace
Cheung. These are going to be our north star.</p>
<h2 id="step-2-ancestry">Step 2: Ancestry</h2>
<p>Step two is choosing our ancestry. Draw Steel gives us some pretty incredible
options, from classics like Dwarf and High Elf, to the more innovative like
Memonek and Time Raider. Our guy is just a human, but he&rsquo;s already pretty
interesting!</p>
<p>Every ancestry in Draw Steel gets one or more signature traits and ours is
called Detect the Supernatural. With it, we can pinpoint nearby supernatural
objects and creatures even if we can&rsquo;t see them.</p>
<p>Ancestries also get some purchaseable traits, so not every human is going to be
the same as ours. To save time, let&rsquo;s just go with the default options:
Perseverance and Staying Power.</p>
<p>The former gives us an edge in tests made with Endurance, and causes the slowed
condition to reduce our speed to 3 squares per turn instead of the usual 2.
Staying Power just gives us two additional Recoveries.</p>
<p>What is a Recovery, you ask? Great question.</p>
<p>A hero&rsquo;s capacity to keep fighting is measured by their Stamina, and, to recover
Stamina, you have a special resource called Recoveries. When spent, a Recovery
allows you to heal Stamina equal to one-third of your max.</p>
<p>Your number of Recoveries is determined by your class, so our guy-with-a-sword
can heal more times than the average member of that class.</p>
<h2 id="step-3-culture">Step 3: Culture</h2>
<p>On step three we get to choose our culture, which actually bundles four choices:
language, environment, organization, and upbringing. These choices are going to
summarize the &ldquo;community that raised you.&rdquo;</p>
<p>Language is easy: to start, you know Caelian (Draw Steel&rsquo;s common) and one
additional language. The default for humans is Vaslorian.</p>
<p>For the other three choices, we can stick to one of the suggested build. Since
our guy looks like a knight, maybe, we&rsquo;ll choose the knightly order archetypal
culture.</p>
<p>For environment we get secluded, which gives us the Read Person skill by
default. For organization we get bureaucratic, with the Persuade skill. And for
upbringing we get Martial, with the Intimidate skill.</p>
<h2 id="step-4-career">Step 4: Career</h2>
<p>Next up is our hero&rsquo;s career. This describes what they did before becoming a
monster-slaying adventurer, and it provides us with more skills, a perk, and
possibly languages, renown, or wealth.</p>
<p>We have loads of options here, from Agent to Watch Officer. Since our dude comes
from a knightly order, how about we give him the soldier career?</p>
<p>This one asks us a few relevant questions like &lsquo;what rank did they achieve?&rsquo;,
and gives us the following benefits: two skills (Alertness, and Endurance by
default), two languages, an additional renown, and a perk (Teamwork by default).</p>
<p>Before you raise your hand, renown starts at zero for most heroes and it helps
in negotiations. Perks are options that might help outside of combat; the
Teamwork perk, for instance, gives you a benefit on montages. Both negotiations
and montages will be the subject of another video.</p>
<p>The last thing we get from our career is an inciting incident! This is what
happened to make your hero leave their career behind to become an adventurer.
For our friend, I&rsquo;m picking sole survivor:</p>
<p>&ldquo;You were the last surviving member of your unit after an arduous battle or
monstrous assault, surviving only through luck. You turned away from the life of
a soldier then, seeking to become a hero who could stand against such threats.&rdquo;</p>
<h2 id="step-5-class">Step 5: Class</h2>
<p>Now it&rsquo;s time for the main course: our class! Draw Steel comes with nine
classes, which resemble the classes from other heroic fantasy games, but with
their own unique spins.</p>
<p>Matt Colville just did an hour-long <a href="https://youtu.be/UO_VKjkGJ_Y">class guide</a>
in his channel, so I&rsquo;ll just summarize our options&hellip;</p>
<p>Censor is your typical holy warrior, specialized in one-on-one combat. Conduit
is a priest that can both heal and destroy. Elementalist is a caster that can
control the Timescape&rsquo;s seven elements.</p>
<p>Fury is a rage machine tied to the Primordial Chaos. Null is an unarmed psionic
fighter capable of suppressing magic. Shadow is an assassin that strikes with
deadly speed.</p>
<p>Tactician is weapon master that excels in strategy. Talent is a psion that can
manifest spells with their mind. And troubadour is a storyteller that can
inspire allies and demoralize opponents.</p>
<p>I think it&rsquo;s pretty clear that our guy-with-a-sword should be a tactician, so
let&rsquo;s see what we get at level 1!</p>
<p>For characteristics we start with a Might of 2 and a Reason of 2. For the other
three, we pick one of the default arrays; I&rsquo;m going to set our Agility to 1, our
Intuition to 1, and our Presence to -1 (just because he looks very bored).</p>
<p>Our potencies are based on Reason, our starting Stamina is 21, and we get 10
Recoveries&hellip; Plus two from our ancestry, remember? We can also pick three
skills, which are Lead, Monsters, and Strategy by default.</p>
<p>Every class is going to look pretty similar up until this point, when we start
making some more interesting choices&hellip;</p>
<p>The first of those is our subclass. Draw Steel heroes already start level 1 with
a subclass, and it determines some pretty important things about their fighting
style.</p>
<p>The standard tactician subclass is the Vanguard, a warrior that leads from the
front. But before we see what we get from our subclass, let&rsquo;s take a detour into
our heroic resource.</p>
<p>One of the core elements of Draw Steel are heroic resources. Each class has
their own resource that they gain during combat and can spend to fuel their most
powerful abilities. It all goes away at the end of combat, so use it or loose
it!</p>
<p>The tactician&rsquo;s heroic resource is called focus. We gain two focus at the start
of our turn, one focus per round when we or any ally damages a marked creature
(more on that in a second), and one focus per round when any ally within 10
squares uses a heroic ability.</p>
<p>As a general rule, every hero also start combat with an amount of heroic
resources equal to their victories, which is just the number of challenges they
have overcome since their last respite.</p>
<p>If you connect the dots, this means that you start closer to your most powerful
abilities the more you fight! You still have to rest because your Recoveries are
not infinite, but this isn&rsquo;t a game of attrition like D&amp;D; heroes keep pushing.</p>
<p>Back to our guy-with-a-sword, it&rsquo;s time to get our first doctrine feature:
Commanding Presence, which gives us a bonus to negotiations.</p>
<p>Next is our doctrine triggered action: Parry, which lets us halve some damage
aimed at us or a nearby ally. We can even spend focus to get an additional
effect!</p>
<p>After Parry, the feature we get is called Field Arsenal. It basically lets us
take two kits, but, since kits are the next step in the character building
process, we&rsquo;ll talk more about it then.</p>
<p>So, skipping Field Arsenal, we have Mark, possibly the most important tactician
ability. In short, Mark draws our allies&rsquo; attention to a specific foe, granting
an edge on Power Rolls made against them.</p>
<p>By the way, this foe is the &ldquo;marked creature&rdquo; mentioned on our focus entry! See
how it all clicks together nicely?</p>
<p>Anyway, after Mark we get Strike Now, a cool action that lets an ally of ours
attack instead of us; very useful to strategically take down a monster that is
too far away.</p>
<p>Finally, the last two things that every class grants you hero are their heroic
abilities: very powerful abilities that cost heroic resources! Usually you pick
each one from a set of four, so it&rsquo;s not too overwhelming.</p>
<p>The default 3-focus ability for us is Inspiring Strike, which deals damage to a
monster and inspires an ally to spend a Recovery. Our default 5-focus ability,
called Hammer and Anvil, allows us <em>and</em> an ally to strike simultaneously!</p>
<p>And that&rsquo;s it for our class! Each class is different, but the choice process is
pretty similar&hellip; You start with the basics, a subclass, and your heroic
resource, then there are a few abilities for you to pick.</p>
<p>The only exception is your kit.</p>
<h2 id="step-6-kit">Step 6: Kit</h2>
<p>In step number six we&rsquo;ll choose our kit, that is, a bundle of equipment that
defines the way we fight. This is the only step that doesn&rsquo;t apply to every
hero, because casters pick protective wards or prayers from inside their
classes.</p>
<p>Kits grant a few static bonuses and one thematic ability. You also get some
general information about the type of equipment you carry, like &ldquo;light weapon&rdquo;
and &ldquo;heavy armor.&rdquo; The appearance of these is totally up to you.</p>
<p>Our guy-with-a-sword, for sure, is wearing the Shining Armor kit: heavy armor, a
shield, and a medium weapon. Our kit ability is Protective Attack, which taunts
the target for a short while.</p>
<p>Because we are tacticians, we also get a second kit. The flavor here is that
we&rsquo;re so good with weapons that we can benefit from two different fighting
styles at the same time.</p>
<p>My guess is that our guy would have a ranged weapon as a backup. There are many
options to choose from, like Rapid-Fire, Arcane Archer, or Sniper.</p>
<p>I&rsquo;m going with Sniper because&hellip; It&rsquo;s cool! Again, we get a bunch of bonuses and
a kit ability: Patient Shot.</p>
<p>At this point, we would take all of our abilities that have the Weapon keyword
and apply the appropriate bonuses, like damage and distance. Kits also give
bonuses to our character, like stamina, speed, etc. Once everything is applied,
we can move on.</p>
<h2 id="step-7-free-strikes">Step 7: Free Strikes</h2>
<p>Adding free strikes is a weird step, mostly because these are extra attacks that
you get after you pick your class!</p>
<p>There is a melee free strike and a ranged free strike, and they are the same for
every single character, except that kit bonuses apply here too.</p>
<p>These free strikes are super simple as they represent a quick attack that you
can do when an opportunity opens up. Actually, this is what we&rsquo;ll be using for
opportunity attacks!</p>
<h2 id="step-8-complication">Step 8: Complication</h2>
<p>Now for the incing on the cake: complication. This is an optional step that give
you some interesting quest hooks that can come up during the campaign;
additionally, you gain mechanical benefits and drawbacks that can completely
change the look and feel of your character.</p>
<p>There are literally 100 options to choose from, but my favorite one is perfect
given the art: Sibling&rsquo;s Shield!</p>
<p>&ldquo;You were tasked with delivering a ceremonial shield to your older sibling, a
celebrated warrior, for their years of service. When you arrived at their
homestead, you found them dead on their doorstep with their own sword lodged in
their back. To find out who did this to them—and why—you decided to step into
their shoes. It will take a while to match up to your sibling&rsquo;s legacy, though.&rdquo;</p>
<p>My mind is already fizzing with connections between our character&rsquo;s career and
complication. Maybe we were in the same knightly order! Maybe I was my sibling&rsquo;s
squire! Loads of options here.</p>
<p>The benefit of this complication is simple: I can&rsquo;t be flanked while wearing my
sibling&rsquo;s shield. The drawback, on the other hand, is a little cooler: because
of the haunting visions of my dead sibling, I can&rsquo;t sleep well at night and run
the risk of not gaining all of my recoveries back after a respite. Good thing we
got a couple of extra ones from being a human!</p>
<h2 id="step-9-details--step-10-make-connections">Step 9: Details &amp; Step 10: Make Connections</h2>
<p>Now we&rsquo;re basically done. Steps 9 and 10 are all about making your character
more three-dimensional: backstory, personality, connections between the
characters, all that stuff.</p>
<p>I won&rsquo;t go through this process here because the video is already pretty long.
Let&rsquo;s just take a moment to admire how far we&rsquo;ve come&hellip;</p>
<p>We set out to create a guy-with-a-sword, the most boring archetype in all of
fantasy, and check out our character sheet! We&rsquo;re loaded with cool abilities, we
have a flavorful backstory, and we even got a cool plot point that the director
can use to spice up our campaign.</p>
<p>And all of this came from just following the book! No extra work necessary.</p>
<p>Ok, now we know how abilities work and our character really wants to start using
them, so next time we&rsquo;ll about combat in Draw Steel. See you then!</p>
]]></content:encoded>
    </item>
    <item>
      <title>Takeaways from My First TTRPG Crowdfunder</title>
      <link>https://thedicesociety.com/crowdfunding-takeaways/</link>
      <pubDate>Fri, 19 Dec 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/crowdfunding-takeaways/</guid>
      <description>What I learned running my first Draw Steel RPG crowdfunder on Itch</description>
      <content:encoded><![CDATA[<h2 id="background">Background</h2>
<p>After a couple of years making
<a href="https://www.youtube.com/@the_dice_society">content</a> about Draw Steel and
publishing a well-received
<a href="https://thedicesociety.itch.io/you-meet-in-an-ambush">adventure</a> for the same
system, I decided it was time to be a little more ambitious.</p>
<p>I had this cool idea for a supplement that, unlike my little one-shot, would
require art commissions and professional editing. I wrote a draft and shared it
with a few people; it seemed like the concept had legs.</p>
<p>The big question at that point was: should I pay for everything or should I
crowdfund this?</p>
<p>I ran the numbers and it would cost me around US$ 1500 to bring the project to
life. Did you know that making 1.5k a month where I live puts you in the top 10%
of earners? It was time to launch my first crowdfunder.</p>
<h2 id="preparation">Preparation</h2>
<p>Before I could start the campaign, I had to have a preview of the product.
Something the backers could look at and know that I had the chops to get this
done.</p>
<p>I decided that I needed at least four pages of text, some well-known
contributors, an announcement video, and good art. My budged for these art
pieces would be US$ 500 and I was ok with not making this money back, so I&rsquo;d ask
for a nice round 1k in the campaign.</p>
<p>First, I reached out to 10 other Draw Steel creators that I admire and asked
them if they&rsquo;d contribute to the project if it was successful. Every single one
accepted, which gave me the boost I needed to continue on this journey.</p>
<p>Then I made a <a href="https://youtu.be/acVxtixlgI0">video</a> to accompany the campaign
and explain what it was all about. Short and to the point. I was mostly happy
with it.</p>
<p>Finally, I picked <a href="https://bsky.app/profile/dojikaan.bsky.social">Ricardo &ldquo;Dojikaan&rdquo;
Rivera</a> and
<a href="https://bsky.app/profile/goatnokama.bsky.social">Inge</a> for the art. I wasn&rsquo;t
happy with the results — I was elated.</p>
<figure><img src="https://thedicesociety.com/images/posts/crowdfunding-takeaways/cover.webp"
         alt="Cover by Dojikaan"/><figcaption>
            <p>Cover by Dojikaan</p>
        </figcaption>
</figure>
<figure><img src="https://thedicesociety.com/images/posts/crowdfunding-takeaways/spread1.webp"
         alt="Spread 1 with art by Inge"/><figcaption>
            <p>Spread 1 with art by Inge</p>
        </figcaption>
</figure>
<figure><img src="https://thedicesociety.com/images/posts/crowdfunding-takeaways/spread2.webp"
         alt="Spread 2 with art by Inge"/><figcaption>
            <p>Spread 2 with art by Inge</p>
        </figcaption>
</figure>
<h2 id="numbers">Numbers</h2>
<p>Time to decide the price. Because of the bespoke art, I decided to charge
50%-100% more per word than I was charging for my adventure. The final price was
US$ 12.50, which sounded fair.</p>
<p>To entice people to back during the crowdfunder, I was going to give them a 20%
discount. This meant I was charging US$ 10 and needed 100 backers to fund. I
love round numbers.</p>
<p>More important than being round, 100 backers is a number I considered
achievable. The table below lists every third-party Draw Steel crowdfunder to
date (including
<a href="https://www.backerkit.com/c/projects/sam-mcgurran/nomas-the-psionic-city-of-the-world-below">one</a>
that&rsquo;s still ongoing).</p>
<table>
<thead>
<tr>
<th style="text-align:left">Name</th>
<th style="text-align:left">Status</th>
<th style="text-align:right">$ Goal</th>
<th style="text-align:right">$ Raised</th>
<th style="text-align:right">Backers</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left"><a href="https://crowdfundr.com/Gryzmithrak-Spire">Great Thaw of Gryzmithrak Spire</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">250</td>
<td style="text-align:right">1264</td>
<td style="text-align:right">171</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/arik-carpenter/sabotage-a-schemers-supplement-for-draw-steel">Sabotage!</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">1000</td>
<td style="text-align:right">1510</td>
<td style="text-align:right">94</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/sam-mcgurran/nomas-the-psionic-city-of-the-world-below">A Refugee&rsquo;s Guide to Nomas</a></td>
<td style="text-align:left">Ongoing</td>
<td style="text-align:right">8040</td>
<td style="text-align:right">3437</td>
<td style="text-align:right">80</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/pesto-publications/the-kobold-ancestry">The Kobold Ancestry</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">500</td>
<td style="text-align:right">3541</td>
<td style="text-align:right">242</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/jeff-stevens-games/weapons-of-legend-powered-by-draw-steel">Weapons of Legend</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">600</td>
<td style="text-align:right">4371</td>
<td style="text-align:right">343</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/triglav-games/boggits-of-kingsmire-draw-steel-supplement">Boggits of Kingsmire</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">2340</td>
<td style="text-align:right">6014</td>
<td style="text-align:right">136</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/chaoticgoodra/the-acolyte-for-draw-steel-become-otherworldly">The Vessel Class</a></td>
<td style="text-align:left">Not funded</td>
<td style="text-align:right">2010</td>
<td style="text-align:right">965</td>
<td style="text-align:right">65</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/kurtis-bowling/the-essentian-ancestry-powered-by-draw-steel">Essentians</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">200</td>
<td style="text-align:right">250</td>
<td style="text-align:right">33</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/look-out-behind-you-studios/raiders-of-ivywatch-a-draw-steel-adventure">Raiders of Ivywatch</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">480</td>
<td style="text-align:right">780</td>
<td style="text-align:right">65</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/heart-of-arcana/the-cave-of-amber-tears-an-adventure-for-draw-steel">The Cave of Amber Tears</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">1000</td>
<td style="text-align:right">6003</td>
<td style="text-align:right">187</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/tidal-wave-games/ratcatcher-magazine-issue-01-for-draw-steel">Ratcatcher Magazine Issue 01</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">800</td>
<td style="text-align:right">1687</td>
<td style="text-align:right">140</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/triglav-games/scions-of-blood-and-shadows-vampire-class-for-draw-steel">Scions of Blood and Shadows</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">2925</td>
<td style="text-align:right">3510</td>
<td style="text-align:right">118</td>
</tr>
</tbody>
</table>
<p>Excluding Weapons of Legend, which I consider an outlier<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>, the average number
of backers per campaign was 121. Me just needing 100 backers put me on the safe
side of this equation.</p>
<p>Since I went through the trouble of collecting this data, please indulge me in a
little bit more math. The table below includes how many backers each campaign
would require <em>if everyone pledged at the lowest possible level</em>.</p>
<table>
<thead>
<tr>
<th style="text-align:left">Name</th>
<th style="text-align:left">Status</th>
<th style="text-align:right">Backers</th>
<th style="text-align:right">Min. Backers</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:left"><a href="https://crowdfundr.com/Gryzmithrak-Spire">Great Thaw of Gryzmithrak Spire</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">171</td>
<td style="text-align:right">63</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/arik-carpenter/sabotage-a-schemers-supplement-for-draw-steel">Sabotage!</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">94</td>
<td style="text-align:right">100</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/sam-mcgurran/nomas-the-psionic-city-of-the-world-below">A Refugee&rsquo;s Guide to Nomas</a></td>
<td style="text-align:left">Ongoing</td>
<td style="text-align:right">80</td>
<td style="text-align:right">240</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/pesto-publications/the-kobold-ancestry">The Kobold Ancestry</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">242</td>
<td style="text-align:right">67</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/jeff-stevens-games/weapons-of-legend-powered-by-draw-steel">Weapons of Legend</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">343</td>
<td style="text-align:right">86</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/triglav-games/boggits-of-kingsmire-draw-steel-supplement">Boggits of Kingsmire</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">136</td>
<td style="text-align:right">112</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/chaoticgoodra/the-acolyte-for-draw-steel-become-otherworldly">The Vessel Class</a></td>
<td style="text-align:left">Not funded</td>
<td style="text-align:right">65</td>
<td style="text-align:right">300</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/kurtis-bowling/the-essentian-ancestry-powered-by-draw-steel">Essentians</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">33</td>
<td style="text-align:right">40</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/look-out-behind-you-studios/raiders-of-ivywatch-a-draw-steel-adventure">Raiders of Ivywatch</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">65</td>
<td style="text-align:right">40</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/heart-of-arcana/the-cave-of-amber-tears-an-adventure-for-draw-steel">The Cave of Amber Tears</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">187</td>
<td style="text-align:right">84</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/tidal-wave-games/ratcatcher-magazine-issue-01-for-draw-steel">Ratcatcher Magazine Issue 01</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">140</td>
<td style="text-align:right">100</td>
</tr>
<tr>
<td style="text-align:left"><a href="https://www.backerkit.com/c/projects/triglav-games/scions-of-blood-and-shadows-vampire-class-for-draw-steel">Scions of Blood and Shadows</a></td>
<td style="text-align:left">Funded</td>
<td style="text-align:right">118</td>
<td style="text-align:right">251</td>
</tr>
</tbody>
</table>
<p>Three campaigns rise above the rest: Nomas, Vessel, and Scions. Nomas is still
not funded, the Vessel did not fund, and Scions funded
<a href="https://www.backerkit.com/projects/triglav-games/scions-of-blood-and-shadows-vampire-class-for-draw-steel">literally</a>
on the last day.</p>
<p>If you&rsquo;re working on a Draw Steel crowdfunder and want to be safe, it seems like
you should aim for less than 200 backers at the lowest pledge level. At least
this seems to be true in these early days of the game.</p>
<h2 id="itch">Itch</h2>
<p>I wanted to run the campaign on BackerKit, the platform that MCDM and almost all
other Draw Steel creators use for their crowdfunders. Kickstarter was a good
second option if something went wrong with BackerKit.</p>
<p>Did you know that BackerKit and Kickstarter only accept campaigns from around 30
<a href="https://help.backerkit.com/article/719-available-countries">select</a>
<a href="https://help.kickstarter.com/hc/en-us/articles/115005128594-Who-can-use-Kickstarter">countries</a>?
Both <em>take</em> money from &ldquo;more than 200
<a href="https://www.paypal.com/us/webapps/mpp/country-worldwide">countries/regions</a>,&rdquo;
but <em>sending</em> money to the other 170 seems to be very low on their priority
list.</p>
<p>The alternative I chose was
<a href="https://www.technicalgrimoire.com/david/2021/11/jalopyitchgdocs">itchfunding</a>.
In short, you just set up a sale on Itch for a product that is still in
development. Since you can add a goal to the sale, you even get a pretty
progress bar like on Kickstarter!</p>
<figure><img src="https://thedicesociety.com/images/posts/crowdfunding-takeaways/progress-bar.webp"
         alt="Progress bar on Itch"/><figcaption>
            <p>Progress bar on Itch</p>
        </figcaption>
</figure>
<p>Would choosing Itch have an impact on my sales? On one hand, BackerKit looks
much more professional, allows you to set up pledge tiers, and has better name
recognition. On the other hand, Itch is where most third-party Draw Steel
products are being sold, and allows for tips. It was (and is) impossible to
know.</p>
<h2 id="campaign">Campaign</h2>
<p>With the preview done, the price set, and the video ready, it was time to
launch. I clicked all the buttons and&hellip; Waited. There was nothing left to do
but to see the number slowly go up.</p>
<p>The first bad sign I got was from the video. Not only did it not do well, it was
actually one of my worst performing videos of the last year. The second bad sign
came from the number, which REFUSED TO GO UP FASTER.</p>
<p>I stopped panicking and went to bed. This wasn&rsquo;t going to be a campaign like the
Cave of Amber Tears that funds in a few hours and just demolishes the funding
goal. I had to keep it cool.</p>
<p>And everything worked out in the end. After nine excruciating days I reached the
funding goal 🎉 The final days really surprised me, pushing the number of
backers over 200!</p>
<p>If you&rsquo;re into this sort of thing, here&rsquo;s the number of pledges per day. I added
notes to the spikes because they&rsquo;re very relevant.</p>
<figure><img src="https://thedicesociety.com/images/posts/crowdfunding-takeaways/payments.webp"
         alt="Pledges per day"/><figcaption>
            <p>Pledges per day</p>
        </figcaption>
</figure>
<ul>
<li>
<p><strong>Launch:</strong> This is when the campaign started. After a couple of days the
campaign had reached US$ 800, which is about a third of the final revenue.</p>
</li>
<li>
<p><strong>Funded:</strong> The campaign crossed US$ 1000, so I decided to announce this
everywhere. I picked up a few new people here, who I assume weren&rsquo;t sure the
campaign was going to fund. My
<a href="https://www.reddit.com/r/drawsteel/comments/1p79k4j/icymi_hooked_on_crafting_just_reached_its_funding/">post</a>
on Reddit actually got more traction than the original announcement.</p>
</li>
<li>
<p><strong>Matt:</strong> Colville posted a <a href="https://youtu.be/hhnVbKVsvCE">video</a> highlighting
a bunch of creations from the community, including my crowdfunder. It really
surprised me that this was not the largest spike in sales, indicating that
maybe I had already reached everyone that was going to back?</p>
</li>
<li>
<p><strong>Reminder:</strong> Nope! With around a day left, I reminded everyone that the
campaign was almost over and loads of new people showed up. Note that these
spikes are larger than the first couple of days. Incredible.</p>
</li>
</ul>
<p>Since I mentioned posts, you might also be curious about which places generated
the most traffic. The table below shows this, but unfortunately I can&rsquo;t filter
for people who actually pledged. I believe (but have no way of proving) that
Reddit is the one that generates the most purchases.</p>
<figure><img src="https://thedicesociety.com/images/posts/crowdfunding-takeaways/visits.webp"
         alt="Visits by website"/><figcaption>
            <p>Visits by website</p>
        </figcaption>
</figure>
<h2 id="takeaways">Takeaways</h2>
<p>I&rsquo;m not sure how much there is to learn from my experience. Draw Steel has been
out for only a few months, I&rsquo;m quite well-known in the community because of my
videos, and this was a crowdfunder on Itch.</p>
<p>However, I still think there are some lessons hiding in there:</p>
<ul>
<li>
<p><strong>Have a community.</strong> Most traffic to the crowdfunder came from my YouTube. I
know these visits weren&rsquo;t from Matt because his link to my page was on Google
Sheets.</p>
</li>
<li>
<p><strong>Choose the platform that suits you.</strong> I thought this campaign was going to
fail because I had to do it on Itch. Fortunately I was wrong!</p>
</li>
<li>
<p><strong>Don&rsquo;t aim too high.</strong> For now, it seems like you should expect on average
120-140 backers on your Draw Steel crowdfunder. If your project needs more
backers, I&rsquo;d personally wait until the community is larger and more
established.</p>
</li>
<li>
<p><strong>Don&rsquo;t underestimate the final days.</strong> It really seems like there is a big
spike at the end of campaigns. I know many people have said this before, but I
wasn&rsquo;t expecting the volume of pledges that I got.</p>
</li>
</ul>
<p>I hope this post was useful. Now I have to go make Hooked on Crafting! Expect
another post once the product is out.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Weapons of Legend was created by <a href="https://www.jeffstevensgames.com/">Jeff
Stevens</a>, a professional game designer
with 17 other crowdfunders under their belt. Since every other campaign was
created by relative beginners, I think it&rsquo;s fair to exclude Jeff from my
math.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 023: Draw Steel Year One Crowdfunder</title>
      <link>https://thedicesociety.com/tds023-ds-2026-crowdfunder/</link>
      <pubDate>Thu, 11 Dec 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds023-ds-2026-crowdfunder/</guid>
      <description>Full transcript of The Dice Society Podcast episode 023: Draw Steel Year One Crowdfunder</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/QyBlNr9X-8U">YouTube</a> and
<a href="https://open.spotify.com/episode/36v6Pl8qmfzV6ovu1EIVWW?si=OvqQgD1rSEe98BaG_5g3iQ">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone, and welcome to the twenty-third episode of The Dice Society
Podcast! My name is Caio and this is a show about Draw Steel, a tactical
roleplaying game made by MCDM.</p>
<p>Iiiiit&rsquo;s Draw Steel Christmas, folks! November has come and gone, but it left
many gifts for the DS-heads. Steel-heads? Steelers? Anyway, we&rsquo;ve got a lot news
to cover, from playtests to full releases.</p>
<p>But the main event today is MCDM&rsquo;s new BackerKit campaign: Draw Steel Year One!
Or just CRACK THE SUN for short. This is going to be the main segment of the
episode, with my impressions and a few tips on how to navigate the pledge tiers.</p>
<p>Before we get to all of that, though, how about we talk a little bit about the
creations from the community?</p>
<p>Let&rsquo;s draw steel and get started!</p>
<h2 id="community">Community</h2>
<p>Today&rsquo;s community corner comes with a little competition. Someone called Matt
Colville made a whole <a href="https://youtu.be/hhnVbKVsvCE">video</a> talking about
community creations!</p>
<p>As someone who&rsquo;s been covering this sort of stuff since the very beginning, it&rsquo;s
really nice to see the amazing stuff y&rsquo;all are making get a shout out from the
man himself.</p>
<p>Ok, let&rsquo;s get to the new stuff! Starting with crowdfunders.</p>
<p>The first one is my own <a href="https://thedicesociety.itch.io/hooked-on-crafting">Hooked on
Crafting</a>, a supplement with
quest hooks for every single crafting prerequisite in Draw Steel.</p>
<p>I won&rsquo;t bother you with the whole pitch because I already made a video covering
everything you need to know about the campaign. So just head to the product&rsquo;s
<a href="https://thedicesociety.itch.io/hooked-on-crafting">Itch page</a> to learn more!
But remember that the campaign ends on December 17th, so you don&rsquo;t have much
time left.</p>
<p>The next crowdfunder is <a href="https://www.backerkit.com/c/projects/sam-mcgurran/nomas-the-psionic-city-of-the-world-below">A Refugee&rsquo;s Guide to
Nomas</a>,
by Sam McGurran and the_f_bard. This supplement brings you a psionic city with
factions, districts, and NPCs.</p>
<p>You can even watch a bunch of us Draw Steel folks playing a one-shot in Nomas!
Rise Heroes Rise posted the <a href="https://youtu.be/GiCUfL4Kf7I">video</a> on his channel
so you can check it out.</p>
<p>The last crowdfunder is <a href="https://www.backerkit.com/c/projects/heart-of-arcana/the-cave-of-amber-tears-an-adventure-for-draw-steel">The Cave of Amber
Tears</a>,
by Heart of Arcana. This campaign is actually already over, but I still wanna
highlight it because it set a new record for Draw Steel crowdfunders: 6003
dollars.</p>
<p>This is just a few dollars more than Triglav Games&rsquo; <a href="https://www.backerkit.com/c/projects/triglav-games/boggits-of-kingsmire-draw-steel-supplement">Boggits of
Kingsmire</a>
with November&rsquo;s exchange rate. Either way, these campaigns are getting bigger
and bigger!</p>
<p>Now for adventures. <a href="https://heart-of-arcana.itch.io/to-defy-the-stars">To Defy the
Stars</a>, by Heart of Arcana,
is a 7th-level space-faring quest against the herald of XXAXX. <a href="https://dima-serbin.itch.io/from-the-ashes-draw-steel">From the
Ashes</a>, by DimaJeydar, is
on the opposite end of the spectrum: this is a 1st-level adventure that works as
the start of a new campaign.</p>
<p><a href="https://jgorman.itch.io/the-bale-crossing">The Bale Crossing</a>, by Hill_Dwarf,
is a 2nd-level sea adventure that can be used as a follow-up to The Fall of
Blackbottom.</p>
<p>And finally, <a href="https://thedicesociety.itch.io/you-meet-in-an-ambush/devlog/1134513/v220">You Meet in an Ambush: Codex
Edition</a>,
by Haezan, is a port of my own adventure to the Codex VTT! Now, once you
download the PDF, MCDM patrons also get a code to download a Codex module with
the full adventure, no prep required.</p>
<p>In the zines corner, we got the announcement of <a href="https://www.backerkit.com/call_to_action/22e38bf9-6934-44b4-aaa9-c1acf9561031/landing">Ratcatcher Magazine Issue
2</a>,
by Onslaught Six and others. We also saw the release of the <a href="https://tabletopnonsenseverse.myshopify.com/products/the-blacksmiths-guild-issue-4-pdf">Blacksmith&rsquo;s Guild
Issue
4</a>,
by Max_Falcon_(EST) and others.</p>
<p>If you&rsquo;re looking for aids and supplements, we also got a few of those. <a href="https://espressobeanz.github.io/DrawSteelNPCGenerator/">NPC
Generator</a>, by
EspressoBeans, is able to quickly generate a random NPC with loads of
information right from your browser. <a href="https://seven-heads.itch.io/codex-fabuludens">Codex
Fabuludens</a>, by ghost.of.ezekiel,
is more physical; this is a set of 36 cards with rules references for surges,
conditions, hero tokens, and taking your turn.</p>
<p>MrMattDollar continues his skill-based supplements with <a href="https://mrmattdollar.itch.io/masterful-smithing">Masterful
Smithing</a>, with 32 treasures,
perks, followers, and more. <a href="https://goat-nokama.itch.io/dwarves">Dwarves Art
Pack</a>, by Inge, is a set of five dwarf
illustrations that you can use on your own Draw Steel products.</p>
<p>Finally, to close off the last community corner of the year, Rise Heroes Rise
published an <a href="https://youtu.be/ZfZgM0BaOkc">unboxing</a> of his Draw Steel Ajax
Edition box. The amount of cool stuff in there is breathtaking!</p>
<p>As always, the link to every single creation is in the description of this
episode and on the transcript that I post on my blog.</p>
<h2 id="news">News</h2>
<p>As I said in the intro, November brought some cool news and products. Black
Friday was kinda Draw Steel Christmas for a lot of people!</p>
<p>However, since this episode is coming out soon after Goblins Points&rsquo; <a href="https://youtu.be/pw89kq67uEQ">November
roundup</a>, I really recommend you just listen to
Jon&rsquo;s summary of the news! I&rsquo;m not gonna say anything too different than what
he&rsquo;s already covered&hellip;</p>
<p>But, if you&rsquo;re driving or washing the dishes, let me give you the gist of it,
starting with playtests.</p>
<p>November saw the public playtest of the
<a href="https://www.patreon.com/posts/public-playtest-143079838">Beastheart</a>, Draw
Steel&rsquo;s upcoming pet class. I talked a little bit about the Patreon playtest
last time, but now anyone can try out the class!</p>
<p>In the meantime, patrons got a couple of exclusive playtests: the <a href="https://www.patreon.com/posts/dark-heart-of-143601368">Dark Heart of
the Wood</a> and the
<a href="https://www.patreon.com/posts/codex-delian-144607952">Codex</a>.</p>
<p>The first one is a quest where you battle a Thorn Dragon after investigating a
town besieged by cursed plants. I did end up running this adventure for a few
people and I really liked it! Did I also kinda kill someone&rsquo;s character twice?
Yes, but that was the best part.</p>
<p>As for the Codex, patrons finally have official access to the VTT. With the
Delian Tomb fully implemented and six activation codes per patron, regular folks
can finally start running full games using the tool.</p>
<p>Besides playtests, this Black Friday also brought us a couple of releases: <a href="https://shop.mcdmproductions.com/collections/draw-steel/products/the-summoner-class-for-draw-steel-pdf">The
Summoner</a>
and <a href="https://shop.mcdmproductions.com/collections/draw-steel/products/the-fall-of-blackbottom-adventure-for-draw-steel-pdf">The Fall of
Blackbottom</a>.</p>
<p>The Summoner is priced at 15 dollars, but you get a lot of content: 61 pages
with the class itself, of course, but also rewards, a retainer, rivals, advice
for players and directors, and loads of minions.</p>
<p>The Fall of Blackbottom is going for 20 dollars and it includes: the full
84-page adventure, tons of maps, pregens, and director sheets. This, by the way,
is Draw Steel&rsquo;s <em>hardcore</em> introductory adventure, meant for people who want to
begin a campaign with a white-hot start.</p>
<p>Speaking of hot, how about we move on to the main topic of today: MCDM&rsquo;s new
crowdfunder for Crack the Sun?</p>
<h2 id="year-one-crowdfunder">Year One Crowdfunder</h2>
<p>No transcript for this part :(</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode!</p>
<p>A special thanks to my current Initiate and Adept-level patrons: Seth Lang,
Tomas Rodriguez, TDAWS, Brandon West, and Antan Karmola! Thank you all so so
much &lt;3</p>
<p>Make sure to check out this episode&rsquo;s description for links to
<a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">all</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>, The Dice
Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing list</a>, and
my <a href="https://discord.gg/qq6H4uHbDV">Discord server</a>. I&rsquo;ll also leave some links
there to <a href="https://bsky.app/profile/jamesintrocaso.bsky.social">James&rsquo;</a>,
<a href="https://bsky.app/profile/mattcolville.bsky.social">Matt&rsquo;s</a>, and
<a href="https://bsky.app/profile/hellomcdm.bsky.social">MCDM&rsquo;s</a> accounts so you can
follow them too.</p>
<p>See you all next time, for The Dice Society&rsquo;s two-year anniversary! Thank you
all very much, happy holidays, and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>Hooked on Crafting: Quest Hooks for Draw Steel</title>
      <link>https://thedicesociety.com/hooked-on-crafting/</link>
      <pubDate>Mon, 17 Nov 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/hooked-on-crafting/</guid>
      <description>Full transcript of &amp;lsquo;Hooked on Crafting: Quest Hooks for Draw Steel&amp;rsquo;</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/zvFSF-2YZpc">YouTube</a>.
For links and references, please see that platform as this page only contains
the transcript.</em></p>
<h2 id="hooked-on-crafting">Hooked on Crafting</h2>
<p>Hello, everyone. I&rsquo;m making a thing! And I need your help to finish it&hellip;</p>
<p>Draw Steel has a pretty cool crafting system. Most treasures and projects in the
game can be crafted by the heroes themselves during downtime! To get started,
they just need an instruction manual and an item prerequisite.</p>
<p>Since these prerequisites are all detailed in the Heroes Book, the players are
expected to get curious and ask you stuff like&hellip;</p>
<p>&lsquo;I really wanna craft a Black Ash Dart, where would one find three vials of
black ash?&rsquo;</p>
<p>Sometimes it&rsquo;s reasonable for crafting prerequisites like this to just show up
in the next adventure! But, other times, you might want to make finding them an
adventure onto itself&hellip;</p>
<p>This is where my upcoming supplement for Draw Steel comes in: <em>Hooked on
Crafting</em>.</p>
<p>This bad boy right here will give you a punchy quest hook and a suggested
mechanic for every single crafting prerequisite in Draw Steel! For example,
here&rsquo;s the entry for a vial of black ash:</p>
<blockquote>
<p>Stealing from the Imperial University in Capital and from the best thieves in
Orden at the same time is out of the question—it is much safer to talk
directly to Professor Talia Greco, the person responsible for the University&rsquo;s
supply of black ash. She&rsquo;s open to negotiating and, luckily, she&rsquo;s not above
being bribed.</p>
</blockquote>
<p>You can use this as inspiration for a side quest, weave it into a running
campaign, or even share it as a little piece of world-building! The hooks are
meant to be light on mechanics, and heavy on flavor.</p>
<p>Then comes a mechanical bit. This can be a negotiation, a montage, a combat, a
test, or even a monster! These are meant to be flexible and broadly applicable,
so you can deploy them whenever they&rsquo;re needed.</p>
<p>I have already written a bunch of these, but there are about 200 craftables in
total, so this is where I ask for your financial help&hellip;</p>
<p>If this product sounds useful to you, I have set up a crowdfunding campaign on
itch.io to help me get <em>Hooked on Crafting</em> through the finish line.</p>
<p>The campaign will be running until December 17th and, if you back during this
period, you&rsquo;ll pay only ten bucks and receive the finished PDF around Q3 2026.</p>
<p>If you&rsquo;re already sold, head to
<a href="https://thedicesociety.itch.io/hooked-on-crafting">thedicesociety.itch.io/hooked-on-crafting</a>
to see a product preview and back the project! But, if you need a little more
information, let&rsquo;s do a quick FAQ.</p>
<h2 id="faq">FAQ</h2>
<p>Ok, now I&rsquo;m gonna try to answer the questions I would be having if I had just
heard this pitch. Starting with&hellip;</p>
<p><strong>Who the f- are you?</strong></p>
<p>My name is Caio, but most people know me as The Dice Society. I&rsquo;ve been making
Draw Steel content for almost two years now, since the beginning of MCDM&rsquo;s
BackerKit campaign.</p>
<p>I host a podcast covering news, make YouTube videos teaching people how to play,
and sometimes also write supplements like this.</p>
<p>My first Draw Steel adventure, <em>You Meet in an Ambush</em>, has been very well
received with 700 downloads, so I do know a thing or two about the game. I hope
you trust me!</p>
<p><strong>What do you need my money for?</strong></p>
<p>First and foremost, this is not an &ldquo;all or nothing&rdquo; campaign. I&rsquo;ll still make
the product if we don&rsquo;t reach the funding goal, but it will be much more
bare-bones.</p>
<p>If we do reach the goal of 1000 dollars, though, you&rsquo;re helping me afford an
editor, more art, and some cool collaborations from other Draw Steel creators.</p>
<p>In case we surpass this goal, then you get more art! More collaborators! Better
layout! Original monsters! The sky is the limit.</p>
<p><strong>How does a crowdfunder work on itch.io?</strong></p>
<p>Since Kickstarter and BackerKit don&rsquo;t work in my country, I decided to crowdfund
<em>Hooked on Crafting</em> through itch.io.</p>
<p>In practice, an itchfunder is a sale of a product that&rsquo;s still in development.
If you back the campaign right now, you&rsquo;ll be paying a discounted price in
exchange for waiting a few months until the finished product is available.</p>
<p>Once the PDF is done, I&rsquo;ll just update the product page and you should get an
email with a download link. Super simple!</p>
<p><strong>Will there be a physical version?</strong></p>
<p>Nope.</p>
<p><strong>Do you use or are going to use AI in this project?</strong></p>
<p>Nope.</p>
<p><strong>I have a different question!</strong></p>
<p>If you have any further questions that haven&rsquo;t made it into this video, please
post a comment on the itch.io page. I&rsquo;ll do my best to help you in a timely
fashion.</p>
<p><strong>Is this video over?</strong></p>
<p>Yes!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 022: Draw Steel Is Going to the Sun</title>
      <link>https://thedicesociety.com/tds022-ds-to-the-sun/</link>
      <pubDate>Sun, 02 Nov 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds022-ds-to-the-sun/</guid>
      <description>Full transcript of The Dice Society Podcast episode 022: Draw Steel Is Going to the Sun</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/LovWyHfpvs8">YouTube</a> and
<a href="https://open.spotify.com/episode/32pM7GKtLBmVYanF8qwshu">Spotify</a>. This page
only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone, and welcome to the twenty-second episode of The Dice Society
Podcast! My name is Caio and this is a show about Draw Steel, a tactical
roleplaying game made by MCDM.</p>
<p>Today we&rsquo;re going to the sun! A couple of weeks ago, Matt Colville wrote a
gigantic post on Patreon outlining their upcoming mega-adventure: Crack the Sun.
This is going to be our main topic for the episode, &lsquo;cause I want to tell you
everything we know now about this crazy campaign.</p>
<p>But, before we get to that, I&rsquo;m going to cover creations from the community and
general MCDM news, including James Introcaso&rsquo;s new dungeon crawler RPG.</p>
<p>So let&rsquo;s draw steel and get started!</p>
<h2 id="community">Community</h2>
<p>As usual, let&rsquo;s start the community corner by getting my stuff out of the way.
In a couple of weeks I&rsquo;m going to be crowdfunding a product on
<a href="https://thedicesociety.itch.io/">itch.io</a>. This is my first rodeo in the
crowdfunding space, so I&rsquo;d very much appreciate if y&rsquo;all were there for it.</p>
<p>Follow me on <a href="https://bsky.app/profile/thedicesociety.bsky.social">Bluesky</a>,
<a href="https://www.youtube.com/@the_dice_society">YouTube</a>,
<a href="https://discord.gg/qq6H4uHbDV">Discord</a>,
<a href="https://mailchi.mp/442947b3c75f/the-dice-society">Mailchimp</a>&hellip; Basically
anywhere, to receive the announcement as soon as it goes out. See you all at
<em>Hooked on Crafting</em>!</p>
<p>And speaking of crafting, the first <a href="https://itch.io/jam/jott01-treasure-sets/">Jam of the
Timescape</a> ended on October 8th with
two winners: <a href="https://tintenseher.itch.io/memories-of-the-north-wind">Memories of the North
Wind</a> by Tintenseher,
and <a href="https://dillbizzle.itch.io/greatestmeal">Solgado&rsquo;s Master Chef Tools</a> by
dillbizzle.</p>
<p>If you want to see the top 15 submissions, I did a
<a href="https://youtube.com/live/sGS2ptDkA34">livestream</a> on YouTube going through all
of them. It was really fun to see all of these amazing products and it seems
like the participants enjoyed the jam as well. Thank you all so much for
joining!</p>
<p>Next up are the <a href="https://www.backerkit.com/c/projects/triglav-games/boggits-of-kingsmire-draw-steel-supplement">Boggits of
Kingsmire</a>,
Triglav Games&rsquo; new crowdfunding campaign. These are the same people behind the amazing <a href="https://www.backerkit.com/c/projects/triglav-games/scions-of-blood-and-shadows-vampire-class-for-draw-steel">Vampire
class</a>
and, having moved on from bats, they&rsquo;re tackling&hellip; Frogs.</p>
<p>If you back this already fully-funded campaign, you&rsquo;re getting an ancestry, the
Boggit, as well as new items, titles, class options, downtime activities,
monsters, a low-level setting, and a few quests. Many of these quests, by the
way, will be written by staples of the Draw Steel community like Cameron, from
Rise Heroes Rise, Jon de Nor, from Goblin Points and Stawl, and Paul Ligorski,
from Heart of Arcana!</p>
<p>And, please, do check out their BackerKit page even if you don&rsquo;t intend on
backing it. Their art is out of this world, truly. As Ananam usually puts it:
second only to MCDM&rsquo;s.</p>
<p>Ok, switching from tiny frogs to very very big frogs with wings and teeth, Gub
released a 2nd level one-shot: <a href="https://lookoutbehindyou.itch.io/dread-abbey">Dread
Abbey</a>! This short adventure
features undead and a gloom dragon, and also includes a new kind of player
option that Gub calls archetypes. Definitely worth the five bucks.</p>
<p>While you&rsquo;re checking out Gub&rsquo;s adventure, make sure to also take a look at
MrMattDollar&rsquo;s <a href="https://itch.io/s/163467/halloween-sale-2025">Halloween sale</a>!
For 20 bucks you get five products: Alchemical Consumables, Practical
Mechanicals, Workable Woodcrafts, Jeweling Gemstones, and Fantastic Fletchery.
These are all supplements themed around a Draw Steel crafting skill! Fantastic
idea.</p>
<p>Before we move on to the news, here are four more creations that might by of
interest to you&hellip;</p>
<p>Rexus made a
<a href="https://discord.com/channels/332362513368875008/1421556666805125231">version</a>
of the official character sheet that you can fully customize in Photoshop! Some
people have already translated it into their own languages.</p>
<p>Erik made <a href="https://steelcauldron.com/">Steel Cauldron</a>, a really cool free
website that lets you build monsters and run encounters. The monster builder is
especially intuitive.</p>
<p>Big Bad Banana designed a <a href="https://discord.com/channels/332362513368875008/1423291645717381302">hero
playmat</a>
that you can laminate and turn into a dry erase tracker for your character&rsquo;s
most important resources.</p>
<p>Finally, Finn Warwind created a Draw Steel <a href="https://perchance.org/draw-steel-encounter-generator">encounter
generator</a> in Perchance,
allowing you to randomly create monster encounters that fall into your desired
difficulty window.</p>
<p>And that&rsquo;s all for our community creations this month! The links to every single
thing I mentioned here are in the description of this episode and on the
transcript that I post on my blog.</p>
<h2 id="news">News</h2>
<p>We&rsquo;re a little light on news this month because MCDM is gearing up for their big
crowdfunder in December. The team is currently hard at work testing the
Encounters book, one of the main products that will be featured in the BackerKit
campaign.</p>
<p>Also in testing is the Beastheart, but this one is already in the hands of the
patrons. I won&rsquo;t go through the manuscript, especially because the window for
feedback has already closed, but let me just share my favorite feature of the
class:</p>
<blockquote>
<p>&ldquo;Heart of the Beast. You and your companion share a primordial bond so intense
that your hearts literally beat as one. If your partner is lost, you can rip
out your beating heart and summon them back to your side.</p>
<p>Effect: You spend a Recovery as your partner rips their way out of your chest
or climbs from your unnaturally wide jaws. Your partner teleports to your
space over any distance, even if they don&rsquo;t have line of effect to you. Your
partner gains temporary Stamina equal to their recovery value.&rdquo;</p>
</blockquote>
<p>If you want to see the Beastheart in action, I suggest you go watch Rise Heroes
Rise!&rsquo;s <a href="https://youtu.be/f2zwXqd3K2w">video</a> featuring the class. They bring a
Summoner into play as well, for maximum shenanigans!</p>
<p>While we&rsquo;re talking about playtests, also <em>also</em> in testing is James&rsquo; first
draft of his dungeon crawler RPG: Crows. This is a project he&rsquo;s spearheading
without Matt, but it seems like it will be published by MCDM once it&rsquo;s done.</p>
<p>Tom Christy, from d20play, made a
<a href="https://www.youtube.com/live/Vzs4DAdx7zQ">video</a> going through his experience
playtesting the game at Gamehole Con. From what he and James have shared, I was
able to piece together a little bit of what the game looks like right now&hellip;</p>
<p>Currently, it&rsquo;s a 2d10 system with three tiers of outcomes, but that&rsquo;s where the
similarities with Draw Steel end. In this game you don&rsquo;t get a class, just a
background! Most of your abilities depend on what weapons and spell books you&rsquo;re
carrying, so you can start as a melee warrior, change your mind, and become a
spellcaster after a few combats.</p>
<p>Speaking of combat, it is supposed to be fast and lethal. There are no maneuvers
and not that many reactions, so much more like an OSR game than a tactical
heroic game. You can even miss in this RPG, but don&rsquo;t worry; critical misses can
have terrible consequences, so, when you miss, you&rsquo;ll actually be thanking your
dice from sparing you from a much worse fate.</p>
<p>But the coolest thing I&rsquo;ve heard about the game up until now is the settlement
mechanic. With time your party will improve the town, attracting merchants,
unlocking better quality equipment, and so on. High-level characters retire and
become relevant NPCs in the town!</p>
<p>This persistent entity, the settlement, might actually be what sells me on the
high-lethality, non-tactical gameplay of this game. I&rsquo;m really curious to try it
out at some point!</p>
<p>Back to Draw Steel, the Codex continues to advance by leaps and bounds.
According to the DMHub team, they have now implemented all of echelon 1 and made
the first release of the Delian Tomb adventure. Their goal is to have the Delian
Tomb fully functional for the Patreon release of the Codex later this year.</p>
<p>And last, but not least, all of Draw Steel&rsquo;s icons have been released under a
creative commons license. Spencer Hibnick, also known as Pesto, wrote a great
<a href="https://bsky.app/profile/pestoenthusiast.bsky.social/post/3m2snbphaos2x">thread</a>
on Bluesky explaining how to use the license properly.</p>
<h2 id="crack-the-sun">Crack the Sun</h2>
<p>Now it&rsquo;s time to heat things up&hellip; As I mentioned a few minutes ago, the
Encounters book will be one of the products crowdfunded by MCDM in December. The
other big product in the campaign is called Crack the Sun.</p>
<p>This is the first big campaign that they have ever done, and, in true MCDM
fashion, it&rsquo;s a doozy: it goes from level three to level eight, takes place in
three different worlds, and has four big villains. According to Matt&rsquo;s post
about the matter on Patreon, Crack the Sun was the most popular adventure pitch
from their January survey, so they&rsquo;re giving the people what they want!</p>
<p>The whole post is ten thousand words long, so my goal here is to summarize it as
best as I can so you don&rsquo;t have to go through the whole thing. But, before we
head into the spoiler zone, the article also talked about a few guidelines for
adventure design that they kind of uncovered during their outlining process.</p>
<p>So, if you&rsquo;re interested, here are MCDM&rsquo;s four &ldquo;rules&rdquo; for adventure design&hellip;</p>
<p>Number one is &lsquo;Occam&rsquo;s Razor&rsquo;. Matt says that &ldquo;we want to avoid inventing anything
new to solve a problem if at all possible.&rdquo; This principle invites us to
brainstorm a lot of ideas at the start, but, when it comes time to connect
everything, try as much as possible to use preexisting ideas; less it more.</p>
<p>Number two is &lsquo;conflict arises out of the character&rsquo;s motivations.&rsquo; This
principle calls for NPCs with consistent motivations; motivations that put them
at odds with the heroes. Drama should arise from from this clash, not because it
is necessary to move the plot along.</p>
<p>Number three is &lsquo;sense of urgency.&rsquo; This one is pretty self-explanatory; heroes
should be moving forward because the story is chasing them up a tree. There
shouldn&rsquo;t be a moment when it&rsquo;s reasonable for them to just hang around and wait
for the bad stuff to catch up to them.</p>
<p>And number four is &rsquo;therefore, not meanwhile.&rsquo; Here &ldquo;action follows naturally
from consequence.&rdquo; One story beat causes another, which causes another, etc.
It&rsquo;s not ideal to have a new problem arise out of nowhere just to keep the story
moving.</p>
<p>Moving on from game design, how about we dive deep into the plot of Crack the
Sun? As usual, all of this can change as they write the adventure, but it&rsquo;s
pretty cool to see what the outline of a mega-adventure from MCDM looks like.</p>
<p>Act one starts, innocently enough, with the heroes going after some missing
villagers. Their investigation leads to a tree with red sap pooling around its
trunk. There is almost no time to react; the heroes are attacked by hobgoblins
wielding dusk arrows, which transports them to Equinox&hellip; If all this is
reminding you of Dusk, Matt&rsquo;s 4e campaign, you&rsquo;re spot on!</p>
<p>When the heroes arrive in Equinox, a dying jungle world ruled by shadow elves,
they&rsquo;re&hellip; Alone. Each hero has been teleported to a different location! They
must go through individual adventures that the Director can run in a few
one-on-one sessions. During these adventures, they might meet gnomes, dragonfly
people, nice shadow elves, evil shadow elves, fairies, and even a certain
memonek space pirate that will show up again.</p>
<p>When the heroes meet back up, they find the Equinox twin of the bleeding tree
with human-sized glistening white pods. If the heroes defeat the shadow elves
guarding the tree and destroy it, they can save the villagers and use this area
of bilocation to head back to Orden, where the bleeding tree is also dead. It
becomes clear that these trees are portals to aid in an invasion&hellip;</p>
<p>In act two the hobgoblins, obviously part of the shadow elves&rsquo; plan to
&rsquo;equinoxform&rsquo; Orden, have amassed an army. The heroes must travel the land in
search of allies to help in the war against Equinox&rsquo;s forces.</p>
<p>This take the form of a series of negotiations, montages, and combats as they
convince wode elves, high elves, dwarves, orcs, gols, an more to become their
allies. But there is no time to do everything; at some point the heroes must go
back and face the war&hellip; Once again, if all of this is reminding you of Red Hand
of Doom, bingo!</p>
<p>Act three is the war itself. The heroes participate in a series of encounters
during the siege of Castle Dalrath; they must defend strategic points, kill
specific enemies, that kind of stuff. And depending on what factions they have
recruited, different warfare events will take place during these fights! Stuff
like a volley of arrows from the wode elves dealing a bunch of damage to every
enemy in the combat.</p>
<p>If everything goes according to plan, at the end of this act, the heroes face
the leader of the hobgoblins: Bloodlord Varrox. He&rsquo;s also accompanied by a few
heliox, the people who live in the sun&hellip; I&rsquo;m sure this is not gonna become a
problem in act five.</p>
<p>Anyway, in act four, it&rsquo;s time to end the Equinox threat once and for all! The
heroes must head back to the dying world, infiltrate a shadow elf city, and kill
the acolyte of an unstable twilight celestial. This was the dude who was giving
Bloodlord Varrox all those dusk arrows!</p>
<p>There&rsquo;s only one problem&hellip; Once he dies, the acolyte comes back in his avatar
form. This is something MCDM is planning for the actual Acolyte class; at some
point you might have to die to assume your final form. Anyway, the heroes have
to kill the acolyte again and then push forward to kill the acolyte&rsquo;s patron,
that unstable twilight celestial I mentioned.</p>
<p>However, if the heroes are successful, there&rsquo;s one final twist: the celestial,
ages ago, was the one who imprisoned Cthrion Uroniziir, the Time Ender,
inside&hellip; The sun!</p>
<p>That&rsquo;s why Varrox had those heliox with him! He was taking advantage of the
shadow elves! Cthrion knew the heroes would kill the celestial who imprisoned
her! But&hellip; That means&hellip; Varrox was Cthrion&rsquo;s acolyte&hellip; And if that&rsquo;s the
case&hellip; Killing him was all part of the plan! He&rsquo;s alive and in avatar form now!</p>
<p>In act five the heroes gotta go to the sun to stop Varrox before he frees the
Time Ender. But how? How are gonna get there? Well, good thing they met that
memonek space pirate in act one!</p>
<p>They go to the sun and land in a heliox city (one of those black spots we can
see in the sun&rsquo;s surface). The heroes must face many battles in order to get to
Varrox and the idea is that they start happening out of order&hellip; The Time Ender
is waking up!</p>
<p>The players have to determine the correct order of the encounters in before
actually reaching Cthrion&rsquo;s acolyte. Then, finally, they can take Varrox out and
save time itself!</p>
<p>&hellip; What do you think? Pretty freaking cool, right?! I know the story goes a
little wild at the end, but I kinda like it! By level eight you&rsquo;re pretty close
to the end of the game, so I guess it&rsquo;s about time to start facing some
interplanar threats, right?</p>
<p>Anyway, please share you opinions in the comments! I always enjoys reading what
y&rsquo;all have to say.</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode!</p>
<p>A special thanks to my current Initiate and Adept-level patrons: Seth Lang,
Tomas Rodriguez, TDAWS, Brandon West, and Antan Karmola! Thank you all so so
much &lt;3</p>
<p>Make sure to check out this episode&rsquo;s description for links to
<a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">all</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>, The Dice
Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing list</a>, and
my <a href="https://discord.gg/qq6H4uHbDV">Discord server</a>. I&rsquo;ll also leave some links
there to <a href="https://bsky.app/profile/jamesintrocaso.bsky.social">James&rsquo;</a>,
<a href="https://bsky.app/profile/mattcolville.bsky.social">Matt&rsquo;s</a>, and
<a href="https://bsky.app/profile/hellomcdm.bsky.social">MCDM&rsquo;s</a> accounts so you can
follow them too.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 021: Draw Steel &amp; Daggerheart</title>
      <link>https://thedicesociety.com/tds021-ds-and-dh/</link>
      <pubDate>Mon, 29 Sep 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds021-ds-and-dh/</guid>
      <description>Full transcript of The Dice Society Podcast episode 021: Draw Steel &amp;amp; Daggerheart</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/VP5vx5BSbpA">YouTube</a> and
<a href="https://open.spotify.com/episode/6DxT8G1pREYKRg8aVA7gAp">Spotify</a>. This page
only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone, and welcome to the twenty-first episode of The Dice Society
Podcast! My name is Caio and this is a show about Draw Steel, a tactical
roleplaying game made by MCDM.</p>
<p>It&rsquo;s been quite a while since the last episode! Part of it is because the MCDM
team, deservedly, chilled out a little after the release of the game a couple of
months ago. But, it was mostly because I&rsquo;ve been making a lot of stuff for The
Dice Society! We&rsquo;ll talk about all of that and much more in the community
section of the podcast.</p>
<p>Then we&rsquo;ll tackle the news. We have more information about the upcoming
ancestries book, the Summoner beta, and a few updates to the Codex VTT.</p>
<p>Last, but not least, our main topic for the day. Since writing a full script for
that section would take time that I don&rsquo;t have right now, you&rsquo;ll get my
unadulterated, unfiltered, unscripted opinions on Draw Steel vs. Daggerheart.
I&rsquo;m not clickbaiting, by the way, if you want some TTRPG drama, there are better
places on the internet for that&hellip; I just have some thoughts, that&rsquo;s all.</p>
<p>Anyway, let&rsquo;s draw steel and get started!</p>
<h2 id="community">Community</h2>
<p>First, the community corner. Beginning with something quite different than what
I usually talk about here&hellip; Another RPG! <a href="https://bsky.app/profile/omiosures.bsky.social/post/3lxwvta5efs2i">Omios
Ures</a> is a
weird fantasy, rules-light game written and illustrated by <a href="https://bsky.app/profile/omiosures.bsky.social">Matheus
Graef</a>, one of the amazing
artists behind the monsters you see in Draw Steel!</p>
<p>This is not an ad, I just love Matheus&rsquo; art and my shelf still has plenty of
room for indie, creative games like the one he&rsquo;s made. Links to Omios Ures and
everything else I&rsquo;m going to feature in this segment can be found in this
episode&rsquo;s description.</p>
<p>Back to Draw Steel land, a quick word about the stuff <em>I</em> have been up to! The
first one is <a href="https://itch.io/jam/jott01-treasure-sets">Jams of the Timescape</a>,
a collaboration between Jon de Nor and I to get more people from the community
making stuff for our favorite game.</p>
<p>Unfortunately, it took me too long to make this podcast and the submission
window has already closed. But, you can still take a look at all 39 treasure
sets that the jammers have made in just a couple of weeks! While you&rsquo;re there,
join our Discord server to be notified when the second Jam of the Timescape
begins! Yes, this is going to be a recurring thing.</p>
<p>Besides jamming, I also published two new videos on the YouTube channel: <a href="https://www.youtube.com/playlist?list=PLi3bxDWht1aWbx97ejBfLCEC5viVWY-aM">How to
Draw Steel parts one and
two</a>.
In them I talk about the basics of the game, how to roll for tests, and how
combat abilities work. If you&rsquo;re looking for introductory material about the
game, this is it.</p>
<p>Finally, I have also written an adventure for the Blacksmith&rsquo;s Guild issue #3.
While I don&rsquo;t want to spoil the story, I&rsquo;m gonna give you just the title: <em>The
Elf King</em>. This edition of the Draw Steel-focused zine is supposed to come out
October 1st, so look forward to a few posts from me in the near future.</p>
<p>And that&rsquo;s all for my stuff! I did make a bunch more things, but I can&rsquo;t talk
publicly about those yet&hellip; So let&rsquo;s move on to what the rest of the community
has been cooking.</p>
<p>The first category of creation is&hellip; Cards. Min made a cool ability card <a href="https://drawsteel-ability-cards.vercel.app/">PDF
generator</a>. Youngy, on the other
hand, made a <a href="https://github.com/NamelessYoungy/draw-steel-ability-cards">GitHub
repo</a> with all
abilities already converted into printable ability cards. And Xochilex made
<a href="https://xochilex.itch.io/draw-steel-retainer-cards">retainer cards</a> that mimic
the style of the official Draw Steel character sheet.</p>
<p>Next, let&rsquo;s cover layout tools. Both
<a href="https://mrmattdollar.itch.io/draw-steel-symbols-font">MrMattDollar</a> and
<a href="https://discord.com/channels/332362513368875008/1405328187592016054">Solace</a>
have made fonts that can display Draw Steel icons; that&rsquo;s all the cool graphic
design you see next to potencies, ability types, tier results, etc. But, if you
want a <a href="https://signals-from-beyond.itch.io/draw-steel-template">full template</a>
for InDesign, Affinity, and Google docs, Taylor made one&hellip; Sorry&hellip; I&rsquo;m so
sorry&hellip; Taylor made one tailor-made for you.</p>
<p>In the adventures department, we have two. The first one, by Heart of Arcana, is
the <a href="https://www.backerkit.com/call_to_action/a9dc7e56-d7ab-49a0-af69-f12176d2e7da/landing">Cave of Amber
Tears</a>,
coming to BackerKit in November. The second one is <a href="https://lookoutbehindyou.itch.io/macgraw-hideaway">MacGraw
Hideaway</a>, a conversion of
5e&rsquo;s CragMaw Hideout by Gub.</p>
<p>We also have updates to basically every online tool you can imagine.
<a href="https://stawl.app/">Stawl</a>, by Jon de Nor, now has all the text of the core
rules and can import your characters from Forge Steel. Speaking of which, <a href="https://andyaiken.github.io/forgesteel">Forge
Steel</a>, by Andy Aiken, now has automatic
monster scaling. Again, speaking of which, the <a href="https://steelcompendium.io/">Steel
Compendium</a>, by Xentis, now includes all of the
monster data. Finally, Owlbear Rodeo now has a new extension called
<a href="https://extensions.owlbear.rodeo/ranges">Ranges</a> that can help you with bursts
and auras during combat.</p>
<p>Our final stop in this segment is player options. The
<a href="https://www.backerkit.com/c/projects/kurtis-bowling/the-essentian-ancestry-powered-by-draw-steel">Essentians</a>
are an elemental ancestry successfully crowdfunded by 007GoldFish. <a href="https://legendl0re.itch.io/on-the-edge">On the
Edge</a>, by Legendlore, is a supplement
that offers variant signature abilities to the game&rsquo;s kits. And last, but not
least, Alchemical Consumables, by MrMattDollar, includes over 30 new treasures
for your table.</p>
<h2 id="news">News</h2>
<p>Now it&rsquo;s time for the news! The two most important things here are very quick,
so let&rsquo;s talk about them right now. First, Draw Steel now has an official
<a href="https://mcdm.gg/DS-Errata">errata document</a>; it&rsquo;s mostly minor stuff, but it&rsquo;s
worth it to browse the PDF just to see what&rsquo;s going to be updated in the next
printing. Second, the printed books are about to start shipping, so make sure to
update your address on the BackerKit survey to get the rules to your door in a
timely manner.</p>
<p>Ok, with those out of the way, let&rsquo;s quickly talk about classes. First and
foremost, the Summoner went through an <a href="https://www.patreon.com/posts/summoner-open-137113796">open
beta</a>, so anyone (even
non-patrons) could try it out for themselves. Sadly, I only had time to give the
document a quick skim, so I don&rsquo;t have much else to say about this most recent
version of the class.</p>
<p>Besides the Summoner, we have learned that the Beastheart is still in
development; the Acolyte, MCDM&rsquo;s sorta Warlock-equivalent, is in concepting; and
that the team is already getting ideas for how to get Operator, MCDM&rsquo;s mecha
class, up and running. No word on when these are coming out yet, but the
Summoner will be released this year!</p>
<p>What for sure isn&rsquo;t coming this year is the ancestries book. Last episode I
talked a little bit about this, but now we know exactly what ancestries will be
featured in this product: gnomes, rat people called radenwights, goblins, shadow
elves, faeries, dragonfly people called skarjj, non-homo sapiens humans called
gol, and elemental people that live on the Sun called heliox. That&rsquo;s eight new
ancestries in case you weren&rsquo;t counting!</p>
<p>Before we move on to the main segment, we gotta touch on MCDM&rsquo;s partnerships.
Start Playing Games had an awesome Draw Steel <a href="https://startplaying.games/event/draw-steel-launch">launch
event</a>, and you can find
loads of open tables on their website right now. TitanCraft is currently running
a <a href="https://www.kickstarter.com/projects/263291121/titancraft-draw-steel/">Kickstarter
campaign</a>
to fund a Draw Steel expansion for their software, including customizable hero
minis, outfits, items, weapons, and monsters. This is the kind of stuff that
would completely destroy my savings if I had a 3D printer&hellip;</p>
<p>And finally, the Codex. Ah, the Codex&hellip; MCDM&rsquo;s proprietary VTT made by DMHub
just got a <a href="http://dmhub.wiki/en/codex">wiki</a> and the devs have been posting
some pretty cool demos on they <a href="https://www.youtube.com/@dmhub5736">YouTube
channel</a>. The highlight for me was their new
document system that lets you make tests, track montages, and control scene
settings all in Markdown. This is the stuff folks&hellip; Once the Codex is out, I&rsquo;m
never going back.</p>
<h2 id="draw-steel--daggerheart">Draw Steel &amp; Daggerheart</h2>
<p>No transcript for this part :(</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode!</p>
<p>A special thanks to my current Initiate and Adept-level patrons: Seth Lang,
Tomas Rodriguez, TDAWS, Brandon West, and Antan Karmola! Thank you all so so
much &lt;3</p>
<p>Make sure to check out this episode&rsquo;s description for links to
<a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">all</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>, The Dice
Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing list</a>, and
my <a href="https://discord.gg/qq6H4uHbDV">Discord server</a>. I&rsquo;ll also leave some links
there to <a href="https://bsky.app/profile/jamesintrocaso.bsky.social">James&rsquo;</a>,
<a href="https://bsky.app/profile/mattcolville.bsky.social">Matt&rsquo;s</a>, and
<a href="https://bsky.app/profile/hellomcdm.bsky.social">MCDM&rsquo;s</a> accounts so you can
follow them too.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
]]></content:encoded>
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    <item>
      <title>Abilities | How to Draw Steel #2</title>
      <link>https://thedicesociety.com/htds02-combat-abilities/</link>
      <pubDate>Mon, 01 Sep 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/htds02-combat-abilities/</guid>
      <description>Full transcript of &amp;lsquo;Abilities | How to Draw Steel #2&amp;rsquo;</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/2OSzT0ulW9M">YouTube</a>.
For links and references, please see that platform as this page only contains
the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone!</p>
<p>In my previous video, I explained the Power Roll: you roll 2d10, add bonuses,
and lookup the outcome tier. I also talked about tests: when you make a Power
Roll to determine if your hero is able to accomplish a task.</p>
<p>Today I&rsquo;m gonna talk about the second use of Power Rolls: combat abilities. This
is in chapter 5 of the Heroes Book. Let&rsquo;s get going!</p>
<h2 id="abilities">Abilities</h2>
<p>Wait, wait, wait! Just a second!</p>
<p>Jon de Nor, from Goblin Points, and I are going to be hosting a Draw Steel jam
on Itch starting September 8th. Follow the link below to get started making your
own Draw Steel treasures and have a chance at winning some pretty dope prizes!</p>
<p>Again: link in the description, let&rsquo;s make some treasures, dope prizes. See you
at Treasure Sets of the Timescape!</p>
<p>That&rsquo;s it. Back to the video!</p>
<hr>
<p>What are abilities in Draw Steel? Well, these are your hero&rsquo;s powers in combat.
The stuff you do to deal damage, hinder your foes, or even change the shape of
the battlefield.</p>
<p>Before creating a character, it&rsquo;s good to know the basics of how their combat
abilities might work once you start playing, so this is why I&rsquo;m making this
video before getting to character creation.</p>
<p>Anyway, most abilities involve a type of Power Roll called ability roll. In Draw
Steel, unlike other games, you&rsquo;ll be rolling to determine how effective you are,
not to see if you hit and get to take your turn&hellip; You always do damage, you
always make progress.</p>
<p>Instead of me just explaining the theory at you, let&rsquo;s take a look at actual
abilities to understand how they work.</p>
<p>The first example is a Conduit ability which, as you can see from the title, is
called Ray of Wrath. Below the title, there&rsquo;s a line of flavor text that tells
you what happens in the fiction when you use the ability.</p>
<p>&lsquo;You unleash a blast of holy light upon your foe.&rsquo;</p>
<p>Next, we have keywords; in this case Magic, Ranged, and Strike. These just tell
you if the ability interacts with a particular feature or mechanic. For example,
a treasure might give you a damage bonus to Magic abilities.</p>
<p>To the right of the keywords, you can see the &ldquo;type of activity required to use
the ability&rdquo;. If you&rsquo;re coming from D&amp;D, this would be the equivalent of telling
you if it uses an Action, a Bonus Action, or a Reaction.</p>
<p>Draw Steel ability types are a little more complicated that D&amp;D&rsquo;s, so I&rsquo;m gonna
cover them when we talk about combat itself. Suffice it to say that, on their
turn, a character gets a main action, a maneuver, and a move action; off-turn,
they can also user triggered actions.</p>
<p>Below the keywords there&rsquo;s the distance. This is mostly self-explanatory,
telling you how many squares away the target of an ability can be for you to use
it. This is also where area abilities are described, but more on that in a
second.</p>
<p>To the right of the distance you can see the target. These can be any number of
creatures, objects, allies, or enemies. If an ability can target yourself, it
says &lsquo;self&rsquo;.</p>
<p>Now let&rsquo;s get to the meat of it: the Power Roll. The first line of most
damage-dealing abilities is a Power Roll that tells you what characteristic to
add; in this case, it&rsquo;s Intuition. You should also add any Edges and Banes, just
like how I explained in the last video.</p>
<p>The outcome tiers tell you what kind of effect your ability has depending on how
well you roll. In this prototypical example, you deal a little bit of damage on
a tier 1, medium damage on a tier 2, and maximum damage on a tier 3.</p>
<p>Note that some abilities, like this one, add a characteristic to the damage as
well as to the Power Roll. Here, the capital I next to the numbers indicates
that you should add your Intuition. Likewise, an M stands for Might, A for
Agility, R for Reason, and P for Presence.</p>
<p>So say my 1st-level Conduit rolls 2d10 and gets a 14. With his Intuition bonus
of +2, that becomes 16 for a tier 2 outcome. The damage he&rsquo;s going to deal is 4</p>
<ul>
<li>2, also known as 6.</li>
</ul>
<p>Many abilities also come with an effect. In this case, you can change the type
damage that this ability deals.</p>
<p>Now let&rsquo;s quickly recap what we&rsquo;ve learned before moving on to some more
interesting examples.</p>
<p>Every combat ability starts with a title and a line of flavor text. Below that
you&rsquo;ll find its keywords and activation type. Then come the distance and
targets.</p>
<p>The actual body of the ability usually includes a Power Roll followed by what
happens when you roll each outcome tier. Lastly, you might also get an effect
that&rsquo;s described in natural language.</p>
<p>Just remember that not every ability involves a Power Roll. The Talent&rsquo;s Again,
for example, is a triggered action that just has an effect! That&rsquo;s perfectly
possible.</p>
<h2 id="areas-and-potencies">Areas and Potencies</h2>
<p>Now that you know the basics, let&rsquo;s pick up the pace. Take a look at Back
Blasphemer!, a 1st-level Censor ability.</p>
<p>It starts pretty similar to Ray of Wrath, but, as you can see from the keywords,
this is an area ability. In this situation, the distance entry will describe the
shape of the area and how far away from you it can be.</p>
<p>Back Blasphemer! creates a cube with 2 squares on each side, with at least one
of those within 1 square of you.</p>
<p>The other kinds of areas that an ability can produce are: auras, which move with
you and emanate a number of squares in every direction, bursts, which look
similar but don&rsquo;t move with you, lines, which are pretty self-explanatory, and
walls, which let you place squares in any shape as long as they share sides.</p>
<p>Coming back to the ability, you can see that it targets each enemy in the area.
This is pretty common for Draw Steel, where friendly-fire isn&rsquo;t something you
should worry about.</p>
<p>Also note that, unless the ability says otherwise, you only roll once
independently of how many targets you hit. Bonuses and penalties might apply to
individual targets, but the same Power Roll applies to all of them.</p>
<p>Next, take a look at the Power Roll outcomes. Here, besides damage, each tier
also has an effect, namely, pushing the targets some number of squares. Instead
of forced movement, an ability could, for instance, impose a condition, grant a
resource, and so on.</p>
<p>Are you following me so far? &lsquo;Cause now we&rsquo;re gonna talk about potencies. Take a
look at Concussive Strike, a 1st-level Tactician ability.</p>
<p>Before we get to those weird mathematical expressions, in the title there&rsquo;s
something interesting: &lsquo;3 Focus&rsquo;. This means that you must spend 3 of the
Tactician&rsquo;s Heroic Resource (Focus) in order to use this ability.</p>
<p>Once again, I&rsquo;m gonna leave you without a good explanation for now. Just know
that every class accumulates Heroic Resources during combat and can spend them
on their most powerful abilities.</p>
<p>Okay, onward to the outcome tiers. From the text, you already know that each
outcome is going to deal some damage, but you can also probably tell that it
<em>might</em> impose the dazed condition on the target.</p>
<p>These small math expressions are called potencies and they determine <em>whether</em>
the target is going to be dazed.</p>
<p>Since I don&rsquo;t want to run the risk of confusing you with the words just yet, let
me start from the conclusion: at level 1, Weak means 0, Average means 1, and
Strong means 2.</p>
<p>With the magic of editing, let me get rid of the words, &lsquo;cause that&rsquo;s what
you&rsquo;re going to write on your character sheet anyway.</p>
<p>Perfect, now I think you&rsquo;re ready to understand what the hell the potencies
mean. It&rsquo;s actually not that hard. In short, they check if the target is going
to be effected by whatever comes after! Here, if the target&rsquo;s Might is less than
the indicated number, they&rsquo;re dazed.</p>
<p>The thing that usually gets people is that the first M, the one you&rsquo;re adding to
the damage, is <em>your</em> Might, while the second M, the one you&rsquo;re checking against
a number, is the <em>target&rsquo;s</em> Might.</p>
<p>These don&rsquo;t even necessarily have to be the same letter&hellip; Some abilities add
one characteristic to the damage, and impose a condition if another
characteristic of the target doesn&rsquo;t pass the potency.</p>
<p>Okay, back to the top. Say I&rsquo;m a 1st-level Tactician with Might 2 and I roll a
tier 1 on Concussive Strike. This is going to deal 3 + 2 = 5 damage to the
target and, if the target&rsquo;s Might is less than 0, they&rsquo;re dazed. If you got
this, you&rsquo;re golden.</p>
<p>Before I&rsquo;m done with this explanation, let&rsquo;s quickly rewind the editing and see
those words again. What the heck to they mean?</p>
<p>In a potency, Strong is always replaced by your highest characteristic score,
that&rsquo;s why I said that at 1st level that&rsquo;s always 2. Average is simply 1 lower
than Strong, and Weak is 1 lower than Average. Therefore, as I said, your
potencies at 1st level are 2, 1, and 0. That&rsquo;s it!</p>
<p>Are we done? With potencies, yes! But there&rsquo;s still one last thing I want to
talk about: how those effects end. As you can see in Concussive Strike, the
dazed condition ends on a save, so&hellip; What&rsquo;s that mean?</p>
<p>This is, fortunately, very simple. A save in Draw Steel is a straight d10 roll
at the end of your turn; if you roll 6 or higher, the condition ends. That&rsquo;s it!</p>
<p>Other abilities, such as the Null&rsquo;s Kinetic Strike, might impose conditions that
end EoT, or, at the end of the turn. These conditions don&rsquo;t require a save and
end automatically at the end of the target&rsquo;s turn. Super easy.</p>
<p>Now let&rsquo;s recap the whole thing with Method Acting, a 1st-level Troubadour
ability. From top to bottom&hellip;</p>
<p>First, we can tell that this ability costs 5 Drama, the Troubadour&rsquo;s Heroic
Resource. More on that in another video.</p>
<p>Skipping the flavor text, this is a Melee, Strike, and Weapon ability that costs
a main action. Below that, we learn that it can hit one creature within one
square.</p>
<p>The Power Roll required to determine your effectiveness is 2d10 + Agility. With
the magic of editing helping us, let&rsquo;s go tier by tier&hellip;</p>
<p>On tier 1, you deal 8 damage and, if the target&rsquo;s Presence is less than 0,
they&rsquo;re weakened until they save. On a tier 2, it&rsquo;s 12 damage and Presence less
than 1. On a tier 3, it&rsquo;s 16 damage and Presence less than 2.</p>
<p>Finally, there&rsquo;s an extra effect that applies independently of the outcome tier.
In this case, you can be bleeding until you save to deal some bonus damage.</p>
<p>If you understood everything I said right now, you&rsquo;re more than ready to create
your first character&hellip; But that&rsquo;s the topic of the next lesson.</p>
<p>Make sure to like this video and subscribe to the channel if you want more Draw
Steel content. Also check the description for links to my Patreon and The Dice
Society&rsquo;s Discord server.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
]]></content:encoded>
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      <title>The Elf King for Blacksmith&#39;s Guild #3</title>
      <link>https://thedicesociety.com/the-elf-king-for-blacksmiths-guild-#3/</link>
      <pubDate>Mon, 18 Aug 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/the-elf-king-for-blacksmiths-guild-#3/</guid>
      <description>https://www.patreon.com/TheDiceSociety/posts/elf-king-for-3-136756812</description>
      <content:encoded><![CDATA[<p><a href="https://www.patreon.com/TheDiceSociety/posts/elf-king-for-3-136756812">https://www.patreon.com/TheDiceSociety/posts/elf-king-for-3-136756812</a></p>
]]></content:encoded>
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      <title>The Basics | How to Draw Steel #1</title>
      <link>https://thedicesociety.com/htds01-the-basics/</link>
      <pubDate>Wed, 13 Aug 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/htds01-the-basics/</guid>
      <description>Full transcript of &amp;lsquo;The Basics | How to Draw Steel #1&amp;rsquo;</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/RgEzQzKSZCE">YouTube</a>.
For links and references, please see that platform as this page only contains
the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone! So you want to play Draw Steel, the new kid on the tactical RPG
block.</p>
<p>Your Director might want to run it for you, or you might have seen a cool video
online talking about how you should try it. Either way, you&rsquo;ve got to learn the
rules first.</p>
<p>In this video I&rsquo;m gonna teach you the basics: the core mechanic of the game and
how you use it to roll for tests. Cool? Then let&rsquo;s get started&hellip;</p>
<h2 id="power-roll">Power Roll</h2>
<p>Just like in Dungeons &amp; Dragons, in Draw Steel you&rsquo;re playing the role of a hero
in a dangerous fantasy world. When you want to do something risky, like sneak
past a royal guard or lie to an ogre, the Director will ask you to roll dice to
see if you succeed.</p>
<p>In D&amp;D that&rsquo;s the d20 roll. In Draw Steel we have the Power Roll.</p>
<p>There are three steps to the Power Roll: roll your dice, add your bonus, and
check your tier. Sounds a little complex, but it&rsquo;s super simple.</p>
<p>For the first step, the dice you&rsquo;ll be rolling are always two ten-sided dice, or
2d10. You just roll them and add the numbers; easy. Just remember that most RPG
d10s show a 0 in place of a 10, so a double zero would actually be a 20.</p>
<p>Next, time to add your bonus. Every character in Draw Steel has five
characteristics, only one of which will be added to the roll.</p>
<p>The characteristics are Might (for strength and brawn), Agility (for
coordination and nimbleness), Reason (for logic and education), Intuition (for
instincts and experience), and Presence (for force of personality).</p>
<p>For example, if you&rsquo;re playing a first-level character that&rsquo;s very strong,
they&rsquo;ll probably have a Might score of 2. So, when you roll to see if you can
break down a door, your Power Roll will be 2d10 + 2. Starting scores range from
-1 to +2 and they&rsquo;re noted at the top of your character sheet.</p>
<p>Now, the last step: check your tier. Once you have your total for the roll,
you&rsquo;ll need to see what outcome tier you got. If you got an 11 or lower, that&rsquo;s
a Tier 1; the worst. If you got between 12 and 16, that&rsquo;s a Tier 2; the average.
If you got 17 or higher, that&rsquo;s a Tier 3; the best.</p>
<p>The only exception to this rule is when you roll a natural 19 or 20, that is, a
19 or a 20 on the dice, before adding any bonuses. This is called a critical and
it&rsquo;s an automatic Tier 3 independently of how bad your bonuses are!</p>
<p>What each tier actually means in the fiction depends on the difficulty of the
task you&rsquo;re trying to accomplish, but we&rsquo;ll talk about this in a second.</p>
<p>So, putting it all together&hellip; Your strong but very awkward hero is trying to
bribe a guard, so your Director asks for a Presence Power Roll. Since your
Presence score is -1, you&rsquo;ll be rolling 2d10 - 1. But hey! Your total was 17!
That means you got a Tier 3.</p>
<p>And that&rsquo;s almost everything you need to know about Power Rolls! Roll your dice,
add your bonus, check your tier.</p>
<p>There are only a couple of additional modifiers that can help or hinder your
roll on top of your characteristics. These are edges and banes.</p>
<p>Edges are situational advantages you can get on a Power Roll, for example, when
sneaking past a sleepy guard or lying to a drunk ogre. If you have an edge on
your roll, you gain a +2 bonus; if you have two or more edges, what&rsquo;s called a
double edge, instead of the numerical bonus you simply bump up the tier.</p>
<p>Banes are the exact opposite: situational disadvantages. If you have a bane, you
gain a -2 penalty; if you have two or more banes (a double bane), you just have
to downgrade the tier.</p>
<p>So let&rsquo;s examine a simple example: climbing a wall. That&rsquo;s usually a Might Power
Roll, so your buff hero rolls 2d10 + 2 for a total of 16; a Tier 2. If your hero
was wearing special climbing gloves, you&rsquo;d get an edge, increasing your total to
18 and improving our outcome to a Tier 3.</p>
<p>If instead of gloves you had a bunch of heavy gear on your back, that might
incur a bane, decreasing your total to 14. Fortunately that&rsquo;s still a Tier 2!</p>
<p>But, if you had all the weight on your back <em>and</em> it was raining, you&rsquo;d have a
double bane; in this situation, your total would remain 16, however the
<em>outcome</em> would be downgraded to a Tier 1.</p>
<p>And what if you have both banes and edges? This part&rsquo;s easy: they cancel each
other out. A bane and an edge becomes a straight roll, a double bane and an edge
becomes a bane, and so on.</p>
<p>I know this part sounds a little difficult, but I promise that you get used to
it pretty quickly.</p>
<h2 id="tests">Tests</h2>
<p>There are two types of Power Roll: tests and ability rolls. We&rsquo;re gonna cover
abilities in the future because they are mostly for combat, so let&rsquo;s talk about
tests.</p>
<p>Tests are&hellip; What I&rsquo;ve been talking about up until now. Everything I said also
applies to abilities, but all of my examples have been tests. Want to sneak past
a guard? That&rsquo;s an Agility test. Want to lie to an ogre? That&rsquo;s a Presence test.
Want to climb a wall? That&rsquo;s a Might test.</p>
<p>So, what&rsquo;s specific to tests that doesn&rsquo;t apply to abilities? Two things:
difficulties and skills.</p>
<p>The difficulty of a test is, in short, how high you have to roll to be
successful; an easy test can be surmounted with a Tier 1, while a medium test
requires a Tier 2, and a hard test can only be overcome with a tier 3.</p>
<p>This is all neatly summarized in a table on page 250 of the book. If you look
closely at the table, you&rsquo;ll notice that there are mentions of rewards and
consequences.</p>
<p>These rewards and consequences can be described by the Director or pitched by
the players. They are usually narrative so, for example, a success with a
consequence when sneaking past the guards means that you did it, but you might
have left a trail of evidence.</p>
<p>Also note that a critical is always a success with a reward! You succeed and
gain something extra, so pray that luck is on your side.</p>
<p>Now, on to skills. These are out-of-combat specializations that your hero gains
during character creation. Long story short, they give you a +2 bonus to tests
where they are applicable; this is in addition to the characteristic and any
edges or banes.</p>
<p>The list of skills in this game is huuuge, so don&rsquo;t worry about having only a
few, &lsquo;cause everyone&rsquo;s gonna be on the same boat. For ease of reference, they
are divided into five groups&hellip;</p>
<p>Crafting skills, for creating and appraising goods; exploration skills, for
exploring and overcoming environments; interpersonal skills, for social
interactions; intrigue skills, for investigation and thievery; and lore skills,
for research and recalling information.</p>
<p>It&rsquo;s up to the player to pitch the use of a skill for a test. So, when the
Director demands a Might test in order to climb a wall, the player can ask to
use the Climb skill for that test if they have it on their character sheet.</p>
<p>And that&rsquo;s it! Now you know basically everything there is to know about the
Power Roll and tests!</p>
<p>To recap: a Power Roll involves rolling your dice, adding your bonuses, and
checking your tier. Your dice are always 2d10s. Your bonuses include one
characteristic and any applicable edges and banes; it also might include a
relevant skill if rolling for a test.</p>
<p>As for your tier, it will be a Tier 1 on an 11 or lower, a Tier 2 on a 12 to 16,
or a Tier 3 on a 17 or higher. Then, for tests, your Director will see if you
are successful or not based on the difficulty.</p>
<p>And that&rsquo;s all for today&rsquo;s lesson! Make sure to like this video and subscribe to
the channel if you want more Draw Steel content. Also check the description for
links to my Patreon and The Dice Society&rsquo;s Discord server.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
]]></content:encoded>
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    <item>
      <title>TDS 020: Draw Steel Is Here</title>
      <link>https://thedicesociety.com/tds020-ds-is-here/</link>
      <pubDate>Mon, 11 Aug 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds020-ds-is-here/</guid>
      <description>Full transcript of The Dice Society Podcast episode 020: Draw Steel Is Here</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/fKDHf3AAY4k">YouTube</a> and
<a href="https://creators.spotify.com/pod/profile/thedicesociety/episodes/TDS-020-Draw-Steel-Is-Here-e36kqkq">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the twentieth episode of The Dice Society Podcast!
My name is Caio and this is a show about Draw Steel, a tactical roleplaying game
made by MCDM.</p>
<p>As you probably already know, Draw Steel is out. Let me repeat that: Draw Steel
is out.</p>
<p>A year and a half after the BackerKit campaign. Thirty months after the first
Patreon post. So many livestreams. Uncountable Discord messages. And the game is
finally here.</p>
<p>I&rsquo;m at a loss for words. I guess the only thing I can say is congratulations to
the team. They did it, they fucking did it. As you hear this, thousands of
backers have already played their first sessions. The game is real.</p>
<p>So let&rsquo;s draw steel and get started!</p>
<h2 id="draw-steel-release">Draw Steel release</h2>
<p>Ok, sentimental moment over. Let&rsquo;s begin today&rsquo;s episode with the big news:
everyone who backed Draw Steel has received their PDF copies of both the Heroes
and the Monsters books. July 31st will, from now on, be known as Draw Steel Day!</p>
<p>Together with the core books, MCDM has also released two adventures: <a href="https://www.mcdmproductions.com/conventures">The Road
to Broadhurst</a> and <a href="https://shop.mcdmproductions.com/products/the-delian-tomb-pdf">The Delian
Tomb</a>. I&rsquo;ve
talked about both before, but I&rsquo;m guessing at least a few new people are going
to be listening to this episode, so let me quickly summarize them&hellip;</p>
<p>The Road to Broadhurst is a free one-shot meant for experienced Directors who
want to demo the game at conventions and stores. It&rsquo;s also pretty modular, so
you can run it in one, two, three, or four hours, and for three, four, five, or
six players.</p>
<p>The packet includes a 12-page PDF, a cheat sheet, two maps, four encounter
sheets, and nine pregens (one of each class). Speaking of encounters, the
adventure is super simple: the heroes need to escort a medicine wagon to the
small town of Broadhurst; along the way, they face two combats, one montage
test, and one negotiation.</p>
<p>Finishing the adventure in Broadhurst is useful, because that&rsquo;s exactly where
The Delian Tomb starts. This second adventure is truly Draw Steel&rsquo;s starter set;
for ten bucks, it literally guides beginner Directors through the rules as they
become relevant.</p>
<p>The first encounter, for example, has instructions for how to set up minis on a
map, read-aloud text that explains the rules of combat to everyone, and even
suggestions of what exact actions you might want to take on your first turn.</p>
<p>But don&rsquo;t assume that this is a short adventure; the main PDF has 70 pages, and
this is only the beginning! You also get a 96-page PDF of encounters, a 75-page
PDF with starter rules, a bunch of handouts, nine fully-arted simplified
pregens, and more encounter sheets and maps than I can count.</p>
<p>As for the story, it is based around the famous Delian Tomb from one of
Colville&rsquo;s first videos. The tomb itself has been greatly expanded, but now the
heroes also have plenty of adventuring to do outside of the tomb.</p>
<p>I personally haven&rsquo;t played all the way to the end, but what I did see was
really fun. For ten bucks, this is almost a no-brainer! If you&rsquo;re at least a
little bit interested in Draw Steel, this is definitely where you should start.
You can get it right now from <a href="https://shop.mcdmproductions.com/products/the-delian-tomb-pdf">MCDM&rsquo;s
website</a> or from
<a href="https://www.drivethrurpg.com/en/product/531394/the-delian-tomb">DriveThroughRPG</a>.
Links in the description.</p>
<p>And that&rsquo;s all for the adventures! As for the core books, there&rsquo;s actually not a
lot for me to say&hellip; If you&rsquo;ve bought the books, you can look at the PDFs
yourself. That&rsquo;s the news!</p>
<p>If you want my <em>opinions</em>, though, I posted a big
<a href="https://youtu.be/VTyfRTnKwl8">review</a> on YouTube, which quickly became my
most-viewed video ever! I do suggest watching it and maybe subscribing while
you&rsquo;re there? But I can give you the gist of it; here it goes&hellip;</p>
<p>Draw Steel 100% delivers on tactical, heroic, cinematic fantasy. The combat
system is dynamic and cooperative, the core gameplay loop incentivizes players
to keep pushing forward, and the mechanics help your story flow without weighing
it down.</p>
<p>Combat is obviously the highlight of the game, given that even lowly melee
fighters get plenty of cool tactical options, but it isn&rsquo;t the only thing the
game excels at. There are some really good social mechanics in the rules, and
the flavor and worldbuilding are visible at every corner of the text.</p>
<p>But, it&rsquo;s not all perfect. As with every creative endeavor, there are things
that will not work on even the biggest fans of the system! For me, the layout
felt a little too dry, I found first-level characters too complex, and&hellip; I
prefer my dwarves bearded! There, I said it!</p>
<p>Overall, if you&rsquo;re excited about the tagline &rsquo;tactical, heroic, cinematic
fantasy,&rsquo; you&rsquo;ll most likely enjoy Draw Steel. You can already get the
<a href="https://shop.mcdmproductions.com/collections/draw-steel/products/draw-steel-core-rules-bundle-pdf">PDFs</a>
from the MCDM store, but, if you want to wait for the <a href="https://shop.mcdmproductions.com/collections/draw-steel/products/draw-steel-core-rules-bundle-hardcover-pdf">physical
books</a>,
they&rsquo;re being printed right now and should start shipping in the near future.</p>
<p>The only downside of this first printing of the books is that it won&rsquo;t include
any bug fixes made after the release. Revised PDFs should be coming very soon,
but the books that have already been printed will stay that way forever. From
what I&rsquo;ve seen, though, there are no problems large enough that a short errata
won&rsquo;t fix.</p>
<p>And&hellip; that&rsquo;s it for the release. Twenty episodes later, I&rsquo;m finally covering
the actual, real game instead of drafts and playtests. It was a wild ride that I
never thought would be as fun as it was. I found an awesome community, made new
friends, and have played <em>so much</em> Draw Steel.</p>
<p>I have to congratulate the MCDM team and all of their contractors for putting
out an amazing product that will, for sure, leave a mark in the TTRPG space. I&rsquo;m
super grateful to have been a small part of this journey.</p>
<p>If you want to stay with me for this new chapter of The Dice Society, I
recommend joining my <a href="https://discord.gg/qq6H4uHbDV">Discord server</a>. I have
some cool things in the oven that just might be of interest to you&hellip; Link in
the description.</p>
<h2 id="news">News</h2>
<p>Now let&rsquo;s talk a little bit about the miscellaneous news from the past month.
There&rsquo;s not a lot, so I&rsquo;ve organized it into a numbered list:</p>
<ul>
<li>
<p>Number 1: As you probably expected, the Draw Steel Creator license has been
updated to include the core books. Expect a lot of updates to online tools
like <a href="https://stawl.app/">Stawl</a> and <a href="https://andyaiken.github.io/forgesteel">Forge
Steel</a> in the coming weeks.</p>
</li>
<li>
<p>Number 2: All the way back in July, patrons got the playtest of the Fall of
Blackbottom. The adventure changed a bit, but the core remains the same as the
version we saw in the last playtest.</p>
</li>
<li>
<p>Number 3: Titancraft is going to launch a Kickstarter
<a href="https://www.kickstarter.com/projects/263291121/titancraft-draw-steel">campaign</a>
with assets for Draw Steel! We don&rsquo;t know much more than this, but I&rsquo;ll keep
you posted when the campaign launches.</p>
</li>
<li>
<p>Number 4: I&rsquo;ve already talked about the new ancestries coming to Draw Steel
over the next few months: radenwights, shadow elves, goblins, gnomes, and
fairies. But we&rsquo;re getting another one! Dragonfly people! I&rsquo;m excited to see
the art for this.</p>
</li>
<li>
<p>Number 5: During GenCon, MCDM tested a new way to sell physical products that
are lighter and smaller than RPG books: dice boxes. At the Chessex booth, they
sold Draw Steel dice that came bundled with a QR code for The Delian Tomb;
this way, new players could get both dice and a starter adventure in the same
packet! It&rsquo;s a cool idea, but we have to see how well it works.</p>
</li>
<li>
<p>Number 6: MCDM posted the <a href="https://youtu.be/8D1pnVV_oc4">first episode</a> of
their in-person playthrough of The Delian Tomb. It is run by lead designer
James Introcaso and will probably last five or six episodes. I really enjoyed
the characters they brought to the table, it was super fun to watch!</p>
</li>
<li>
<p>And number 7: We got a little more information on the monetization of the
Codex, MCDM&rsquo;s tailor-made VTT for Draw Steel. Their current plan is for
patrons to get access as part of their subscriptions and for non-patrons to
get a key when they buy the core rules of the game. Note that <em>everyone</em> at
your table needs either a Patreon subscription or an access key to play, not
just the Director! To make this easier and cheaper, they plan on offering
table packs at a discounted price once the Codex is ready for prime time.</p>
</li>
</ul>
<p>Ok, that&rsquo;s it for the news segment. Now follow me to the community corner, where
I&rsquo;m gonna talk about the new creations that came out since my previous episode.</p>
<h2 id="community">Community</h2>
<p>Given the release of the game and the sheer amount of time since episode 19, we
have quite a few creations from the community to cover.</p>
<p>We&rsquo;ll start with videos for people just getting into Draw Steel. The first one
is by me and it&rsquo;s called <a href="https://discord.com/channels/332362513368875008/1400862456825512016">What Is This
Game?</a>! It
is the pilot of my new How to Draw Steel series that teaches newbies&hellip; How to
play the game, obviously. The next episode is coming out pretty soon, so keep
your eyes peeled!</p>
<p>We also got a video by sterling2063 called <a href="https://discord.com/channels/332362513368875008/1400464901809635418">Where to Get Started With Draw
Steel</a> and
one by Sam McGurran called <a href="https://discord.com/channels/332362513368875008/1400405118586978386">Its Time To Draw Steel | Why YOU Should Run The MCDM
RPG</a>.</p>
<p>Besides videos, we also got a bunch of guides for beginners. JesterOC made <a href="https://discord.com/channels/332362513368875008/1400384711188021268">Draw
Steel Crash Course
v1.0</a>, a
slide deck to show to your players, and Jonas Tintenseher made a <a href="https://discord.com/channels/332362513368875008/1400682675790024704">one-page Draw
Steel cheat
sheet</a>
which I thought was amazing.</p>
<p>KJTailor made both the <a href="https://discord.com/channels/332362513368875008/1400367410753568841">Newbie Director
Helper</a>, a
document with tips for new Directors, and a
<a href="https://discord.com/channels/332362513368875008/1400653980090106036">changelog</a>
that lists all mechanical changes implemented since the last playtest packet.
Finally, finaljas90 wrote a <a href="https://discord.com/channels/332362513368875008/1402732817061904464">build recommendations
guide</a> to
help people select good treasures and imbuements for their characters.</p>
<p>In the world of livestreams, we got an awesome <a href="https://discord.com/channels/332362513368875008/1400056090296717483">Draw Steel
retrospective</a>
by Jon de Nor and a <a href="https://discord.com/channels/332362513368875008/1400630128148746430">PDF
giveaway</a>
by Rise Heroes Rise! In the latter, Cameron runs a bunch of crazy characters
through my very own
<a href="https://thedicesociety.itch.io/you-meet-in-an-ambush">adventure</a>; it was super
funny!</p>
<p>Moving on to VTTs, Seamus wrote an article called <a href="https://discord.com/channels/332362513368875008/1387818663641485373">Running Draw Steel in Owlbear
Rodeo</a>
which is actually where I run my games. Also Kasrith made a collection of
<a href="https://discord.com/channels/332362513368875008/1402431531263328367">Roll20
Macros</a> if
you prefer that platform.</p>
<p>Speaking of virtual, Jon de Nor updated Stawl with a <a href="https://discord.com/channels/332362513368875008/1394424612678533251">Montage Test
Runner</a> and
added a bunch of cool <a href="https://www.patreon.com/posts/135425038">features</a> for
patrons that I have already begun using. Xentis also updated their tool, the
<a href="https://discord.com/channels/332362513368875008/1297382234239799327/1400978802942677032">Steel
Compendium</a>;
now it features all of the content from the final books, so you can easily
access it online.</p>
<p>If you&rsquo;re a content creator or just looking for some visually interesting stuff,
we got new templates too. Dazrin made a gorgeous <a href="https://discord.com/channels/332362513368875008/1389036975104856166">DS Style Template in Google
Docs</a> and
Cal designed <a href="https://discord.com/channels/332362513368875008/1390871787411083294">Blank Class-specific Character
Sheets</a> for
those who weren&rsquo;t too hot on the official ones.</p>
<p>Finally, in the products department, I have four new items for you to add to
your shopping basket. Pesto is crowdfunding his <a href="https://discord.com/channels/332362513368875008/1391531840749441024">Kobold
Ancestry</a>
alongside JeffCStevens&rsquo; <a href="https://discord.com/channels/332362513368875008/1402978974488854703">Weapons of
Legend</a>; by
the way, if you back both, you get some extra goodies! I had never seen this
kind of collaboration before, but I&rsquo;m glad it&rsquo;s already happening in the Draw
Steel space.</p>
<p>Anyway, Heart of Arcana released the final version of their <a href="https://discord.com/channels/332362513368875008/1400592484089987122">Tomb of the
Crescent
Moon</a> and
the_f_bard, along with many contributors, launched <a href="https://discord.com/channels/332362513368875008/1400601543144771714">The Blacksmith&rsquo;s Guild -
Issue 2</a>.</p>
<p>As always, the link to every single community creation mentioned here is in the
description of this episode and on the transcript that I post on my blog. Make
sure to check&rsquo;em out!</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode!</p>
<p>A special thanks to my current Initiate and Adept-level patrons: Seth Lang,
Tomas Rodriguez, Brandon West, and TDAWS! Thank you all so so much &lt;3</p>
<p>Make sure to check out this episode&rsquo;s description for links to
<a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">all</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>, The Dice
Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing list</a>, and
my <a href="https://discord.gg/qq6H4uHbDV">Discord server</a>. I&rsquo;ll also leave some links
there to <a href="https://bsky.app/profile/jamesintrocaso.bsky.social">James&rsquo;</a>,
<a href="https://bsky.app/profile/mattcolville.bsky.social">Matt&rsquo;s</a>, and
<a href="https://bsky.app/profile/hellomcdm.bsky.social">MCDM&rsquo;s</a> accounts so you can
follow them too.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>What Is This Game? | How to Draw Steel #0</title>
      <link>https://thedicesociety.com/htds00-what-is-this-game/</link>
      <pubDate>Fri, 01 Aug 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/htds00-what-is-this-game/</guid>
      <description>Full transcript of &amp;lsquo;What Is This Game? | How to Draw Steel #0&amp;rsquo;</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/Qw83QCcs2XY">YouTube</a>.
For links and references, please see that platform as this page only contains
the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone! Welcome to the pilot of what I hope to be a series teaching you
how to play Draw Steel. This one is going to be super short just to get your
mouth watering with all that&rsquo;s about to come.</p>
<p>So, without further ado, what is Draw Steel?</p>
<h2 id="what-is-draw-steel">What is Draw Steel?</h2>
<p>Draw Steel is a heroic fantasy tabletop roleplaying game made by MCDM, the
company created by RPG YouTube legend Matt Colville.</p>
<p>If you don&rsquo;t know what a tabletop RPG is&hellip; Hmmm&hellip; Well, I can&rsquo;t help you right
now. My suggestion is watching something like Critical Role just to get your
bearings, then come back here to learn more about this specific game.</p>
<p>Draw Steel is in the same genre as Dungeons &amp; Dragons, the oldest and most
well-known RPG in the world. This means that players embody (usually) heroes who
(usually) save the world (usually) by fighting evil monsters. This is the heroic
fantasy part of the cover.</p>
<p>When talking about Draw Steel in particular, though, we also include two more
keywords there: tactical and cinematic.</p>
<p>Tactical means that every player has a bunch of interesting options to deploy
during combat, so the party has to strategize and work together to beat the
villains. The game is also played on a grid or battle map to help everyone
visualize what&rsquo;s going on.</p>
<p>Speaking of visualizing, cinematic here means that character abilities have
evocative names and flavor text that help paint a mental picture of what is
happening in the fiction. Also, the game doesn&rsquo;t care about stuff that movie
heroes usually don&rsquo;t worry about, like counting coins or tracking inventory.</p>
<p>Ok, so this is Draw Steel: tactical heroic cinematic fantasy. But what makes
this particular combination very fun to play?</p>
<h2 id="why-draw-steel">Why Draw Steel?</h2>
<p>Without getting too much into specific mechanics here, I think this game is what
the current edition of D&amp;D wished it was.</p>
<p>In Draw Steel, even martial characters have meaningful options in combat.
Because of how abilities work, there are no missed turns. And the gameplay loop
ensures that heroes don&rsquo;t need to rest every other fight.</p>
<p>The result is a system where combat is so fun that you won&rsquo;t be looking up
advice online about how you can get it over quicker.</p>
<p>And by the way, &ldquo;tactical&rdquo; doesn&rsquo;t mean the game is only about combat. There is
plenty of flavor, awesome rules for negotiations, and a deep character building
system that makes your characters way more three-dimensional than what you might
be used to.</p>
<p>Look, I&rsquo;m not saying that the game is perfect or even the right choice for most
people. If you want gritty dungeon crawling, this isn&rsquo;t the game for you; if you
want rules-light social intrigue, look elsewhere&hellip;</p>
<p>What I&rsquo;m saying here is that Draw Steel implements pretty well what most current
D20 games sell you, but hardly ever deliver: a game where you feel like a big
damn hero while facing evil monsters.</p>
<h2 id="outro">Outro</h2>
<p>So, if you think Draw Steel might be your cup of tea, make sure to follow my
humble channel to be notified when the next chapter drops. Also follow my
friends <a href="https://www.youtube.com/@GoblinPoints">Goblins Points</a> for Draw Steel
news and interviews, and <a href="https://www.youtube.com/@RiseHeroesRise">Rise Heroes
Rise!</a> for all of your actual play
needs.</p>
<p>In case you want to introduce your friends to Draw Steel, check out my
<a href="https://youtu.be/tFF1_HDzRJU">video</a> on the subject <em>and</em> take a look at my
recent <a href="https://thedicesociety.itch.io/you-meet-in-an-ambush">adventure</a>: <em>You
Meet in an Ambush</em>. Links below.</p>
<p>That&rsquo;s all for today. Thank you very much and goodbye.</p>
]]></content:encoded>
    </item>
    <item>
      <title>Draw Steel Review: Perfect*</title>
      <link>https://thedicesociety.com/draw-steel-review/</link>
      <pubDate>Thu, 31 Jul 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/draw-steel-review/</guid>
      <description>Full transcript of &amp;lsquo;Draw Steel Review: Perfect*&amp;rsquo;</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/VTyfRTnKwl8">YouTube</a>.
For links and references, please see that platform as this page only contains
the transcript.</em></p>
<h2 id="tldr">TL;DR</h2>
<p>If you&rsquo;re just looking for a TL;DR, here it is: Draw Steel is so good I started
a YouTube channel and a podcast about it. That&rsquo;s basically it. I didn&rsquo;t say it&rsquo;s
perfect, but the game does what it set out to do really, really well.</p>
<p>If you want the longer version, though&hellip;</p>
<h2 id="intro">Intro</h2>
<p>Hello, everyone!</p>
<p>A year and a half ago, Matt Colville&rsquo;s MCDM crowdfunded a yet-untitled heroic
fantasy TTRPG. Now that the game is finally out for backers, it&rsquo;s time to answer
the question: how good is Draw Steel?</p>
<p>First things first, it&rsquo;s impossible to answer this in any meaningfully objective
way; some people like some kinds of games, other people like other kinds of
games. Period.</p>
<p>In the end, I can only give you my honest opinion on whether or not the game
does what it says on the tin. And that&rsquo;s exactly where we&rsquo;re gonna start: the
tin.</p>
<h2 id="book">Book</h2>
<p>Draw Steel is made up of two books: Heroes and Monsters. There&rsquo;s no book for the
GM, because all of the rules and advice are in the Heroes book; the goal here
was to make it easy for any player to start running the game.</p>
<p>Since the physical books haven&rsquo;t shipped yet, here&rsquo;s what I thought of the PDFs:
the art is truly breathtaking, the text is very precise but still evocative, and
the layout is functional.</p>
<p>Some people might think it&rsquo;s a little <em>too</em> functional, ending up kinda dry and
stiff, but it didn&rsquo;t bother me that much. According to the devs, the books are
meant to be easy to use at the table, so their style resembles that of a game
manual&hellip; Which is what they are.</p>
<p>What I want you to notice, though, is the little text right above &lsquo;Draw Steel&rsquo;:
&lsquo;Tactical Heroic Cinematic Fantasy&rsquo;. And that&rsquo;s how I&rsquo;m gonna review the
actual system: by assessing if they live up to each of these keywords.</p>
<h2 id="system">System</h2>
<p>At the core of Draw Steel is a very familiar setup: the main characters are
heroes who have to fight bad guys in order to save the world. This will surprise
literally zero people.</p>
<p>These heroes are also built pretty similarly to D20 characters: they have a
background, an ancestry, a class, and a subclass. They even have scores and
skills, which you add to your rolls; you know the deal, right?</p>
<p>But here&rsquo;s where the similarities kind of end&hellip; The core mechanic of Draw Steel
is called the Power Roll: you roll 2d10 and add the relevant modifiers; once you
do that, you will <em>not</em> be checking if you meet or beat a DC.</p>
<p>Your result will instead fall into one of three tiers: 11 or lower, 12 to 16, or
17 or higher. Outside of combat, these usually work like Powered by the
Apocalypse outcomes; Tier 1 being a failure, Tier 2 being a mixed success, and
Tier 3 being a full success.</p>
<p>But <em>in</em> combat, all of your abilities that require a roll have a different
effect for each tier. And you&rsquo;ll notice that missing is never an option&hellip;</p>
<p>Controversial, I know, but hear me out! For starters, Draw Steel tracks Stamina
instead of Hit Points, so even if you &ldquo;miss&rdquo; in the fiction, the enemy still had
to spend some energy to avoid your attack.</p>
<p>Additionally, this means that monsters always hit as well! So combat in this
game is always moving forward, there are no wasted tuns, there is never a
situation where a players misses twice in a roll and has to spend a whole hour
without <em>playing the freaking game</em>.</p>
<p>While we&rsquo;re here, let&rsquo;s talk about what combat looks like. First of all, it
expects a grid; that&rsquo;s almost non-negotiable because all of the distances are
expressed in squares.</p>
<p>What the grid enables is a very dynamic and action-packed combat system. There
is a lot of pushing and crashing into walls, no one stays put for more than a
turn, and many abilities have cool effects that alter the battlefield.</p>
<p>On top of this grid are larger-than-life heroes who sport plenty of options;
level 1 in this game is more like level 3 or even 5 in D20 fantasy. You always
have multiple abilities at your disposal to use in different situations or to
create cool combos with your party.</p>
<p>But the best thing about Draw Steel combat isn&rsquo;t that you always hit or that
even martial characters have cool options, no&hellip; It&rsquo;s that you get <em>more</em>
powerful as you adventure!</p>
<p>Everyone has free combat options that they can start using from turn one, but
your strongest abilities spend your class&rsquo; Heroic Resource. This is something
that you gain at the start of every turn and, more importantly, when you do
stuff that agrees with your class.</p>
<p>The Fury, for example, gains more Ferocity when they take damage. The
Troubadour, on the other hand, gains more Drama when three or more heroes combo
together to use an ability each on the same turn.</p>
<p>What&rsquo;s even cooler is that, for each combat won and for each challenge overcome,
your hero gains a Victory. Each Victory allows you to start the next combat with
one extra Heroic Resource, so you&rsquo;ll be unlocking your most powerful stuff
a little sooner.</p>
<p>You still have to rest at some point, of course, because your Stamina in still
finite, but when you rest, your Victories go away. So you always want to push
yourself as much as possible to take advantage of your Victories while you can.</p>
<p>This shift completely transforms your players, from people who keep whining &ldquo;can
we take a rest&rdquo;, into actual heroes that keep pushing, keep fighting, keep
going!</p>
<p>But enough about combat. Can this game do anything else? Even the book states in
the very first line of text: this is a game about fighting monsters. It does not
shy away from telling you exactly what its selling point is.</p>
<p>However, this doesn&rsquo;t mean that the game is <em>only</em> about combat. Can you role
play and interact with NPCs? Of course, and there is even a specific system for
important negotiations. Can you explore and run skill challenges? Yup, and they
give you some nice rules to run montage scenes.</p>
<p>So yes, combat is the centerpiece of Draw Steel. Fights usually run as long as
D&amp;D&rsquo;s, but I promise that you won&rsquo;t be bending yourself over backwards trying to
make it go faster because it is fun as hell!</p>
<p>And when you&rsquo;re not in combat there are still plenty of mechanics and flavorful
stuff that the characters can do. Speaking of which&hellip;</p>
<h2 id="vibe">Vibe</h2>
<p>Ok, moving on from mechanics. Let&rsquo;s talk at least a little bit about the vibe
of Draw Steel; what&rsquo;s the flavor like, what&rsquo;s its style?</p>
<p>Well, if you didn&rsquo;t know, this game calls its GM the Director; and this probably
tells you everything you need to know about the vibe.</p>
<p>Every combat ability comes with a nice dash of flavor text, contextualizing what
each power is actually doing in the story. Let me just show you a couple of
examples from the Tactician&hellip;</p>
<p>&lsquo;Parry&rsquo; says &lsquo;Your quick reflexes cost an enemy the precision they seek.&rsquo; But
&lsquo;Hammer and Anvil&rsquo; has a quote: &ldquo;Let&rsquo;s not argue about who&rsquo;s the hammer and
who&rsquo;s the anvil!&rdquo;</p>
<p>This flavor-forward approach goes even harder when you consider that they got
rid of a bunch of stuff that usually just gets in the way of a cool narrative.
The game assumes you have the adventuring gear you need, gold is abstracted into
levels of wealth, and equipment comes in kits that work kind of like loadouts.</p>
<p>Another example are the ancestries themselves, which get a teeny tiny text about
their biology and morphology, but a huge chunk of fiction, allowing you to see
the world of the game through those people&rsquo;s eyes.</p>
<p>And what a world&hellip; Most of it is pretty standard medieval fantasy-land, with
small villages that need to be saved from goblin bands and a few cosmopolitan
cities where mage guilds can flourish.</p>
<p>But there are a bunch of little twists that keep you completely hooked. Like,
even the lowly dwarves now have skins infused with stone and beards made out of
crystals.</p>
<p>And check this out: Hakaan, which are like their half-giants, can get a trait
called Doomsight. This one I have to read&hellip;</p>
<p>&ldquo;Working with your Director, you can predetermine an encounter in which you will
die. When that encounter begins [&hellip;] you automatically obtain a tier 3 outcome
on tests and ability rolls, and you don&rsquo;t die no matter how low your Stamina
falls. You then die immediately at the end of the encounter, and can&rsquo;t be
returned to life by any means.&rdquo;</p>
<p>Is that dope enough for you?</p>
<h2 id="meh">Meh</h2>
<p>Before I leave you with my final thoughts, let me just make it clear that Draw
Steel isn&rsquo;t perfect; there&rsquo;s plenty of stuff to get annoyed with in these 800
pages.</p>
<p>For starters, I think the game is a little too hard on new players. First-level
characters are so complex that the Delian Tomb adventure that they&rsquo;re putting
out comes with simplified pregens to help newcomers get started.</p>
<p>And it even grows a little in complexity as you play! There are systems on
systems on systems here&hellip; They have crafting, research, titles, perks,
complications, leveled magic items, magic trinkets, and the list kinda goes on!</p>
<p>With regards to combat, as much as I absolutely love it, there&rsquo;s just a tad too
much tracking for my little brain to do. Even after so many sessions I still
catch myself forgetting about a condition or a trigger that my character has.</p>
<p>Which brings me to one of Matt&rsquo;s prime directives for Draw Steel: &rsquo;no oatmeal&rsquo;,
meaning no bland, generic, mid stuff that no one hates, but no one loves either.</p>
<p>The game is opinionated by design, and this will turn some people off! Is that
gonna be you? Well, only you can tell.</p>
<h2 id="verdict">Verdict</h2>
<p>So, having said all of this, what&rsquo;s my verdict? Let&rsquo;s quickly recap&hellip;</p>
<p>At the core of Draw Steel is a deep combat system with loads of interesting
choices and a gameplay loop that reinforces the heroic nature of the characters.</p>
<p>Around this core is a substancial layer of flavor and mechanics that help your
story flow without getting bogged down by gritty realism. And to top it all off,
it has a world full of dragons and goblins ready to be slain.</p>
<p>If I did my job well, you&rsquo;ll realize that what I said is that Draw Steel is a
game of tactical, heroic, cinematic fantasy.</p>
<p>Is it a good game? 100%&hellip; <em>If</em> you like tactical, heroic, cinematic fantasy.
You might not, and that&rsquo;s totally fine! But it doesn&rsquo;t mean that the game is
bad, just that it&rsquo;s not for you.</p>
<p>If you think it is for you, though, make sure to follow my humble channel for
more Draw Steel content (one of which is coming out tomorrow). Also follow my
friends <a href="https://www.youtube.com/@GoblinPoints">Goblins Points</a> for Draw Steel
news and interviews, and <a href="https://www.youtube.com/@RiseHeroesRise">Rise Heroes
Rise!</a> for all of your actual play
needs.</p>
<p>In case you want to introduce your friends to Draw Steel, check out my
<a href="https://youtu.be/tFF1_HDzRJU">video</a> on the subject <em>and</em> take a look my recent
<a href="https://thedicesociety.itch.io/you-meet-in-an-ambush">adventure</a>: <em>You Meet in
an Ambush</em>. Links below.</p>
<p>That&rsquo;s all for today. Thank you very much and goodbye.</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 019: Draw Steel Is Out (for Patrons)</title>
      <link>https://thedicesociety.com/tds019-ds-out-for-patrons/</link>
      <pubDate>Wed, 25 Jun 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds019-ds-out-for-patrons/</guid>
      <description>Full transcript of The Dice Society Podcast episode 019: Draw Steel Is Out (for Patrons)</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/_kRVcjZDduU">YouTube</a> and
<a href="https://creators.spotify.com/pod/show/thedicesociety/episodes/TDS-019-Draw-Steel-Is-Out-for-Patrons-e34n5sh">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the nineteenth episode of The Dice Society
Podcast! My name is Caio and this is a show about MCDM&rsquo;s Draw Steel TTRPG where
I talk about its development, my playing experience, and first- and third-party
content being made for the game.</p>
<p>It&rsquo;s time for breaking news, folks! Draw Steel&rsquo;s PDF is already in the hands of
MCDM&rsquo;s Patreon supporters! And this isn&rsquo;t by far all the news I have for you
today&hellip; We also gotta talk about the <em>two</em> adventures <em>and</em> the new class the
devs sent out for testing over the past couple of months.</p>
<p>And on top of <em>that</em>, we need to cover a bunch of miscellaneous news and a whole
new batch of creations from the community, including not one but <em>two</em> new Draw
Steel fanzines.</p>
<p>We have no time to loose today! Let&rsquo;s draw steel and get started!</p>
<h2 id="community">Community</h2>
<p>As Draw Steel gets closer and closer to a full release, the community has been
ramping up content production. There&rsquo;s so much cool stuff coming out that I&rsquo;m
almost loosing track of how many crowdfunders and how many zines have come out
over the past few weeks.</p>
<p>Let&rsquo;s start with the <a href="https://discord.com/channels/332362513368875008/1378795566561104060">The Blacksmith&rsquo;s Guild Issue
#1</a>, by
Max_Falcon_(EST). This is a fanzine that you can buy for $5 and in it you&rsquo;ll
find some Sidekick Retainers, All or Nothing Kits, Snow Elves, the Lost Crypt of
Derelduhr, and an article called So, You Want to Make an Ancestry. Congrats to
the whole team for getting this out the door so soon; it&rsquo;s a really cool
product!</p>
<p>The next creation is <em>also</em> a fanzine! <a href="https://discord.com/channels/332362513368875008/1379212321972424834">Ratcatcher
Magazine</a>,
by Onslaught Six, is going to be &ldquo;a lofi, down-and-dirty grab bag of hot content
for Draw Steel.&rdquo; The first issue is already funded on BackerKit and you can get
your copy for $8.</p>
<p>Speaking of BackerKit, <a href="https://discord.com/channels/332362513368875008/1379520381177565286">Raiders of
Ivywatch</a>,
by Gub, is a 1st-level Draw Steel adventure whose crowdfunder campaign has
already reached its goal! It promises 20 to 32 hours of play and up to 18
Victories. If you&rsquo;re unsure whether you should back this project, Gub has kindly
provided a free preview on Itch.</p>
<p>Another adventure you might be interested in is the revamped version of <a href="">You
Meet in an Ambush</a>, by yours truly. This is also a 1st-level adventure, but
it&rsquo;s meant to introduce the basics of Draw Steel to new players in a single
session. Its ending can be tied to the beginning of Fall of Blackbottom or be
used as the starting point for your own campaign. You can get it for free on
Itch for the next seven days, then the price will go up to $3.</p>
<p>Our last highlight of the day is <a href="https://www.reddit.com/r/drawsteel/comments/1l0m3i9/draw_steel_monster_creator">Steel
Drawer</a>,
an online monster creator by clethrill. In it you can input everything you need
for a monster and get a nicely formatted stat block in return. It&rsquo;s completely
free and you don&rsquo;t even need to create an account to use it! This is probably
going to become my go-to monster homebewer for Draw Steel, so make sure to go
check it out.</p>
<p>Last, but not least, let&rsquo;s do a quick round of miscellaneous community creations
that caught my eye over the past month.</p>
<ul>
<li>
<p><a href="https://discord.com/channels/332362513368875008/1374975958062465064">The Cave of Amber
Tears</a>,
by Heart of Arcana, is a Norse myth-inspired adventure that&rsquo;s out for
playtesting.</p>
</li>
<li>
<p><a href="https://discord.com/channels/332362513368875008/1372317037870972958">Renée&rsquo;s Pixel Art Token
Markers</a>,
by Certified Ajax Puncher, is a free set of icons to use on your tokens while
playing Draw Steel online.</p>
</li>
<li>
<p><a href="https://discord.com/channels/332362513368875008/1380541297802084362">Power
Cards</a>,
by EZKL22, are MTG-sized cards to help you remember rules and conditions
during in-person play.</p>
</li>
<li>
<p><a href="https://discord.com/channels/332362513368875008/1382109940424114177">The
Vessel</a>,
by Mattelonian, is a Warlock-inspired class for Draw Steel coming to BackerKit
in July.</p>
</li>
<li>
<p><a href="https://discord.com/channels/332362513368875008/1385352284040331314">Class
Retainers</a>,
by Solace, is a pay-what-you-want collection of retainers of each possible
subclass.</p>
</li>
<li>
<p>And finaly, the
<a href="https://007goldfish.itch.io/flockle-ancestry-for-draw-steel">Flockle</a>, by
Kurtis Bowling, is an owl-person ancestry that you can get for free.</p>
</li>
</ul>
<p>Make sure to check out this episode&rsquo;s description for links to every single
community creation mentioned here. Now grab a glass of water and come with me to
the news segment&hellip;</p>
<h2 id="news">News</h2>
<p>Today&rsquo;s miscellaneous news are a little longer than usual&hellip; This is partly due
to the fact that I was extra busy for the past five weeks and couldn&rsquo;t release
an episode earlier, but it&rsquo;s mostly because <em>MCDM</em> has been very busy too.</p>
<p>The first thing we gotta get out of the way is that Draw Steel has a target
release date for the PDFs: July 17th. This is not a drill! The books are coming
soon. It&rsquo;s not set in stone, of course, many things could still go wrong, but
the team believes that backers will be getting their copies by then.</p>
<p>While the backers anxiously wait for their final copies, the Patreon supporters
got a trove of new content. Besides the laid out release candidate (more on that
in the next segment), we got the playtest version of an adventure <em>and</em> a class.</p>
<p>Before we get to those, though, let me quickly talk about The Delian Tomb! The
playtest for this adventure was released all the way back in April, but I barely
talked about it because the <a href="/tds018-james-introcaso">last episode</a> was the
interview with James Introcaso.</p>
<p>So, in as few words as possible, The Delian Tomb is going to be Draw Steel&rsquo;s
starter adventure. It is meant for people who know absolutely nothing about the
game, so the plan it to have it literally guide you through the first few
encounters, explaining where to place the minis on the map, what the monsters
are able to do, that kind of stuff. It will even come with tutorial pregens that
start off with only a few abilities and gain the rest of their features as they
progress through the first four encounters.</p>
<p>If the name seems familiar to you, that&rsquo;s because the adventure is based on the
short dungeon from Matt Colville&rsquo;s now famous <a href="https://youtu.be/zTD2RZz6mlo">Your First
Adventure</a> video. But the new Delian Tomb is a
much, much more complete adventure than its namesake.</p>
<p>For starters, the tomb is now much larger, featuring two floors besides the
original. On top of that, the nearby village of Broadhurst has been flashed out
and now contains plenty of quest locations that the heroes can explore while
they&rsquo;re not delving deeper into the dungeon. And finally, in true Draw Steel
fashion, the adventure now culminates in an epic face off against Queen
Bargnot&rsquo;s goblins in a ruined castle.</p>
<p>So the goal here seems to be onboarding new players with a familiar setup that
you might find in any D20 fantasy adventure, but ramp up the tension and the
heroics to showcase the true potential of Draw Steel.</p>
<p>If this seems like a cool premise to you, I&rsquo;m sad to report that we still have
no information as to when and how this starter set is coming out. From my own
experience of playing four sessions of the adventure, though, it is going to be
worth the wait.</p>
<p>Ok, that&rsquo;s it for The Delian Tomb, but we still have another adventure to talk
about. MCDM is currently working on <em>six</em> adventures to be released and/or
crowdfunded over the next six months: The Delian Tomb (which we just talked
about), The Fall of Blackbottom (which was the first playtest adventure for
backers), The Condemned (which is a Suicide Squad-style mission), The Dark Heart
of the Wood (which has the heroes fight a Thorn Dragon), a yet unnamed gnoll
adventure (which should involve the heroes facing off against gnolls in a wode),
and&hellip; Road to Broadhurst.</p>
<p>Dubbed the &lsquo;conventure&rsquo; because it&rsquo;s meant for conventions and other similar
events, Road to Broadhurst allows an experienced Draw Steel Director to demo the
game in a short amount of time. How much time is actually up to you because it
is modular, so you can run it in one, two, three, or four hours.</p>
<p>As for the adventure itself, it&rsquo;s a pretty simple setup: the heroes are hired to
escort a wagon of medicine to the village of Broadhurst, which has been struck
by an epidemic of goatpox. On the way, they must face montages, negotiations,
and combats. You might have also noticed that the end goal it getting to the
starting location for The Delian Tomb and that&rsquo;s not by accident! The conventure
sort of works as a lead in to the much meatier Delian Tomb.</p>
<p>Patreon supporters got a playtest of this adventure at the end of May, and I
personally thought it was really fun. It wasn&rsquo;t too serious, it had plenty of
interesting moments, and enough combat shenanigans to pique the interest of new
players.</p>
<p>Unfortunately, Road to Broadhurst also doesn&rsquo;t have a release date yet, but the
goal is to make it available for free online so that any Director can introduce
new people to Draw Steel wherever they are.</p>
<p>That&rsquo;s it for the adventures the patrons got, but there&rsquo;s still that class I
mentioned at the beginning of this segment&hellip; Well, recently Willy finally
posted the prototype of the Summoner! *Thunder roars.*</p>
<p>The Summoner is going to be Draw Steel&rsquo;s necromancer class. Actually,
necromancer is only one of its <em>four</em> subclasses; besides undead, you can be a
Summoner of demons, elementals, or fey. The core mechanics of the class,
however, are basically the same independently of what type of creature you can
summon; you play a character whose main spiel is calling forth minions from
different planes of the Timescape to fight for you and protect you with their
own lives.</p>
<p>If you&rsquo;re wondering what exactly this looks like in combat, I haven&rsquo;t been able
to play a Summoner yet, but friend of the show Cameron from Rise Heroes Rise!
ran a danger room scenario to try out the class. You can <a href="https://youtu.be/EW6IShSksek">watch it right now on
YouTube</a> by clicking the link in this episode&rsquo;s
description, but Cameron also kindly summarized his impressions for us.</p>
<blockquote>
<p>&ldquo;I feel like the necromancer fantasy is very difficult to pull off, and
Willy&rsquo;s done it. The various ways that your minions can be useful (speaking
only for the Elemental Portfolio) is astounding. Not only are they effective
at breaking up enemy&rsquo;s line of effect and means of escape, but they also
provide really useful after-death effects. It&rsquo;s truly cradle to grave design
that makes sense for what the class is! You don&rsquo;t have to worry about losing
your minions, because even in death, they&rsquo;re very useful.</p>
<p>The elemental portfolio is a textbook controller class. With a triggered
action like &ldquo;Hold Them Down&rdquo; I was terrified to mess with the minions! My
highly trained kobolds were no match for the sheer number of giant stone dudes
that showed up at their doorstep. As the Director, I felt like the summoner
was spending my own Malice against me!</p>
<p>That said, at the end of the session, one of my players felt like the summoner
kind of took the spotlight away from the other heroes. That could have been
because of the nature of the playtest and what video we were making though. He
felt that between all the shenanigans that the summoner could do on their turn
and through triggered actions, the rest of the party were sidelined. I think
his exact words were &lsquo;I felt like the summoner was the main character.&rsquo; I can
see his point. The summoner did A LOT during combat, mostly because they had
two turns when most of the others only had one. But the math &lsquo;mathed&rsquo;
correctly. They weren&rsquo;t out-damaging the other heroes, but their control over
the battlefield was difficult at times for the rest of the party to work
around.</p>
<p>In the middle of combat I kept thinking &lsquo;I really only needed four heroes if
there&rsquo;s a summoner here.&rsquo; Which might speak to how I&rsquo;d build encounters in the
future. If I could do it again, I&rsquo;d design an encounter without so many
bottlenecks and have different objectives that spread out the party. But
whenever I&rsquo;m done running an encounter, I always think of ways I should have
run it.</p>
<p>Overall, I really enjoyed my limited time with the class. It felt cool to see
that necromancer fantasy play out in real time. The opportunities for homebrew
are also nearly limitless. I know Renee was already think about an OOZE
subclass. Although it might overshadow some heroes, I think the encounter was
(unintentionally) tailor made for summoner dominance. A Draw Steel class means
being heroic as hell! To me, the designers accomplished that really well!&rdquo;</p>
</blockquote>
<p>So, these were his thoughts. If you&rsquo;re an MCDM patron who&rsquo;s tried the Summoner,
please leave a comment with your impressions; I&rsquo;m interested to see if the class
steals the spotlight in other combat scenarios as well.</p>
<p>Before we move on to the main segment of today, let&rsquo;s just quickly go through a
few minor news items:</p>
<ul>
<li>
<p>There will probably be a new dicefunder in August for those who missed the
first one.</p>
</li>
<li>
<p>According to Matt, the next class they will be working on after the Summoner
and the Beastheart will likely be the Operator, their mecha class.</p>
</li>
<li>
<p>If everything goes well, the devs are aiming to give patrons a release
candidate of the Codex VTT in December.</p>
</li>
<li>
<p>And finally, the Encounters book is starting to get worked on. Matt even
mentioned that the puzzles section will be replaced by &lsquo;heroic tests&rsquo;, that is
to say, examples of skill tests with specific outcomes and rewards.</p>
</li>
</ul>
<p>Phew! I know I talked a lot already, but we&rsquo;re not even remotely done, folks.
Let&rsquo;s move on to the next segment and, at last, talk about the Patreon release
of Draw Steel!</p>
<h2 id="draw-steel-first-impressions">Draw Steel first impressions</h2>
<p>No script for this part :(</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode!</p>
<p>A special thanks to my current Initiate-level patrons: Brandon, Seth, and
Shaeomar! Thank you so much &lt;3</p>
<p>Make sure to check out this episode&rsquo;s description for links to
<a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">all</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>, The Dice
Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing list</a>, and
a full transcript of this episode. I&rsquo;ll also leave some links there to
<a href="https://bsky.app/profile/jamesintrocaso.bsky.social">James&rsquo;</a>,
<a href="https://bsky.app/profile/mattcolville.bsky.social">Matt&rsquo;s</a>, and
<a href="https://bsky.app/profile/hellomcdm.bsky.social">MCDM&rsquo;s</a> accounts so you can
follow them too.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>You Meet in an Ambush (v2)</title>
      <link>https://thedicesociety.com/you-meet-in-an-ambush-v2/</link>
      <pubDate>Mon, 23 Jun 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/you-meet-in-an-ambush-v2/</guid>
      <description>A 1st-level introductory adventure for Draw Steel by The Dice Society</description>
      <content:encoded><![CDATA[<p>I&rsquo;ve <del>made</del> updated something!</p>
<p><strong>TL;DR: download at
<a href="https://thedicesociety.itch.io/you-meet-in-an-ambush">https://thedicesociety.itch.io/you-meet-in-an-ambush</a></strong></p>
<h2 id="about">About</h2>
<p><a href="https://thedicesociety.itch.io/you-meet-in-an-ambush"><em>You Meet in an Ambush</em></a>
is an introductory adventure for <em>Draw Steel</em>. It can serve as the beginning of
any heroic fantasy campaign, but it contains explicit tie-ins to <em>The Fall of
Blackbottom</em> to help you transition into that adventure as well.</p>
<p>This one-shot takes about 3 to 4 hours to complete and is optimized for four to
six 1st-level heroes. It works as a gentle introduction to new <em>Draw Steel</em>
players, demonstrating the main mechanics that make up the game one at a time.</p>
<p><em>You Meet in an Ambush</em> assumes that the characters don’t know each other and
gives them a reason to become a party with a common goal. It also takes place in
an environment well-known to any fantasy TTRPG player: a tavern. The hope is
that this adventure can  ease D20 players into the heroic gameplay from a
familiar place.</p>
<p>Thanks for playing!</p>
<h2 id="get-in-touch">Get in Touch!</h2>
<p>Even though this adventure was playtested multiple times, it is still the first
one I’ve ever written. If you have any feedback, please let me know! You can
message me on <a href="https://bsky.app/profile/thedicesociety.bsky.social">Bluesky</a> or
send me an <a href="mailto:contact@thedicesociety.com">email</a>.</p>
<p>If you want more Draw Steel content, The Dice Society also has a <a href="https://www.youtube.com/@the_dice_society">YouTube
channel</a>, a
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">podcast</a>, a
<a href="https://mailchi.mp/442947b3c75f/the-dice-society">newsletter</a>, a
<a href="https://patreon.com/TheDiceSociety">Patreon</a>, and a
<a href="https://thedicesociety.com/">blog</a>! I’m always talking about the latest DS
news, showcasing creations from the community, and making new stuff to improve
your game. Subscribe everywhere!</p>
<h2 id="previews">Previews</h2>
<p><figure><img src="https://thedicesociety.com/images/posts/you-meet-in-an-ambush-v2/preview1.webp"/>
</figure>
<figure><img src="https://thedicesociety.com/images/posts/you-meet-in-an-ambush-v2/preview2.webp"/>
</figure>
<figure><img src="https://thedicesociety.com/images/posts/you-meet-in-an-ambush-v2/preview3.webp"/>
</figure>
<figure><img src="https://thedicesociety.com/images/posts/you-meet-in-an-ambush-v2/preview4.webp"/>
</figure></p>
]]></content:encoded>
    </item>
    <item>
      <title>Notes from Khemhara and Khoursir</title>
      <link>https://thedicesociety.com/notes-from-khemhara-and-khoursir/</link>
      <pubDate>Fri, 30 May 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/notes-from-khemhara-and-khoursir/</guid>
      <description>https://www.patreon.com/TheDiceSociety/posts/notes-from-and-130291843</description>
      <content:encoded><![CDATA[<p><a href="https://www.patreon.com/TheDiceSociety/posts/notes-from-and-130291843">https://www.patreon.com/TheDiceSociety/posts/notes-from-and-130291843</a></p>
]]></content:encoded>
    </item>
    <item>
      <title>Past, Present and Future</title>
      <link>https://thedicesociety.com/past-present-and-future/</link>
      <pubDate>Fri, 23 May 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/past-present-and-future/</guid>
      <description>https://www.patreon.com/TheDiceSociety/posts/past-present-and-129693376</description>
      <content:encoded><![CDATA[<p><a href="https://www.patreon.com/TheDiceSociety/posts/past-present-and-129693376">https://www.patreon.com/TheDiceSociety/posts/past-present-and-129693376</a></p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 018: James Introcaso on Draw Steel&#39;s Design</title>
      <link>https://thedicesociety.com/tds018-james-introcaso/</link>
      <pubDate>Thu, 15 May 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds018-james-introcaso/</guid>
      <description>Full transcript of The Dice Society Podcast episode 018: James Introcaso on Draw Steel&amp;rsquo;s Design</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/ARUfy6wGHcE">YouTube</a> and
<a href="https://creators.spotify.com/pod/show/thedicesociety/episodes/TDS-018-James-Introcaso-on-Draw-Steels-Design-e32rsil">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the eighteenth episode of The Dice Society
Podcast! My name is Caio and this is a show about MCDM&rsquo;s Draw Steel TTRPG where
I talk about its development, my playing experience, and first- and third-party
content being made for the game.</p>
<p>Today&rsquo;s episode is a little different. Instead of the regular Draw Steel news
roundup, I&rsquo;ve got something really special for y&rsquo;all: an interview with none
other than James Introcaso.</p>
<p>If this is your first time listening to this podcast, James is MCDM&rsquo;s lead
designer and an overall very prolific game designer. He&rsquo;s worked on countless
DM&rsquo;s Guild bestsellers like <a href="https://www.dmsguild.com/product/228484/Xanathars-Lost-Notes-to-Everything-Else">Xanathar&rsquo;s Lost Notes to Everything
Else</a>,
<a href="https://www.dmsguild.com/product/220572/Cellar-of-Death">Cellar of Death</a>, and
<a href="https://www.dmsguild.com/product/335769/My-Dads-Monster-Manual">My Dad&rsquo;s Monster
Manual</a>; a few
official Wizards of the Coast titles like <a href="https://www.dndbeyond.com/sources/dnd/bgdia">Descent into
Avernus</a>, and <a href="https://www.dndbeyond.com/sources/dnd/wdh">Dragon
Heist</a>; and multiple third-party hit
products like <a href="https://www.dndbeyond.com/sources/dnd/egtw">Explorer&rsquo;s Guide to
Wildemount</a>, <a href="https://shop.mcdmproductions.com/collections/kingdoms-warfare">Kingdoms &amp;
Warfare</a>, and
<a href="https://shop.mcdmproductions.com/collections/flee-mortals-the-mcdm-monster-book">Flee,
Mortals!</a>.</p>
<p>More to the point of this episode, though, he&rsquo;s the person in charge of Draw
Steel&rsquo;s game design. He agreed to sit down with me and have a conversation about
the process and principles behind the game.</p>
<p>I&rsquo;m really proud of how this interview turned out, and I hope y&rsquo;all have as much
fun listening to it as I had recording it. I learned as many game design lessons
in this hour as I had over my whole life of TTRPGs.</p>
<p>Before we begin, just a couple of things: first, we go into a lot of detail
about Draw Steel&rsquo;s mechanics and features, so, if you need a refresher on those,
checkout <a href="https://youtu.be/C_nhmbqhzeU">Aestus&rsquo; interview with James</a>, where
they go through most of the stuff that makes DS the incredible game that it is.</p>
<p>Second, if you still need your monthly fix of Draw Steel news, I&rsquo;ll add a short
segment after the interview going over the main points of the past month. You
can also listen to <a href="https://goblinpoints.com/2509">Goblin Points&rsquo; latest
episode</a>, in which Jon covers April&rsquo;s MCDM news,
including Draw Steel stuff. Link in the description.</p>
<p>And that&rsquo;s it for now. Let&rsquo;s get on with that interview, cool? Cool. Now let&rsquo;s
draw steel and get started!</p>
<h2 id="interview">Interview</h2>
<p>Transcript not available :(</p>
<h2 id="news-and-community">News and Community</h2>
<p>How did you like the interview? Great, right? James is an awesome guest, it was
great talking to him!</p>
<p>But, just so we don&rsquo;t loose the habit, let me quickly summarize last month&rsquo;s
Draw Steel news and creations from the community in algorithm-friendly numbered
lists. In the news department, we have&hellip;</p>
<ul>
<li>
<p>Number 1: MCDM released a playtest of the new Delian Tomb adventure on
Patreon. Go check it out, it&rsquo;s awesome!</p>
</li>
<li>
<p>Number 2: The Codex now supports Triggered Abilities. Check out <a href="https://youtu.be/4M4Ub_RDPkg">Rise Heroes
Rise&rsquo;s latest danger room</a> video to see how
they&rsquo;re working.</p>
</li>
<li>
<p>Number 3: The dice from MCDM&rsquo;s dicefunder have started to ship. The custom
titles that come in the box are public, so you can check them out for free
with the <a href="https://www.mcdmproductions.com/good-king-omund">link</a> in the
description.</p>
</li>
<li>
<p>Number 4: The team started working on a demo adventure to be used in
conventions and game stores. It should be free and modular, but we still don&rsquo;t
know much about it.</p>
</li>
<li>
<p>And number 5: Paul Hughes wrote a big post on Patron going over the design of
the Beastheart. It&rsquo;s an awesome post if you want to know more about MCDM&rsquo;s pet
class.</p>
</li>
</ul>
<p>Now for the creations from the community&hellip;</p>
<ul>
<li>
<p>Number 1: <a href="https://bsky.app/profile/aaron-holl.bsky.social">A-a-ron</a> is making
custom Draw Steel dice which you can buy right now! I personally commissioned
a <a href="https://bsky.app/profile/thedicesociety.bsky.social/post/3ln4horkhlc2r">Dice Society-themed
set</a>
and ohmygod, they look amazing.</p>
</li>
<li>
<p>Number 2: TicTacTactics made some <a href="https://discord.com/channels/332362513368875008/1366876436744507486">IRL ability
cards</a>
for Draw Steel. They look super cool and I kinda wanna make some&hellip;</p>
</li>
<li>
<p>Number 3: Inge and Dig made a <a href="https://discord.com/channels/332362513368875008/1366873803745005639">Gol
ancestry</a>!
The art looks really good and the PDF is free on Itch, so you should
definitely go get it.</p>
</li>
<li>
<p>Number 4: the_f_bard is starting a
<a href="https://discord.com/channels/332362513368875008/1359410644327075902">fanzine</a>
for Draw Steel. The first issue should come out in June or July, and
submissions are open to everyone! Reach out to them to share your work.</p>
</li>
<li>
<p>And number 5: Triglav Game&rsquo;s <a href="https://www.backerkit.com/c/projects/triglav-games/scions-of-blood-and-shadows-vampire-class-for-draw-steel">vampire
class</a>
has funded! Ananam made the announcement on BackerKit and invited everyone to
their Discord server. Great job, guys!</p>
</li>
</ul>
<p>I&rsquo;ll try to go over all of this in more detail on the next episode, but this
will unfortunately have to suffice for now. I&rsquo;m moving houses and jobs, so I
really can&rsquo;t write any more than this&hellip; Sorry!</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode!</p>
<p>A special thanks to my current Initiate-level patrons: IronMonocle and Shaeomar!
Thank you so so much &lt;3</p>
<p>Make sure to check out this episode&rsquo;s description for links to
<a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">all</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>, The Dice
Society&rsquo;s <a href="https://www.patreon.com/TheDiceSociety">Patreon</a>, and
a full transcript of this episode. I&rsquo;ll also leave some links there to
<a href="https://bsky.app/profile/jamesintrocaso.bsky.social">James&rsquo;</a>,
<a href="https://bsky.app/profile/mattcolville.bsky.social">Matt&rsquo;s</a>, and
<a href="https://bsky.app/profile/hellomcdm.bsky.social">MCDM&rsquo;s</a> accounts so you can
follow them too.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 017: Draw Steel Strongholds &amp; Warfare</title>
      <link>https://thedicesociety.com/tds017-ds-strongholds-warfare/</link>
      <pubDate>Thu, 17 Apr 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds017-ds-strongholds-warfare/</guid>
      <description>Full transcript of The Dice Society Podcast episode 017: Draw Steel Strongholds &amp;amp; Warfare</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/Ebf783rhpHQ">YouTube</a> and
<a href="https://creators.spotify.com/pod/show/thedicesociety/episodes/TDS-017-Draw-Steel-Strongholds--Warfare-e31lhug">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the seventeenth episode of The Dice Society
Podcast! My name is Caio and this is a show about MCDM&rsquo;s Draw Steel TTRPG where
I talk about its development, my playing experience, and first- and third-party
content being made for the game.</p>
<p>Today we&rsquo;re talking strongholds and warfare! Over the past few weeks, we got
some sneak peeks into the politics rules that might be coming later this year to
Draw Steel.</p>
<p>Before we get to that, though, I&rsquo;ll be covering the creations from the community
that caught my eye and some miscellaneous news, including Willy&rsquo;s new April&rsquo;s
Fools ancestry.</p>
<p>Cool? Cool. Now let&rsquo;s draw steel and get started!</p>
<h2 id="community">Community</h2>
<p>We open today&rsquo;s community corner with adventures! First is <a href="https://discord.com/channels/332362513368875008/1359534600979878069">The Great
Rebirth</a>,
an introductory adventure by Shaeomar (the same one from <a href="https://crowdfundr.com/Gryzmithrak-Spire">The Great
Thaw</a> crowdfunder, by the way). This
14-page PDF is already available on
<a href="https://www.drivethrurpg.com/en/product/516303/the-great-rebirth">DriveThruRPG</a>
for $4 and promises to be &ldquo;ideal [&hellip;] for those wanting to run Draw Steel for
the first time or looking to onboard newer players.&rdquo;</p>
<p>And if you thought I was going to take this opportunity to talk about my own
introductory adventure&hellip; How dare you? I&rsquo;m much worse!</p>
<p>&lsquo;Cause turns out I recently launched a
<a href="https://www.patreon.com/TheDiceSociety">Patreon</a>, which lets you join my
Discord server, gain early access to videos and podcasts, get a digital copy of
every Draw Steel product I make, and some other perks.</p>
<p>Last week&rsquo;s <a href="https://www.patreon.com/posts/you-meet-in-v1-3-126361876">post</a> for
members of the Initiate tier and above was the draft of the reworked version of
You Meet in an Ambush, the introductory adventure I made way back in backer
packet number 1. If you join the Patreon, you can download the PDF of the
adventure, and every map and token you need to run it right now! So, head over
there and check it out to make this disgusting self-promotion worth it.</p>
<p>By the way, the announcement
<a href="https://www.patreon.com/posts/welcome-to-dice-125614183">post</a> of the Patreon
is open to everyone. In it, I talk about the history of The Dice Society, and
what my goals are for the channel and the podcast, so it&rsquo;s worth a look even if
you don&rsquo;t end up joining.</p>
<p>Ok, with this shameless plug out of the way, let&rsquo;s talk about some ancestries.
Eli.keytickler made a
<a href="https://discord.com/channels/332362513368875008/1358913713045770434">pack</a> with
six cool new ancestries, including Gnolls, Hobgoblins, and Kobolds. Then,
Moffles, inspired by a post on the MCDM Patreon, made a
<a href="https://discord.com/channels/332362513368875008/1355640041355083786">Plasmoid</a>
ancestry.</p>
<p>From character options to character builders, the Character Sheet Toolkit, by
MrMattDollar, now has a couple of
<a href="https://discord.com/channels/332362513368875008/1327349515891511356/1355282626373746928">automation</a>
features. In this updated version, you can simply check some boxes to have their
contents added to your character. A great addition for those of us who like
Matt&rsquo;s toolkit.</p>
<p>Next, Stawl, by friend of the show Jon de Nor, also got some new goodies. With
this update, you can now create homebrew monsters directly from within the app.
Jon continues his great work of making Stawl a flexible, yet capable, all-in-one
platform for Draw Steel players and directors.</p>
<p>Moving on to other online tools, Cal made an awesome website called Heroic
Resources. Besides a great name, the web page has a collection of tools and
resources for your Draw Steel game! Do check it out, it&rsquo;s definitely worth a
look.</p>
<p>Then, we&rsquo;ve got Condition Labels, an Owlbear Rodeo extension by Seamus. As the
name suggests, it provides directors with a quick way to add conditions to
tokens in OBR without having to type them manually. I&rsquo;ve already given this a
try, and, oh my god, it is very good!</p>
<p>Leaving the world of online tools behind, we have a new crowdfunder on the
horizon! The BackerKit campaign for <a href="https://www.backerkit.com/call_to_action/54fad3ab-326e-43f8-9827-cf16b9f7d818/landing">Weapons of
Legend</a>
was just announced by Jeff Stevens Games. This seems to be a Draw Steel version
of their 5e electrum bestseller
<a href="https://www.drivethrurpg.com/en/product/465834/weapons-of-legend-for-5th-edition">product</a>
of the same name.</p>
<p>However, we&rsquo;re still more than 80 days away from the campaign actually going
live, so expect me to talk more about it in the upcoming episodes of the
podcast.</p>
<p>Ok, now to close off the community corner, let&rsquo;s take a quick look into a few
miscellaneous creations:</p>
<ul>
<li>
<p>The Codex Marches <a href="https://discord.com/channels/751501320640528396/1346849022345875488/1354394789768073296">setting
guide</a>,
by Drew, is a LegendKeeper page detailing the setting of the West Marches
campaign going on in the Codex Discord.</p>
</li>
<li>
<p><a href="https://discord.com/channels/332362513368875008/1354840462292418672">Treasure
materials</a>
organized into categories, by Dojikaan, is a Google Sheet that details the
material prerequisites for every craftable treasure in the Heroes book.</p>
</li>
<li>
<p><a href="https://discord.com/channels/332362513368875008/1354669301432324207">Chess
subsystem</a>,
by Eli.keytickler, is exactly what it sounds like: a way to abstract chess for
Draw Steel.</p>
</li>
<li>
<p>And <a href="https://discord.com/channels/332362513368875008/1358127375627452617">Heroic
Retainers</a>,
by Narrick, is a list of retainers that includes their backgrounds so it&rsquo;s
easier for directors to include them in the party.</p>
</li>
</ul>
<p>As always, you will find links to every single community creation mentioned here
in this episode&rsquo;s description.</p>
<h2 id="intermission">Intermission</h2>
<p>Hey, quick break before we move on! I just wanna remind you to subscribe to The
Dice Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing list</a>
if you don&rsquo;t want to depend on an algorithm to receive updates from me. Also,
don&rsquo;t forget to rate this episode in your platform of choice, &lsquo;cause it really
helps me reach more people.</p>
<p>That&rsquo;s it! Back to the show&hellip;</p>
<h2 id="news">News</h2>
<p>We started the community segment talking about adventures, so let&rsquo;s do the same
for news segment!</p>
<p>In a recent Twitch stream, James told us that he&rsquo;s finishing the draft of the
Delian Tomb adventure, their introduction for people completely new to the game.
According to him, it&rsquo;s clocking in at 50 thousand words and players should take
around 20 to 24 hours of play to get through it. MCDM patrons should be getting
a playtest packet with the adventure sometime in May.</p>
<p>James also told us that their plans for after the core rules are solidifying
around three distinct books. Matt elaborated on what these could be: first, an
epic adventure called Crack the Sun; second, a setting book for Omundsland; and
third, a book of encounters, containing challenges, montages, negotiations, and
delves, which are self-contained short adventures that you can drop into your
ongoing campaign.</p>
<p>In addition to these big books, Matt mentioned that there could be a second
track of products that isn&rsquo;t going to crowdfunding. Stuff like adventures and
player options could be released as PDFs without the need of a whole BackerKit
campaign.</p>
<p>This is all very early days, of course, but we did get the news that Willy has
already drafted Radenwight and Goblin ancestries. Apparently, it&rsquo;s an option for
goblin players to run a tribe of three goblins instead of a single individual;
if this does get through testing, my girlfriend is already in line to play three
chaotic goblins in a trench coat.</p>
<p>Speaking of Willy, we got two posts of his on the Patreon: one with an ooze
monster group, and one with&hellip; Clounns (spelled C-L-O-U-N-N). This last one was
actually an April Fool&rsquo;s joke that contained the titular Clounn ancestry, a
Political Statement kit, and the Fool, a new Troubadour class act. Willy
continues being, as always, a national treasure.</p>
<p>Before we head into the main segment of the show, let me quickly talk about
Matt&rsquo;s list of character names by ancestry. He shared it on Patreon and it&rsquo;s
already one of my favorite things about Draw Steel! When you read someone&rsquo;s
name, you can tell which ancestry they are from, it&rsquo;s not just a random string
of vaguely fantasy-sounding letters.</p>
<p>If you&rsquo;ve ever read an MCDM dragon name, you know Dannorax is a Dragon Knight
name. If I tell you someone is called Every Flake Of Snow A Memory, you
instantly know that&rsquo;s a High Elf. Anyway, I&rsquo;m in love with these names and it
seems like they&rsquo;re already coming to the Codex. These folks can&rsquo;t stop shipping!</p>
<p>Ok, that&rsquo;s it for the news segment. Not a lot of stuff, I know, but that&rsquo;s
because the core books are in editing and layout. I expect to have more stuff to
talk about once the plans for next year are more concrete.</p>
<h2 id="strongholds--warfare">Strongholds &amp; Warfare</h2>
<p>Remember Crack the Sun and the Omundsland setting I mentioned a minute ago?
Well, an important piece of these two books seems to be politics. And by
politics, I mean war!</p>
<p>Matt wrote a huge post on Patreon detailing their plans for a translation of the
strongholds and warfare rules from 5th Edition into Draw Steel. As much as these
rulesets were super cool to use in D&amp;D, they can&rsquo;t just be converted one-to-one
for a game where heroes cannot miss.</p>
<p>So, everything I&rsquo;m going to talk about right now is highly speculative, but I&rsquo;m
a big fan of Strongholds &amp; Followers &amp; Kingdoms &amp; Warfare, and have deployed
them to great success in my 5e campaigns! Therefore, I&rsquo;m super excited to share
what the devs are cooking up for us in that regard.</p>
<p>Starting with the least developed of the two: strongholds. Their main premise
here is that the stronghold rules should allow parties to create a base for <em>the
whole team</em>. You could still make an individual base for each hero like in 5e,
of course, but there should be a way for the characters to contribute to a
single stronghold that is shared among all of them.</p>
<p>This is a big win in my book, as my players have always wanted to share their
bases. In my campaigns, the stronghold is an amalgamation of the party, with
stuff like a big garden in the center for the druid, next to a creepy altar for
the warlock&rsquo;s patron. It&rsquo;s a physical manifestation of their combined
personalities.</p>
<p>And how would that work, you ask? With modular strongholds. Let me read straight
from the post just to give you an idea of what that could look like:</p>
<blockquote>
<p>&ldquo;Rooms have a size, we think, but it&rsquo;s like… Size 1, Size 2, etc…. You&rsquo;re not
literally buying square feet and doors and stairs. And different sized rooms
have different costs allowing us to gate really powerful benefits behind
really big rooms. What exactly a &lsquo;room&rsquo; can do for you is something we&rsquo;ll be
discovering as we go but as a rule your stronghold shouldn&rsquo;t steal
functionality from other parts of the system. It can grant skills, or skill
bonuses, it can be like a magic item [&hellip;] but it shouldn&rsquo;t improve your
character&rsquo;s powers, that&rsquo;s something for Titles we think.&rdquo;</p>
</blockquote>
<p>If you&rsquo;re keeping up with D&amp;D 2024, these sound a lot like the bastion rules
from the latest Dungeon Master&rsquo;s Guide. I personally liked their implementation,
but the sentiment online towards them seemed to be quite negative; I&rsquo;ve even
seen some people mention Strongholds &amp; Followers as a better implementation of
bastions, so I&rsquo;m eager to see how Draw Steel players will react to this design
if it gets past playtesting.</p>
<p>But that&rsquo;s all we know about strongholds right now: modular buildings where
bigger rooms grant better benefits.</p>
<p>That leaves us with warfare. This is my favorite MCDM system, and I&rsquo;ve used it
in the finale of my first big D&amp;D campaign; we were cutting back and forth
between the heroes fighting the big bad, and their army battling the big bad&rsquo;s
army. Each unit in the battle was headed by one of the parties&rsquo; retainers, so
each defeat felt personal and meaningful. One of my favorite RPG experiences
ever, for real.</p>
<p>The design, however, felt very&hellip; &rsquo;70s&rsquo;, as Matt puts it. First of all, you had
to break out a whole other game to run the battle! New rules, new mechanics, new
powers&hellip; It was a little too much to learn for what, in my case, amounted to a
single session of play. And on top of that you still had to deal with misses,
which, as anyone who&rsquo;s played some Draw Steel can tell you, kinda sucks.</p>
<p>So the devs want to keep the 5e gameplay loop where you have to recruit units
through politics and adventuring, but avoid having a separate game that
everybody has to learn before beginning a battle.</p>
<p>Their current idea for how to implement this is a new type of encounter, one
where there&rsquo;s an objective and a clock; the example of the post is stopping the
orc with the bomb before they reach the gates of Helm&rsquo;s Deep.</p>
<p>In this new warfare system, the heroes are fighting a regular combat set in the
middle of the battle, and the arrival of your special units becomes an event!
Let me read Matt&rsquo;s explanation:</p>
<blockquote>
<p>&ldquo;IF you recruit the Thorns… you don&rsquo;t know exactly when they&rsquo;ll show up [&hellip;].
But when they DO show up, they have a MAJOR effect on the battle. Like maybe
when the Thorns arrive; all enemies are hit with an attack that does a lot of
damage and causes enemies to fall asleep. Elf-shot! That kind of thing. And of
course there are special enemy units!&rdquo;</p>
</blockquote>
<p>Matt goes on to talk about army persistence, a possible new maneuver, but I
think this is the main point about their current thinking for warfare in Draw
Steel: it will be played as a combat, but with events and objectives related to
the greater battle that&rsquo;s happening around the heroes. This is <em>for sure</em> way
more cinematic than the 5e rules.</p>
<p>I&rsquo;ve got to admit I liked the previous system, but I completely understand if
they actually pivot away from it. The thing is you gotta support the core
principles of the game, so it doesn&rsquo;t really matter if you develop a cool
warfare system if it doesn&rsquo;t jive well with Draw Steel&rsquo;s heroic and cinematic
components.</p>
<p>I&rsquo;m sure a few people are gonna complain about someone moving their cheese if
these rules do get through playtesting, but I for one am excited to see what the
team comes up with.</p>
<p>But that&rsquo;s all I had to say about what we know of the upcoming strongholds and
warfare rules for Draw Steel. Let me know in the comments what you think about
them; I&rsquo;m really curious to see how the community responds to these news.</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode!</p>
<p>A special thanks to my current Initiate-level patrons: grif and IronMonocle! You
guys rock &lt;3</p>
<p>Make sure to check out this episode&rsquo;s description for links to
<a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">all</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>, The Dice
Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing list</a>, and
a full transcript of this episode. I&rsquo;ll also leave some links there to
<a href="https://bsky.app/profile/jamesintrocaso.bsky.social">James&rsquo;</a>,
<a href="https://bsky.app/profile/mattcolville.bsky.social">Matt&rsquo;s</a>, and
<a href="https://bsky.app/profile/hellomcdm.bsky.social">MCDM&rsquo;s</a> accounts so you can
follow them too.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 016: Draw Steel&#39;s Codex VTT</title>
      <link>https://thedicesociety.com/tds016-ds-codex-vtt/</link>
      <pubDate>Tue, 25 Mar 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds016-ds-codex-vtt/</guid>
      <description>Full transcript of The Dice Society Podcast episode 016: Draw Steel&amp;rsquo;s Codex VTT</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/R2vnfvqNkww">YouTube</a> and
<a href="https://creators.spotify.com/pod/show/thedicesociety/episodes/TDS-016-Draw-Steels-Codex-VTT-e30lcqm">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the sixteenth episode of The Dice Society Podcast!
My name is Caio and this is a show about MCDM&rsquo;s Draw Steel TTRPG where I talk
about its development, my playing experience, and first- and third-party content
being made for the game.</p>
<p>Today our main topic is one I&rsquo;ve wanted to cover for a long time: the Codex.
With all of the recent news surrounding another famous VTT, I think it&rsquo;s time to
take a deep dive into Draw Steel&rsquo;s own solution.</p>
<p>Then we&rsquo;re going to talk about general news, including changes to the rules, new
tracking sheets, and some dope art. Finally, to finish off the episode, we&rsquo;re
heading to the community corner, focusing on a new vampire class coming to
BackerKit pretty soon!</p>
<p>Cool? Cool. Now let&rsquo;s draw steel and get started!</p>
<h2 id="codex">Codex</h2>
<p>As I mentioned in the last <a href="https://youtu.be/dV0tLsOitMM">episode</a>, development
is now full steam ahead on the Draw Steel VTT, dubbed the Codex. Given the
influx of new features, the announcement of some planned releases, and the start
of alpha testing in earnest, I thought this was a great opportunity to catch you
all up on the goings on of the Codex.</p>
<p>But, first things first: what is the Codex? To answer this question, let me read
from Djordi&rsquo;s Patreon post on the matter:</p>
<blockquote>
<p>&ldquo;The Codex is a custom VTT built in collaboration with the team at DMHub. It’s
built on their existing software for d20 fantasy, but is being built out in a
bespoke fashion to be a solution specifically for Draw Steel. You can check
out their existing d20 fantasy software right now via direct download, but the
Codex itself is distributed via Steam.</p>
<p>The current version of the Codex has a lot of cool features. Parallax
technology that gives the illusion of height for maps with different
elevations, tracking of forced movement, and falling. The Draw Steel rules are
partially implemented, letting you track heroic resources, flanking, and a
subset of abilities.&rdquo;</p>
</blockquote>
<p>If you can&rsquo;t take a look at their existing d20 VTT right now, Foundry and Roll20
are great points of comparison. Like them, the Codex is a 2D tabletop where you
can open maps and move tokens around; players roll dice from their character
sheets, while directors control monsters and the environment. Nothing too out of
the ordinary here.</p>
<p>The main difference between DMHub&rsquo;s offering and other VTTs is the amount of
automation it provides. Of couse you can use the Codex without any of its fancy
features, but it does understand the rules of the game and can do a lot of stuff
for you. Not everything is implemented yet, of course, but I was positively
surprised by how much it already knows about the system.</p>
<p>For example, it has a nice interface that shows how much stamina a group of
minions has and it knows how many minions should die when an attack does enough
damage to the stamina pool. As Djordi said in his post, the VTT also has a
pretty parallax effect that denotes a creature&rsquo;s elevation very effectively.
These features really take the load off of the director, allowing them to focus
on narrative and tactics, instead of bookkeeping.</p>
<p>Are there bugs? Yes. Is there a lot of stuff left to implement? Of course. But I
do think development is moving pretty quickly now that the Draw Steel core rules
have settled down.</p>
<p>If you wanna see the Codex at work, I recommend watching a dope
<a href="https://youtu.be/tT7RvU6nV_k">one-shot</a> by Rise Heroes Rise called &lsquo;Goblins
Take Over The Codex!&rsquo;. Besides getting to see the whole interface on Cameron&rsquo;s
screen, you can also see one of the devs helping us get acquainted with the VTT
and make the most out of the features they had already implemented. Just
remember that it&rsquo;s been a few weeks since we played, so the Codex is actually
much further along in development now.</p>
<p>So, say you&rsquo;re sold and you want to take the Codex for a spin. How would one go
about doing that? Well, much like MCDM, the DMHub team is going to do their
testing in phases. First they are allowing a small group of testers try out the
VTT through their Discord; you can already join the
<a href="https://discord.gg/CeZ9ZcAp7z">server</a> and add your name to a waiting list to
get a Steam key for the latest version of the software.</p>
<p>Then, in a few months, they plan on releasing a more polished version for MCDM
patrons; this will only contain Echelon 1 characters and core combat at first.
Finally, once the VTT has gone through testers and patrons, it should become
available for backers. If you don&rsquo;t like buggy software, I&rsquo;d suggest waiting for
either the Patron or the BackerKit release.</p>
<p>If you&rsquo;re one of us crazy people who like testing stuff, though, there is a lot
happening in the DMHub Discord already. There is a whole
<a href="https://discord.com/channels/751501320640528396/1348860957555687445">channel</a>
dedicated to dev updates, a general chat
<a href="https://discord.com/channels/751501320640528396/1220691643166883910">channel</a>
to talk about the VTT, and a <a href="https://forms.gle/BM6YBdjrgppKnPFn9">form</a> to give
feedback after playing. Links to everything in the description.</p>
<p>The coolest thing going on right now on the Discord, in my opinion, is the Codex
Marches; this is a West Marches campaign that is meant to stress test the Codex.
According to the onboarding
<a href="https://docs.google.com/document/d/1-mg6hE1N3F9RiNPGL4vHHUYuuJNnmWGnx5btBjHI5ks">document</a>:</p>
<blockquote>
<p>&ldquo;Directors will post &lsquo;missions&rsquo; in the #notice-board channel which include a
rough adventure outline, how many players, the level of play, etc and offer
one or more session times which you can apply for. Players are also welcome to
post &lsquo;missions&rsquo; and gather a group of players who also want to participate in
that mission.&rdquo;</p>
</blockquote>
<p>I&rsquo;ve already gotten to participate in one of these missions, and it was super
cool! There are people working on the setting and players are encouraged to
write session reports. It&rsquo;s a really dope idea and I hope more people get to
participate.</p>
<p>To finish off this Codex segment, there&rsquo;s the looming question of monetization.
How much is it going to cost, will it be a monthly subscription, will it give
you automatic access to the rules, and so on&hellip; We don&rsquo;t have solid answers to
any of those yet, but Djordi has given us a glimpse of some of the stuff they&rsquo;re
planning.</p>
<p>First of all, their intent is to have access to a product on the Codex be tied
to the purchase of that product from MCDM; that means you wouldn&rsquo;t have to buy
the product twice to use it inside and outside of the VTT. This is already a
huge relief, at least to me.</p>
<p>For the players among us, it seems like access to the Codex will be predicated
on either being an MCDM patron or having purchased the Draw Steel rules. Their
goal is to also offer &lsquo;party packs&rsquo;, with cheaper copies of the rules for
multiple people.</p>
<p>This does sound a little expensive for players, who are used to&hellip; Not having to
pay for anything. However, it seems like they will get access to all player
options, even the ones they haven&rsquo;t payed for! Djordi gives the following
example: &ldquo;When we release the Summoner you can get access immediately as a
Patron, purchase the product to immediately get access on release, or wait until
the next player option update to get it for free.&rdquo;</p>
<p>The main through line here is that they don&rsquo;t want the bad incentives that
free-to-play stuff creates. If they offer you access to the Codex for free, who
is paying for it? An added fee to every other book they make? Microtransactions
inside the Codex? If you want a product that costs money to make and maintain,
you have to pay for it somehow; I think it&rsquo;s better to make that cost explicit
rather than implicit.</p>
<p>Anyway, that&rsquo;s all I had to say about the current state of the Codex. I&rsquo;m super
excited to see the VTT become more capable as time goes on because I play mostly
online, but even if you don&rsquo;t intend on using it, I highly suggest joining the
DMHub Discord to take a look at what they&rsquo;ve got going on over there; you might
be surprised.</p>
<h2 id="intermission">Intermission</h2>
<p>Before we move on, you might wanna know that, after a year and change, you can
finally become a
<a href="https://www.youtube.com/channel/UCy1ciM2mEyft9kF-RGjwDGA/join">member</a> of The
Dice Society on YouTube. For only a few bucks, you get early access to my videos
and are mentioned at the end of every episode! This is a great way to support my
work if you enjoy the podcast.</p>
<p>That&rsquo;s it! Back to the show&hellip;</p>
<h2 id="news">News</h2>
<p>Now it&rsquo;s time for the news! We start with a few updates on last month&rsquo;s main
topic: the two new classes coming after the core rules. The 1st level of the
Summoner continues being playtested, with some kinks still needing ironing out.
That doesn&rsquo;t mean, however, that the devs aren&rsquo;t thinking about the higher
levels of the class; Willy even talked about how 6th level Summoners might be
able to manifest parts of the environment from which they summon their minions.</p>
<p>As for the Beastheart, James shared that their current design has you choosing
your companion independently from your subclass, and that your options will
likely feature more basic animals and fewer monstrous creatures when compared to
the 5e version of the class. But, speaking of subclasses, we also got a sneak
peek of what they have in store for us&hellip; Currently they are working on four
options, namely the Guardian (which is more tanky), the Prowler (which is more
sneaky), the Punisher (which is more DPS-y), and the Skirmisher (which is more
mobile-y). As usual, all names are temp.</p>
<p>Next, rules updates. Most are super tiny, just some tweaks here and there. The
bigger ones are: hiding has become an opposed roll, hero tokens are now a reroll
instead of an automatic success, and AoE damage on minions now gets clamped to
the minions in the area only. How this last one&rsquo;s gonna work at the table, I&rsquo;m
not sure&hellip; It sounds kinda hard to calculate on the go, but we&rsquo;ll have to see
once the books are out.</p>
<p>Now, on to quality of life updates. The first one was actually on my wishlist
for some time: universal malice features. These are malice abilities that work
for any monster, and they emulate surges, increasing potencies or damage. Since
keeping track of ancestry-specific malice features can sometimes be a pain, I
like knowing that now I have at least a couple of generic options at my
fingertips.</p>
<p>The second one has me hyped. On a recent Patreon post, James shared the
work-in-progress versions of some tracking sheets. These are form-fillable PDFs
to help you keep track of important stuff at the table; we got one for
negotiations, one for montage tests, one for regular encounters, and one for
large encounters.</p>
<p>Honestly, I&rsquo;m pretty impressed. I wasn&rsquo;t the biggest fan of their character
sheets, but these four tracking sheets are a ten out of ten in my book. I&rsquo;m sure
they are still gonna tweak something here and there, I just can&rsquo;t imagine how
these could be improved! Good freaking job, guys!</p>
<p>Anyway, last in the QoL department is Willy&rsquo;s equations for monster scaling. If
I understood it correctly, these are linear functions that output the expected
damage for each type of monster per level. This can help you homebrew new
monsters, or scale up and down an existing creature. If, by any chance, a recent
release of a big RPG has left you wanting in terms of monster math, well&hellip; Draw
Steel might just be the game for you.</p>
<p>Speaking of releases, there are some news about the products on MCDM&rsquo;s pipeline.
According to the devs, they have already had the warfare kickoff meeting, where
they discussed how to adapt the 5e warfare for Draw Steel. And according to the
production team, the dice they crowdfunded last year should either have already
started, or be close to shipping.</p>
<p>Lastly, in what I felt was a little bit of a plot twist, Matt shared on Twitch
that they are likely not having a single big crowdfunder at the end of this
year. In order to allow each product to be the best version of itself, MCDM now
wants to crowdfund them separately. I personally like this strategy because it
means I won&rsquo;t have to go over my credit card limit&hellip;</p>
<p>To finish off the news segment, we have some pretty cool art. If you&rsquo;re a
Patreon member, you should have gotten a big
<a href="https://www.patreon.com/posts/march-2025-draw-124878072">post</a> with a bunch of
new pieces, including both heroes and monsters. If you&rsquo;re not a patron, however,
Nia Kovalevski, the author of one of those pieces, has
<a href="https://bsky.app/profile/niakovalevski.bsky.social/post/3lkgd5avozs2i">posted</a>
the 10th level Shadow on their Bluesky account. It&rsquo;s worth a look, that&rsquo;s all
I&rsquo;m gonna say. Link, as always, in this episode&rsquo;s description.</p>
<h2 id="community">Community</h2>
<p>With the news out of the way, we can take a look at the community corner.</p>
<p>Given our main topic today, I suggest we start with Codex-related stuff. The
main one is a centralized
<a href="https://docs.google.com/spreadsheets/d/1_YDdbs6MmzdoUXnovip3okv47ps7CkSyi0Op6tM1Mpk">source</a>
for video tutorials, by That Italian Guy; the goal of this Google Sheet is to
store links to YouTube tutorials about the Codex. It&rsquo;s a great place to start if
you have never used DMHub&rsquo;s VTT before.</p>
<p>Also worth mentioning are Vex&rsquo;s crash <a href="https://youtu.be/a4znmUzsqZY">course</a> on
how to direct a game in the Codex, and thc1967&rsquo;s Forge Steel Character
<a href="https://thc1967.notion.site/Forge-Steel-Character-Importer-for-the-Draw-Steel-Codex-1b3d802747ee80fdaf25c2102c72adf7">Importer</a>.</p>
<p>But don&rsquo;t think the community has forgotten about other VTTs! ChaosOS has
recently implemented an unofficial Draw Steel
<a href="https://foundryvtt.com/packages/draw-steel">system</a> for Foundry, and AmbyNavy
has made a whole video <a href="https://youtu.be/ahpDUfUqV6Y">tutorial</a> for how to run
Draw Steel in Foundry using a few nifty modules.</p>
<p>Moving on from VTT land into YouTube land, we have a great actual
<a href="https://youtu.be/KXnw_Lsi-ns">play</a> by Rise Heroes Rise called Death to Ajax!
This was a level 10 one-shot against the Iron Saint with plenty of epic moments;
the highlight of the battle, though, has got to be the now famous
<em>record-holding</em> moment when one of the players pushes Ajax a total of 27
squares. Go watch for yourself, it&rsquo;s something to behold.</p>
<p>Another video you might want to check out is my
<a href="https://youtu.be/tFF1_HDzRJU">tutorial</a> on how to introduce Draw Steel to your
friends. It explains my ten suggested steps for running an introductory one-shot
for players that haven&rsquo;t got a clue of how to play Draw Steel. I also introduce
my super compact pregen character
<a href="https://docs.google.com/spreadsheets/d/1Wu_ArzGyc8e114-hiO89KC7437pp6GSroKUeIyLLcQ0">sheets</a>,
which you can also get in this episode&rsquo;s description.</p>
<p>As usual, we also have some cool interviews to highlight. Jon de Nor had a great
<a href="https://youtu.be/NOQGN5BezcI">chat</a> with one of the authors of The Great Thaw
of Gryzmithrak Spire, the crowdfunder I featured in the last episode. It&rsquo;s super
cool to hear them talk about other projects and game systems, definitely worth a
listen.</p>
<p>Another interview you should watch is Aestus_RPG&rsquo;s
<a href="https://youtu.be/JfsOMHOgogg">conversation</a> with James Introcaso about his
career. It&rsquo;s full of great advice and it gave me a lot of perspective into the
industry. If you want to get into game design for real, this should be mandatory
viewing, I&rsquo;m serious.</p>
<p>And, if you&rsquo;re looking for player options, we got those too. Tamwin5 has come
out with a banger of an ancestry: the Goblin
<a href="https://discord.com/channels/332362513368875008/1346513537295450162">Band</a>.
This is a super cool concept where you play as 5 small goblins that can spread
out; really top-notch stuff. We also got a
<a href="https://docs.google.com/document/d/1CzT_yBWnwC8elPN2_Sszd2ZAc3LFiDOd2somLL072gE">vampire</a>
ancestry from Sam McGurran. It works kinda like a revenant, but, you know, who
drinks blood; Sam even made some fiction to accompany his creation, just like
the ancestries in the Heroes book.</p>
<p>However, if we&rsquo;re going to talk about vampires, we have to slow down a bit and
take a closer look at the new
<a href="https://www.backerkit.com/call_to_action/a5efcb9c-33c4-4d2f-8ffb-9d9475f64050/landing">vampire</a>
<em>class</em> that Triglav Games will be taking to BackerKit on April 2nd. Ananam,
head of Triglav, shared a preview of this class with me and I&rsquo;m happy to report
that it&rsquo;s pretty dope. And the art they showed me was like, insanely cool.</p>
<p>If you navigate over to their BackerKit landing page, you&rsquo;ll see that Goblin
Points, Heart Of Arcana, Rise Heroes Rise, and yours truly have already said
some nice things about what we&rsquo;ve seen. Here&rsquo;s my take (<em>ahem</em>):</p>
<blockquote>
<p>This class is <em>dripping</em> with flavor. Every feature and ability reinforces the
dual nature of the Vampire: a relentless predator who&rsquo;s nonetheless a slave to
their own thirst. Mechanics-wise, the class offers a great push and pull, with
plenty of interesting combinations and tactical options. Truly a great
addition to the core classes!</p>
</blockquote>
<p>I won&rsquo;t go into design details because these might change before the crowdfunder
goes live, but, as you can probably guess from my quote, this class&rsquo; heroic
resource has both benefits <em>and</em> drawbacks as you accumulate it. At least to me,
this represents really well what I called the &lsquo;dual nature of the vampire&rsquo;.</p>
<p>Since I only got to see the early levels of the class, I made sure to ask Ananam
if they had any plans for the higher echelons of the game. Here is their
response, with some details removed as to not spoil anything major:</p>
<blockquote>
<p>&ldquo;Our plan right now is to have two flashy things. One of them is, probably
around lvl 6, [the] ability to transform into some monstrous huge form.
There will be forms unlocked per [subclass], and we are thinking [one of
them] should be able to transform into a wolf [&hellip;] or maybe a viper,
[another] maybe into some huge shadow spider, this kind of stuff. Maybe all
vampire will be able to transform into [a] monstrous bat too, will see!</p>
<p>Second flashy thing is to expand upon [subclasses]. We are thinking start of
tier 3, so lvl 7, you just get access to [a] third subclass option and can
grab its earlier features. Kind of an Awakening in their bloodline. And for
[the] capstone ability at lvl 10 we were thinking maybe &lsquo;Master of
Bloodlines&rsquo; [&hellip;] You are basically master of ALL blood legacies.&rdquo;</p>
</blockquote>
<p>So, if this kind of stuff excites you, make sure to opt in to get notified when
the campaign launches. Best of luck to Triglav Games and may your crowdfunder be
very successful!</p>
<p>And, to finish off this community segment, let&rsquo;s just take a quick look into
three miscellaneous creations:</p>
<ul>
<li>
<p>Character Sheets but not for Ants, is a character sheet
<a href="https://discord.com/channels/332362513368875008/1348024860302905355">template</a>
by Gub that has a larger font size.</p>
</li>
<li>
<p>Next, with its latest update, Forge Steel now includes all
<a href="https://andyaiken.github.io/forgesteel/#/library/monster-group">monsters</a>
from the second backer packet. Go check it out!</p>
</li>
<li>
<p>And, last but not least, Certified Ajax Puncher has some nice themed music
<a href="https://discord.com/channels/332362513368875008/1178722992604315688/1350200293211635764">playlists</a>
that you can use in your Draw Steel games.</p>
</li>
</ul>
<p>As usual, you can find links to every single community creation mentioned here
in this episode&rsquo;s description.</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode!</p>
<p>Make sure to check out this episode&rsquo;s description for links to
<a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">all</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>, The Dice
Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing list</a>, and
a full transcript of this episode. I&rsquo;ll also leave some links there to
<a href="https://bsky.app/profile/jamesintrocaso.bsky.social">James&rsquo;</a>,
<a href="https://bsky.app/profile/mattcolville.bsky.social">Matt&rsquo;s</a>, and
<a href="https://bsky.app/profile/hellomcdm.bsky.social">MCDM&rsquo;s</a> accounts so you can
follow them too.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>How to Introduce Draw Steel to Your Friends</title>
      <link>https://thedicesociety.com/introducing-ds-to-friends/</link>
      <pubDate>Thu, 13 Mar 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/introducing-ds-to-friends/</guid>
      <description>Full transcript of &amp;lsquo;How to Introduce Draw Steel to Your Friends&amp;rsquo;</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/tFF1_HDzRJU">YouTube</a>.
For links and references, please see that platform as this page only contains
the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>So, I&rsquo;m sure you&rsquo;ve heard about Draw Steel, the hot new TTRPG from Matt
Colville&rsquo;s MCDM that is scheduled to release later this year? If you haven&rsquo;t,
don&rsquo;t worry; stick around &lsquo;cause you might have found your new favorite game.</p>
<p>If you have heard about Draw Steel, though, you&rsquo;re probably wondering how to
introduce it to your friends. You&rsquo;re already excited about the game, you might
have even playtested it on the MCDM Discord; all that&rsquo;s left is getting your
friends to play it with you!</p>
<p>The problem is that it isn&rsquo;t the simplest RPG out there, you know&hellip; If you just
dump the unformatted playtest PDF in front of them, you&rsquo;ll most likely gonna
have a bad time.</p>
<p>But don&rsquo;t sweat, I can help you. Last week I presented Draw Steel to a bunch of
strangers in my FLGS to great success, and I&rsquo;ll tell you the ten easy steps I
followed to leave my players wanting a little more DS in their lives.</p>
<p>Of course my method might not be the best for you, but I&rsquo;m sure you&rsquo;ll at least
learn something from my experience.</p>
<p>The goal here is to have you run a two to three hour session where your friends
have fun, that&rsquo;s all. I even made five pregen character sheets to make your life
easier!</p>
<p>My name Caio, and this is The Dice Society. Now let&rsquo;s draw steel and get
started!</p>
<h2 id="dont-push-it">Don&rsquo;t push it</h2>
<p>Ok, let&rsquo;s begin with step number 1, and this is the easiest: don&rsquo;t push it.</p>
<p>We play TTRPGs to have fun, so don&rsquo;t force your friends to play Draw Steel. The
game is still in playtest, so if they&rsquo;re not in the mood, just let it go and try
again once the core rulebooks are out. With all of the art and proper layout,
they might get more interested.</p>
<p>If they do agree to play, don&rsquo;t shove a whole campaign down their throats. Do a
one-shot first and see how they like it! Then you can start thinking about
running it again.</p>
<p>And that&rsquo;s it for step 1! Easy, right? Apparently Matt is gonna make a whole
video pretty soon about how it&rsquo;s not fun to demand that your friends play other
games, so go watch that too if it&rsquo;s out already.</p>
<h2 id="read-the-rules">Read the rules</h2>
<p>Anyway, on to step number 2: read the rules.</p>
<p>If you don&rsquo;t have the playtest documents yet, this is the time to go get them.
You can <a href="">preorder</a> the core rulebooks on BackerKit or pay eight bucks to join
MCDM&rsquo;s Patreon; either way you should be able to access the most recent version
of the rules.</p>
<p>Make sure to go over the rules before the session, but don&rsquo;t necessarily try to
read everything. You probably only need to read the most important rules, like
tests, combat, and how to run monsters.</p>
<p>There are also plenty of resources out there to help you learn Draw Steel. I&rsquo;m
leaving links down below to a <a href="https://docs.google.com/presentation/d/1-YF1WPq1Xb1GnM7NkV15GvlsVqZZbt8midx7WCsVzFM">crash
course</a>
by @xentis and @JesterOC, to a <a href="https://docs.google.com/document/d/1TExUXNmZMzTZJGWitJhh_5I7RupCf3X9Q1ZPelgcQPc">cheat
sheet</a>
by @strattonimbus, and to a <a href="https://youtu.be/F4ijaQ-aQSc">video introduction</a>
by me!</p>
<p>Just get acquainted with the rules. If it&rsquo;s your first time running DS, you&rsquo;re
probably gonna make some mistakes anyway. The goal here is to have fun, not
actually learn everything about a game that&rsquo;s not even out yet.</p>
<h2 id="prep">Prep</h2>
<p>Now it&rsquo;s time for step number 3: prep.</p>
<p>Once you&rsquo;re a little familiar with the rules, you have to prep a simple
adventure. I recommend using acts one and two of the Bay of Blackbottom, one of
the playtest adventures that came with the first backer packet.</p>
<p>If you want to run your own adventure, my suggestion is having a first scene
with a few Tests and a second scene with a no-frills encounter. You might also
want a montage test before wrapping up the session, but that&rsquo;s optional.</p>
<p>Remember that this will be your friends&rsquo; first time playing, so don&rsquo;t hit them
too hard; use straightforward monsters like humans or goblins.</p>
<p>Then just get them to the table, physical or virtual!</p>
<h2 id="pitch">Pitch</h2>
<p>Once they&rsquo;re all in place, hit them with step 4: the pitch.</p>
<p>This is when you&rsquo;re gonna talk about what Draw Steel is. The first three pages
of the manuscript are perfect for this; talk briefly about the fact that this
game is heroic and cinematic, about its main differences from D20 games, and
what this game is good (and not so good) for.</p>
<p>No rules yet, though! Don&rsquo;t jump the gun.</p>
<p>This is also when you&rsquo;re gonna talk about what made you excited for Draw Steel.
Highlight the stuff that made you back the game, that made you want to run it.
This is very personal, of course, but for me it was actually Flee Mortals!</p>
<h2 id="character-sheets">Character sheets</h2>
<p>Once you&rsquo;re done pitching the game, move on to step number 5: the character
sheets.</p>
<p>For my demo of Draw Steel I made some compact character sheets that were already
filled out. I used @lord_durok&rsquo;s
<a href="https://championendeavors.com/getting-friends-to-draw-steel">pregens</a> and
tweaked @mrmattdollar&rsquo;s <a href="https://mrmattdollar.itch.io/character-sheet-toolkit">Character Sheet
Toolkit</a> to arrive at what
I think is a pretty good introductory experience.</p>
<p>Now let&rsquo;s take a look at what the compact sheets look like.</p>
<p>Each pregen is only two pages, and contains no extraneous information. The first
page is the most important, and contains facts about the character on the left
side, stats and trackers down the middle (including conditions), and their most
important abilities on the right side.</p>
<p>The second page contains all other abilities and three mini cheat sheets to help
your players remember the most important rules. I even made some slight
adjustments to avoid confusions, like marking Free Strikes as Free Triggered
Actions since this is their most common use case.</p>
<p>It&rsquo;s all color coded too, with actions and signature actions in red, maneuvers
in blue, and triggered actions in green. If it&rsquo;s free, it gets an F, if it has a
cost, it gets a number. Some pregens even get note cards that clarify rules that
are specially relevant for them.</p>
<p>If you decide to use my compact pregens, you can get them for free from the
<a href="https://docs.google.com/spreadsheets/d/1Wu_ArzGyc8e114-hiO89KC7437pp6GSroKUeIyLLcQ0">link in the
description</a>.</p>
<p>Either way, once you get the premade character sheets out, I suggest talking a
little bit about their ancestries and classes so that your players can express
their preferences.</p>
<p>This is when you can try to draw them in by saying, for instance, that dwarves
grow crystals on their faces, that tacticians can command the battlefield, or
that each character comes built in with an inciting incident.</p>
<h2 id="power-roll">Power roll</h2>
<p>Only now that your players have chosen their characters, I suggest that you move
on to step 6: explaining the power roll.</p>
<p>This is the core resolution mechanic of Draw Steel, so I think it&rsquo;s also the
first rule you should cover. I personally wouldn&rsquo;t even mention combat abilities
yet, just that, for Tests, one should roll 2d10, add a characteristic, and
sometimes also add a skill.</p>
<p>Explain the three outcome tiers, that there are no Difficulty Classes like in
D20 games, and that&rsquo;s it! Don&rsquo;t overdo it; this step should feel as simple as
possible, with a few examples but no dissertation on the qualities of the power
roll.</p>
<h2 id="start">Start</h2>
<p>And now that they are onboarded, it&rsquo;s time for step 7: start the adventure!</p>
<p>Let your players name and introduce their characters so that they get in the
mood. Describe the situation they&rsquo;re in and let them roll a few Tests before
getting into combat, just to warm up.</p>
<p>If you&rsquo;re running the Bay of Blackbottom, the Voyage Vignettes are perfect for
this.</p>
<h2 id="draw-steel">Draw steel!</h2>
<p>Once your friends are comfortable with the power roll, spring step 8 on them:
draw steel!</p>
<p>Start the combat by explaining how rounds work in the game, alternating between
Director and players. Then, go through the stuff that every character has, like
stamina, recoveries, surges, and speed.</p>
<p>If the monsters go first, let the players see what a regular turn looks like.
Once it&rsquo;s the players turn, grab their attention once more to explain how
actions, maneuvers, and triggered actions work, then finish off by talking a
little bit about the specifics of what each character can do.</p>
<p>I personally suggest going player by player and summarizing the abilities on the
first page or their compact character sheet. Once you&rsquo;re done, they will be
well-equipped to decide which character should go and take their very first
turn.</p>
<h2 id="heroic-resources">Heroic resources</h2>
<p>If you&rsquo;re feeling bold, you can power through to step number 9: explaining
heroic resources.</p>
<p>I waited a couple of player turns to get into heroic resources, but you can
choose to wait more or less depending on how well your friends are doing.</p>
<p>This was a delicate step for me because it&rsquo;s probably the one that adds the most
complexity to the game. You have to tell them what their resources are and how
they can be spent on heroic abilities.</p>
<p>This will likely prompt them to look at the second page of their pregens, which
is exactly what you want. They might even ask about free strikes or weird class
specific abilities. Perfect; let them!</p>
<p>As the battle goes on, remind them to keep track of their resources and help
them choose what to do on their turns if they ask for your help.</p>
<h2 id="feedback">Feedback</h2>
<p>When the battle is over, wrap up the session and ask your friends how they liked
it. That&rsquo;s it! This is step number 10: you did it!</p>
<p>Now it&rsquo;s up to you. If you all really liked it, you might want to run again!
Also: you might not have liked it! That&rsquo;s fine too, no one&rsquo;s forcing you to like
Draw Steel. Just remember to wait for the full release before giving it another
go, because art and layout really help.</p>
<h2 id="outro">Outro</h2>
<p>Anyway, those were my ten tips for how to introduce your friends to Draw Steel:
don&rsquo;t push it, read the rules, prep a little, pitch the game, hand out pregens,
explain the power roll, start the adventure, run a single combat, help your
players remember their coolest abilities, and then ask for feedback.</p>
<p>If you want more Draw Steel content, including my DS news podcast, subscribe to
The Dice Society on YouTube! If you also sign up to my newsletter, you&rsquo;ll be
among the first to play my upcoming Draw Steel adventure: Green Fog at Morning.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 015: Draw Steel&#39;s New Classes</title>
      <link>https://thedicesociety.com/tds015-ds-new-classes/</link>
      <pubDate>Sun, 23 Feb 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds015-ds-new-classes/</guid>
      <description>Full transcript of The Dice Society Podcast episode 015: Draw Steel&amp;rsquo;s New Classes</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/dV0tLsOitMM">YouTube</a> and
<a href="https://creators.spotify.com/pod/show/thedicesociety/episodes/TDS-015-Draw-Steels-New-Classes-e2v8jtl">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the fifteenth episode of The Dice Society Podcast!
My name is Caio and this is a show about MCDM&rsquo;s Draw Steel TTRPG, where I talk
about its development, my playing experience, and first- and third-party content
being made for the game.</p>
<p>Today we&rsquo;ll start the show with the headliners: I&rsquo;ll tell you everything there
is to know about the Beastheart and the Summoner, MCDM&rsquo;s brand new classes for
Draw Steel. Then, we&rsquo;ll talk about the latest changes coming to the rules in the
news segment of the podcast. And last, but not least, I&rsquo;ll go over the creations
from the community, highlighting a new adventure currently in crowdfunding!</p>
<p>Cool? Cool. Now let&rsquo;s draw steel and get started!</p>
<h2 id="new-classes">New classes</h2>
<p>Draw Steel will ship with nine core classes. If you haven&rsquo;t heard the list
before, they are: the Censor (a religious knight), the Conduit (a devoted
priest), the Elementalist (a scholar of the elements), the Fury (a raging
warrior), the Null (an unarmed psion), the Shadow (an expert assassin), the
Tactician (a weapon master), the Talent (a psionic caster), and the Troubadour
(a swashbuckling storyteller).</p>
<p>Instead of resting on their laurels, though, the dev team at MCDM is already
making the next classes that will be added to the game. Since Draw Steel doesn&rsquo;t
have multiclassing, this means that they can create niche, flavorful classes
without worrying that they will break the game&rsquo;s balance when combined with one
of the core classes.</p>
<p>The first one they are working on is the Beastheart; this is MCDM&rsquo;s warrior from
the wilds, an adventurer that fights alongside a powerful pet companion. Be it a
wyrmling, an earth elemental, or a freaking <em>owlbear</em>, the Beastheart has a
mystic connection with their bonded creature, which allows them to combo off of
each other during combat. But beware! A Beastheart&rsquo;s companion might enter a
rampage if their ferocity is not kept in check.</p>
<p>Dope, right? If you&rsquo;ve been following Matt Colville and MCDM for a while, you
probably know that this class is already out for D&amp;D 5th Edition! What they&rsquo;re
doing now is porting the class over to Draw Steel, transforming it into what the
team has dubbed the &lsquo;Beastheart UNCHAINED&rsquo;; a version of the class that is not
kept back by 5e&rsquo;s rules.</p>
<p>According to James, the Beastheart UNCHAINED is already being tested, and they
are exploring different ways of making the class as cool as possible. However,
they haven&rsquo;t shown it off to the public yet; once they have a public prototype,
I&rsquo;ll make sure to talk about it in the podcast.</p>
<p>Now let&rsquo;s talk about the second class MCDM has been working on: it is the
Summoner! This is a brand new class, one that the devs have wanted to implement
for a while, actually. The fact that the monsters rules were still in the works
is what delayed their plans, but now that they are free to <em>summon</em> the
Summoner, it is getting made. Unlike the Beastheart, this class is already in
prototype phase, so we have a lot more information about it.</p>
<p>So, what is the core fantasy of the Summoner? According to Willy, the designer
in charge of implementing it, their main inspirations are Diablo&rsquo;s necromancer,
Yu-Gi-Oh!&rsquo;s upcycling mechanics, and Pikmin. The goal here is to have the player
control a squishy caster whose main feature is commanding a small army of
minions.</p>
<p>Flavor-wise, the Summoners are defined by the kind of creature they are able to
summon. There are currently four planned subclasses: undead (which are tanky,
but slow moving), elementals (which can control the terrain), demons (which are
fast harriers), and pixies (which are good at buffing and debuffing).</p>
<p>Ok, so you are playing a necromancer, or a pixiemancer, or whatever, but what is
the actual gameplay loop of the Summoner? Well, I&rsquo;m glad you asked! It all
hinges on the <em>minion lifecycle</em>; at the start of the round, you get four of
your signature minions, which are your smallest possible summons. Then, on your
turn, you can either command those minions to attack, use a maneuver, you know
the basics, or sacrifice your minions to gain Essence, your heroic resource.
Then, you can use that Essence to cast some spells or summon bigger, stronger
minions.</p>
<p>Hearing this, you might be wondering just how long a Summoner&rsquo;s turn is.
Unsurprisingly, the devs have already thought about that. The first limiter to
the complexity of this class is its minion ceiling; right now, they can&rsquo;t ever
have more than 12 minions on the field. The next limiter is the fact that
minions do static damage, so the Summoner is still only making at most one or
two Power Rolls on their turn. Finally, their actions and spells mostly work on
their minions; their free strike, for example, simply commands their minions to
attack again.</p>
<p>If you want to see a necromancer Summoner at work, make sure to check out Matt&rsquo;s
<a href="https://www.twitch.tv/videos/2368896409">stream</a> from January 31st. There
you&rsquo;ll be able to see Bjorn, Again at work! My favorite moment from that stream
is definitely when Matt gets to use his Minion Bridge ability to be crowd surfed
by his skeletons up a cliff&hellip; You just can&rsquo;t make that shit up.</p>
<p>Fine, now you&rsquo;re excited. When can we get our hands on the Beastheart and the
Summoner? Bad news: no one knows. According to the devs, they still haven&rsquo;t
decided on which product these classes will be coming out, so we&rsquo;ll have to wait
a little longer until we know just how long exactly we&rsquo;re gonna have to wait. I
know, it&rsquo;s sad, but what are you gonna do?</p>
<p>And that&rsquo;s all we know about the new classes. Again, once we have more
information about them, I&rsquo;ll share everything on the podcast. But before you
leave, let me know which one you&rsquo;re most excited for. I personally <em>really</em>
wanna summon some demons, I don&rsquo;t know why. But I think I should talk to my
therapist about that&hellip;</p>
<p>Now let&rsquo;s get into the rest of the news: everything that is changing in the core
rules of the game!</p>
<h2 id="intermission">Intermission</h2>
<p>Hey, quick break before we move on! I just wanna remind you to subscribe to The
Dice Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing list</a>
if you don&rsquo;t want to depend on an algorithm to receive updates from me. Also,
don&rsquo;t forget to rate this episode in your platform of choice, &lsquo;cause it really
helps me reach more people.</p>
<p>That&rsquo;s it! Back to the show&hellip;</p>
<h2 id="news">News</h2>
<p>Most of the news for today is about the little changes the devs are implementing
while Draw Steel is in editing and layout. As I&rsquo;ve said in the <a href="https://youtu.be/APtogjJusT0">previous
episode</a>, the game is <em>content complete</em>, meaning
there will be no new features added, but this does not mean that the game is
<em>done</em>.</p>
<p>According to James, lead designer at MCDM, their plan is to release the full PDF
<em>before</em> sending the files to the printer, allowing them to make any last-minute
changes before the text is set in stone&hellip; Or paper, I guess. Anyway, this helps
avoid things like day-one errata. So we can expect minor tweaks to the rules up
until the physical books are finalized.</p>
<p>But, come on, let&rsquo;s get on with it and talk about those changes that have
already been implemented!</p>
<p>A bunch of stuff was renamed. The Troubadour Skald is now the Auteur, the Fury&rsquo;s
Rage is now Ferocity, monster bands are now hordes, and monster troops are now
elites. The devs are also working on better wording to explain some rules, and
Djordi is making a few diagrams to help us visual learners.</p>
<p>On the balancing department, minions should now be coming in packs of four
instead of eight, solos should now have to buy their second action with Malice,
and some ancestries got more or less trait points depending on the power level
of their signature traits. The devs have also clarified that two Victories (not
three) will equate to an extra hero in the party for the purposes of encounter
building.</p>
<p>To finish off the changelog, there are some news about the Draw Steel VTT, aka
the Codex. Development is now full steam ahead, and the devs have been adding
some pretty nice features over the past few weeks! I don&rsquo;t have a list of
everything that has changed, but make sure to check out the links in the
description for demos of their new <a href="https://discord.com/channels/332362513368875008/1178722992604315688/1335161095198867478">smart targeting
system</a>
and <a href="https://discord.com/channels/332362513368875008/1064726272221130863/1341531379506090128">forced movement
automation</a>.</p>
<p>As for new stuff coming to Draw Steel, Matt has briefly mentioned the Radenwight
and the Gol ancestries, which <em>might</em> be coming in the Vasloria line of
products. There are also some new classes, of course, but I&rsquo;ll talk about those
in a second&hellip;</p>
<p>To wrap up the news, we have a glimpse of the business side of things.
Apparently, month-over-month preorders of Draw Steel are going up, even if you
account for the spikes caused by the release of new videos and that kind of
stuff. Things are looking good for Draw Steel!</p>
<p>And using that as a nice segue, let&rsquo;s switch gears and talk about the community
members making the most out of this rising interest in the game.</p>
<h2 id="community">Community</h2>
<p>Even two months after the release of the latest playtest packet, people are
still making a lot of content for Draw Steel. Since I don&rsquo;t wanna be here for
the next couple of days, I&rsquo;ll only talk about the community creations that
caught my attention, so make sure to sign up for <a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s
Discord</a> if you want to see everything that
people have been making for the game.</p>
<p>Let&rsquo;s start with a bang&hellip; The very first third-party Draw Steel crowdfunder has
launched: it&rsquo;s called <a href="https://crowdfundr.com/Gryzmithrak-Spire"><em>The Great Thaw of Gryzmithrak
Spire</em></a>! According to Andie Margolskee
and Shae Dunser, the creators of the campaign, it is going to be a &ldquo;level 1
adventure compatible with MCDM&rsquo;s Draw Steel [&hellip;] in which the heroes confront
an ancient evil to stop an impending climate disaster.&rdquo;</p>
<p>I won&rsquo;t spoil the whole pitch—for that you&rsquo;ll have to check out the
crowdfundr—but it features kobolds, war machines, an ancient artifact, and a red
dragon! The adventure is &ldquo;packed with simple, high stakes intrigue and a growing
crisis that only the heroes can stop.&rdquo;</p>
<p>The creators were asking for 250 dollars to fund the PDF, but they have already
soared past the 500 dollar mark with more than two weeks still left in the
campaign. For four dollars, you can get yourself a PDF copy of the Great Thaw,
for 25 bucks you get to play with the creators, and for 30 you get to
participate in a 1-hour call with Shae to help develop an NPC or encounter for
the adventure.</p>
<p>As I record this, they&rsquo;re sitting at around 650 dollars. If they reach 750, they
will be commissioning two custom pieces of art, so go back this campaign right
now!</p>
<p>Before we move on to more creations from the community, let me just relay to you
something Andie and I talked about over on Bluesky. I asked them what was the
inspiration behind the adventure, take a listen:</p>
<blockquote>
<p>&ldquo;The inspiration came partly from my background as a climate scientist and
partly from a ski trip I was on, where I found myself thinking about climate
change, loss of snow cover, and what that does to local communities that rely
on tourist activity. Until about a month ago I was a postdoctoral research
associate working in a modeling group studying the Southern Ocean, and I
really like thinking about how rapid shifts in local conditions create
compelling stories as people react to changing conditions. I also have a soft
spot for kobolds, so I couldn&rsquo;t resist the pull of Draw Steel&rsquo;s new angle on
them as legions.&rdquo;</p>
</blockquote>
<p>I don&rsquo;t know if the final product will be any good, but from the effort the
creators have put into the campaign and the deep scientific background that
inspired it, I think it&rsquo;s worth your four bucks. The link to the crowdfundr page
will be in this episode&rsquo;s description.</p>
<p>Ok, so, with that out of the way, let&rsquo;s talk about a couple of livestreams. The
first one is an <a href="https://discord.com/channels/332362513368875008/1339657922908651540">actual
play</a> of
the <em>Bay of Blackbottom</em>; Leon Barillaro, the adventure&rsquo;s author, ran it as a
one-shot on <a href="https://www.twitch.tv/ttrpgifs">TTRPGifs&rsquo; Twitch channel</a> in order
to raise funds for the SoCal fire relief. People could even donate money to make
dope stuff happen during the game! Do check it out, it was super fun.</p>
<p>The second stream is the <a href="https://youtu.be/6g5zJuNUfE4">third part</a> of Matt&rsquo;s
adventure brainstorming series. This is his unedited process of creating the
outline for a Draw Steel adventure he wants to run for his friends; at some
point, we might even get a <em>recording</em> of him running said adventure. The final
videos are a bit on the longer side, but I really think they&rsquo;re worth the watch
if you care about adventure design.</p>
<p>Now, leaving the world of live video, let&rsquo;s talk about a couple of&hellip; Dead
videos? Pre-recorded videos, yes. Starting with a <a href="https://discord.com/channels/332362513368875008/1340054021100277881">Danger Room in The Draw Steel
Codex</a>, by
Rise Heroes Rise!; This is an actual play that shows off the Codex, so it&rsquo;s the
perfect watch if you want to see the VTT doing its thing. The <a href="https://www.youtube.com/@RiseHeroesRise">Rise Heroes
Rise! YouTube channel</a> also has some
fun shorts of their other actual plays if you want to check those out too.</p>
<p>The other video I want to mention is <a href="https://youtu.be/0rLJ6nMULQU">The Ten Thousand Year
Cataclysm</a>, a level 10 actual play by d20play; Tom
has been covering Draw Steel for some time already, but this one-shot was a
truly epic adventure. Also take a look at the rest of his <a href="https://www.youtube.com/@d20play">YouTube
channel</a> for more videos about Draw Steel and
even some interviews with James Introcaso.</p>
<p>Moving on from actual plays to actual interviews, I just gotta highlight <a href="https://youtu.be/l7SNrxENJ0g">the
chat</a> Jon de Nor and I had over at Goblin Points.
Jon is such a cool guy, a great interviewer, and he had some really deep and
interesting questions for me during the episode. We talked about moderation,
advertising, YouTube, the whole deal; I highly recommend you listen and
subscribe to <a href="https://goblinpoints.com/">Goblin Points, his awesome Draw Steel
podcast</a>.</p>
<p>The second interview I want to talk about is <a href="https://youtu.be/1ONwh3FxMEo">Aestus&rsquo; conversation with Dale
Kingsmill</a>; if you don&rsquo;t know her, she&rsquo;s a D&amp;D
YouTuber and podcaster who also does most of MCDM&rsquo;s developer Q&amp;As. During the
interview, they talked about mythology, growing up in Australia, fantasy
literature, and a whole lot more. Aestus has also done other interviews about
Draw Steel with James and Djordi, which you can check out on his <a href="https://www.youtube.com/@Aestus_RPG">YouTube
channel</a>.</p>
<p>Off of social media we also had plenty of creations from the community. The
first two are character sheets: a <a href="https://discord.com/channels/332362513368875008/1339990081267830855">custom PDF
sheet</a> by
Plusmouse and a <a href="https://discord.com/channels/332362513368875008/1341149119862804582">digital
sheet</a> by
Jon de Nor. The former is now the default output of my favorite character
builder, <a href="https://andyaiken.github.io/forgesteel/">Forge Steel</a>, while the
latter is integrated into the <a href="https://stawl.app/">Stawl</a> Draw Steel toolset.
Make sure to check both out before playing your next hero!</p>
<p>And, to close off this section, let&rsquo;s just do a quick lightning round of some
miscellaneous stuff that caught my eye:</p>
<ul>
<li>
<p><a href="https://discord.com/channels/332362513368875008/1338335976006615050">Three Little Guys in a
Trenchcoat</a>
is a fun new ancestry by Vitruvian_Link,</p>
</li>
<li>
<p><a href="https://discord.com/channels/332362513368875008/1330397751829200917">Demo Adventure
Kit</a> is a
guide on how to introduce Draw Steel to your friends by Lord_Durok,</p>
</li>
<li>
<p>The
<a href="https://discord.com/channels/332362513368875008/1330480826961498194">Gunslinger</a>
is an awesome new class by Tamwin5,</p>
</li>
<li>
<p>Atlas&rsquo; <a href="https://discord.com/channels/332362513368875008/1331388739662118975">Onboarding
Slides</a>
help players better understand the game&rsquo;s ancestries and classes,</p>
</li>
<li>
<p>Solace did the <a href="https://discord.com/channels/332362513368875008/1331694919282065468">monster
math</a> to
help you with your homebrew enemies,</p>
</li>
<li>
<p><a href="https://discord.com/channels/332362513368875008/1335848698298765333">Draw Steel Ability
Cards</a> is
an incredible website by Cal which lets you see all of your abilities as pretty
cards, and finally,</p>
</li>
<li>
<p><a href="https://www.skiesofmorladron.com/character-creation-ancestries-and-cultures/">Character Creation: Ancestries and
Cultures</a>
is a cool blog post by Seth Lang that goes through character options in their
homebrew world.</p>
</li>
</ul>
<p>That&rsquo;s a wrap! Let&rsquo;s hope the community segment of the podcast is always this
full of awesome stuff to highlight.</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode!</p>
<p>Make sure to check out this episode&rsquo;s description for links to
<a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">all</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>, The Dice
Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing list</a>, and
a full transcript of this episode. I&rsquo;ll also leave some links there to
<a href="https://bsky.app/profile/jamesintrocaso.bsky.social">James&rsquo;</a>,
<a href="https://bsky.app/profile/mattcolville.bsky.social">Matt&rsquo;s</a>, and
<a href="https://bsky.app/profile/hellomcdm.bsky.social">MCDM&rsquo;s</a> accounts so you can
follow them too.</p>
<p>See you all next time, thank you very much, and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 014: Draw Steel is (Content) Complete</title>
      <link>https://thedicesociety.com/tds014-ds-content-complete/</link>
      <pubDate>Tue, 21 Jan 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds014-ds-content-complete/</guid>
      <description>Full transcript of The Dice Society Podcast episode 014: Draw Steel is (Content) Complete</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/APtogjJusT0">YouTube</a> and
<a href="https://creators.spotify.com/pod/show/thedicesociety/episodes/TDS-014-Draw-Steel-is-Content-Complete-e2tpno7">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone! Happy 2025 and welcome to the fourteenth episode of The Dice
Society podcast!</p>
<p>In case you&rsquo;re joining me for the first time, my name is Caio and I&rsquo;m the author
of <a href="https://thedicesociety.com">thedicesociety.com</a>. This is a show about the
Draw Steel TTRPG, where I talk about its development, my playtest experience,
and first- and third-party content being made for the game.</p>
<p>There is a lot to cover today, folks! Just before the holidays, MCDM released
new playtest packets for backers and patrons! According to the devs, the system
is now <em>content complete</em>. We&rsquo;ll talk about what that means and all the new
rules we got in just a moment.</p>
<p>With the new packets, the creators in our community had a field day. There are
so many cool creations to talk about that I decided to devote a whole segment of
the podcast to them. Prepare your browser, &lsquo;cause you&rsquo;ll be opening a lot of
tabs!</p>
<p>But, before we handle all of that, we&rsquo;ll see what James had to say about future
products in the news segment. Cool? Cool. Now let&rsquo;s draw steel and get started!</p>
<h2 id="community-and-news">Community and news</h2>
<h3 id="news">News</h3>
<p>Besides the release of the new playtest packets, there&rsquo;s actually not a lot to
talk about. The MCDM team took a well deserved break for the holidays and then
spent the beginning of the new year planning their next moves.</p>
<p>In a recent Patreon post, James summarized what they want to make in order to
properly support Draw Steel over the course of the year:</p>
<ul>
<li>
<p>Number 1: adventures. The team wants to have two adventures ready by the
time the game is released: one for total noobs, and one for people who have
already played the game during development. The first one will be an
expanded version of the Delian Tomb, meant to introduce the system little by
little. The second one will be an updated version of the Fall of
Blackbottom, meant to get the players going quickly with a hot start.</p>
</li>
<li>
<p>Number 2: settings. Vasloria, Capital, the Timescape, all that good stuff.
Matt talked briefly about a possible setting product set in the former
kingdom of Good King Omund, but that is still highly volatile.</p>
</li>
<li>
<p>Number 3: player options. The devs want to create some new ancestries, like
&ldquo;goblins, shadow elves, gnomes, and kobolds&rdquo;. As for classes, the first
newcomers to the game are likely to be the summoner and the beastheart.
James even mentioned that these might be coming the patreons&rsquo; way&hellip; Soon
(TM).</p>
</li>
<li>
<p>Number 4: director options. This includes stuff like monsters, encounters,
montages, negotiations, advice, etc. No extra details, though.</p>
</li>
<li>
<p>Number 5: new subsystems. James said that they will &ldquo;likely be updating and
adapting the warfare rules from Kingdoms &amp; Warfare sometime soon to support
several different adventures&rdquo;. Matt had already mentioned that warfare could
be an important component of adventures set in Vasloria, so this might be
what James was talking about.</p>
</li>
<li>
<p>And finally&hellip; Number 6: play aids. This includes a Director screen and,
more excitingly, their VTT. As I said in the <a href="https://youtu.be/gc13DJDmeSg">last
episode</a>, the Codex is already being tested,
but it seems like we might get more tests now that the rules have settled
down.</p>
</li>
</ul>
<p>And, speaking of rules, let&rsquo;s leave the news behind and move on to our first
main topic for today: the new playtest packets!</p>
<h2 id="new-packets">New packets</h2>
<p>On December 20th of last year, the Draw Steel community got what are, most
likely, the final public playtests of the game. While BackerKit backers got
levels one through three, Patreon supporters got basically the whole game, save
for a few details here and there.</p>
<p>And by &rsquo;the whole game&rsquo;, I mean <em>the whole game</em>: 9 classes, 12 ancestries, 18
careers with 6 inciting incidents each, 100 complications, more than 400 monster
statblocks, and enough kits, perks, titles, and treasures to make you give up
counting.</p>
<p>From now until the release of the game in the late Q2 / early Q3, it&rsquo;s just
polish, polish, polish. That means a bunch of editing, balancing abilities and
monsters, making things clearer in the text, and laying out the books. But there
will be no new mechanics added; the game is content complete.</p>
<p>So, what has changed from the previous packets? Quite a lot, actually, but
nothing too unexpected. I&rsquo;ve talked about a few of these changes in episodes
<a href="https://youtu.be/9-rexWkmp5Q">011</a> and <a href="https://youtu.be/rGsRwsqQ5Jw">012</a>
already, so I&rsquo;m not gonna go through them all over again; Build-a-Bear
ancestries, cooler heroic resource uses, perks on every other level&hellip; That&rsquo;s
all been talked about before.</p>
<p>As for truly new stuff, there are minor changes all over the documents.
Revisions like renaming the Censor&rsquo;s Judgement to Wrath, tweaking how the
Tactician&rsquo;s Mark ability works, downgrading the Catch Breath action to a
maneuver&hellip; That kind of stuff is everywhere.</p>
<p>But there are also more substantive alterations. On the damage front, most
single-target abilities now add a characteristic to the damage so that they
scale better with level; for example, the third tier result of the Fury&rsquo;s Brutal
Slam now does &lsquo;9 <em>+ Might</em> damage&rsquo;. Damage <em>mitigation</em> also got an upgrade,
with kit stamina bonuses now scaling with echelon of play.</p>
<p>Surges and potencies were the next area to receive a major facelift. If you need
a quick refresher, surges are a little resource that you are given by some
abilities and that you can spend to power up your own attacks, while potencies
are thresholds that monsters need to pass in order to avoid the negative effects
of some abilities.</p>
<p>Surges are now much more consistent in their application, and the receiving
player is always the one who decides when and how to use them. There are two
options for spending surges: you can &ldquo;increase the damage you deal by an amount
equal to your highest characteristic score per surge spent to one creature or
object targeted with the ability&rdquo;, or, in the case of abilities with potencies,
&ldquo;spend two surges to increase the potency by 1 for one of the creatures targeted
with the effect&rdquo;.</p>
<p>With these changes and some additional tweaking to the default potencies values,
resistance rolls are no longer a part of the game. Some monsters still might ask
heroes to roll a test in order to mitigate the effects of their abilities, but
this is no longer called a resistance roll.</p>
<p>On the usability front, XP to level up is now the same for every level, the devs
added quick build options for faster character creation, and there is a new
gorgeous character sheet. I honestly can&rsquo;t tell you how much I like this sheet.</p>
<p>For directors, there is now a big chapter at the end of the book containing tips
and trick on how to run the game. Of note, there is a big list of sample
negotiators, examples of montage tests, and a whole section dedicated to
campaign pitches. There is also a link to Matt&rsquo;s Running the Game series,
&lsquo;cause&hellip; You know&hellip; That&rsquo;s <em>actually</em> where you&rsquo;re gonna learn how to run the
game.</p>
<p>And that&rsquo;s it for the Heroes book, but the Monsters book also has some new
goodies. Besides an introductory chapter about the purpose of monsters, a huge
section dedicated solely to encounter objectives, updated encounter building
guidelines, and new factions like animals and dragons, the bestiary has some
fantastic additions.</p>
<p>For example, there are now whole chapters dedicated to rivals and dynamic
terrain objects. Rivals are monsters with class abilities and variations for
each echelon of play, so they can gain levels kinda like heroes; there are also
options to add ancestries to their statblocks, making them even more like PCs.
Dynamic terrain objects (or DTOs) are hazards, traps, siege engines, or even
arcane objects that affect the the dynamics of an encounter; they also have
statblocks, with information about stamina, triggers, and how to disable them.</p>
<p>Retainers <em>also</em> got their own section. They work similarly to Flee Mortals
retainers, gaining new abilities and more stamina as they level up. The
difference here is that you can choose abilities from their faction or from
their role! For example, the bugbear retainer is an ambusher, so at level 4 they
can gain an exclusive bugbear ability or a generic ambusher ability.</p>
<p>To finish off the bestiary changelog, most monsters got a new tag in addition to
their level and role: their organization. This is, if I understood it correctly,
an indication of how many creatures it takes to &rsquo;equal&rsquo; a hero; for example, you
need eight minions to challenge a hero, but you only need one solo to challenge
five heroes. Between minions and solos, we now get, in increasing power, bands,
platoons, troops, and leaders.</p>
<p>Phew! That was&hellip; A lot. But the biggest new thing we got was, for sure, an
updated Creator License, which means we can all start making content for this
new version of Draw Steel! And a lot of people have already made some pretty
cool stuff. Let&rsquo;s talk more about this after the break.</p>
<h2 id="intermission">Intermission</h2>
<p>Hey there! Before we move on to the next segment of the podcast, let me just
quickly plug The Dice Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing
list</a>.</p>
<p>We all know how messed up social media algorithms are and how they have a weird
tendency of not showing your stuff to your followers. If you want to avoid the
algorithms altogether, how about subscribing?</p>
<p>I won&rsquo;t flood your inbox, I swear! I just wanna send you a ping once a new piece
of content is out, that&rsquo;s all. You can subscribe at the link in this episode&rsquo;s
description and you can always unsubscribe if you feel like it&rsquo;s not worth the
space in your inbox.</p>
<p>Thanks for your time! Now back to the show&hellip;</p>
<h2 id="community-creations">Community creations</h2>
<p>Alongside the new playtest, we got an updated <a href="https://mcdm.gg/ds-license">Creator
License</a>. Actually, we got the <em>same</em> license, but
with a note saying that now it also applies to this most recent backer packet;
nothing about it applying to the Patreon packet, though, so content above level
three is still off limits.</p>
<p>With the license, creators can &ldquo;reuse and freely reference the DRAW STEEL text,
mechanics, and game rules, including proper names, locations, and characters&rdquo;.
MCDM&rsquo;s artwork can&rsquo;t be reproduced or copied, but you <em>can</em> use Draw Steel&rsquo;s
&ldquo;visual designs as inspiration to create your own original illustrations&rdquo;.</p>
<p>Given this very permissive license, creators went to town! There is so much cool
stuff to talk about that I decided to gather them all into their own section for
this one episode. With the sheer volume of items to go through, I&rsquo;m gonna break
down the creations that caught my eye into subgroups and dive deeper into a
single creation of each category.</p>
<p>Before we begin, though, let me just highlight the <a href="https://discord.com/channels/332362513368875008/1326291079896629310">Manifold Creator
Collective</a>.
This is a new Discord server idealized by @aestus_rpg with the goal of giving
Draw Steel content creators a place to talk shop, ask for feedback, brainstorm,
and share our projects with each other. If you are interested in creating
content for Draw Steel, make sure to leave a comment on the linked thread to get
added to this awesome little community.</p>
<p>With that out of the way, let&rsquo;s start with online tools. My favorite character
builder at the moment is for sure <a href="https://discord.com/channels/332362513368875008/1284267513084903485">Forge
Steel</a> by
@andyaiken, and it was recently updated for the new rules. Actually, Andy has
been updating it with new cool features all the time, so you might want to check
out the thread to catch up with the latest additions. In fact, I like Forge
Steel so much that I&rsquo;m going to mention it twice more today.</p>
<p>Other online tools that caught my eye were the updated <a href="https://discord.com/channels/332362513368875008/1288506807056072754">Stawl encounter
builder</a> by
friend of the show @jonstodle, a <a href="https://discord.com/channels/332362513368875008/1325338639361904650">character sheet with built-in rules
reminders</a>
by @xochilex, the <a href="https://discord.com/channels/332362513368875008/1327349515891511356">character sheet toolkit
2</a> by
@mrmattdollar, and a <a href="https://discord.com/channels/332362513368875008/1320908012722061332">simplified encounter
calculator</a>
by @strugglebus07.</p>
<p>Moving on to director options. <a href="https://discord.com/channels/332362513368875008/1321007750498615367">Strongholds &amp; Followers for Draw
Steel</a> by
@zetesofos is an attempt to adapt the S&amp;F D&amp;D rules into Draw Steel. It&rsquo;s
already a pretty solid document, with strongholds by class and even specialist
shops.</p>
<p>I also liked the <a href="https://discord.com/channels/332362513368875008/1329924768337498274">Blood Wolf
armor</a> by
@.thelazyhero1220, a <a href="https://discord.com/channels/332362513368875008/1329833314265202748">tactician
retainer</a>
by @max_falcon_est, and <a href="https://discord.com/channels/332362513368875008/1330086749459714088">new
perks</a> by
@zetesofos.</p>
<p>As for player options,
<a href="https://discord.com/channels/332362513368875008/1323837550653083748">meow-o-nekos</a>
by @tamwin5 definitely caught my eye. This ancestry is a cat person that has fun
traits like &lsquo;Everyone speaks Cat&rsquo; and &lsquo;Actually a Liquid&rsquo;. According to Tamwin,
they are &rsquo;the native denizens of axiom, the <em>pwane</em> of <em>uttewmost</em> Nya&rsquo;.</p>
<p>Running the risk of having to pay them royalties, @zetesofos also made some cool
player options: the <a href="https://discord.com/channels/332362513368875008/1321314703552675901">Shadow College of the Crimson
Embrace</a>
and the <a href="https://discord.com/channels/332362513368875008/1320484552308953108">Conduit Journey &amp; Glory
Domains</a>.</p>
<p>We also got some videos from the community! The first one, called <a href="https://youtu.be/SEKRqNDb_r0">Let&rsquo;s Make a
Draw Steel Hero in Forge Steel!</a>, is from me. In
it, I use some artwork by MCDM&rsquo;s own <a href="https://www.artstation.com/eriopsis">Grace
Cheung</a> as inspiration for my own Harlequin
Mask Shadow. Since I go through the whole process with Forge Steel, it&rsquo;s super
easy to follow and might help beginners better understand how to create their
own characters.</p>
<p>There were some other interesting videos too, like <a href="https://youtu.be/DxFnPMiCtuY">Running Mysteries in Draw
Steel</a> by @sterling2063, and <a href="https://youtu.be/DChpj_GQE8I">The Curse - A Draw
Steel Adventure</a> by @aestus_rpg (which actually
shows up again in a second). In case you missed them, there were also
<a href="https://www.youtube.com/live/CbIxdRhMzd0">Brainstorming a Low-level Adventure</a>
and <a href="https://www.youtube.com/live/kF7gnSP1oGA">Adventure Brainstorming, Part
II!</a>, both by someone called
@mattcolville.</p>
<p>In the tokens and cards department, <a href="https://discord.com/channels/332362513368875008/1327412017002446868">Hero Token
cards</a> by
@virtuegm55 is a set of MTG-like cards that explains how to use Hero Tokens. As
a Magic: the Gathering player, I can 100% see myself handing these out to my
players when they do something heroic.</p>
<p>Also make sure to check out <a href="https://discord.com/channels/332362513368875008/1324050269834707025">3D printable monster
tokens</a> by
@aryisiege, <a href="https://discord.com/channels/332362513368875008/1326694875923746856">condition
cards</a> by
@dragonturtlemk1, and <a href="https://discord.com/channels/332362513368875008/1329210479234781224">monster
tokens</a> by
@zetesofos.</p>
<p>Speaking of tokens, let&rsquo;s talk about VTTs. <a href="https://discord.com/channels/332362513368875008/1319266452879966229">Stat Bubbles for Draw
Steel</a> by
@ectoseamus is an Owlbear Rodeo extension that can display temporary stamina and
heroic resources on your tokens. I&rsquo;m a big fan of OBR, so I&rsquo;ll definitely be
using this for my sessions.</p>
<p>If you don&rsquo;t use Owlbear, there is also an updated <a href="https://discord.com/channels/332362513368875008/1322769682369085493">Draw Steel Ruleset for
Fantasy
Grounds</a> by
@kasrith37, an updated <a href="https://discord.com/channels/332362513368875008/1321941880879055021">Roll20 VTT
Setup</a> by
@exxodis, and a <a href="https://discord.com/channels/332362513368875008/1329929058682933318">tool for using Forge Steel character sheets with
Roll20</a> by
@jackpoll4100.</p>
<p>In the reference materials category, I loved the <a href="https://discord.com/channels/332362513368875008/1322636178930798622">Draw Steel cheat
sheet</a> by
@strattonimbus. This is an updated version of &lsquo;How To Look Cool While Playing
Draw Steel&rsquo;, the cheat sheet that came with the previous backer packet. It&rsquo;s a
single page and contains all the information you need, what more can you wish
for?</p>
<p><a href="https://discord.com/channels/332362513368875008/1329922465622655046">Class
intros</a> by
@sparksign, <a href="https://discord.com/channels/332362513368875008/1324875724649267333">player-facing quick reference
cards</a> by
@beartech11235, and a <a href="https://discord.com/channels/332362513368875008/1326668983549689966">12 panel director
screen</a> by
@virtuegm55 are some other reference materials that you might want to check out.</p>
<p>To finish off, the community also made some cool adventures for us directors to
run. <a href="https://discord.com/channels/332362513368875008/1320426385659007046">The
Curse</a> by
@aestus_rpg is a short adventure that introduces a potential campaign
antagonist: the Petal Prince. I read it from start to finish, and it&rsquo;s very fun
and evocative. Plus, it includes a new monster and three new items!</p>
<p>If you need more to run, check out a <a href="https://discord.com/channels/332362513368875008/1322410525639966730">conversion of Fall of
Blackbottom</a>
by @kj_tailor, and <a href="https://discord.com/channels/332362513368875008/1321378923019243560">Plug-And-Play Combat
Encounters</a>
by @gubdm.</p>
<p>Gosh, now I need some water&hellip; But yeah, it&rsquo;s a lot of new stuff! I&rsquo;m super
happy to see all of these amazing creations before the game is even out. Make
sure to read this episode&rsquo;s description for links to every single thing I
mentioned <em>and</em> Aestus&rsquo; thread introducing the Manifold Creator Collective in
case you want to start making stuff for Draw Steel.</p>
<p>Oh, and if I forgot your favorite creation from the community, make sure to
leave a comment under this episode so that I can feature it next time. Thanks!</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode and the
topics I chose this time.</p>
<p>Make sure to check out this episode&rsquo;s description for links to
<a href="https://www.twitch.tv/matthew_colville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s</a> and <a href="https://www.twitch.tv/jamesintrocaso%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">James&rsquo; Twitch
channels</a>;
<a href="https://www.youtube.com/@helloMCDM">MCDM&rsquo;s</a> and <a href="https://www.youtube.com/@mcolville">Matt&rsquo;s YouTube
channels</a>; <a href="https://www.reddit.com/r/drawsteel">Draw
Steel&rsquo;s</a>,
<a href="https://www.reddit.com/r/mcdm">MCDM&rsquo;s</a> and <a href="https://www.reddit.com/r/mattcolville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s
subreddits</a>; <a href="https://www.patreon.com/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s
Patreon</a>; <a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s
Discord</a>;
<a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">all</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>; <a href="https://mailchi.mp/442947b3c75f/the-dice-society">The Dice
Society&rsquo;s mailing list</a>; and a
full transcript of this episode.</p>
<p>Before you leave, make sure to rate the podcast in your platform of choice and
leave a comment on YouTube or Spotify if you have any questions or suggestions
for future episodes.</p>
<p>See you all next time&hellip; Thank you very much for listening to me for this past
year, and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>Let&#39;s Make a Draw Steel Hero in Forge Steel!</title>
      <link>https://thedicesociety.com/lets-make-a-shadow/</link>
      <pubDate>Fri, 10 Jan 2025 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/lets-make-a-shadow/</guid>
      <description>Let&amp;rsquo;s make a Harlequin Mask Shadow using Forge Steel, a free character builder</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/SEKRqNDb_r0">YouTube</a>.
For links and references, please see that platform as this page is only a
placeholder.</em></p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 013: Draw Steel Complications &amp; Consumables</title>
      <link>https://thedicesociety.com/tds013-ds-complications-consumables/</link>
      <pubDate>Wed, 18 Dec 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds013-ds-complications-consumables/</guid>
      <description>Full transcript of The Dice Society Podcast episode 013: Draw Steel Complications &amp;amp; Consumables</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/gc13DJDmeSg">YouTube</a> and
<a href="https://creators.spotify.com/pod/show/thedicesociety/episodes/TDS-013-Draw-Steel-Complications--Consumables-e2sg6es">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the thirteenth episode of The Dice Society
podcast!</p>
<p>In case you&rsquo;re joining me for the first time, my name is Caio and I&rsquo;m the author
of <a href="https://thedicesociety.com">thedicesociety.com</a>. This is a show about the
upcoming Draw Steel TTRPG, where I talk about its development, my playtest
experience, and, once the time is right, first- and third-party content being
made for the finished game.</p>
<p>While the MCDM devs are hard at work getting playtest packets ready for us, we
got a couple of cool previews on Patreon. Today&rsquo;s main topics are exactly that:
the preview of the complications section of the game and the preview of
consumable treasures for 2nd, 3rd, and 4th echelons.</p>
<p>Before all of that, though, I&rsquo;ll be going through some creations from the
community and a handful of news items that might be of interest to you, the main
one being those playtest packets that I&rsquo;ve just mentioned.</p>
<p>As usual, however, everything we&rsquo;re going to talk about is subject to and
probably will change, so don&rsquo;t get your hopes up if you really like any of the
stuff I describe here, cool? Cool. Now let&rsquo;s draw steel and get started!</p>
<h2 id="community-and-news">Community and news</h2>
<h3 id="community">Community</h3>
<p>As we get closer to the end of the year, we&rsquo;re seeing fewer creations from the
community. I expect this will drastically change once the next backer packet
comes out, along with an updated creator license, but we&rsquo;ll have to see.</p>
<p>In no particular order, today&rsquo;s featured creations are:</p>
<ul>
<li>
<p>Some <a href="https://stawl.app/dice">Dice Probability Graphs</a>, by Jon de Nor
(@jonstodle). Jon is still adding more and more useful stuff to Stawl and this
time he&rsquo;s included a whole probability visualizer in the app. Make sure to use
it before trying to replace Draw Steel&rsquo;s 2d10 with 1d20, ok, folks?</p>
</li>
<li>
<p>Next, <a href="https://docs.google.com/document/d/1P_hNsMQL6GUuVAbGIrHkIDik53tmqrIY">The Bow
Languor</a>,
by Aestus (@aestus_rpg). The latest homebrew item from Aestus is an
interesting leveled treasure that has both virtue and vice progressions. I
thought this was a very cool idea, you should definitely go check it out.</p>
</li>
<li>
<p>Also from Aestus (@aestus_rpg), a few <a href="https://drive.google.com/file/d/1oAL8zUSEyeqHLxOPS5UhYXt-jNLKm2Ga">Tavern
Games</a>.
This two-page PDF contains a handful of simple games that you can add to the
taverns of your Draw Steel world and each only takes five to ten minutes to
resolve.</p>
</li>
<li>
<p>Next up, <a href="https://www.reddit.com/r/drawsteel/s/wloBda2KRE">Overhauled Draw Steel Character Sheets in
Foundry</a> by LozoSlays
(u/L0EZ0E). This Reddit user improved on their previous DS character sheet for
Foundry, adding &lsquo;skills, languages, speed, stability, and a whole lot more&rsquo; to
the design.</p>
</li>
<li>
<p>Second to last, an <a href="https://discord.com/channels/332362513368875008/1317348158518329434">adventure
collab</a>
by Delport Breckland (@delbreck). In an effort to start a collaborative
project, Delport wrote a thread on Discord looking for volunteers interested
in creating an adventure together. If you want to lend them a hand, head over
there!</p>
</li>
<li>
<p>And lastly, 1 year of <a href="https://goblinpoints.com/">Goblin Points</a>. This isn&rsquo;t
technically a community creation, but I just wanted to congratulate Jon de Nor
on reaching the 1 year milestone since his first full episode. Happy birthday
to Goblin Points and here&rsquo;s to many more years of podcasts!</p>
</li>
</ul>
<p>Speaking of celebrations, The Dice Society podcast is also turning 1 year old in
January! If you have any questions about the show, the Draw Steel development
process, or anything else that&rsquo;s evergreen, make sure to post it in the comments
of this episode. My goal is to have a Q&amp;A section in the next episode to
celebrate the occasion!</p>
<h3 id="news">News</h3>
<p>Now let&rsquo;s move on to the news. This time, this section of the podcast is a
little thin; the devs are hard at work finishing the rules before it&rsquo;s pencils
down. What we do have is:</p>
<ol>
<li>
<p>New terminology. The team has decided to change the &lsquo;attack&rsquo; keyword to
&lsquo;strike&rsquo;, making it easier to differentiate what is an area ability from what
is a single-target damaging ability. What was formerly called &lsquo;movement&rsquo; has
also been renamed to &lsquo;move action&rsquo;.</p>
</li>
<li>
<p>The playtest packets are coming. According to the team, they hope to release
the next Patreon packet <em>and</em> the next backer packet in the near future!
Patreons should be getting basically the whole game, while backers will get
everything from levels one to three.</p>
</li>
<li>
<p>Codex is getting tested. DMHub, the team behind the Draw Steel VTT, was
looking for people on their Discord interested in testing early versions of
Codex. They even created a new channel to showcase the VTT in use!</p>
</li>
<li>
<p>The lightning round! MCDM already got the first production samples of the
Draw Steel dice crowdfunder, apparently there will be statblocks for traps in
the book, and monsters are being further simplified before the next packets
are released.</p>
</li>
</ol>
<p>And that&rsquo;s it for our news today. Let&rsquo;s move right along to our main topic of
this episode: the previews that the patreons got over the last few weeks. See
you on the other side!</p>
<h2 id="complications-preview">Complications preview</h2>
<p>Recently, James posted on Patreon a preview of the full complications section of
the <em>Heroes</em> book. According to the post, most of it was designed by <a href="https://bsky.app/profile/blogofholding.bsky.social">Paul
Hughes</a>, the author of the
<a href="https://www.blogofholding.com/">Blog of Holding</a>! If you like reading about
TTRPGs and the math behind monsters, I highly recommend checking it out, by the
way.</p>
<p>If you need a quick reminder of what complications do in Draw Steel, the PDF
itself contains the answer: &ldquo;A complication is an optional feature you can take
to enrich your hero&rsquo;s backstory, with any complication providing you both a
positive benefit and a negative drawback.&rdquo; If you have played Baldur&rsquo;s Gate 3,
these are similar to Karlach&rsquo;s infernal engine or Gale&rsquo;s Netherese Orb, for
example.</p>
<p>The full preview contains 100 complications, which would take, according to my
estimate, over an hour for me to read aloud&hellip; That being the case, I have
compiled a few of my favorites for us to discuss here.</p>
<p>Each complication starts with a paragraph of flavor text followed by its benefit
and drawback. Probably the most quintessential in my opinion is the Infernal
Contract complication, so I&rsquo;m going to read its full text for you get a better
sense of what they look like. <em>Ahem</em>&hellip;</p>
<blockquote>
<p>&ldquo;You made a deal (perhaps unknowingly) with an archdevil that has tied you to
that fiend&rsquo;s service. When you first learned of this deal, you were taken to
the Seven Cities of Hell, where some of the timescape&rsquo;s best minds taught you
the ways of battle or magic. The archdevil allows you to use these gifts as
you will&hellip; until they require a favor from you.</p>
<p>Benefit: Whenever you are present for a battle in which all the creatures on
one side are not surprised, your side goes first on a result of 4 or greater
on the d10 roll [&hellip;].</p>
<p>Drawback: The archdevil occasionally asks you to defeat enemies on their
behalf. If you refuse, your fiendish patron sends devils after you and those
you care about.&rdquo;</p>
</blockquote>
<p>As you can probably tell, the benefit in this case is mechanical; it would be
the rough equivalent of getting a better initiative bonus in D&amp;D. The drawback,
on the other hand, is pretty narrative; it&rsquo;s up to the Director to determine how
your infernal patron is going to become part of the campaign.</p>
<p>This pattern of mixing mechanical features with narrative hooks for the Director
repeats itself in most complications. This is why it makes sense that this
section is optional and explicitly asks the player to talk to their Director
before picking or rolling for a complication.</p>
<p>There&rsquo;s even a more <em>evil</em> version of this complication called Infernal
Contract&hellip; But, Like, Bad. In this case, the benefits are even cooler (allowing
you to choose between more Renown, more Wealth, or more Stamina), but the
drawbacks are proportionally worse (you bear a fiendish mark and, when you die,
you can&rsquo;t be restored to life &lsquo;cause, you know, you soul is forfeit).</p>
<p>This showcases one of the design principles behind complications: their benefits
are balanced by their own drawbacks. As the text puts it, &ldquo;If you have a
powerful positive side to your complication, be prepared to have an equally
influential bit of negative backstory as well.&rdquo; This means that a hero without
any complications will still be balanced with heroes who opted to pick one.</p>
<p>In a few rare occasions, the benefit and the drawback are part of the same
feature. For example, in the Feytouched complication, where your birth was
attended by faeries, the benefit and drawback section simply says &ldquo;At the start
of a combat encounter, you can gain 1 additional heroic resource. If you do so,
the Director gains 3 Malice.&rdquo;</p>
<p>Some complications can give you new abilities, some can be mostly mechanical,
some can be mostly narrative, but what stays consistent is their
character-defining nature. The Elemental Inside complication describes a hero
who has been infused with an elemental; its benefit is a bunch of additional
Stamina at certain levels, but its drawback is the real star of the show. It
reads as follows:</p>
<blockquote>
<p>&ldquo;Drawback: When you are dying, your possessing elemental takes control of your
body. The elemental yearns for destruction, causing you to attack the closest
creature they notice without regard for your desires or your body&rsquo;s safety.
The Director or you can control the hero, but whoever does must do their best
to kill any creature they notice until you are no longer dying.&rdquo;</p>
</blockquote>
<p>My favorite example of a complication that can completely change how you see and
play your character is called Lost Your Head. I&rsquo;m going to read its full text,
but bear with me &lsquo;cause it&rsquo;s worth it&hellip;</p>
<blockquote>
<p>&ldquo;A bredbeddle stole your head! Normally, being beheaded by one of these giants
is fatal, but due to your latent psionic ability you&rsquo;re able to survive
despite your decapitation.</p>
<p>Benefit: You gain the following ability.</p>
<p>Share Head [&hellip;] Target: One willing creature [&hellip;] You can see, hear, and
smell as if you were in the creature&rsquo;s space. Additionally, you can borrow
their mouth to speak when you wish to do so. You speak in a different voice
than theirs. This effect ends when you use Share Head on a different target,
when the creature moves more than 10 [squares] away from you, or when the
creature is no longer willing to share their head with you.</p>
<p>Drawback: Having no head, you can&rsquo;t see, hear, smell, or taste except by using
the Share Head ability. Additionally, you can&rsquo;t wear gear that requires a
head, such as helmets or hats.&rdquo;</p>
</blockquote>
<p>Like, imagine going through the whole character creation process, then deciding
to roll on the complications table and getting something like this! At least to
me, this would be one of the funniest and most interesting complications to get
for a one-shot or a comedy campaign, but I wouldn&rsquo;t want it on a more serious
adventure.</p>
<p>And the very fact that this system is completely optional is what makes it so
powerful. This optionality means that you don&rsquo;t have to het rid of these crazy
complications that wouldn&rsquo;t work for every table out there.</p>
<p>So, what did <em>you</em> think about these complications? I&rsquo;m a big fan of this
design, but I would wait a least one or two campaigns before letting my players
add this kind of complexity to their heroes. I feel that being familiar with the
Draw Steel system would have a big impact on how they perceive and use
complications.</p>
<p>And before we move on to the next Patreon preview we got, let me talk just a
little bit about The Dice Society&rsquo;s mailing list.</p>
<h2 id="intermission">Intermission</h2>
<p>Hey there! Before we move on to the next segment of the podcast, let me just
quickly plug The Dice Society&rsquo;s <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing
list</a>.</p>
<p>We all know how messed up social media algorithms are and how they have a weird
tendency of not showing your stuff to your followers. If you want to avoid the
algorithms altogether, how about subscribing?</p>
<p>I won&rsquo;t flood your inbox, I swear! I just wanna send you a ping once a new piece
of content is out, that&rsquo;s all. You can subscribe at the link in this episode&rsquo;s
description and you can always unsubscribe if you feel like it&rsquo;s not worth the
space in your inbox.</p>
<p>Thanks for your time! Now back to the show&hellip;</p>
<h2 id="consumables-preview">Consumables preview</h2>
<p>The other cool preview we got since the last episode of the podcast were
consumables. James posted a short PDF on Patreon with the draft of consumable
treasures for 2nd, 3rd, and 4th echelons, showcasing the kinds of items we can
expect heroes to gain in Draw Steel.</p>
<p>I&rsquo;ve already explained how treasures work all the way back in <a href="https://youtu.be/X9mp6E6LdkE">episode
nine</a>, but here&rsquo;s a short refresher in case you
need one: treasures are Draw Steel&rsquo;s magic and psionic items; they come in four
flavors, namely consumables, trinkets, leveled treasures, and artifacts; each
item has a recommended echelon, which is the tier of play they work best in; and
they all come with some crafting requirements.</p>
<p>Now, before we explore some of my favorite consumables, a quick reminder: as
with everything else we talk about here, names will likely change, there will
probably be some balancing, the usual stuff. The overall look and feel, though,
shouldn&rsquo;t change that much from now on, so this is why I&rsquo;m super excited to talk
about them.</p>
<p>Let&rsquo;s start with the Scroll of Resurrection, which sounds similar to something
you&rsquo;d find when playing Baldur&rsquo;s Gate 3, but actually has an interesting twist
to it. This is a 2nd echelon consumable and reads as follows:</p>
<blockquote>
<p>&ldquo;You repeatedly chant the contents of this scroll over the remains of a
creature who has been dead for less than 1 year as a <strong>respite activity</strong>. The
creature&rsquo;s soul must be willing to return to life [&hellip;].</p>
<p>A creature with a willing soul returns to life at the end of the respite with
full Stamina and half their Recoveries. You regain only <strong>half your
Recoveries</strong> at the end of the respite, and the scroll is consumed.&rdquo;</p>
</blockquote>
<p>So, what&rsquo;s interesting here is that resurrecting a dead hero seems to be quite
an ordeal in this game. Sure, it works with characters who&rsquo;ve been dead for a
long time, but the ritual takes at least 24 hours and stops the caster from
getting all their recoveries back.</p>
<p>Even if you have a Conduit in your party, their Minor Miracle ability still
can&rsquo;t revive a hero in the middle of combat. First of all, it only works with
someone who&rsquo;s been dead for less than a day, but it takes the same 24 hours as
the scroll and also stops the Conduit from fully recovering.</p>
<p>Anyway, let&rsquo;s move on to the next 2nd echelon consumable: the Scroll of Shadow
Friendship. It reads as follows:</p>
<blockquote>
<p>&ldquo;As a maneuver, you can target a creature of your size or smaller and recite
the incantation from this scroll. A doppelganger made of shadow of the
creature pulls itself out of the target&rsquo;s mouth. It retains the same
statistics and abilities as the target, but has half the target&rsquo;s remaining
Stamina, can&rsquo;t regain Stamina, and only fights the target. The shadow creature
lasts until it is defeated or the end of the encounter, when it disappears
into a hazy mist.&rdquo;</p>
</blockquote>
<p>Is this broken? Given the fact that you can clone the boss and have it fight
itself&hellip; I think so, yeah! I don&rsquo;t know, it might get adjusted or this might be
intended, I can&rsquo;t be sure.</p>
<p>The truly cool thing about this treasure, though, is its crafting prerequisite:
&lsquo;your own shadow, captured during a full moon.&rsquo; If we were to believe the
haters, a tactical game simply can&rsquo;t have interesting narrative moments,
open-ended rules, or evocative descriptions. But, and this probably won&rsquo;t
surprise you, there are no instructions here on how to capture someone&rsquo;s
freaking shadow!</p>
<p>If you party wants to craft a Scroll of Shadow Friendship, it&rsquo;s completely up to
the Director how to adjudicate this. It can be a cool side quest, it might
require an NPC&rsquo;s help, or it can even be straight up impossible! I honestly love
this kind of thing, and my mind is already racing with interesting ways to make
an item like this a central feature of a future campaign.</p>
<p>Now moving on to my favorite consumable, a 3rd echelon item called &lsquo;Better
Summon G&rsquo;Allios&rsquo; Business Card. Its effect is:</p>
<blockquote>
<p>&ldquo;This card permits the bearer to employ a devil to avoid the damage and
effects of any single ability targeting them. You can tear the card as a
triggered action to make a devil momentarily appear when you take damage. The
devil redirects the ability to a target anywhere on the same world of the
<strong>devil&rsquo;s choosing</strong>. You are treated to a clear vision of whoever suffers the
damage. The devil then disappears.&rdquo;</p>
</blockquote>
<p>This is, to me at least, peak design. Give this treasure to a player, wait for
the right situation to arise, and watch them come to grips with the <a href="https://en.wikipedia.org/wiki/Trolley_problem">trolley
problem</a> in real time!</p>
<p>Will they behave in the tactically optimal way and use the business card to
avoid Ajax&rsquo;s rage, or will they be scared of the potentially devastating
narrative consequences that this might incur? What if the devil chooses one of
the hero&rsquo;s loved ones to be the target? What if they choose another hero that is
in the same battle? Is the hero willing to risk loosing someone near and dear to
their heart in order to protect themselves? *Chef&rsquo;s kiss* Absolutely perfect!</p>
<p>Next up, another item from the 3rd echelon. This one is called Bottled Paradox
and works like this:</p>
<blockquote>
<p>&ldquo;This potion may be drunk or thrown up to 10 squares as a maneuver. When
drunk, you select a test you made in the last minute, the outcome of that test
is rerolled until the outcome changes. Alternatively, the potion can be
thrown, creating a 3 cube area of effect. An event that took place [&hellip;] in
the last minute within that area changes at the discretion of the Director.
Literally anything can happen.&rdquo;</p>
</blockquote>
<p>Anything can happen!? Did I just read that!? Again, another amazing treasure
that lets the Director go absolutely nuts! Its prerequisites, by the way, are
ground sapphire and <em>1 month of lifespan</em>. How does one collect that, you ask?
Good luck with your new side quest, I guess.</p>
<p>To finish off, an example of what a 4th echelon consumable looks like. It&rsquo;s a
little more conventional than the other ones I&rsquo;ve shown up until now, but it&rsquo;s
<em>very</em> powerful. It&rsquo;s called Page from the Infinite Library: Solaris and it
says:</p>
<blockquote>
<p>&ldquo;As a maneuver, you may spend 1 Heroic Resource [to] destroy the page and
create a 4 cube area within 20 squares that contains a tiny sun at its center
until the end of the encounter. A creature who starts their turn in the area
takes 20 fire damage and is dazed (EoT).&rdquo;</p>
</blockquote>
<p>I like that it costs 1 Heroic Resource independently of your class, which means
the dev team is confident that they are all worth basically the same. I&rsquo;m
interested to see how many other treasures spend Heroic Resources when used.</p>
<p>So, what did you think of these items? I personally love this kind of design,
with clear combat applications, but very vague and narrative secondary
mechanics. I might be in the minority, though? Let me know in the comments, I
love reading y&rsquo;all&rsquo;s replies.</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode and the
topics I chose this time.</p>
<p>Make sure to check out this episode&rsquo;s description for links to:</p>
<ul>
<li><a href="https://www.twitch.tv/matthew_colville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s</a> and <a href="https://www.twitch.tv/jamesintrocaso%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">James&rsquo; Twitch
channels</a>,</li>
<li><a href="https://www.youtube.com/@helloMCDM">MCDM&rsquo;s</a> and <a href="https://www.youtube.com/@mcolville">Matt&rsquo;s YouTube
channels</a>,</li>
<li><a href="https://www.reddit.com/r/drawsteel">Draw Steel&rsquo;s</a>,
<a href="https://www.reddit.com/r/mcdm">MCDM&rsquo;s</a> and <a href="https://www.reddit.com/r/mattcolville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s
subreddits</a>,</li>
<li><a href="https://www.patreon.com/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Patreon</a>,</li>
<li><a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Discord</a>,</li>
<li><a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">All</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>,</li>
<li><a href="https://mailchi.mp/442947b3c75f/the-dice-society">The Dice Society&rsquo;s mailing
list</a>,</li>
<li>And a full transcript of this episode.</li>
</ul>
<p>Before you leave, make sure to rate the podcast in your platform of choice and
leave a comment on YouTube or Spotify if you have any questions or suggestions
for future episodes.</p>
<p>See you all next time&hellip; Happy holidays, thank you very much and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 012: Draw Steel Reaches Level 10</title>
      <link>https://thedicesociety.com/tds012-ds-reaches-level-10/</link>
      <pubDate>Thu, 21 Nov 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds012-ds-reaches-level-10/</guid>
      <description>Show notes for The Dice Society Podcast episode 012: Draw Steel Reaches Level 10</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/rGsRwsqQ5Jw">YouTube</a> and
<a href="https://creators.spotify.com/pod/show/thedicesociety/episodes/TDS-012-Draw-Steel-Reaches-Level-10-e2r9ivr">Spotify</a>.
For links and references, please see those platforms as this page only contains
the show notes.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the twelfth episode of The Dice Society podcast!</p>
<p>In case you&rsquo;re joining me for the first time, my name is Caio and I&rsquo;m the author
of <a href="https://thedicesociety.com">thedicesociety.com</a>. This is a show about the
upcoming Draw Steel TTRPG, where I talk about its development, my playtest
experience, and, once the time is right, first- and third-party content being
made for the finished game.</p>
<ul>
<li>
<p>Little experiment, no script this time</p>
</li>
<li>
<p>Main topics: 3rd Patreon packet and the new rules that were announced, changes
they&rsquo;re making as a result of feedback</p>
</li>
</ul>
<p>As usual, however, everything we&rsquo;re going to talk about is subject to and
probably will change, so don&rsquo;t get your hopes up if you really like any of the
stuff I describe here, cool? Cool. Now let&rsquo;s draw steel and get started!</p>
<h2 id="community-and-news">Community and news</h2>
<h3 id="community">Community</h3>
<ul>
<li>
<p><a href="https://pestopublications.itch.io/kobold-ancestry">The Kobold Ancestry</a>, by
Pesto</p>
</li>
<li>
<p><a href="https://steelcompendium.io/">Xentis&rsquo; Steel Compendium</a>, by @Xentis</p>
</li>
<li>
<p><a href="https://preciousmetal.itch.io/emblazoned-character-sheets-for-draw-steel">Emblazoned Character
Sheets</a>,
by @DarinLammers1992</p>
</li>
<li>
<p><a href="https://drive.google.com/file/d/1mOSq-3B-vWppWq0FV61Lltgl3J1tXWa_/view">Mobile friendly rules reference
PDF</a>,
by @Ghost.of.Ezekiel</p>
</li>
<li>
<p><a href="https://discord.com/channels/332362513368875008/1298681158732873791/1298681158732873791">Owlbear Rodeo: DS Conditions &amp;
Tooltips</a>,
by @TerriblyAngryFennec</p>
</li>
<li>
<p><a href="https://youtu.be/vRXmVcsPksA">Interview with Djordi discussing class design</a>,
by @Aestus_RPG</p>
</li>
<li>
<p><a href="https://youtu.be/E3qfpX863_k">&ldquo;Introductions&rdquo;, #0 | Into the Wode</a>, by
RobinBaggett (@exxodis)</p>
</li>
<li>
<p><a href="https://youtu.be/Fy6LMfBFux0">Myths of Hecenae Episode 1</a>, by
@Lavender_Gardens</p>
</li>
<li>
<p><a href="https://youtu.be/iu4fFO70-AE">Green Fog at Morning</a>, by @TheDiceSociety
featuring @Aestus_RPG, Jon de Nor (@jonstodle) and @Tamwin5</p>
</li>
</ul>
<h3 id="news">News</h3>
<ul>
<li>
<p>“Full” game with contractors</p>
</li>
<li>
<p>Content complete by end of december</p>
</li>
<li>
<p>Hopes to release starter adventures with/soon after the game is released</p>
</li>
<li>
<p>Half the hexes in the vasloria box filled by them. The other half is up to the
director</p>
</li>
<li>
<p>Easier self healing to make it more viable without conduit</p>
</li>
<li>
<p>&ldquo;We will have an updated license when the Backer Packet #2 releases.&rdquo;</p>
</li>
<li>
<p>&ldquo;We are planning to release a beta version [of Codex] to MCDM patrons
initially. Couldn’t give you a date, I don’t expect this to be this calendar
year.&rdquo;</p>
</li>
</ul>
<h2 id="new-rules">New rules</h2>
<h3 id="third-patreon-packet">Third Patreon packet</h3>
<ul>
<li>
<p>&ldquo;Players who like building melee-focused heroes is that they had a hard time
locking down their foes and protecting their counterparts. Similarly,
Directors had a hard time protecting their squishy artillery, hexers, and
controllers! So we made it a little harder to shift. Instead of being able to
shift half your speed with a move action, you now can take the Disengage move
action to shift 1 square (with some character options allowing to shift 2
squares). You also can&rsquo;t shift into difficult terrain.&rdquo;</p>
</li>
<li>
<p>&ldquo;Damage has been reduced to make the game more challenging. Many areas of
effect have had their size reduced. Many effects have changed to accommodate
new rules or address balance changes.&rdquo;</p>
</li>
<li>
<p>&ldquo;Added the following careers: Agent, Aristocrat, Beggar, Disciple, Explorer,
Farmer, Politician, Sailor, Warden, Watch Officer. Careers no longer provide a
title. Now they provide a perk. Many careers now provide a starting wealth
bonus in addition to the other available bonuses&rdquo;</p>
</li>
<li>
<p>&ldquo;There are new rules for using heroic resources outside of combat for each
class&rdquo;</p>
</li>
<li>
<p>&ldquo;You can no longer jump out of difficult or damaging terrain&rdquo;</p>
</li>
<li>
<p>Resources working in different ways, but generated at the same pace. Prayer
more of a gamble; tactician can pump focus into marks; edges reduce the cost
of abilities for shadows.</p>
</li>
<li>
<p>EoE gone</p>
</li>
<li>
<p>Tiers -&gt; Echelons of Play</p>
</li>
<li>
<p>VP -&gt; Malice</p>
</li>
<li>
<p>A perk every even level</p>
</li>
</ul>
<h3 id="level-10">Level 10</h3>
<ul>
<li>
<p><a href="https://www.patreon.com/posts/sneak-peek-to-10-115158078">Conduit level 10</a>:
Avatar</p>
</li>
<li>
<p><a href="https://www.patreon.com/posts/sneak-peek-to-10-115494880">Shadow level 10</a>:
Umbral Knight, Shadow Clone</p>
</li>
</ul>
<h2 id="intermission">Intermission</h2>
<p>Hey there! Before we move on to the next segment of the podcast, let me just
quickly plug The Dice Society&rsquo;s new <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing
list</a>.</p>
<p>We all know how messed up social media algorithms are and how they have a weird
tendency of not showing your stuff to your followers. If you want to avoid the
algorithms altogether, how about subscribing?</p>
<p>I won&rsquo;t flood your inbox, I swear! I just wanna send you a ping once a new piece
of content is out, that&rsquo;s all. You can subscribe at the link in this episode&rsquo;s
description and you can always unsubscribe if you feel like it&rsquo;s not worth the
space in your inbox.</p>
<p>Thanks for your time! Now back to the show&hellip;</p>
<h2 id="green-fog-at-morning">Green Fog at Morning</h2>
<h3 id="mouthfeel">Mouthfeel</h3>
<ul>
<li>
<p>Works really well, mouthfeel was great</p>
</li>
<li>
<p>A bit too many conditions</p>
</li>
<li>
<p>Test consequences/benefits are hard to make up on the spot (for me)</p>
</li>
<li>
<p><a href="https://www.reddit.com/r/drawsteel/comments/1gkcauv/my_experience_playing_the_censor/">After action
report</a>,
by @Aestus_RPG</p>
</li>
</ul>
<h3 id="feedback">Feedback</h3>
<ul>
<li>
<p>Feedback about surges: working ok, but too many ways to gain/apply. Try to
implement a universal way of how they work (like only applying to the next
attack). Surge can be tracked and you choose when to spend (on any target);
spend at most 3 surges, but keep as many as you want; they go away at the end
of combat.</p>
</li>
<li>
<p>No shields! Less stuff triggering off Magic, Psionic, Weapon.</p>
</li>
<li>
<p>If you impose a condition, it only lasts until EoT for the most part. Potency
numbers have been adjusted.</p>
</li>
<li>
<p>Censors and tacticians changed resource generation. No longer banks
focus/judgement; you mark/judge and then have triggers to fuck the target that
spends focus.</p>
</li>
<li>
<p>&ldquo;No matter what we do, we&rsquo;ll be rebalancing the math to avoid some stuff like
that and give heroes opportunities to increase their potency temporarily to
overcome boss defenses&rdquo;</p>
</li>
<li>
<p><a href="https://www.reddit.com/r/drawsteel/comments/1fzmic1/feeling_a_bit_dejected_after_first_session_of/">Feeling A Bit
Dejected</a>,
by u/MrAxelotl</p>
</li>
</ul>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s all, folks. I hope you guys enjoyed the episode and the topics I
chose this time.</p>
<p>Make sure to check out this episode&rsquo;s description for links to:</p>
<ul>
<li><a href="https://www.twitch.tv/matthew_colville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s</a> and <a href="https://www.twitch.tv/jamesintrocaso%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">James&rsquo; Twitch
channels</a>,</li>
<li><a href="https://www.youtube.com/@helloMCDM">MCDM&rsquo;s</a> and <a href="https://www.youtube.com/@mcolville">Matt&rsquo;s YouTube
channels</a>,</li>
<li><a href="https://www.reddit.com/r/drawsteel">Draw Steel&rsquo;s</a>,
<a href="https://www.reddit.com/r/mcdm">MCDM&rsquo;s</a> and <a href="https://www.reddit.com/r/mattcolville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s
subreddits</a>,</li>
<li><a href="https://www.patreon.com/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Patreon</a>,</li>
<li><a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Discord</a>,</li>
<li><a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">All</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>,</li>
<li><a href="https://mailchi.mp/442947b3c75f/the-dice-society">The Dice Society&rsquo;s mailing
list</a>,</li>
<li>And the show notes this episode.</li>
</ul>
<p>Before you leave, make sure to rate the podcast in your platform of choice and
leave a comment on YouTube or Spotify if you have any questions or suggestions
for future episodes.</p>
<p>See you all next time&hellip; Thank you very much and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>Green Fog at Morning | Draw Steel One-Shot</title>
      <link>https://thedicesociety.com/green-fog-at-morning/</link>
      <pubDate>Fri, 08 Nov 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/green-fog-at-morning/</guid>
      <description>Come watch us play a Draw Steel one-shot set during the first episode of The Chain of Acheron!</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/iu4fFO70-AE">YouTube</a>.
For links and references, please see that platform as this page is only a
placeholder.</em></p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 011: Draw Steel Gets Revised</title>
      <link>https://thedicesociety.com/tds011-gets-revised/</link>
      <pubDate>Fri, 18 Oct 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds011-gets-revised/</guid>
      <description>Full transcript of The Dice Society Podcast episode 011: Draw Steel Gets Revised</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/9-rexWkmp5Q">YouTube</a> and
<a href="https://podcasters.spotify.com/pod/show/thedicesociety/episodes/TDS-011-Draw-Steel-Gets-Revised-e2prd9e">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the eleventh episode of The Dice Society podcast!</p>
<p>In case you&rsquo;re joining me for the first time, my name is Caio and I&rsquo;m the author
of <a href="https://thedicesociety.com">thedicesociety.com</a>. This is a show about the
upcoming Draw Steel TTRPG, where I talk about its development, my playtest
experience, and, once the time is right, first- and third-party content being
made for the finished game.</p>
<p>Today&rsquo;s episode is <em>packed</em>! It&rsquo;s been a whole month since episode ten, so we&rsquo;ve
got a lot of ground to cover. We&rsquo;ll start with creations from the community and
then the news, where I&rsquo;ll talk about the upcoming Patreon playtest and the
future of Draw Steel.</p>
<p>Then, our main topic for today will be the <em>big</em> revision that the game is going
through as a result of backer feedback. We&rsquo;ve got blessings, we&rsquo;ve got surges,
we&rsquo;ve got shields, we&rsquo;ve got potency, we&rsquo;ve got Build-a-Bear ancestries&hellip; It&rsquo;s
too much for the intro! We&rsquo;ll go over all of that and more after the news.</p>
<p>As usual, however, everything we&rsquo;re going to talk about is subject to and
probably will change, so don&rsquo;t get your hopes up if you really like any of the
stuff I describe here, cool? Cool. Now let&rsquo;s draw steel and get started!</p>
<h2 id="community-and-news">Community and news</h2>
<h3 id="community">Community</h3>
<p>For the first time, we&rsquo;ll start our news segment with creations from the
community! Since you folks are making such cool stuff for Draw Steel, I feel
like it&rsquo;s time to give it permanent home here in The Dice Society podcast.</p>
<p>I&rsquo;m not gonna share everything that I come across, mind you. I&rsquo;m just gonna
highlight the products that caught my attention or that I have personally used
in my game.</p>
<p>In no particular order, today&rsquo;s featured creations are:</p>
<ul>
<li>
<p>A new <a href="https://timescape.wiki/">Timescape Wiki</a> by Lord_Durok, the king of the
mods. I&rsquo;m personally a wiki lover, so I was super happy to see that there is a
movement to take the Timescape Wiki away from Fandom. It&rsquo;s still in its
infancy, but there are already 33 pages there!</p>
</li>
<li>
<p>Next, the <a href="https://stawl.app">Stawl website</a>, by friend of the show Jon de
Nor. This is a shockingly good free toolset that lets you lookup monsters,
build encounters, and even run battles from your browser. Go give it a spin
and support Jon on <a href="https://www.patreon.com/jondenor">Patreon</a> if you like his
stuff.</p>
</li>
<li>
<p>Then, there&rsquo;s <a href="https://homebrewery.naturalcrit.com/share/8-HYyiynSHbc">5T</a>,
Tamwin&rsquo;s Treasures, Troops, Trinkets, and Traditions. This is a collection of
player-facing homebrew that includes kits, subclasses, and the first level of
a Gunslinger class.</p>
</li>
<li>
<p>And, in the same category as 5T, we have <a href="https://docs.google.com/document/d/1vLRN-mEooHmvFlgx-EUAbS9crsrTLjBm">Aestus&rsquo;s Homebrew Master
Doc</a>, by
Aestus_RPG. This is a 35-page Google Doc full of homebrew, from simple items to
an experimental pet system.</p>
</li>
<li>
<p>Second to last we have <a href="https://github.com/dayvar14/obr-draw-steel/">Draw Steel Initiative
Tracker</a>, by StinkyPaps. This is
an extension for Owlbear rodeo that allows you to track initiative straight
from inside the VTT. I still have to try this out, but it looks amazing!</p>
</li>
<li>
<p>And lastly, <a href="https://thedicesociety.itch.io/you-meet-in-an-ambush">You Meet in an
Ambush</a>, by me! This is
an introductory one-shot that gives the heroes a reason to become a party with
a common goal. It also takes place in a tavern. It&rsquo;s free on Itch, and it
comes with a fully laid out PDF and a pretty map by Dyson Logos.</p>
</li>
</ul>
<h3 id="news">News</h3>
<p>Now let&rsquo;s move on to the news. Since today there&rsquo;s just too much stuff, I&rsquo;m
gonna talk about everything that isn&rsquo;t related to the core rules; those changes
are all gonna get talked about during the main segment of the show instead, ok?</p>
<p>Without further ado, our news items for today are:</p>
<ol>
<li>
<p>The next Patreon packet. According to the team, the next playtest packet is
coming out for Patreon subscribers before the end of October and will feature
the first three levels of <em>all 9 classes</em>! Additionally, we&rsquo;re getting the
rules for crafting, research, downtime activities, treasures, and more, so
this is gonna be a chunky one!</p>
</li>
<li>
<p>Rules for retainers. Djordi is currently working on a system for retainers
that, if everything goes according to plan, will be featured in the Heroes
book. According to him, the system is meant to be quick and flexible: we&rsquo;ll
get statblock templates to which we can add faction abilities (like &lsquo;crafty&rsquo;
for goblins) and monster role abilities, that&rsquo;s it.</p>
</li>
<li>
<p>Future classes. The devs are already thinking about the classes they want to
design once the core game is done. Their list includes the Summoner, the
Operator, the Acolyte, a gish class, the Beastheart, the Illrigger (maybe as
Censor subclasses), the Alchemist, and a psionic class akin to a Jedi.</p>
</li>
<li>
<p>Future products. The devs are also discussing what products will be coming
after the core rules. A notable mention is the Vasloria box, containing lore,
instructions on how to run a heroic sandbox, and adventures. Other regions of
Orden such as Higara, Khorsir, and Ix might get their own products if there
is demand for them.</p>
</li>
<li>
<p>The future of the Patreon. Once the core game is done, the devs plan on
releasing the content of future products on Patreon piece by piece. This
means that subscribers might be getting classes, ancestries, and other
options in PDF form as they get designed. This isn&rsquo;t a certainty, of course,
but I thought it might be of interest to you folks.</p>
</li>
<li>
<p>Orden&rsquo;s living metaplot. Still on the topic of future support for Draw Steel,
the team is thinking about having Orden become a living setting with a
metaplot. That means players can affect the canon of future products by
playing in games during special real-world events. This sounds very cool and
I hope we hear more about that in the near future.</p>
</li>
</ol>
<p>And that&rsquo;s all I have for the news segment today. Our main topic&mdash;the big
revision the game is going through&mdash;is coming right up!</p>
<h2 id="revision-part-1">Revision (part 1)</h2>
<p>As we all know, Draw Steel is still in active development; the core of the game
is mostly settled, but a few kinks still need some ironing out. As feedback from
the backer playtest poured in and as the designers played the game for longer
stretches of time, it became clear that some issues had to be addressed.</p>
<p>As a result, the devs spent the last month making a bunch of tweaks to the game.
We&rsquo;ve got some little things and some quite big ones, and it seems like all of
these changes will be coming to the next Patreon playtest.</p>
<p>Are you curious already? Let&rsquo;s crack this revision open and get started!</p>
<h3 id="caster-kits">Caster kits</h3>
<p>The first (and probably biggest) change are caster kits. Kits overall were a big
hit, and people playing martial classes loved the flavor and mechanics that
these loadouts brought to the game. Caster kits, on the other hand, had some
satisfaction problems&hellip;</p>
<p>Flavor-wise, they&rsquo;re not as strong as martial kits. For example, most people can
instantly tell what archetype I&rsquo;m referring to when I say my hero wears a
Shining Armor, or Cloak and Dagger, or are a Martial Artist. Compare that with
caster kits like Frigid, or Missile, or Rook. The fantasy of casters
differentiates between <em>types</em> of magic, like arcane Elementalists or divine
Conduits, but not as much between what implements they use or how they&rsquo;re
casting their spells.</p>
<p>Mechanically, the wards that came with caster kits were a little too powerful
when paired with martial heroes. This was especially noticeable because
Tactician players, who can choose two kits, felt like they <em>had</em> to take a
caster kit in order to avoid the benefit collisions that come with having two
martial kits.</p>
<p>Additionally, James shared that less than 3% of non-Tactician players used
caster kits with martial classes or martial kits with caster classes. All in
all, caster kits weren&rsquo;t delivering on the flavor, were creating some bad
incentives for Tacticians, and most players weren&rsquo;t taking advantage of the fact
that you could mix and match kits and classes.</p>
<p>So, what&rsquo;s their solution for this pickle? Get rid of caster kits entirely!</p>
<p>Calm down, calm down&hellip; Casters are not losing customizability. In fact, they
are more customizable than ever because now they gain some new class features:
wards, blessings, and an extra signature ability! In fact, if you squint, caster
kits were simply broken up and then bundled into the classes themselves.</p>
<p>Starting with wards, these are basically the wards that you used to get with
your caster kit. Elementalists, for example, can choose to take an Absorption
Ward, an Elemental Immunity Ward, an Explosive Ward, or a Vine Ward.</p>
<p>Then there are blessings, which are the new form of the old numerical bonuses
from caster kits. They change name with class, so Elementalists have elemental
enchantments; examples are Flame&rsquo;s Enchantment, which grants them +1 damage to
Magic abilities, or Stone&rsquo;s Enchantment, which grants them +3 Stamina and +1
Stability. There&rsquo;s also something equivalent to choosing a martial kit in the
form of the Warrior&rsquo;s Enchantment, which lets them use medium armor and a light
weapon.</p>
<p>Finally, to compensate for the fact that you used to get a second signature
ability from your caster kit, casters can now simply choose two signature
abilities from their class instead of one. This also comes with new signature
abilities for each class, so you have more options to choose from; for example,
Elementalists now have an option called Split Flame, which is suspiciously
similar to the Split Beam ability from the old Spellslinger kit.</p>
<p>To summarize, caster kits were merged into caster classes as class features.
This means that only martials get kits now, but the old kit benefits are still
there for the casters. As an added bonus, these benefits can now be mixed and
matched, so you don&rsquo;t have to commit to a full ward + numerical bonus +
signature ability bundle.</p>
<p>The cherry on top of the caster kit rework is that, now, the devs are able to
implement gish-like kits for martials without the fear of making casters
overpowered. The new kits they created are the Arcane Archer, the Battlemind,
the Spellsword, and the Warrior Priest. The Spellsword, for example, has an
ability that causes lightning to leap to a second target nearby once you hit the
first with your weapon.</p>
<h3 id="surges--shields">Surges &amp; Shields</h3>
<p>Phew, that&rsquo;s a lot about caster kits. Let&rsquo;s move on to the next big change
coming to Draw Steel: Surges and Shields.</p>
<p>The problem that motivated these new pieces of tech is that heroes can hand out
a <em>lot</em> of buffs in this game; this in intentional, because the goal is to
reinforce heroic teamwork. However, having too many temporary Edges and damage
bonuses floating around can be a little bit too much to remember.</p>
<p>The solution is a universal buff. Now, instead of an ability saying something
like &lsquo;attacks against the target deal extra damage equal to your Reason score&rsquo;,
the ability would simply say &lsquo;attacks against the target have a Surge&rsquo;. The
keyword also currently comes with a pretty lightning symbol, so it&rsquo;s easy to see
it on the character sheet.</p>
<p>I know it seems like this is not a big change, but the trick is that the value
of a Surge is defined on the sheet of the <em>receiver</em>. Right now, every hero gets
a little table on their sheet that says how much extra damage they deal from
having one, two, or three Surges. And, as you can probably imagine, Surges from
different sources stack; this is what makes it truly a universal buff.</p>
<p>The defensive counterpart of the Surge is currently called the Shield and is
represented by&mdash;you guessed it&mdash;a shield symbol. The only difference between
Surges and Shields is that Shields subtract damage from incoming attacks instead
of adding damage to outgoing attacks.</p>
<p>As for their values, Surges and Shields are based on your best stat; so at level
1, each Surge is worth +2 damage and each Shield is worth -2 damage. Abilities
can even grant more than one buff at a time, like the Tactician&rsquo;s Parry, which
now reduces the incoming attack by two Shields, or, in other words, -4
damage.</p>
<p>The side effect of having Surges and Shields is that the devs can now reduce the
amount of Edges being handed out. According to Matt, &ldquo;Edges are bonuses to your
power roll as a result of using superior tactics. Flanking, getting the high
ground, attacking while hidden, etc&hellip;&rdquo;</p>
<p>Overall, this tech simplifies tracking buffs by a whole lot without sacrificing
the feeling that the heroes are working together. We&rsquo;ll have to wait and see if
the testers find any insurmountable issues with this system, but the team seems
hopeful that it&rsquo;s gonna work out.</p>
<h3 id="condition-gates">Condition gates</h3>
<p>Finally, the third and last major change coming to the game is what they&rsquo;re
calling condition gates or Potency. The problem being solved here is related to
the &rsquo;too many buffs problem&rsquo;: there are also too many <em>debuffs</em>.</p>
<p>Since Draw Steel is heroic and tactical, it makes sense that heroes and monsters
are applying debuffs to the other side; stuff like &rsquo;everyone within 5 squares of
me is weakened.&rsquo; But the devs are committed to reducing the number of rolls when
it&rsquo;s not your turn, so most of these effects simply happened without a
resistance roll. The thing is, this feels kind of bad because you had no way of
resisting the debuff; on your turn you could save to end the effect, sure, but
you had no way of avoiding it in the first place.</p>
<p>The solution here are condition gates: instead of having you roll to prevent a
debuff, abilities can now point to a stat and say that the bad effect only
happens if the defender&rsquo;s stat is lower than a certain threshold.</p>
<p>An example is the Tactician&rsquo;s improved Mark ability. By spending four Focus, it
does, among other things, the following effect: &ldquo;R2: the target&rsquo;s speed is
reduced to 0 for the rest of their turn.&rdquo; R2 here means that the debuff only
happens if the target&rsquo;s Reason is lower than 2.</p>
<p>Another example of the potential of this mechanic is the Tactician&rsquo;s Try Me
Instead. This ability can frighten the target, but the condition gate gets
higher, the better you roll! So on a tier 1, it only frightens I1, that is,
targets with Intuition 0 or lower; but at tier 3, it frightens I3, or Intuition
2 or lower.</p>
<p>Of course, most of these debuffs are not permanent, so how do you get rid of
them with the new rules? Well, you still get a save at the end of your turn, but
they&rsquo;ve been streamlined: now, you simply roll a d10 and clear the effect if you
roll 6 or higher. This is similar to saves in D&amp;D 4th Edition, by the way, so
it&rsquo;s not unheard of.</p>
<p>According to Matt, there is still room in the game for the old resistance rolls,
like when a dragon breathes fire on you, but these will be much rarer than they
previously were.</p>
<p>All in all, this allows Draw Steel heroes and monsters to keep applying negative
effects like they used to, but simplifies a lot of the back and forth between
players and director. Like Surges and Shields, I&rsquo;m super excited to see if this
new mechanic gets past the testers and, if it does, how it feels at the table.</p>
<p>And that&rsquo;s it for the major changes that the designers announced since the last
episode. But we aren&rsquo;t in the clear yet&hellip; There are still a bunch of
smaller&mdash;but nonetheless important&mdash;tweaks to talk about. Go refill your
coffee mug and come back after the intermission for more revisions!</p>
<h2 id="intermission">Intermission</h2>
<p>Hey there! Before we move on to the next segment of the podcast, let me just
quickly plug The Dice Society&rsquo;s new <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing
list</a>.</p>
<p>We all know how messed up social media algorithms are and how they have a weird
tendency of not showing your stuff to your followers. If you want to avoid the
algorithms altogether, how about subscribing?</p>
<p>I won&rsquo;t flood your inbox, I swear! I just wanna send you a ping once a new piece
of content is out, that&rsquo;s all. You can subscribe at the link in this episode&rsquo;s
description and you can always unsubscribe if you feel like it&rsquo;s not worth the
space in your inbox.</p>
<p>Thanks for your time! Now back to the show&hellip;</p>
<h2 id="revision-part-2">Revision (part 2)</h2>
<p>Welcome back! Now that we&rsquo;re done with the big changes, let&rsquo;s talk a little bit
about the smaller ones. There are three main changes, so let&rsquo;s start with those.</p>
<h3 id="ancestries">Ancestries</h3>
<p>The first one is an update to ancestries which I suspect most of you are going
to like: now they&rsquo;re all Build-a-Bear ancestries! According to James, the Devil
was the best rated ancestry from the previous playtest and the reason is
customization; unlike the other species, Devils have a core trait which all
individuals get <em>and</em> a menu of features from which the player can pick two or
three depending on how many fiend points they cost.</p>
<p>So, for example, every Devil gets a silver tongue, but one might create a Devil
that also has wings and horns. <em>Or</em>, one might create a Devil that also has a
barbed tail, glowing eyes, and hellsight. The combinations are endless!</p>
<p>It&rsquo;s not at all surprising that people <em>loved</em> this Build-a-Bear ancestry, so
the devs went to town designing feature menus for every single ancestry of the
game. However, it isn&rsquo;t a given this is going to survive testing, especially
because it exponentially increases the amount of combinations that need to be
tested.</p>
<p>I, for one, am super excited just to see what kinds of benefits the Humans get
in this new system. Anyway, that&rsquo;s it for the changes to ancestries.</p>
<h3 id="heroic-resources">Heroic resources</h3>
<p>The second update has to do with heroic resources. According to James, it was
good that each class had its own way of generating heroic resources, but
something was still missing&hellip;</p>
<p>The Fury, for instance, can spend their Rage on abilities, sure, but they also
have a secondary mechanic associated with it: they can accumulate Rage to gain
extra benefits. This makes Rage stand out in a positive way from resources like
the Tactician&rsquo;s Focus, which can only be used on abilities.</p>
<p>The devs then decided that every resource should have its own secondary mechanic
to make them all stand out more from each other. The first glimpse we got from
this new design is the Tactician&rsquo;s new Mark ability, which now lets you bank
Focus on the targeted creature to gain extra benefits. For example, if you bank
two Focus on someone, the benefit is &ldquo;you and your allies have an edge on
attacks against the target. And the target is taunted by you while they are
marked.&rdquo;</p>
<p>Again, this is early days of this new system, so we&rsquo;ll have to wait and see
whether it survives contact with the enemy. For now, let&rsquo;s move on to the next
of the minor updates: perks.</p>
<h3 id="perks">Perks</h3>
<p>Perks are a new kind of class benefit that heroes can gain upon leveling up.
They work kinda like Titles, but you don&rsquo;t have to earn them by doing specific
deeds like killing a dragon or becoming a hawklord.</p>
<p>From James&rsquo; examples, they feel like interesting things that the heroes can use
outside of combat; for instance, you can gain a familiar, you can become a
master of disguise, you can become a monster whisperer, that sort of thing. They
all come with some benefit that reinforces the fact that Draw Steel heroes
aren&rsquo;t necessarily only good at killing things.</p>
<p>With this new system in place, careers now give you a selection of perks to
choose from, instead of a single predetermined career title. But, as of yet,
that&rsquo;s basically everything we know about perks.</p>
<h2 id="misc">Misc</h2>
<p>Don&rsquo;t leave yet, though! There are still a few tiny revisions that I need to
mention, and these are all going into the lightning round:</p>
<ul>
<li>
<p>James mentioned that the math of the game got revised so that heroes aren&rsquo;t
unstoppable killing machines anymore.</p>
</li>
<li>
<p>Tests were well received by the backers, but the three levels of difficulty
might get revised to better suit people&rsquo;s way of setting DCs.</p>
</li>
<li>
<p>&lsquo;Tiers of play&rsquo; are getting renamed to &lsquo;ranks of play&rsquo; in order to avoid
confusion with power roll tiers.</p>
</li>
<li>
<p>The Mobility feature that some kits had is probably being replaced by
something called Disengage, but we aren&rsquo;t sure what that means yet.</p>
</li>
<li>
<p>And finally, the number of Villain Power that gets generated each round is
probably increasing to challenge heroes with a lot of Victories.</p>
</li>
</ul>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode and the
topics I chose this time.</p>
<p>Make sure to check out this episode&rsquo;s description for links to:</p>
<ul>
<li><a href="https://www.twitch.tv/matthew_colville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s</a> and <a href="https://www.twitch.tv/jamesintrocaso%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">James&rsquo; Twitch
channels</a>,</li>
<li><a href="https://www.youtube.com/@helloMCDM">MCDM&rsquo;s</a> and <a href="https://www.youtube.com/@mcolville">Matt&rsquo;s YouTube
channels</a>,</li>
<li><a href="https://www.reddit.com/r/drawsteel">Draw Steel&rsquo;s</a>,
<a href="https://www.reddit.com/r/mcdm">MCDM&rsquo;s</a> and <a href="https://www.reddit.com/r/mattcolville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s
subreddits</a>,</li>
<li><a href="https://www.patreon.com/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Patreon</a>,</li>
<li><a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Discord</a>,</li>
<li><a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">All</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://bsky.app/profile/thedicesociety.bsky.social">socials</a>,</li>
<li><a href="https://mailchi.mp/442947b3c75f/the-dice-society">The Dice Society&rsquo;s mailing
list</a>,</li>
<li>And a full transcript of this episode.</li>
</ul>
<p>Before you leave, make sure to rate the podcast in your platform of choice and
leave a comment on YouTube or Spotify if you have any questions or suggestions
for future episodes.</p>
<p>See you all next time&hellip; Thank you very much and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>You Meet in an Ambush</title>
      <link>https://thedicesociety.com/you-meet-in-an-ambush/</link>
      <pubDate>Sat, 12 Oct 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/you-meet-in-an-ambush/</guid>
      <description>A 1st-level introductory adventure for Draw Steel by The Dice Society</description>
      <content:encoded><![CDATA[<p>I&rsquo;ve made something!</p>
<p><strong>TL;DR: download at
<a href="https://thedicesociety.itch.io/you-meet-in-an-ambush">https://thedicesociety.itch.io/you-meet-in-an-ambush</a></strong></p>
<h2 id="about">About</h2>
<p><em>You Meet in an Ambush</em> is a one-shot adventure for <em>Draw Steel</em>. It&rsquo;s based on
<em>Bay of Blackbottom</em>, but with a few twists&hellip;</p>
<p>Much like <em>Bay of Blackbottom</em>, this one-shot takes about <strong>2 to 3 hours</strong> to
complete and is optimized for <strong>five 1st-level heroes</strong>. It works as a gentle
introduction to the <em>Draw Steel</em> system, demonstrating the main mechanics that
make up the game. Unlike the playtest adventure, however, <em>You Meet in an
Ambush</em> assumes that the characters don&rsquo;t know each other and <strong>gives them a
reason to become a party with a common goal</strong>. It also takes place in an
environment well-known to any fantasy TTRPG player: <strong>a tavern</strong>. The hope is
that this adventure can be the beginning of any fantasy campaign, easing D20
players into the heroic gameplay from a familiar place.</p>
<p>You can get it right now on Itch at the link above!</p>
<h2 id="feedback">Feedback</h2>
<p>This is the first adventure I have ever designed, so expect a few rough edges. I
tried to mirror Bay of Blackbottom&rsquo;s structure and encounters as much as
possible exactly because I thought it was a great adventure, but I might have
messed something up.</p>
<p>If you have any constructive feedback about the adventure, please let me know!
You can tweet at me <a href="https://x.com/thedicesociety">@thedicesociety</a> or send me
an email at <a href="mailto:contact@thedicesociety.com">contact@thedicesociety.com</a>.</p>
<p>Thanks for playing!</p>
<h2 id="previews">Previews</h2>
<p><figure><img src="https://thedicesociety.com/images/posts/you-meet-in-an-ambush/preview1.webp"/>
</figure>
<figure><img src="https://thedicesociety.com/images/posts/you-meet-in-an-ambush/preview2.webp"/>
</figure>
<figure><img src="https://thedicesociety.com/images/posts/you-meet-in-an-ambush/preview3.webp"/>
</figure>
<figure><img src="https://thedicesociety.com/images/posts/you-meet-in-an-ambush/preview4.webp"/>
</figure></p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 010: Draw Steel Backer Playtest</title>
      <link>https://thedicesociety.com/tds010-backer-playtest/</link>
      <pubDate>Wed, 18 Sep 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds010-backer-playtest/</guid>
      <description>Full transcript of The Dice Society Podcast episode 010: Draw Steel Backer Playtest</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/dFeSMsRZulY">YouTube</a> and
<a href="https://podcasters.spotify.com/pod/show/thedicesociety/episodes/TDS-010-Draw-Steel-Backer-Playtest-e2ohn8o">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the tenth episode of The Dice Society podcast!</p>
<p>In case you&rsquo;re joining me for the first time, my name is Caio and I&rsquo;m the author
of <a href="https://thedicesociety.com">thedicesociety.com</a>. This is a show about the
upcoming Draw Steel TTRPG, where I talk about its development, my playtest
experience, and, once the time is right, first- and third-party content being
made for the finished game.</p>
<p>Our main topic for today is the new BackerKit playtest packet, which came out a
couple of weeks ago! And, if you&rsquo;re interested in creating content for the game,
we&rsquo;re <em>also</em> going to talk a little bit about the Draw Steel creator license
that came out with the packet.</p>
<p>As usual, however, everything we&rsquo;re going to talk about is subject to and
probably will change, so don&rsquo;t get your hopes up if you really like any of the
stuff I describe here, cool? Cool. Now let&rsquo;s draw steel and get started!</p>
<h2 id="news">News</h2>
<p>Before we jump into our main topics, let&rsquo;s get some of the news out of the way,
starting with:</p>
<ol>
<li>
<p>A dice crowdfunder! On September 24th, MCDM will launch a BackerKit campaign
to create some custom dice for Draw Steel. According to the <a href="https://www.backerkit.com/call_to_action/59dd0771-f22a-471b-a2af-2ed33c3660ba/landing">preview
page</a>,
it will be made by Chessex and will feature two twenty-sided d10s for optimal
platonic Power Rolling and one six-sided d3 for the Furies out there. As you
can probably imagine, you could just use your regular D&amp;D dice instead of
spending 20 bucks on one of these custom sets, but it&rsquo;s going to be a pretty
cool souvenir for fans. If you&rsquo;re at all interested, you can follow the
campaign at <a href="https://mcdm.gg/dice">mcdm.gg/dice</a>.</p>
</li>
<li>
<p>Levels one through ten. The devs are currently hard at work finishing the
full prototypes of the classes; they already have levels one through three of
every single class, and levels four through ten of the Fury, Conduit and
Shadow. They expect that heroes will have around ten abilities at level ten,
but we&rsquo;ll have to wait and see.</p>
</li>
<li>
<p>Patreon feedback. James has gone through all of the feedback of the Patreon
playtest packet, and is already implementing some changes. I&rsquo;ll talk more
about this later in this very episode, but the devs are listening to what we
have to say.</p>
</li>
<li>
<p>The lightning round! They are considering new ways to make Heroic Resources
feel more distinct from one another, caster kits might be changing once more
to solve some balancing and flavor issues that were raised by playtesters,
Victories might also be changing a little for balancing reasons, and, lastly,
creature sizes are getting standardized as X-by-X, so no more long or wide
creatures.</p>
</li>
</ol>
<p>And that&rsquo;s it for the news segment. Now let&rsquo;s get to the backer packet!</p>
<h2 id="backerkit-packet">BackerKit packet</h2>
<p>If you&rsquo;ve been paying any attention at all to the nascent Draw Steel community,
you probably already know about this, but here it goes anyway: the first
playtest packet for backers is out!</p>
<p>If you have backed the Draw Steel BackerKit campaign and didn&rsquo;t know about this,
go check your email right now, &lsquo;cause you&rsquo;re in for a treat. It actually came
out almost three weeks ago, but I&rsquo;ve been super busy and wasn&rsquo;t able to make a
podcast episode sooner, sorry&hellip;</p>
<p>Anyway, what&rsquo;s in the packet? Actually, almost the same stuff that was in the
Patreon packet that I&rsquo;ve talked about in <a href="https://youtu.be/CYEs7TUbOr0">episode
8</a>. You get the basic rules of the game (with
character creation, combat, negotiation, and so on), a bestiary with 31
monster-filled pages, a cheat sheet for use at the table, a big introductory
adventure called The Fall of Blackbottom with all the necessary maps and tokens,
and five pregen characters for you to play.</p>
<p>But wait, there&rsquo;s more! This packet also came with some new stuff, namely
ancestry art, a <em>second</em> adventure called The <em>Bay</em> of Blackbottom, and some
rule changes.</p>
<p>Starting with the ancestry art, they are (pardon my Portuguese) f*ing gorgeous.
Every piece is tall and narrow and features both a male and a female member of
that ancestry. They are really evocative, so much so that I want to describe
them in case someone listening doesn&rsquo;t have access to the backer packet. And if
you&rsquo;re watching this episode on YouTube, I&rsquo;ll be able to see the art right now.</p>
<p>The first ones are the Dragon Knights, wielding weapons in combat position on an
open field with ruins, wings outstretched and imposing. Next are the Dwarves,
holding mining equipment inside a dungeon, beardless and stone-skinned. Then
come the High Elves, beautiful with wisps of gold on their faces and arms,
walking down the stairs, one holding a wand, the other holding a harp. Fourth
are the Wode Elves, picking fruits in a forest, with their huge furry ears and
big round eyes.</p>
<p>The Hakaan art isn&rsquo;t finished yet, but we got the draft of these half-giants
made of stone wearing some colorful attire and awesome jewelry. Next are the
Humans, standing on some stone steps, one holding a curious-looking flask, the
other holding a bow and a pink falcon. Second to last are the Memonek, wearing
futuristic clothing that reveals their part ceramic, part metallic bodies while
they stand confidently on a sailing ship. And lastly are the Orcs, just like the
ones from Flee Mortals with their very angular faces, one playing something that
looks like a fantasy bass, and the other holding blacksmithing equipment.</p>
<p>We still have no art for Devils, Polder, Revenants, and Time Raiders, though!
Those might be coming on a future packet, we&rsquo;ll have to wait and see.</p>
<p>Besides the beautiful art, I also said that the packet came with a second
adventure: The Bay of Blackbottom. This one, written by Leon Barillaro, is
actually a prequel to The Fall of Blackbottom that onboards players into the
system a little more gently than the (much meatier) Fall of Blackbottom.</p>
<p>This adventure is meant to be played in a single session and starts with basic
tests, then graduates into a fight, and ends with a negotiation or a fight
depending on the heroes&rsquo; actions. I won&rsquo;t spoil it here &lsquo;cause I&rsquo;m sure many
people are still going to play it, but I thought it was a much better
introduction to the system than its sequel.</p>
<p>And speaking of the system, what has changed since the previous playtest? Well,
not <em>that</em> much. There are some minor tweaks here and there, but the main thing
that changed is that combat is now easier for Directors to run.</p>
<p>As I said in <a href="https://youtu.be/CYEs7TUbOr0">episode 8</a>, there were lots of
things for the Director to remember during combat and apparently I was not alone
in thinking that. James explained in a recent Patreon post that the feedback
they got from the Patreon packet was loud and clear: &ldquo;running combat with the
old rules was too much of a mental burden on Directors&rdquo;.</p>
<p>So now, monster factions don&rsquo;t each have their special way of generating Villain
Power anymore, there are fewer options where to spend VP, and the value of VP
went up so that you can track it in smaller numbers. They also removed captain
traits, printed ancestral traits directly onto the stat blocks, and generally
revised monsters to make them a little simpler.</p>
<p>Honestly, I love these changes; I didn&rsquo;t get the chance to playtest these new
monsters and VP mechanics yet, but they are already a win in my book. And this
also serves as a reminder that MCDM is taking our feedback into account and is
trying to make this game as fun as possible for everyone to play.</p>
<p>So, if you do end up playtesting the backer rules, make sure to answer the
survey they sent you! It really helps as we can all clearly see.</p>
<p>And I think that&rsquo;s basically it for the backer packet. New art, a new adventure,
and some refined rules for us to test&hellip; Oh, and there&rsquo;s this one file here that
I haven&rsquo;t mentioned: a creator license! Strap yourselves in, folks, &lsquo;cause after
the break we&rsquo;re going to talk about how you (yes, you!) can create content for
Draw Steel right now!</p>
<h2 id="intermission">Intermission</h2>
<p>Hey there! Before we move on to the next segment of the podcast, let me just
quickly plug The Dice Society&rsquo;s brand new <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing
list</a>.</p>
<p>We all know how messed up social media algorithms are and how they have a weird
tendency of not showing your stuff to your followers. If you want to avoid the
algorithms altogether, how about subscribing to my mailing list?</p>
<p>I won&rsquo;t flood your inbox, I swear! I just wanna send you a ping once a new piece
of content is out, that&rsquo;s all. You can subscribe at the link in this episode&rsquo;s
description and you can always unsubscribe if you feel like it&rsquo;s not worth the
space in your inbox.</p>
<p>Thanks for your time! Now back to the show&hellip;</p>
<h2 id="creator-license">Creator License</h2>
<p>Alongside the backer packet, the MCDM team released a Creator License for those
who want to create content for Draw Steel, and you can already access it at
<a href="https://mcdm.gg/ds-license">mcdm.gg/ds-license</a>. For now, it only applies to
the first backer packet, but it can be amended to apply to further publications;
more on that in a second.</p>
<p>Before I walk you through the basics, though, an important point: <em>I&rsquo;m not a
lawyer</em>, ok? You should read the Creator License for yourself before creating a
product, so don&rsquo;t sue me if you mess up, that&rsquo;s on you. If someone notices
something wrong with my summary, I&rsquo;ll post a correction in the description of
this episode.</p>
<p>Now, about the license&hellip; First, what you <em>cannot</em> do according to the document:
it doesn&rsquo;t let you use their art without explicit permission, you can&rsquo;t use the
MCDM logo or the Draw Steel logo in your product, and can&rsquo;t give the impression
that MCDM endorses or sponsors your product in any way.</p>
<p>And what you <em>can</em> do: you can use their visual designs as inspiration for your
own, you can use all of the game&rsquo;s mechanics and text (including proper names
and characters), and can and are encouraged to use a Powered by Draw Steel logo
that they have made available.</p>
<p>In order to actually use the license, you need to include a short snippet of
text on the outside of the product and on the website where you promote it. If
you do this and respect the terms of the license, you can publish your Draw
Steel compatible products without permission from MCDM.</p>
<p>Besides these basic rules, they also have a little bit of legalese to protect
themselves from misuse of the license. They say that they take no responsibility
for claims against your product, that you should not violate the IP of any third
party, and that any legal disputes will be governed by the laws of California.
If you fail to comply with these terms, your rights under the license will be
automatically terminated.</p>
<p>The last important point of the license has caused some stir in the RPG
community: the text says that the license can be revised or modified at any
time, which, after the OGL debacle might sound a little scary. However, it also
states that these changes are not retroactive and that products being sold and
in development at the time of a license amendment can continue using the
previous version of the license.</p>
<p>All in all, I think the document is pretty solid and this license modification
thing will not harm creators. And I know I&rsquo;m not the only one who thinks this,
because after the license was released, there has been a flood of Draw Steel
compatible products made by the community!</p>
<p>MCDM has even created a homebrew channel on their Discord where people can share
their creations, and in less than three weeks there are already dozens of
products for you to check out. My personal highlights are, in no particular
order:</p>
<ul>
<li>
<p><a href="https://drive.google.com/drive/folders/1Arl1sJx0eqyqsqyPHm6x4-n96XyhSu4k?usp=sharing">Ability Cards for Draw
Steel</a>
by Cal, a truckload of printable cards with every Draw Steel ability for you
to use at the table.</p>
</li>
<li>
<p><a href="https://drive.google.com/drive/folders/1fK_VTYvDepdYxJfEPu9RyAE-90u9UcFk">Draw Steel in Foundry
VTT</a>
by haezan, a module that allows you to Power Roll inside Foundry VTT.</p>
</li>
<li>
<p><a href="https://disdiar.stawl.app/">Disdiar - a Discord bot for Draw Steel</a> by friend
of the show Jon de Nor, a nice Discord bot that knows how to Power Roll and
can list monsters, kits, and abilities.</p>
</li>
<li>
<p><a href="https://andyaiken.github.io/forgesteel/">FORGE STEEL</a> by Andy Aiken, a very
sleek online character builder that can even export your character sheets as
PDFs.</p>
</li>
<li>
<p><a href="https://github.com/SteelCompendium/draw-steel-elements">Draw Steel Elements</a>
by xentis, an Obsidian plugin that can render abilities on your markdown
documents.</p>
</li>
<li>
<p><a href="https://docs.google.com/presentation/d/1tqKpLgM1KCAkRXhFfoQHwNncUuASPN5BPZursGqnfPc/edit">Draw Steel Crash
Course</a>
also by xentis, a full presentation for you to teach the game to your players.</p>
</li>
<li>
<p><a href="https://witnessttrpg.itch.io/draw-steel-template">Layout Template for Draw
Steel</a> by Solace, an
Affinity Publisher template with a bunch of features to use with your own
published adventures.</p>
</li>
<li>
<p><a href="https://pestopublications.itch.io/oleumancer">The Oleumancer</a> by Pesto, a new
class for Draw Steel that controls acids, slimes, and oils.</p>
</li>
<li>
<p>And <a href="https://youtu.be/F4ijaQ-aQSc">Getting Started with Draw Steel (Backer
Preview)</a> by me (!), a YouTube video that walks
newcomers through the basics of the game.</p>
</li>
</ul>
<p>Links to all of these are in this episode&rsquo;s description. If people like this
kind of stuff, I might keep doing this spotlight on every episode, we&rsquo;ll see.
Maybe a deep dive into a single product? Let me know what you prefer in the
comments.</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode and the
topics I chose this time.</p>
<p>Make sure to check out this episode&rsquo;s description for links to:</p>
<ul>
<li><a href="https://www.twitch.tv/matthew_colville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s</a> and <a href="https://www.twitch.tv/jamesintrocaso%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">James&rsquo; Twitch
channels</a>,</li>
<li><a href="https://www.youtube.com/@helloMCDM">MCDM&rsquo;s</a> and <a href="https://www.youtube.com/@mcolville">Matt&rsquo;s YouTube
channels</a>,</li>
<li><a href="https://www.reddit.com/r/drawsteel">Draw Steel&rsquo;s</a>,
<a href="https://www.reddit.com/r/mcdm">MCDM&rsquo;s</a> and <a href="https://www.reddit.com/r/mattcolville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s
subreddits</a>,</li>
<li><a href="https://www.patreon.com/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Patreon</a>,</li>
<li><a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Discord</a>,</li>
<li><a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">All</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://x.com/thedicesociety%E2%81%A0%E2%81%A0%E2%81%A0">socials</a>,</li>
<li><a href="https://mailchi.mp/442947b3c75f/the-dice-society">The Dice Society&rsquo;s mailing
list</a>,</li>
<li>And a full transcript of this episode.</li>
</ul>
<p>Before you leave, make sure to rate the podcast in your platform of choice and
leave a comment on YouTube or Spotify if you have any questions or suggestions
for future episodes.</p>
<p>See you all next time&hellip; Thank you very much and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>Getting Started with Draw Steel (Backer Preview)</title>
      <link>https://thedicesociety.com/ds-backer-preview/</link>
      <pubDate>Sat, 31 Aug 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/ds-backer-preview/</guid>
      <description>Full transcript of &amp;lsquo;Getting Started with Draw Steel (Backer Preview)&amp;rsquo;</description>
      <content:encoded><![CDATA[<p><em>This video was originally published on <a href="https://youtu.be/F4ijaQ-aQSc">YouTube</a>.
For links and references, please see that platform as this page only contains
the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to The Dice Society! Today I come to you in video
form to give y&rsquo;all an overview of the brand new Draw Steel playtest packet that
went out to the backers last Friday.</p>
<p>Did you just get the packet yourself and don&rsquo;t know where to start? Do you want
a short introduction to share with your players before running for them? Are you
just curious to know how Draw Steel works? Well, this video is for all of you!
Let&rsquo;s jump right in&hellip;</p>
<h2 id="what-is-draw-steel">What is Draw Steel?</h2>
<p>So what is Draw Steel? DS is a tabletop RPG in the <em>heroic fantasy</em> genre; it&rsquo;s
in the same ballpark as D&amp;D, so characters all have classes and levels, players
roll dice to determine outcomes, you know the drill. But there are a few
important differences between DS and D&amp;D.</p>
<p>First: Draw Steel is explicitly heroic, meaning characters already start as
competent monster slayers. This isn&rsquo;t the kind of game where a you&rsquo;ll be playing
a farmer who just picked up their first sword.</p>
<p>Second: it&rsquo;s a tactical RPG meant to be played on a grid. Every class has a few
cool things to do on every turn, even at first level! Positioning matters!
Teamwork is vital! No &ldquo;I swing my sword and pass&rdquo; turns here.</p>
<p>And third: DS is designed to be cinematic, so every ability is evocative and
visual. Additionally, like movie heroes, characters don&rsquo;t have to track torches,
stop to rest all the time, or even worry about rations; this isn&rsquo;t an OSR game.</p>
<p>To summarize, Draw Steel is a heroic, tactical, cinematic fantasy TTRPG. If this
is your cup of tea, let&rsquo;s talk a little bit about the main mechanic of the game:
the Power Roll.</p>
<h2 id="power-roll">Power Roll</h2>
<p>The core resolution mechanic of D&amp;D is the d20; in Draw Steel we have 2d10,
dubbed the Power Roll. Much like in every d20 game, you&rsquo;ll be rolling these
dice, adding them up, and then factoring in any extra bonuses like
characteristics and skill.</p>
<p>Unlike in D&amp;D, however, you won&rsquo;t be comparing your result to a numerical
difficulty value. In this game there are outcome tiers: an 11 or lower is a Tier
1 result, a 12 through 16 is a Tier 2 result, and a 17 or higher is a Tier 3
result. Natural 19s and 20s are crits, so Tier 3 with a cherry on top.</p>
<p>What each tier means depends on what you&rsquo;re trying to do. For combat abilities,
Tier 1 results do a little damage, but nothing more, while going all the way up
to Tier 3 gets you a bunch of damage, plus a powerful effect determined by the
ability.</p>
<p>Notice how this means you can&rsquo;t miss attacks! Characters (and monsters) always
do at least some damage on their turn, keeping combat dynamic, interesting, and
heroic for everyone. Oh, and in combat rolling a crit awards you a full extra
action, so do pray for those!</p>
<p>Now, when we&rsquo;re talking about resistance rolls, you&rsquo;re trying to avoid a nasty
effect, so the order is reversed: a Tier 3 means you suffer minimal impact,
while a Tier 1 means you&rsquo;re screwed.</p>
<p>Finally, when you&rsquo;re outside of combat and want to roll a test, a Tier 1 result
is always a failure and Tier 3 is always a success. Depending on the difficulty
set by the Director, though, a Tier 2 might count as a failure, a success with a
cost, or a full success.</p>
<p>And that&rsquo;s it! It might sound a little finicky, but think of it like D&amp;D with
two fixed DCs: 12 and 17. Once you roll a few times, the tiers become second
nature and resolving a roll will actually become much faster than in d20 games
because you don&rsquo;t have to ask if your attack hits the target every time.</p>
<p>The only stuff that&rsquo;s left to talk about are edges and banes. These are like
advantage and disadvantage in D&amp;D, but you can have up to two of each. An edge
awards you with a +2 to your roll, while a double edge bumps your result up by a
whole tier. Banes work in reverse, that is, a -2 for a single, and a tier
downgrade for a double.</p>
<p>Now that you know how to Power Roll, let&rsquo;s talk about the stars of the show: the
heroes.</p>
<h2 id="characters-and-rules">Characters and rules</h2>
<p>The meat of a hero in Draw Steel is their ancestry and class. The game is packed
full of fantasy ancestries, from the beloved classics, like elves, dwarves, and
humans, to the more&hellip; Exotic, like revenants, memonek, and hakaan.</p>
<p>As for classes, the packet comes with five of the game&rsquo;s upcoming nine. The
options are Conduit (a cleric), Elementalist (kinda like a wizard), Fury (their
barbarian), Shadow (sort of a rogue), and Tactician (a fighter/warlord from 4e).</p>
<p>But don&rsquo;t let my analogies fool you! These classes work super differently from
D&amp;D, with Shadows being able to use Black Ash sorcery to poof away, Furies
getting stronger as they accumulate rage, and Tacticians allowing their allies
to attack outside of their turns.</p>
<p>The coolest thing about classes, though, are heroic resources. In this game,
your most powerful abilities require you to spend some resource that you can
only get back through combat.</p>
<p>The Shadow, for example, gets two Insight at the start of their turn and one
extra whenever they roll a Tier 3 on an attack. Then, once they have five
Insight, they can spend it to use something like Quickness, an ability that
let&rsquo;s them attack twice instead of once on their turn.</p>
<p>Having these resources means that, the longer battles drag on, the more powerful
the heroes get. This is a big incentive for heroes to keep fighting instead of
going back home! No more 5-minute adventuring days! No more saving up spell
slots that go unused!</p>
<p>Besides heroic resources, most aspects of the character sheet will feel familiar
to d20 players. Might, Agility, Reason, Intuition, and Presence are the
characteristics you&rsquo;ll be adding to your Power Rolls; stamina is your measure of
health; and skills are like proficiencies, adding +2 to your tests.</p>
<p>The new stuff are stability, which reduces how many squares you move when you&rsquo;re
forced pulled or pushed; victories, which counts how many battles you&rsquo;ve won and
become extra heroic resources once combat starts; and recoveries, which allow
you to recover some stamina when you&rsquo;re running low.</p>
<p>The last thing you need to know about characters is kits, which are a more
open-ended version of equipment. Like, when choosing a kit, you don&rsquo;t get a
battleaxe or a warhammer, you just get a heavy weapon that you can flavor
however you want.</p>
<p>What&rsquo;s cool about kits is that, besides some bonuses, they all give you a
special ability! Raiders get a shield bash, snipers can take a patient shot, and
bloodpacts can use drain.</p>
<p>Once you do go into combat and start using these cool abilities, you&rsquo;ll notice a
couple of other Draw Steel innovations. The first is the initiative system
itself, where initiative bounces from side to side, but players can freely
decide in which order they&rsquo;ll go.</p>
<p>Another cool piece of tech are maneuvers. While D&amp;D&rsquo;s bonus actions live in a
weird limbo of useful for some and useless for others, all characters in Draw
Steel have cool things to do with their maneuvers.</p>
<p>So your turns will have a familiar structure, with an action, a maneuver, and a
move (plus an off-turn trigger), but you&rsquo;ll be using all of them much more often
and much more tactically.</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s basically it for the core game, folks! Of course there&rsquo;s a lot more,
like negotiations, titles, and all sorts of cool player options, but I can cover
those on future videos.</p>
<p>I hope you liked this video and, if you did, subscribe to the channel and to my
mailing list; the link is in the description. See you all next time&hellip; Thank you
very much and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 009: Draw Steel Treasures &amp; Negotiation</title>
      <link>https://thedicesociety.com/tds009-treasures-negotiation/</link>
      <pubDate>Wed, 21 Aug 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds009-treasures-negotiation/</guid>
      <description>Full transcript of The Dice Society Podcast episode 009: Draw Steel Treasures &amp;amp; Negotiation</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/X9mp6E6LdkE">YouTube</a> and
<a href="https://podcasters.spotify.com/pod/show/thedicesociety/episodes/TDS-009-Draw-Steel-Treasures--Negotiation-e2nf3gq">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the ninth episode of The Dice Society podcast!</p>
<p>In case you&rsquo;re joining me for the first time, my name is Caio and I&rsquo;m the author
of <a href="https://thedicesociety.com">thedicesociety.com</a>. This is a show about the
upcoming Draw Steel TTRPG, where I talk about its development, my playtest
experience, and, once the time is right, first- and third-party content being
made for the finished game.</p>
<p>In today&rsquo;s episode, we&rsquo;ll talk about the feedback the devs got from Gen Con, the
next revision of the game, how the Talent might work, and loads more in the News
segment of the podcast.</p>
<p>As for our main topics, I&rsquo;ll tell you everything the designers shared with the
patrons about treasures, and my experience running a negotiation from the latest
playtest packet. We&rsquo;re getting closer and closer to getting a complete game,
folks! Hang tight!</p>
<p>As usual, however, everything we&rsquo;re going to talk about is subject to and
probably will change, so don&rsquo;t get your hopes up if you really like any of the
stuff I describe here, cool? Cool. Now let&rsquo;s draw steel and get started!</p>
<h2 id="news">News</h2>
<p>Our first segment is, as always, the news. Let&rsquo;s go through them one by one:</p>
<ol>
<li>
<p>Feedback from Gen Con. According to James, the feedback they got from the
games they ran at Gen Con was really positive! Apparently, most of the
negative feedback came from the Director side, as some people thought there
was a bit too much stuff to keep track of. Which leads us straight into&hellip;</p>
</li>
<li>
<p>The next revision of the game will be a bit simpler. Working off of the
feedback they got, the devs are trying to simplify Villain Power options in
such a way that they&rsquo;re not overwhelming Directors. The goal is to have
fewer, but more meaningful options for spending VP.</p>
</li>
<li>
<p>The Talent is going forward. In <a href="https://youtu.be/AvjQiM6QsWw">episode 7</a>, I
said that the Talent might get replaced by the Summoner in the core rules,
but the team has decided that this will not be the case. This mostly came
down to the fact that implementing the Summoner would involve rushing monster
design, so the devs decided to go with the class that had less dependencies.
And speaking of classes&hellip;</p>
</li>
<li>
<p>More class sneak peeks. In Matt&rsquo;s recent &ldquo;Let&rsquo;s Make a Hero&rdquo; stream, he
showed off the Null&rsquo;s three subclasses: Chronokinetic, Cryokinetic, and
Metakinetic. Since they&rsquo;re both psionic classes, these are related to the
Talent&rsquo;s subclasses: Chronopath, Telepath, and Telekinetic. We also got a
little bit of information about the Talent&rsquo;s resource, called Clarity. This
is a resource that works like any other, but you can go into Clarity debt in
order to push yourself like the 5th Edition&rsquo;s Talent; in this situation,
you&rsquo;re considered Strained and you character is hindered in some (yet
unspecified) way.</p>
</li>
<li>
<p>More Patreon packets! In the latest Q&amp;A, James mentioned that their plan is
to send packets to Patreon backers more frequently from now on. As for the
first BackerKit packet, it will probably come with the license for the game
and a homebrewing Discord channel so that people can start sharing their
creations with the community.</p>
</li>
<li>
<p>Ancestry art. In that same &ldquo;Let&rsquo;s Make a Hero&rdquo; stream, Matt showed off the
art for most of the ancestries in the book and, in this host&rsquo;s humble
opinion, they&rsquo;re looking great. The dev team is also getting the old
ancestries in line with the most recent design standards, so brace for some
new awesome ancestry mechanics in the coming weeks or months.</p>
</li>
<li>
<p>Lightning round. The devs are currently working on making levels four through
ten for the existing classes; the team is talking about possible level zero
rules, but this might not fit into the core books; more caster kits are
coming; and the crit ranges of abilities and tests are getting unified.</p>
</li>
</ol>
<p>And that&rsquo;s it for our news. Now let&rsquo;s move on to our first main topic of the
day: treasures. See you on the other side!</p>
<h2 id="treasures">Treasures</h2>
<p>Treasures are Draw Steel&rsquo;s magic and psionic items. James Introcaso recently
wrote a whole Patreon post about them and I though it was just too cool to not
talk about it. so let&rsquo;s dig in and get to know a little more about this aspect
of the game.</p>
<p>First and foremost, there are four types of treasure: consumables, trinkets,
leveled treasures, and artifacts. Consumables and trinkets are both minor items
which are balanced for a specific tier of play, while leveled items, as their
name suggests, keep up with the heroes in such a way that they are always
relevant and level-appropriate. Artifacts, though, are basically broken and are
meant to be given out if you want to see your players engage in some OP hijinx.</p>
<p>An example of a consumable is the Mirror Token, an item that can be used once as
a triggered action to reflect an attack back at someone, having them take half
the damage and all of the effects of the triggering attack. Super simple and
straightforward, not much to see here.</p>
<p>Trinkets are a little more interesting because these can be used as many times
as you want. A trinket example are the Gecko Gloves, an item that makes it
impossible for you to be disarmed or to fall while climbing, plus it makes it
harder for other creatures to escape your grapple. Again, a minor item that
helps the character a little.</p>
<p>Things start to get more impressive with leveled items, which are so powerful
that you can only benefit from three at a time. If you try to use more than
three, you run the risk of being possessed by one of them during the night and
discarding all other leveled items somewhere you can&rsquo;t remember. This is so much
cooler than attunement, I can&rsquo;t even begin to describe it&hellip;</p>
<p>Anyway, an example of a leveled treasure they give us is Revenger&rsquo;s Wrap. At
level one, this cloak marks for revenge the last creature who attacked you,
granting you an edge on attacks against them and, if you do attack them, making
them suffer bleeding until the end of their next turn. Then, at level five, more
than one creature can be marked for revenge at the same time and the bleeding
they suffer lasts until the end of the encounter. Finally, at level nine, if you
have more than two creatures marked for revenge, single-target attacks against
any one of them also targets all of the others regardless of distance and such.</p>
<p>Now is a good moment to talk a little bit about crafting; consumables, trinkets,
and leveled items can all be crafted by heroes and each comes with information
on how to do that in the form of item prerequisites, research materials, a
project roll, and a project goal.</p>
<p>The item prerequisites are the resources you need to craft the item, which you
will need to procure before starting to work on it; for example, in order to
create Gecko Gloves, you&rsquo;d need 10 gecko tails. The research materials are like
the recipe you&rsquo;d need to bake a cake and most of the time these are texts
written in some particular language; in order to craft, say, a Mirror Token,
you&rsquo;d need texts in Variac, the language of gnomes.</p>
<p>Once you have the item prerequisites and research materials, you can start
making project rolls in order to reach a project goal. The Patreon post doesn&rsquo;t
have much detail about this process, but the project roll seems to always be a
power roll and the goal seems to always be a number which you must reach by
making a bunch of project rolls. The Revenger&rsquo;s Wrap project, for example, is
2d10 + Might, Reason, or Intuition, with a project goal of 450.</p>
<p>What sets artifacts apart from the other item types is that they seemingly
cannot be crafted by the heroes. While every consumable, trinket, and leveled
item have crafting instructions, artifacts are simply too powerful to be
craftable.</p>
<p>The only example of artifact they gave us is The Encepter, a scepter that awaits
its champion &ldquo;high in the sky, resting within an endlessly raging cyclone&rdquo;.
First of all, it makes any Presence power roll you make get an automatic tier
three result, which equates to always getting the best result possible in every
test and combat ability that uses Presence.</p>
<p>As if that wasn&rsquo;t enough already, you can also trace a line of light with your
movement and, if you cross this line again, everyone unlucky enough to be
encircled by The Encepter&rsquo;s light becomes lassoed by it. Creatures lassoed in
this way can&rsquo;t move or teleport away, and you can use your action to deal a
truckload of damage to these poor creatures.</p>
<p>Oh, and by the way, don&rsquo;t use The Encepter if you don&rsquo;t need it. Its rules
specify that if it was taken without the purpose of vanquishing a &ldquo;terrible
threat&rdquo;, then one of those is <em>definitely</em> happening within three days. I&rsquo;m sure
no one would do that, right? Right?</p>
<p>Anyway, that&rsquo;s it for treasures. For now, let&rsquo;s move on to our next topic of
today: the negotiation system.</p>
<h2 id="intermission">Intermission</h2>
<p>Hey there! Before we move on to the next segment of the podcast, let me just
quickly plug The Dice Society&rsquo;s brand new <a href="https://mailchi.mp/442947b3c75f/the-dice-society">mailing
list</a>.</p>
<p>We all know how messed up social media algorithms are and how they have a weird
tendency of now showing your stuff to your followers. If you want to avoid the
algorithms altogether, how about subscribing to my mailing list?</p>
<p>I won&rsquo;t flood your inbox, I swear! I just wanna send you a ping once a new piece
of content is out, that&rsquo;s all. You can subscribe at the link in this episode&rsquo;s
description and you can always unsubscribe if you feel like it&rsquo;s not worth the
space in your inbox.</p>
<p>Thanks for your time! Now back to the show&hellip;</p>
<h2 id="negotiation">Negotiation</h2>
<p>I&rsquo;ve talked about Draw Steel&rsquo;s negotiation system in the past, but today I want
to take some time to really explain how it currently works so you know what to
expect once you get your hands on the core rules. This is a major feature of the
game that is mostly absent from d20 RPGs, so some people might have negative,
knee-jerk reactions simply because they have never seen anything like this
before.</p>
<p>So, when does a negotiation start? Well, that&rsquo;s up to the Director, but it isn&rsquo;t
the same thing as a simple Persuasion check in D&amp;D. If you want to, say, get a
discount when buying a Healing Potion, you can just make a Persuade test like in
any other RPG. If the seller is not listening, then an Intimidate test might be
in order; on the other hand, if the seller seems a little <em>too</em> interested in
listening, then a Flirt test might be more appropriate.</p>
<p>In any case, basic tests are still broadly useful when trying to resolve quick
interactions between heroes and NPCs. Negotiation comes into play, according to
the latest Patreon packet, with &ldquo;named NPCs who can provide information, items,
or services that dramatically change the course of an adventure&rdquo;. If you and
your allies are trying to convince a king to lend you aid during a war, then
that&rsquo;s when a negotiation starts.</p>
<p>During a negotiation, NPCs have four stats: interest, patience, motivations, and
pitfalls. In adventure modules these might come prespecified, but the Director
can always quickly improvise some stats on the spot like they might do with the
DC for a Persuasion check in D&amp;D, for example.</p>
<p>Interest is a number that goes from zero to five and represents how&hellip; Well,
<em>interested</em> the NPC is in the heroes&rsquo; talking points. This stat can go up and
down depending on how well the heroes negotiate and, once negotiation is over,
it is also what determines how good the NPC&rsquo;s final offer is. Likewise, patience
is also a number ranging from zero to five, but it <em>basically</em> represents how
many arguments the heroes get to make before the NPC makes a final offer.</p>
<p>Motivations and pitfalls, on the other hand, are the kinds of arguments that
particularly resonate or irritate the NPC. A revolutionary leader, for example,
might have <em>freedom</em> as a motivation and <em>higher authority</em> as a pitfall; when
negotiating with them, arguments that appeal to the revolutionary&rsquo;s sense of
freedom will require an easier test than those that don&rsquo;t, while arguments that
mention higher authorities will not work and can reduce the NPC&rsquo;s patience.</p>
<p>There are currently twelve types of argument in the list of motivations and
pitfalls. These are: benevolence, discovery, freedom, greed, higher authority,
justice, legacy, peace, power, protection, revelry, and vengeance.</p>
<p>Once the Director decides the negotiation stats of the NPC, the heroes can start
talking. One of the heroes should begin by making an argument or offering
something in exchange for the NPC&rsquo;s favor, making an easy test if they appeal to
a motivation or a medium test if they don&rsquo;t. Each type of test has a different
outcome for each tier, but, most of the time, the NPC&rsquo;s patience will decrease
by one and their interest will go up, down, or stay the same depending on how
well the hero rolls. Mentioning a pitfall, though, is an automatic fail, and the
NPC&rsquo;s interest <em>and</em> patience both decrease by one.</p>
<p>Now it&rsquo;s time for the NPC to make an offer. If their current interest is five,
they accept the heroes&rsquo; deal and go out of their way to do something extra for
them; if their interest is four, they accept the deal, that&rsquo;s it; if their
interest is three, they accept the deal, but ask for something more in return.
Now stuff starts to get ugly if their interest is lower than three&hellip; At two,
they reject the deal, but are willing to do something to help the heroes out; at
interest one, they flat out refuse the heroes&rsquo; deal; finally, if their interest
is zero, they reject the deal, stop listening, and try to make the heroes&rsquo; lives
more difficult.</p>
<p>If after this first argument the NPC still has some patience left, the heroes
can either accept the offer or make another argument to try and sweeten the
deal. Then, rinse and repeat until the NPC either runs out of patience, or their
interest reaches zero or five.</p>
<p>There are still more elements to this system, like consequences for lying, ways
to uncover motivations and pitfalls, how sharing languages with the NPC affects
their patience, the impact renown has on tests, etc. But I think this was a good
enough summary.</p>
<p>Now, before I start talking about my impressions of this system, I have a
question for you, dear listener: what do <em>you</em> think of these rules? Do they fit
your idea of how negotiations should be done in RPGs? Do you think they&rsquo;re even
necessary? Please, let me know in the comments, &lsquo;cause I&rsquo;m very interested in
what the community has to say about negotiations in Draw Steel.</p>
<p>With that out of the way, onto my take. Last week I played the second act of
Draw Steel&rsquo;s latest Patreon packet, which features a couple of optional
negotiations. My players talked to some hawklords, mounted warriors that have
been pressed into the service of Ajax the Invincible. Overall, my players
weren&rsquo;t fans of the negotiation system.</p>
<p>Part of this may be due to my lack of experience; I didn&rsquo;t know the possible
outcomes of each test by heart, so I had to keep referring back to the rules
instead of engaging with my players. Another possible factor may be the
adventure itself; my players knew nothing about the hawklords and they show up
in the middle of a fast-paced scene where a negotiation doesn&rsquo;t even look like a
possible course of action, so I kinda had to shove this possibility in their
faces, which made it feel super forced.</p>
<p>As for me, I&rsquo;m still not sure what I think, sorry. Having a list of motivations
and pitfalls for each important NPC would be, no joke, one of my favorite
features of adventures made for Draw Steel. And I do love having some structure
in the social pillar of a game, but keeping track of patience and interest like
some social hit points felt like a step too far.</p>
<p>However, I&rsquo;m pretty decent at improvising NPC interactions and I do an ok job
tracking what NPCs think of the heroes, so a fully fledged negotiation system
felt like bit of a burden. What I&rsquo;m guessing, though, is that rules like these
could really help people who aren&rsquo;t that good with improvisation or modeling the
internal state of a made-up person.</p>
<p>So currently I&rsquo;m cautiously optimistic that this system won&rsquo;t get in my way once
I get better acquainted with it and that it can do a lot of the heavy lifting
for Directors who need a little help with the social pillar. And, in any case,
you could simply ignore the negotiation rules if don&rsquo;t like them, it&rsquo;s not the
same as not liking the combat rules in a game about fighting monsters; this
isn&rsquo;t a game <em>about</em> asking kings for help, it&rsquo;s just one of the things you do.</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode and the
topics I chose this time.</p>
<p>Make sure to check out this episode&rsquo;s description for links to:</p>
<ul>
<li><a href="https://www.twitch.tv/matthew_colville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s</a> and <a href="https://www.twitch.tv/jamesintrocaso%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">James&rsquo; Twitch
channels</a>,</li>
<li><a href="https://www.youtube.com/@helloMCDM">MCDM&rsquo;s</a> and <a href="https://www.youtube.com/@mcolville">Matt&rsquo;s YouTube
channels</a>,</li>
<li><a href="https://www.reddit.com/r/mcdm">MCDM&rsquo;s</a> and <a href="https://www.reddit.com/r/mattcolville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s
subreddits</a>,</li>
<li><a href="https://www.patreon.com/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Patreon</a>,</li>
<li><a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Discord</a>,</li>
<li><a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">All</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://x.com/thedicesociety%E2%81%A0%E2%81%A0%E2%81%A0">socials</a>,</li>
<li><a href="https://mailchi.mp/442947b3c75f/the-dice-society">The Dice Society&rsquo;s mailing
list</a>,</li>
<li>And a full transcript of this episode.</li>
</ul>
<p>Before you leave, make sure to rate the podcast in your platform of choice and
leave a comment on YouTube or Spotify if you have any questions or suggestions
for future episodes.</p>
<p>See you all next time&hellip; Thank you very much and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 008: MCDM RPG Is Now Draw Steel</title>
      <link>https://thedicesociety.com/tds008-draw-steel/</link>
      <pubDate>Thu, 01 Aug 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds008-draw-steel/</guid>
      <description>Full transcript of The Dice Society Podcast episode 008: MCDM RPG Is Now Draw Steel</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/CYEs7TUbOr0">YouTube</a> and
<a href="https://podcasters.spotify.com/pod/show/thedicesociety/episodes/TDS-008-MCDM-RPG-Is-Now-Draw-Steel-e2mn7d0">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the eighth episode of The Dice Society podcast!</p>
<p>In case you&rsquo;re joining me for the first time, my name is Caio and I&rsquo;m the author
of <a href="https://thedicesociety.com">thedicesociety.com</a>. This is a show about the
upcoming MCDM RPG, where I talk about its development, my playtest experience,
and, once the time is right, first- and third-party content being made for the
finished game.</p>
<p>In today&rsquo;s episode, we&rsquo;ll talk about Draw Steel! Yup, the official title of the
MCDM RPG has finally been announced alongside a new playtest packet for Patreon
supporters. I&rsquo;ll go over the announcement and loads more in the News segment of
the podcast.</p>
<p>And speaking of the new playtest packet, today&rsquo;s main topics are all about that.
First I&rsquo;ll walk you through the contents and structure of the packet, and then
I&rsquo;ll talk about how it felt to run the first act of the included adventure.</p>
<p>As usual, however, everything we&rsquo;re going to talk about is subject to and
probably will change, so don&rsquo;t get your hopes up if you really like any of the
stuff I describe here. Cool? Cool. Let&rsquo;s draw steel and get started.</p>
<h2 id="news">News</h2>
<p>First things first: the game has a name! After over a year and a half in the
works, the team has finally announced that the MCDM RPG is officially called
Draw Steel. Short and punchy, evocative as hell, and very cinematic; it says
<em>this is a game about fighting monsters</em> like nothing else. Of course some
people didn&rsquo;t like it, but it was never gonna please everyone and, honestly,
that&rsquo;s fine.</p>
<p>Did I suspect this was gonna be the title? Well, I have no way of proving this,
but yes. Matt had said multiple times that the name wasn&rsquo;t a secret, it just
hadn&rsquo;t been announced yet. To me this meant that the name was already public,
they just hadn&rsquo;t told us it was the actual title of the game.</p>
<p>Draw Steel was my best guess because that&rsquo;s the way they call for initiative
when running combats; that&rsquo;s why I say it on every intro before getting into the
News section and now it has a whole new meaning! The <a href="https://www.backerkit.com/c/projects/mcdm-productions/mcdm-rpg">BackerKit
campaign</a> even
had a <em>Prepare to Draw Steel!</em> banner at the top of the page since it
launched&hellip; It was there all along. By the way, now it says <em>Prepare <strong>for</strong>
Draw Steel!</em></p>
<p>With the title out of the way, let&rsquo;s get to the rest of the updates. Since the
team was very busy getting the playtest packet ready <em>and</em> gearing up for Gen
Con, there&rsquo;s not a lot of news to talk about. Let&rsquo;s go over them one by one:</p>
<ol>
<li>
<p>The dev team is now playing a campaign. Since they believe the game is
already feature-complete enough, the devs started playing a full campaign to
see how the game plays over a longer stretch of time. This is meant to test
character progression, Victories, Experience, that sort of stuff.</p>
</li>
<li>
<p>Ancestry write ups are done. One of Matt&rsquo;s main tasks as of late was writing
an entry for each ancestry that explained a little bit about it through
fiction; this could be a scene, some in-world text, anything that wasn&rsquo;t
bland and boring like an encyclopedia entry. Well, it seems like he&rsquo;s mostly
done with those and many were already included in the latest playtest packet.</p>
</li>
<li>
<p>Three Class sneak peeks. The first was the Troubadour, a sort of Bard analog,
who is getting three subclasses: the Skald, a storyteller that can &ldquo;rewrite&rdquo;
events, the Virtuoso, an inspiring musician, and the Duelist, a flourishing
swordsperson. The second was the Censor, our Paladin-y class, who also gets
three subclasses: the Paragon, a classic knight in shining armor, the
Exorcist, a monster hunter, witcher-like character, and the Oracle, more
focused on healing and buffing. The last one was the Null, the Monk for this
game, who&rsquo;s probably getting their subclasses from the Talent&rsquo;s disciplines,
but we don&rsquo;t have any more information than this.</p>
</li>
<li>
<p>Dragon Knight sneak peek. This is MCDM&rsquo;s dragonborn, but with a twist: in
Orden, dragon people were <em>created by sorcerers</em>. Even the term <em>Dragon
Knight</em> aludes to the fact that most were created to be part of King Omund&rsquo;s
Dragon Phalanx. Mechanically, Dragon Knights have protective scales and an
extra feature that the player chooses; this can be either flight speed, or
wings that absorb damage, or a frightening roar.</p>
</li>
<li>
<p>Caster Kits have changed a little bit. Last time we talked about this, caster
Kits gave your Hero a Signature Ability and a Maneuver, but now they give
them a Signature Ability and a protective Ward. This Ward might hinder
enemies, damage attackers, grant immunities, that sort of stuff.</p>
</li>
<li>
<p>A video for backers. According to Matt, they plan on releasing a video for
BackerKit backers alongside their playtest packet explaining what is still
likely to change and what they think is close to final. This is meant to set
expectations for the finished version of the game and get everyone up to
speed with their development process. Unfortunately, we still have no
information as to when this packet might be coming out.</p>
</li>
</ol>
<p>And that&rsquo;s it for our news. Now let&rsquo;s talk about the playtest packet the patrons
recently got, see ya there!</p>
<h2 id="2nd-patreon-packet">2nd Patreon packet</h2>
<p>On July 26th, MCDM&rsquo;s Patreon supporters got the notification they were waiting
for: the second playtest packet of the MCDM RPG was out. After weeks of chewing
on drywall in anticipation for this very moment, it was as if the Discord
breathed a sigh of relief. And as an added bonus, it came with the official
title of the game!</p>
<p>So what&rsquo;s in the packet? Obviously there are the rules, which look similar to
the ones I playtested a few weeks ago and talked about on <a href="https://youtu.be/AvjQiM6QsWw">episode
7</a> of the podcast. This version, however, is
significantly slimmer, missing any rules for Research, Crafting, and Treasures.
We also only got the first level of each Class, with levels two and three
currently absent. Matt said that they want to iterate faster on the Patreon
packets now that the game is closer to feature-complete, so we might not have to
wait long before we get these missing rules.</p>
<p>The biggest change I noticed was with Inciting Incidents, which have been almost
completely redesigned. According to James, the team came to the conclusion that
Incidents had conflicting purposes; now they&rsquo;re simply a list of narrative
reasons for why you left your Career to become a hero. The benefits and
drawbacks these used to give you are now Class-agnostic and have moved to the
brand new Complications section of character creation.</p>
<p>Besides the rules, we also got a bestiary with a preview of the
encounter-building guidelines and almost 70 statblocks. There are demons,
goblins, humans, radenwights (which are rat people), time raiders, and war dogs
(which, despite the name, are Ajax&rsquo;s <em>humanoid</em> patchwork soldiers).</p>
<p>The statblocks are very compact, spanning about 20 pages with plenty of
whitespace around them. The longest creature takes up half a page, while the
shorter ones probably take up an eighth. Most creatures have a Signature
Ability, and either a Maneuver or a special passive ability. Beefier non-minion
enemies might get a second option for their Actions, an Ability that consumes
Villain Power, or a Triggered Action. Bosses are the most complex of all, with
an additional three Villain Actions each, à la <em>Flee, Mortals!</em>.</p>
<p>Speaking of villains, we finally got to learn how Villain Power works. The
Director generates VP at the top of each round equal to twice the number of
Heroes in the party. Each monster faction also awards the Director some VP when
they do something that synergizes with their tactics; goblins, for instance,
give you one VP when they attack a flanked enemy without a Bane.</p>
<p>This VP can then be spent on monster Abilities like the Ruinant&rsquo;s Salt Wounds,
which deals some ranged damage to Winded Heroes. Each faction also gets a few
generic VP Abilities, which can be activated at the start of any creature from
that faction&rsquo;s turn. Any human, for example, can spend two VP to use Staying
Power, which allows them to recover a third of their max Stamina.</p>
<p>All of this contributes to the overall tactical nature of the game. Despite not
being that complicated on their own, monsters have loads of tactical options and
interesting effects to keep the Heroes on their toes.</p>
<p>Now back to the packet! Alongside the rules and the bestiary, we got a nice
15-page adventure. Again, no spoilers of the plot because it is probably going
to be featured in the Gen Con demo in some way or another. What I can say is
that it is composed of three acts, contains a total of 11 encounters (but some
are optional), and by my estimates should take about 10 hours to complete.</p>
<p>In order to help you run this adventure, the packet also comes with
high-definition maps, tokens for every creature, a cheat sheet for players and
Directors, form fillable character sheets, and five pregen Heroes in case your
group doesn&rsquo;t want to go through character creation.</p>
<p>And that&rsquo;s basically it for the contents of the packet. There&rsquo;s not art, no
layout, and it hasn&rsquo;t gone through a thorough editing pass either&hellip; So if
you&rsquo;re not the kind of nerd who enjoys reading raw, unformatted text, I don&rsquo;t
suggest you subscribe to their Patreon just to get access to these documents.
You only get one first impression, and seeing the rules in this state might make
you think less of the product.</p>
<p>But if you <em>are</em> a patron, you should be getting a survey about this playtest
packet after Gen Con. Make sure to actually test the game though, &lsquo;cause you
simply cannot tell how the game plays just by reading the rules. Which is a nice
segue into the next section of the podcast, where I&rsquo;m gonna talk about my
impressions of actually running this version of the game. See ya!</p>
<h2 id="my-impressions">My impressions</h2>
<p>Before I get into my impressions of the playtest, let me just go off on a
tangent for a second. Last episode I talked about the &ldquo;mouthfeel&rdquo; of the game
and more than a few people seemed to&hellip; Well, dislike my word choice. Some
thought it didn&rsquo;t fit right, some thought there were better options, some just
thought it was funny.</p>
<p>So let me try and explain what I meant when I used the term <em>mouthfeel</em>. For
example, just because some food is made with ingredients you like on their own,
doesn&rsquo;t mean the final product is gonna be good. I like peanut butter and cotton
candy, but mixing the two is probably going to result in a goopy, sugary mess.</p>
<p>Coming back to RPGs, I like tactical games, but just because Draw Steel is
tactical, doesn&rsquo;t mean I was going to like the end result. For instance, the
rules could feel clunky or the mechanics could feel dissociated from the
fiction. If you sell me on a powerful spellcaster that can bend reality with
their mind and give me a first-level Wizard that has to worry about spell
slots&hellip; Well, that has bad mouthfeel.</p>
<p>Matt said it best on the Discord, which is where the term started being used in
the first place: &ldquo;did the experience of play in combat match the fantasy?&rdquo; It
did! And that&rsquo;s why I thought the game had a good mouthfeel and used the term in
the title of the episode.</p>
<p>Just so we can go back to the main subject, I stand by my decision to use that
word, but I think it caused more friction than I expected. From now on I&rsquo;ll just
say that something <em>feels right</em> or <em>matches the fantasy</em>. We good? Ok, then
let&rsquo;s get to my impressions of the packet.</p>
<p>My story actually starts a few hours <em>before</em> it was released. I had some
friends coming over from overseas, so I started prepping a 5e adventure for us
to play. It was 11 PM my time and I was one page away from finishing my prep
when the Draw Steel packet came out&hellip; So, like any sane person would do, I
started prepping the Draw Steel adventure.</p>
<p>I already knew most of the rules because of my previous playtest, but I had to
read the adventure, get the maps ready for printing, and learn the rules for
running monsters. In the end, I went to bed at around 2 AM and had to wake up
quite early to get the house ready for them. So I wasn&rsquo;t in top directing shape,
let&rsquo;s say.</p>
<p>When they got here, we went through the basics of the game using the cheat sheet
and I let each one of them choose a pregen from the packet. Then, I read each
player&rsquo;s character sheet with them so they understood everything that their Hero
was able to do. It&rsquo;s not a simple game by any stretch of the imagination, but my
friends are well acquainted with TTRPGs, so the whole process must have taken us
around 45 minutes from start to finish. Oh, and we only had three players, so
one hour would be more realistic if we had a full party of five.</p>
<p>In the end, the party was made up of a Wode Elf Shadow, a Dwarf Conduit, and an
Orc Fury. Minis were chosen, the music started playing, and I began to set the
scene with the flavor text provided by the adventure. Once the intro was over,
it was time to draw steel!</p>
<p>In no time, the Shadow was teleporting all over the map, the Fury was splitting
demons in half, and the Conduit was rolling like shit. Like my own Elementalist
in the <a href="https://youtu.be/AvjQiM6QsWw">last episode</a> though, that didn&rsquo;t mean the
Conduit was missing, nuh-uh. They were still racking up Piety and casting some
nasty area of effects that got rid of plenty of my minions.</p>
<p>Over the next two or three hours, they cheered when the Fury got a crit, they
laughed when I rolled low and took as much damage from the Conduit&rsquo;s Spirit Ward
as the Conduit took from my attack, and rooted for the Shadow when they
eradicated a whole squad of minions with their Blade Dance ability.</p>
<p>Once we were done with the first act of the adventure, we stopped, and started
talking about how the game felt. And unless my friends were lying to me, it
seemed like they enjoyed it! All of them played the previous playtest packet
with me last December and a couple of them mentioned how much they felt like the
game had improved. They all found the initiative system more intuitive the
second time around, and the Shadow player said that remembering to gain Insight
at the start of their turn was much easier than they had anticipated.</p>
<p>There was also some negative feedback, of course. They thought the Heroes were a
bit too complicated for first-level characters, but one of them mentioned that
this might&rsquo;ve been because they didn&rsquo;t build their characters from scratch, so
this feeling could come from the fact that they simply weren&rsquo;t well acquainted
with their Heroes&rsquo; Abilities. The character sheet also got a bit of heat, but
presentation is not something that they&rsquo;re really testing right now.</p>
<p>So what about me, the Director? In the <a href="https://youtu.be/AvjQiM6QsWw">last
episode</a>, I mentioned that it looked like the
system was asking a lot of the person running the game. And I&rsquo;m happy to say
that it wasn&rsquo;t as bad as I thought! Since statblocks are compact, I was able to
fit every monster I needed into a single page for each encounter.</p>
<p>I&rsquo;m not even used to running RPGs in person, and it was surprisingly easy to
keep track of my creatures! I always remembered to gain Villain Power at the
start of each round, I was mostly able to use my monsters&rsquo; passive abilities,
and squads of minions commanded by a regular creature worked quite well.</p>
<p>But I did forget to track some stuff, I&rsquo;m not gonna lie. Faction Traits, for
example, are things that every non-minion of that faction has, but I always went
straight to attacks when it was my turn; I couldn&rsquo;t remember to check traits for
the life of me. Faction VP Abilities were easier to remember because they were a
great way to spend a lot of VP, but demons had so many that I had to print them
on a separate sheet of paper, and ended up forgetting about it for half the
battle.</p>
<p>None of this detracted from the experience, mind you! My friends had no idea I
was forgetting these Traits and Abilities, so no one minded. Overall, I do think
there&rsquo;s a lot of stuff for the Director to remember during combat, but I bet
time and a dedicated VTT will do wonders to help with this. And, as always, the
game isn&rsquo;t done yet! It might all change tomorrow, VP might get scrapped,
monsters might get more complicated, we just don&rsquo;t know!</p>
<p>So these are my impressions of running the game. It&rsquo;s great, if feels right, my
players seemed to like it, and I&rsquo;ll probably keep playing it after it comes out.
There are rough edges and some stuff might not be for everyone, but we&rsquo;ll have
to wait and see before we pass any judgement on that.</p>
<p>And what about you, dear listener? What else do you want to know about the
playtest and directing it? Please let me know in the comments on YouTube or
Spotify, because I read them all and love learning what y&rsquo;all thought.</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode and the
topics I chose this time.</p>
<p>Make sure to check out this episode&rsquo;s description for links to:</p>
<ul>
<li><a href="https://www.twitch.tv/matthew_colville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s</a> and <a href="https://www.twitch.tv/jamesintrocaso%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">James&rsquo; Twitch
channels</a>,</li>
<li><a href="https://www.youtube.com/@helloMCDM">MCDM&rsquo;s</a> and <a href="https://www.youtube.com/@mcolville">Matt&rsquo;s YouTube
channels</a>,</li>
<li><a href="https://www.reddit.com/r/mcdm">MCDM&rsquo;s</a> and <a href="https://www.reddit.com/r/mattcolville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s
subreddits</a>,</li>
<li><a href="https://www.patreon.com/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Patreon</a>,</li>
<li><a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Discord</a>,</li>
<li><a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">All</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://x.com/thedicesociety%E2%81%A0%E2%81%A0%E2%81%A0">socials</a>,</li>
<li>And a full transcript of this episode.</li>
</ul>
<p>Before you leave, make sure to rate the podcast in your platform of choice and
leave a comment on YouTube or Spotify if you have any questions or suggestions
for future episodes.</p>
<p>See you all next time&hellip; Thank you very much and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 007: MCDM RPG Prototype &amp; Mouthfeel</title>
      <link>https://thedicesociety.com/tds007-prototype-mouthfeel/</link>
      <pubDate>Wed, 10 Jul 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds007-prototype-mouthfeel/</guid>
      <description>Full transcript of The Dice Society Podcast episode 007: MCDM RPG Prototype &amp;amp; Mouthfeel</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/AvjQiM6QsWw">YouTube</a> and
<a href="https://podcasters.spotify.com/pod/show/thedicesociety/episodes/TDS-007-MCDM-RPG-Prototype--Mouthfeel-e2lsea4">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the seventh episode of The Dice Society podcast!</p>
<p>In case you&rsquo;re joining me for the first time, my name is Caio and I&rsquo;m the author
of <a href="https://thedicesociety.com">thedicesociety.com</a>. This is a show about the
upcoming MCDM RPG, where I talk about its development, my playtest experience,
and, once the time is right, first- and third-party content being made for the
finished game.</p>
<p>In today&rsquo;s episode, you&rsquo;ll get caught up in the most recent MCDM RPG news. We
have new ancestry sneak peeks, a VTT demo, and an update on the release of the
next playtest packet. I&rsquo;ll go over all of those and a bunch more in the News
segment of the podcast.</p>
<p>As for our main topics, I have some exciting stuff. First I&rsquo;ll talk about the
Tactician prototype that Matt shared with the patrons, and then I&rsquo;ll tell you
all about a playtest I took part in; I&rsquo;ll share my impressions of how the rules
are coming together, the class I got to play, and the general mouthfeel of the
game.</p>
<p>As usual, however, everything we&rsquo;re going to talk about is subject to and
probably will change, so don&rsquo;t get your hopes up if you really like any of the
stuff I describe here. Cool? Cool. Let&rsquo;s draw steel and get started.</p>
<h2 id="news">News</h2>
<p>As always, we&rsquo;re gonna start with the news. Let&rsquo;s go over them in an
algorithm-friendly numbered list:</p>
<ol>
<li>
<p>Devil sneak peek. This ancestry is exactly what it sounds like: people native
to the Seven Cities of Hell. The main way they become citizens of Orden is by
being summoned through a ritual and having the summoner die, leaving them
with no way back. Customizing a Devil might involve &ldquo;buying&rdquo; features like
horns, wings, detachable limbs, tails, etc. Oh, did I mention detachable
limbs? Yeah, detachable limbs.</p>
</li>
<li>
<p>Polder sneak peek. These are MCDM&rsquo;s Halfling analogs, and we got a Patreon
post from Willy explaining some of their characteristics: they are nimble
enough to ignore difficult terrain, their footsteps don&rsquo;t make any sound, and
they can flatten themselves as a shadow into the wall. Is that dope enough
for you?</p>
</li>
<li>
<p>The VTT is getting cooler by the minute. Go check out Denivarius&rsquo;s
<a href="https://www.reddit.com/r/mattcolville/comments/1dkky3b/heights_forced_movement_and_falling_are_all/">post</a>
on the subreddit showcasing the ability to stack multiple maps to get a nice
parallax effect, indicating each region&rsquo;s height. I promise you it&rsquo;s gonna
blow your mind.</p>
</li>
<li>
<p>Magic items are online. In this game they are called Treasures because they
encompass psionic items as well as magic ones. James gave an example on
stream of the Knife of Nine, a dagger that increases its damage bonus with
each new attack you make with it (up to a limit, of course). Then, at level
5, with each new enemy you slay, the knife gains a charge that can be
converted into even more damage. Finally, at level 9, it grants a huge damage
bonus whenever you attack after falling on top of an enemy.</p>
</li>
<li>
<p>Research and Crafting are <em>also</em> online. With these systems you can use
alchemical ingredients, monster parts, knowledge of languages, and much more
to create Treasures by yourself. If this makes into the final game, it&rsquo;s
probably going to be a big hook for players to find adventures on their own
instead of just waiting for the Director to throw something at them.</p>
</li>
<li>
<p>The Talent <em>might</em> be replaced by the Summoner in the core rules. This is due
to the fact that the Talent overlaps a bit too much with the Elementalist
right now, so the Summoner could be an interesting substitute. The team will
have a clearer idea of the future of these classes once they have kickoff
meetings for both.</p>
</li>
<li>
<p>The packet date has been updated. As of right now, the team believes that the
Patreon playtest packet is coming before GenCon, that is, by the end of July,
but do not hold your breath: this is not a promise, only an estimate. As for
the backer packet, it looks like it will be coming in August. If everything
goes according to plan, the game&rsquo;s license is also coming out at the same
time so that the community can start to get to work on their own third-party
products.</p>
</li>
<li>
<p>The lightning round! Caster kits were reflavored as casting styles and now
they also give your hero a Maneuver. The devs have estimated that the Monster
Book will feature somewhere between 350 and 450 statblocks. The Conduit has
been slightly redesigned to work with only one resource, now called Piety,
instead of two. And lastly, Basic Attacks have been renamed Free Strikes at
the moment.</p>
</li>
</ol>
<p>And that&rsquo;s it for our news. Now feel free to sit down and relax, as the next
section is a long one. I&rsquo;m going to talk about the Tactician prototype, one of
the most interesting Patreon posts up until now, let&rsquo;s go!</p>
<h2 id="tactician-prototype">Tactician prototype</h2>
<p>I&rsquo;ve talked about class prototypes in the past, but they were always skeletons
meant to test <em>game</em> mechanics, not actual <em>class</em> mechanics. Now, for the first
time, Matt has shown us the real Tactician class prototype in a recent Patreon
post. It&rsquo;s a chunky post detailing their whole design process, so I&rsquo;ll do my
best to summarize it and get as soon as possible to the juicy bits. If you want
to learn everything they can teach you about tabletop RPG design, I highly
suggest becoming a patreon, &lsquo;cause this post is gonna be your jam.</p>
<p>Anyhow, the first thing we should know is&hellip; What the heck is a Tactician? If
you were not here for the previous episodes, in the MCDM RPG, the Tactician is
their martial warrior class, closer to D&amp;D 4th Edition&rsquo;s Warlord than to 5e&rsquo;s
Fighter. They are masters of the battlefield, tactical geniuses, and the best at
using weapons. The fictional analogs the devs usually mention when talking about
this class are Aragorn and Captain America.</p>
<p>So, in practice, what are Tacticians good at? In their Theory of Classes
meeting, the designers outlined their current thinking for what each class is
good and bad at. Our tactical friend has high stickiness and command, meaning
it&rsquo;s hard to get away from them and they excel at leading the party. By
contrast, they have low mobility and damage, for example.</p>
<p>Knowing this, we can start talking about the broad stuff every Tactician has in
their arsenal. For instance, they get an ability called Mark, which incentivizes
the party to attack a specific enemy by granting bonuses to anyone who attacks
the poor target. The inverse ability is Taunt, which encourages enemies to
attack <em>you</em> by penalizing attacks against your allies. Besides these two
features, they can also grant extra attacks to other party members, give them
extra movement, redirect attacks, etcetera&hellip; See how all these features make
the Tactician good at commanding the battlefield? Well, that&rsquo;s the goal.</p>
<p>Seeing all of these mechanics, the three subclasses I mentioned in <a href="https://youtu.be/oOWj6ZqhdWs">episode
5</a> start to come into focus. The Mastermind is a
Mark-focused Tactician: a character who leads from the rear, who conducts the
battle like a maestro. The Knight-Protector, on the other hand, is
Taunt-focused, leading from the front, drawing fire to themselves. Lastly, the
Insurgent is more of a guerilla warrior that focuses on dirty tricks like
buffing and debuffing, redirecting attacks, that kind of stuff.</p>
<p>And don&rsquo;t you forget that all of these names and features are subject to change!
Don&rsquo;t come complaining to me when these subclasses switch names and do different
stuff by next month, I don&rsquo;t know&hellip; You&rsquo;ve been warned.</p>
<p>Now that we know the high-level overview, we can move on to&hellip; Wait, I almost
forgot! We haven&rsquo;t talked about weapons yet! In the beginning, the designers
were also considering a fourth subclass, one that focussed on being the weapon
master. Well, turns out that this fits the fiction of every archetype, so it got
merged into the base class. With the Field Arsenal feature, every Tactician can
wear two Kits and keep the best bonuses of both. Cool, right?</p>
<p><em>Now</em> I think we&rsquo;re ready to move on from the high-level stuff. The devs got
into a meeting and brainstormed <em>the hell</em> out of the features for this class;
in total, they listed more than <em>forty</em> abilities that Tacticians might be able
to get over the course of their careers. I&rsquo;ll spare you the nitty-gritty
details, especially because the list will probably still change a lot, but here
are some of my favorites:</p>
<ul>
<li>
<p>You can force an enemy to go next or last in initiative.</p>
</li>
<li>
<p>If the party is not surprised, the characters can rearrange themselves in the
starting zone.</p>
</li>
<li>
<p>Allies can&rsquo;t get Tier 1 results while next to you.</p>
</li>
<li>
<p>You can summon reinforcements (maybe during a Respite, maybe during a battle).</p>
</li>
<li>
<p>And my favorite: you can move to heal someone and the number of opportunity
attacks you take increases the amount you heal.</p>
</li>
</ul>
<p>Unfortunately, none of this comes into play for the level 1 prototype. I just
want you to see what a Tactician might get as they level up and how cool this is
compared to a D&amp;D Fighter, which basically just gets to swing their sword more
often. Anyway, from this big list of 40 abilities, some were selected to make up
first level and then an MCDM producer created the pre-made Tactician we got in
the Patreon post.</p>
<p>I&rsquo;ll go over each part of the character sheet and tell you a little bit about
every single ability this Tactician has. It&rsquo;s a lot of stuff, but I&rsquo;ll try my
best to make it as digestible as possible. Are you all sitting comfortably?
Let&rsquo;s begin with the basics:</p>
<ul>
<li>
<p>Our prototype has 33 Stamina, and that&rsquo;s 21 from the class and 12 from armor.
They have 11 Recoveries and, coincidentally, their Recovery Value is also 11.
Just as a quick reminder, Recoveries are like Hit Dice in 5e, but you can use
them during combat.</p>
</li>
<li>
<p>Now for a bunch of little numbers: their Size is 1, their Weight is 4, their
Speed is 6 squares, their Reach is 1, and their Forced Move Resist is also 1.
The characteristics are: 2 Might, 1 Agility, 2 Reason, -1 Intuition, and 1
Presence.</p>
</li>
<li>
<p>The character knows Caelian, Hyrallic, and Zaliac, which in D&amp;D would be like
Common, Elven, and Dwarven. They also have some skills: Alertness,
Blacksmithing, Climb, Endurance, Monsters, Sabotage, Search, Sneak, and Track.
From their Career, they get 1 Renown, and the Versatile Warrior Title.</p>
</li>
</ul>
<p>And that&rsquo;s it for the basics; now we can talk about equipment, class features,
and subclass features. None of these are directly related to combat, I&rsquo;ll get
into that afterwards. Let&rsquo;s go:</p>
<ul>
<li>
<p>The two Kits chosen by this Tactician are Shining Armor, the most protective
of all, and Rapid-Fire, a Kit optimized for quick archers. It&rsquo;s interesting to
note that the +3 Stamina Bonus awarded by Rapid-Fire gets overridden by the
much nicer +12 from Shining Armor. They also get the Signature Actions from
both Kits, but more on that in a second.</p>
</li>
<li>
<p>Then comes the most important bit: Focus. This is the Heroic Resource of this
class, the thing which fuels its most powerful abilities. They get 1 Focus at
the start of their turn, but there are a bunch of other triggers and abilities
that can give them some extra Focus.</p>
</li>
<li>
<p>Finally, there are some subclass features. This Tactician is a Mastermind, so
they get Grand Strategy, Battlefield Awareness, and I Read Your Book! The
first grants a Lore Skill, the second slows down Marked enemies, and the third
is useful for Research and getting information about about future encounters.</p>
</li>
</ul>
<p>Phew! We&rsquo;re almost done, I promise. To finish off, we have to talk about combat
abilities, arguably where the Tactician really shines. There are 10 in total,
but some are more important than others, let&rsquo;s check it out:</p>
<ul>
<li>
<p>Starting with Triggered Actions. This character has two: Overwatch, which
allows an ally to attack a moving enemy, and Form Up, which lets all allies
within 10 squares to shift 2 squares when the Tactician&rsquo;s turn starts.
Shifting, by the way, is moving without provoking Opportunity Attacks.</p>
</li>
<li>
<p>And speaking of Opportunity Attacks, there are melee and ranged options. In
this game, OAs happen via Free Strikes, so there&rsquo;s not much to see here. They
both do around the same damage: 4 in Tier 1, 8 in Tier 2 and 10 or 11 in Tier
3.</p>
</li>
<li>
<p>Then there are four Signature Abilities. Mark is a Maneuver that you already
basically know: it gives you allies an Edge on Power Rolls and an extra 1d3
damage against the target. Seize the Opening forfeits an Action in order to
let an ally move and attack with 1d6 extra damage. The next two are Kit
abilities: Protective Attack, the one from Shining Armor, deals damage and
Taunts the target until the end of their turn; and Two Shot, the one from
Rapid-Fire, does ranged damage to, you guessed it, two targets.</p>
</li>
<li>
<p>Lastly, the Tactician has two Heroic Abilities where they can spend their
Focus on. This prototype has Phalanx Forward!, that costs 3 Focus and allows
every good guy within 10 squares to move and push one adjacent enemy, and
Now!, that costs 5 Focus and allows every ally within 5 squares to make an
attack.</p>
</li>
</ul>
<p>Aaaand that&rsquo;s it! We did it! You get a gold star for hearing me list all of
these abilities for this long without any visuals. Now I want to know what you
think about this prototype&hellip; Is it cool? Does it fit the fantasy that you
pictured when I described the class? Is it too complicated?</p>
<p>Personally, I like it. I think it&rsquo;s a bit complicated for a first level
character, but not enough that it&rsquo;s overwhelming I think? I&rsquo;d have to play it to
be sure, but it feels on par with a third level Wizard in D&amp;D; it&rsquo;s got fewer
abilities to choose from, but more side effects on each ability, so I&rsquo;m guessing
I&rsquo;ll be a wash.</p>
<p>Now that we&rsquo;re done with the Tactician, let&rsquo;s go to the next segment of the
podcast, where future Caio is gonna tell you all about the playtest he
participated in. See ya there!</p>
<h2 id="mouthfeel">Mouthfeel</h2>
<p>Ok, so where were we? Oh, that&rsquo;s right, the Tactician prototype! Since I wrote
the previous segment, I took part in a playtest of the RPG with some of fine
folks of the <a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM Discord</a>. It was an
awesome experience and I hope I get to do it again in the future. The people
were super nice, our Director was very patient with our questions, and overall I
had a great time. 10/10, for real.</p>
<p>What did I think of the game, though? Well, to answer that I need more than a
few lines of script, so here&rsquo;s how this segment is gonna work: first I&rsquo;ll talk
about everything that happened before the playtest, then I&rsquo;ll tell you a little
bit about our actual session (trying as much as possible to not spoil the
adventure), and finally I&rsquo;ll summarize my thoughts and answer a few questions
people had for me on the Discord. Does that sound good?</p>
<h3 id="before-the-session">Before the session</h3>
<p>So, without further ado&hellip; I was selected on a Tuesday to participate on a
playtest pool session that was going to happen that Friday. It was going to be a
test for the adventure MCDM is taking to GenCon, so each player had to create a
level 1 character and get ready for four hours of heroic combat.</p>
<p>The rules document was, and I&rsquo;m not exaggerating, 196 pages long. But it wasn&rsquo;t
<em>that</em> bad, hear me out. A bunch of the rules hadn&rsquo;t changed that much since
they were shared with the patrons and some chapters were not going to be used in
this particular playtest. All in all, I was able to choose my class and read the
necessary rules in a couple of days.</p>
<p>The biggest chunk of the document was character creation, which still follows
the structure I outlined in <a href="https://youtu.be/oOWj6ZqhdWs">episode 5</a> of the
podcast. To create a hero, you simply go through the following chapters in
order: Ancestry, Culture, Career, Inciting Incident, Class, and Kit. Once you&rsquo;re
done choosing those, the rules include a nice optional set of questions that
help the heroes in the party forge some connections.</p>
<p>Then there are chapters detailing Tests, adventuring, Abilities, combat,
Negotiation, Research, Crafting, and Treasures. Most are self-explanatory,
except for adventuring, which includes rules that &ldquo;will be organized differently
as the game is developed&rdquo;; right now, this chapter talks about Resistance Rolls,
hiding, languages, Renown, and Wealth.</p>
<p>To be 100% honest, I&rsquo;d love to talk about every single detail contained in the
rules, specially Renown, Wealth, Research, Crafting, and Treasures. The problem
is that they haven&rsquo;t shared these rules with the patrons yet, which means that
they&rsquo;re probably not ready for prime time. If I talk about them now, I&rsquo;ll likely
have to spend another full episode explaining everything that changed in the
meantime.</p>
<p>Instead, let&rsquo;s talk about the character I created: Sohan. Sohan was a Devil; he
had horns, glowing eyes, and a tail. He was also from Capital, an Urban
environment with a Bureaucratic culture, and had a Noble upbringing; a true
gentledevil. Before becoming an adventurer he was a Mage&rsquo;s Apprentice, but
everything changed once he found out that he was going to explode some day. Yup,
you heard it right. If Sohan ever went more than three days without casting
magic, he would explode and wipe everything in a 100 mile radius, including
himself. Shout out to the Baldur&rsquo;s Gate 3 crew.</p>
<p>For his class, I went with Elementalist. I know I said in the <a href="https://youtu.be/n9CmIcqrJ7M">previous
episode</a> that my most anticipated build was the
Harlequin Mask Shadow, but after I saw the Elementalist class&hellip; Boy, I just had
to go with that. For my subclass, I kept a little bit of the flavor of the
Shadow and went with Void for my element of choice. Void mages are good with
illusions, teleportation, and other obscure arts. Finally, his Kit was the
Missile Kit, which allowed Sohan to throw his implement at his enemies like a
dodgeball player. He was a cool dude, not gonna lie.</p>
<p>If now you&rsquo;re waiting for a full breakdown of all of his abilities like I did
with the Tactician prototype, I&rsquo;m sorry to say that I won&rsquo;t. This episode is
long enough with only one character breakdown, and I&rsquo;d rather talk about
Abilities that MCDM trusts enough to show the patrons than Abilities that might
be more susceptible to changing. Once we have an official Elementalist
prototype, then I might do another deep dive like today&rsquo;s.</p>
<p>Anyway, character creation was pretty straightforward; I just followed the
chapter sequence, making choices whenever they were necessary. My main takeaway
of this process was how cool the Inciting Incidents are! In my opinion, a few of
them have the potential to be disruptive for some campaigns, but overall I
thought they were dripping with flavor. Honestly, if they removed the Culture
chapter and added more Inciting Incidents, I&rsquo;d be fine with it.</p>
<p>Since there isn&rsquo;t yet an official character sheet, I copied all of Sohan&rsquo;s stuff
into a Google Docs. When I was done, I looked at the page count and gasped. Four
pages. 11 abilities that I could use in combat. A handful of others for outside
of combat. It was so much stuff that I started to seriously wonder whether I was
even gonna be able to play this level 1 character. Then came the playtest.</p>
<h3 id="during-the-session">During the session</h3>
<p>In order to protect the privacy of my fellow players, I&rsquo;m going to be referring
to them by their characters; besides my Devil Elementalist, we had a Dwarf
Tactician, a Wode Elf Fury, a Revenant Shadow, and a Time Raider Conduit. As for
the adventure, I can&rsquo;t say much&hellip; Since they&rsquo;re going to run it at GenCon, I
really don&rsquo;t want to spoil the setup. Suffice it to say that it took place in a
three-story building and we had to work with some time pressure.</p>
<p>We strategized and began to fight the enemies. Since we get to choose our order
in initiative, my allies moved into position and started to chip away at the
enemy forces while I waited for an opportunity to jump in. Once my turn came, I
realized that my character sheet wasn&rsquo;t too large, and in fact it was quite
manageable.</p>
<p>First of all, about one-fourth of my makeshift character sheet was for outside
of combat features, things that didn&rsquo;t matter at all in the moment. Another full
page had rules for casting spells, making abilities persistent, generating
Essence (the Elementalist&rsquo;s Resource), and that sort of stuff; it&rsquo;s the
equivalent to adding the rules for spellcasting and Concentration in a D&amp;D
Wizard&rsquo;s character sheet! This is important information, but you get used to it
after a couple of rounds and it doesn&rsquo;t add any decision points during a combat.</p>
<p>Then, of my 11 combat abilities, two were Free Strikes, that is, stuff that
you&rsquo;re only supposed to use for Opportunity Attacks and the like. Another one
was a one-off thing that granted my allies the ability to see invisible
creatures; again, it wasn&rsquo;t something that came into consideration during a
regular combat. And lastly, two of my abilities required three or more Essence;
since I only generated two Essence per round, they only came up at most every
other turn.</p>
<p>On average, I only had to consider around seven abilities per round: two were
Triggers, two were Maneuvers, and three were Actions. A regular-ass level 1 D&amp;D
Wizard has something like nine spells available at all times! I didn&rsquo;t have to
worry, Sohan only <em>seemed</em> complex because my character sheet was kinda bad&hellip;</p>
<p>Once round three came, I was able to run Sohan like any other fantasy caster I
had ever ran, except that I didn&rsquo;t need to worry about running out of spell
slots. Which is to say: it was fun as hell.</p>
<p>Since I reliably generated 2 Essence every round, I could think ahead and really
plan my next turns. Since you do some damage even if you roll low (and I did
that a lot), I never felt like I had wasted a turn. Since I had abilities that
teleported my allies, interrupted enemies during their movement, and let me
<em>throw my crystal ball at people&rsquo;s faces</em>, I was able to focus on the action and
not on, I don&rsquo;t know, slots. Since the game gave me dope options, I was just
having fun being a freaking Devil that was able to surround himself with
explosive fire. And there you go, the four keywords of the game: it was tactical
heroic cinematic fantasy.</p>
<p>This is not to say that it was perfect! No, the game is still not finished. For
instance, I felt like I wasn&rsquo;t generating enough Essence to do as much cool
stuff as my fellow heroes. But it did confirm to me that the game is going in
the right direction and fulfilling its design goals, even if it&rsquo;s not a game for
everyone.</p>
<p>The playtest went on for four hours and it was epic. At some point the Time
Raider Conduit was holding on to a ledge with their upper arms when the
Tactician was pushed off of the same ledge; using their lower arms, the Time
Raider caught the Tactician and held them just long enough that they could climb
back to the battlefield. The Shadow took damage on purpose a couple of times so
that they could teleport into a more advantageous position. And the Fury must
have pushed half a dozen minions off of our floor after making sashimi out of
their captains. As for myself, I&rsquo;m proud of casting Explosive Ward and
triggering a few Opportunity Attacks in order to damage and push some nearby
enemies.</p>
<p>You might think that four hours is a lot, but we were five heroes and the
Director must have run around 40 monsters across the three stories of the
building. If my D&amp;D sessions can be considered typical, this was a pretty good
time to run so much combat.</p>
<h3 id="after-the-session">After the session</h3>
<p>After the session, we had one hour of feedback. Most of our critiques were
related to the adventure itself, so it&rsquo;s not particularly relevant for me to go
into that right now. Overall, though, people seemed to like the system! There
were some one-off comments about resource generation, ambiguous language, and
character creation, but I felt like everyone enjoyed the game.</p>
<p>After relaxing about character complexity, however, I was left with the
impression that the system was asking a lot of the Director. Since I wasn&rsquo;t the
one running the session, I can&rsquo;t be sure if that was because of the adventure or
because of the system, so I&rsquo;ll have to report on that once the Patreon playtest
packet is out.</p>
<p>Only time will tell, but I&rsquo;m super excited for the future of the MCDM RPG. All
in all, I think the system has an amazing potential and, if this playtest was
any indication, it could very well replace D&amp;D for a lot of people.</p>
<p>And speaking of people, let&rsquo;s answer those questions I got on Discord. Starting
with Koulga, who said &ldquo;I&rsquo;d love to hear about the differences in Heroic
Resources between classes, and how that affects the vibe/feel for those
classes&rdquo;.</p>
<p>Well, I haven&rsquo;t played any other class besides the Elementalist, but I could see
that the Resource of each class really impacted how it felt. Shadows, for
instance, get Insight by attacking with Edges, so this incentivizes them pretty
heavily to get into advantageous positions. On the other end of the spectrum,
the Fury rolls for Rage at the start of the round, so their biggest tactical
decision is whether to use or keep it.</p>
<p>The next question was from Mandored, who said &ldquo;I would really like an in-depth
dive into the mouth feel of whatever class it is you playtested as.&rdquo; I hope this
whole segment of the podcast works as my answer, but the gist of the
Elementalist for me was: predictable Resource generation and persistent spells
made Sohan feel like the most consistent of the heroes, like the only dude who
was able to keep their cool during combat. But again, I rolled like ass, so
someone else might feel differently.</p>
<p>Bella&rsquo;s comment was &ldquo;personally I&rsquo;d love a look on how you feel about character
creation&rdquo;. As I&rsquo;ve mentioned a few minutes ago, I found Inciting Incidents to be
the highlight of character creation. Culture feels a bit lukewarm to me, but
that is super personal; another playtester even noted how cool they thought the
whole process was. Generally speaking, I think layout and wording can have a big
impact on this aspect of an RPG, so I reserve the right to change my mind once
the finished game is out.</p>
<p>MeatShield wanted to know about the actual experience of the game, besides the
&ldquo;on paper&rdquo; side, and I think I mostly answer that with my playtest report. They
also had two specific questions: &ldquo;on a scale from 5E Champion Fighter to 5E
Wizard, how mentally taxing is it to play during combat?&rdquo; and &ldquo;does it feel like
the martial/caster divide will be a problem in this game too?&rdquo; Playing the level
1 Elementalist felt close to playing a 5e Wizard at level 2, maybe 3, but
without having to understand what spell slots are. As for a martial/caster
divide, I think this won&rsquo;t be a problem because they are specifically trying to
bring martials up to speed with the casters. The Fury and the Tactician felt as
tactical and heroic as the rest of us in the playtest.</p>
<p>Lastly, Zenward asks &ldquo;How does it feel to face off against Squinions?&rdquo; Similar
to fighting against <em>Flee, Mortals!</em> minions in that they are easy to kill but
can mess you up in large numbers. The only big difference is that their captains
give them special abilities, so you have to be more strategic with regards to
who you&rsquo;re going to attack first: minions or captains.</p>
<p>Before I leave you with the outro, I just wanted to thank everyone who sent me
their questions and all of the fine folks at the MCDM Discord. Y&rsquo;all are really
a great community. A special thanks to the people who playtested with me and
contributed to having such a great time. It was really awesome playing with you
guys.</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode and the
topics I chose this time.</p>
<p>Make sure to check out this episode&rsquo;s description for links to:</p>
<ul>
<li><a href="https://www.twitch.tv/matthew_colville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s</a> and <a href="https://www.twitch.tv/jamesintrocaso%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">James&rsquo; Twitch
channels</a>,</li>
<li><a href="https://www.youtube.com/@helloMCDM">MCDM&rsquo;s</a> and <a href="https://www.youtube.com/@mcolville">Matt&rsquo;s YouTube
channels</a>,</li>
<li><a href="https://www.reddit.com/r/mcdm">MCDM&rsquo;s</a> and <a href="https://www.reddit.com/r/mattcolville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt&rsquo;s
subreddits</a>,</li>
<li><a href="https://www.patreon.com/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Patreon</a>,</li>
<li><a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Discord</a>,</li>
<li><a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">All</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://x.com/thedicesociety%E2%81%A0%E2%81%A0%E2%81%A0">socials</a>,</li>
<li>And a full transcript of this episode.</li>
</ul>
<p>Before you leave, make sure to rate the podcast in your platform of choice and
leave a comment on YouTube if you have any questions or suggestions for future
episodes.</p>
<p>See you all next time&hellip; Thank you very much and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 006: MCDM RPG Monster Design</title>
      <link>https://thedicesociety.com/tds006-monster-design/</link>
      <pubDate>Wed, 19 Jun 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds006-monster-design/</guid>
      <description>Full transcript of The Dice Society Podcast episode 006: MCDM RPG Monster Design</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/n9CmIcqrJ7M">YouTube</a> and
<a href="https://podcasters.spotify.com/pod/show/thedicesociety/episodes/TDS-006-MCDM-RPG-Monster-Design-e2l2vio">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the sixth episode of The Dice Society podcast!</p>
<p>In case you&rsquo;re joining me for the first time, my name is Caio and I&rsquo;m the author
of <a href="https://thedicesociety.com">thedicesociety.com</a>. This is a show about the
upcoming MCDM RPG, where I talk about its development, my playtest experience,
and, once the time is right, first- and third-party content being made for the
finished game.</p>
<p>In today&rsquo;s episode, we&rsquo;ve got some exciting news items! The dev team is
complete, the Power Roll is locked in, we learned a bit more about two new
ancestries, and we got a sneak peak into Inciting Incidents. I&rsquo;ll go over all of
those and a bunch more in the News segment of the podcast.</p>
<p>As for our main topics, first I&rsquo;ll talk quite a bit about monster design, which
is proving to be a hard nut to crack for the devs. And then you&rsquo;ll all get a
nice playtest report that Donald Schepis shared on the Discord which I bet
you&rsquo;ll enjoy.</p>
<p>As usual, however, everything we&rsquo;re going to talk about is subject to and
probably will change, so don&rsquo;t get your hopes up if you really like any of the
stuff I describe here. Cool? Cool. Let&rsquo;s draw steel and get started.</p>
<h2 id="news">News</h2>
<p>This time we&rsquo;ve got a bunch of little news items to go through, so instead of my
regular&hellip; Unstructured rambling, you get a nice numbered list so you can keep
track of everything.</p>
<ol>
<li>
<p>In the last episode, I talked about the prototypes for the Shadow, the Fury,
the Elementalist, the Conduit, and the Tactician. Now we know what other
classes will be playtested for the core rules: Talent, Troubadour, Null, and
Censor. If you really want to make a parallel to D&amp;D 5th Edition, this means
we&rsquo;ll get analogs for Rogues, Barbarians, Wizards, Clerics, Fighters, Mystics
(which is a psionic class that appeared in Unearthed Arcana), Bards, Monks,
and Paladins.</p>
</li>
<li>
<p>d10s! Last episode I mentioned that the 2d10 Power Roll was official, but now
it&rsquo;s <em>official</em> official. According to James, due to the manufacturing of the
Ajax Edition, the 2d10 Power Roll is now seemingly final! Maybe there&rsquo;s more
tweaking to do, but it looks like they are pretty confident in this design
and I&rsquo;d go as far as to say that it&rsquo;s now unlikely that they will change it
too much.</p>
</li>
<li>
<p>The dev team had previously mentioned that they wanted the BackerKit backers
to get a playtest packet around July, at the same time as the second Patreon
playtest packet. Now it seems like the Patreon packet might come before the
BackerKit packet, which likely won&rsquo;t make its July goal. This delay is due to
the time they are devoting to monster design, something I&rsquo;ll talk about later
in this very episode.</p>
</li>
<li>
<p>The dev team is now complete with four people! Joining Matt, James, and
Djordi (the previous newest hire) is <a href="https://x.com/TheWillyboo">Willy
Abeel</a>, a game designer which you might know from
such places as Arcadia and the Matt Colville YouTube channel. Let&rsquo;s hope we
get to meet him in the next Patreon Q&amp;A so I can bring you more news about
what he&rsquo;s been up to inside MCDM.</p>
</li>
<li>
<p>Matt showed off a couple of ancestries that they are prototyping: the Time
Raiders and the Hakaan. The former are space pirates with four arms and eyes
made of shimmering stone; nothing much, just the dopest thing ever! You can
find them in <em>Flee, Mortals!</em>, by the way, in case you want to know what they
look like. The latter is a half-giant ancestry that can see the time of their
deaths; I take it back, <em>this</em> is the dopest thing ever! Unfortunately, I
don&rsquo;t think there is any public art of them, so we&rsquo;ll have to wait to know
what they look like.</p>
</li>
<li>
<p>They are currently testing class-related Inciting Incidents and they even
gave us some examples of what this might look look like in the May Q&amp;A. One
for Conduits is getting captured by cultists and being saved by a member of
your faith midway through an unholy ritual; now you&rsquo;re partially incorporeal
and can move through walls, but you&rsquo;re also vulnerable to corruption damage.
They all come with benefits and drawbacks like this, which is pretty freaking
cool if you ask me.</p>
</li>
<li>
<p>We got a Patreon post about the VTT! Eventually I plan on making a whole
episode talking about the VTT (dubbed The Codex), but for the moment I&rsquo;ll
just list some of the features they plan on implementing: tactical battle
maps, character management, encounter building, document sharing, map
creation, a full <em>marketplace</em>, and Lua-based modding to boot. These guys are
not messing around. The VTT will likely be distributed as a cross-platform
app on Steam, so everybody can get it as easily as possible.</p>
</li>
<li>
<p>Now a lightning round to finish off: movement may become its own thing
separate from Maneuvers, Caster Kits will get more evocative names, the Gen
Con adventure they will be running will likely take place during the fall of
Blackbottom as seen in the Chain of Acheron, Wealth is currently tied to
character level but Titles can increase it, and, lastly, the team seems to be
aiming for subclasses to give about half of your character&rsquo;s class features.</p>
</li>
</ol>
<p>And that&rsquo;s it for the news. Please let me know if you like this format, or if
you&rsquo;d rather get less news items with more in-depth explanations. Now let&rsquo;s move
on to what we currently know about monsters. Let&rsquo;s go!</p>
<h2 id="monsters">Monsters</h2>
<p>So, let&rsquo;s talk a little bit about monsters. According to James, until relatively
recently the dev team assumed that they could convert the monster design from
<em>Flee, Mortals!</em>, their fifth edition monster book, into the new RPG. Since
<em>Flee, Mortals!</em> was such a huge hit, this was a very reasonable assumption to
make and the public would likely love it.</p>
<p>But this is a different game and the devs realized that it needs its own theory
of monster design. They tried a lot of stuff over the last few weeks and, at
least from the outside, it proved a tough nut to crack.</p>
<p>Now, mind you, they still want to have the stuff that made <em>Flee, Mortals!</em>
cool: monsters that are fun to run, that challenge the players, and that help
the DM feel like a tactical genius. But in the MCDM RPG there is no to-hit roll,
the Director chooses when monsters go on initiative, and so on. So there&rsquo;s got
to be some new tech in order for monsters to work just the way they want to.</p>
<p>Their first attempt is what the designers called atomized monsters. These were
super simple enemies that basically did only one thing, which meant the Director
could activate a specific monsters exactly when they needed to do what that
monster was good at. As added bonuses, you could fit tons of those in the
monster book and organizing them into encounter sheets was trivial.</p>
<p>However, there&rsquo;s a problem: atomized monsters are hard to run tactically if you
are not already a tactical genius. In this framework, prepping encounters is
harder, figuring out synergies is harder, and choosing what monster to active is
harder. Atomized monsters was not the solution they were looking for.</p>
<p>Next, they tried phases. This meant bundling monsters into groups: artillery,
control, melee, and support. Then, the Director activates these in order.
Simple! For example, the first time the Director gets a turn, they activate
their artillery creatures; on their second turn, they activate their control
creatures; and so on, and so forth.</p>
<p>This <em>also</em> didn&rsquo;t work as expected and you can probably see why. This felt a
bit stifling the Director, which is arguably worse than requiring a lot of
thinking. So it was back to the drawing board.</p>
<p>To be fair, the way I&rsquo;m telling this story makes it seem like they were going
back to square one on every single iteration of the design. There was good
design that they kept from one iteration to the next, I&rsquo;m just glossing over
some of the details so you&rsquo;re not stuck here listening to my voice for the next
few days.</p>
<p>Anyway, what&rsquo;s the state of monster design right now? According to James&rsquo; post
on Patreon, they are testing what they&rsquo;re internally calling: Squinions. Yeah,
Squinions. Squad + Minions. Shut up, it makes sense! Let me explain&hellip;</p>
<p>Minions now share a pool of Stamina. The example James gives are Zombie Minions,
which have 5 Stamina each. If you bundle 5 of those into a squad, they have
collectively 25 points of Stamina. Say a hero deals 10 damage to any Minion of
the squad or the squad gets hit by an area of effect that deals 10 damage; two
Minions will die, not only one. You can describe how your sword cleaves two
adjacent zombies, how your beam of magic causes the ground to shake and a rock
to fall on a faraway zombie&rsquo;s head, standard heroic stuff, you know what I mean.
The important part is that every extra multiple of 5 damage kills another
zombie.</p>
<p>These Squinions, just like regular Minions from <em>Flee, Mortals!</em>, allow
characters to be heroic, killing hordes of monsters in a single combat. Djordi
even proposed the existence of different kinds of Minions, such as artillery
Minions, brute Minions, and so on. It&rsquo;s still a tactical game, after all.</p>
<p>The big twist with Squinions, however, is that each squad can have a captain!
This is a stronger and more complex non-minion creature which can grant their
squad special abilities. Plus, they work by themselves so you don&rsquo;t necessary
need them to chaperone a bunch Minions into the combat.</p>
<p>If I understood everything correctly, this framework is a nice balance between
<em>Flee, Mortals!</em> and atomized monsters. You have complex creatures that can work
as captains, but also simpler ones in the Minion category. You have to choose
who goes when, but this is alleviated by the fact that you choose a whole squad
instead of a single creature. You can have heroes fight hordes of little
creatures, or one or two stronger enemies.</p>
<p>The one thing Squinions don&rsquo;t solve is battles loosing momentum from the
Director side as time goes on. This issue has been thoroughly solved for players
with Heroic Resources; unlike d20 fantasy, where characters spend their
resources as the battle rages on, in the MCDM RPG, heroes <em>accumulate</em> more
Heroic Resources which allow them to do more dope stuff, not less.</p>
<p>The design team doesn&rsquo;t like the fact that Directors were not getting cooler
options by the end of combat like the rest of the players, so they are now
prototyping Villain Power (A.K.A. VP), a Director resource that fuels special
abilities, terrain features, and other events for the heroes to deal with. James
talked about their first draft of how the Director accumulates VP, but
apparently this was already scrapped, so we&rsquo;ll have to wait and see.</p>
<p>And that&rsquo;s it! Simple, right? You have Minions, captains, squads, Villain Power
to track&hellip; That doesn&rsquo;t sound simple at all, actually. And the dev team knows.
Matt has said on a Twitch stream &ldquo;our game is more complicated than d20
fantasy&rdquo;.</p>
<p>Right know, they believe that building and running encounters will be a little
more complicated that in D&amp;D. Their counterargument is that d20 combat is only
simple because there&rsquo;s not a lot of structure; the DM can&rsquo;t choose when monsters
go, they have very little tactical choice, creatures have boring statblocks&hellip;
Do you see my point?</p>
<p>The current thinking is that there will be a little bit of a learning curve for
Directors who aren&rsquo;t used to tactical combat, but, once they get over this hump,
fights will be much more interesting to run than in D&amp;D. The million dollar
question now is: what is the right amount of cognitive load to ask the Director
to bear? There is not a clear answer to this yet, so it remains to be seen how
many people will be willing to engage with this more complex system. Or, in
simpler terms, will the MCDM RPG be the game for you?</p>
<p>If you&rsquo;re unsure, keep listening. On the other side of the break, I have a
playtest report that just might make you want to engage with their more tactical
system.</p>
<h2 id="schepis-playtest">Schepis&rsquo; playtest</h2>
<p>Before I end this episode, let me relay to you a recent playtest report from a
member of the MCDM Discord called Donald Schepis. He shared his experience
testing with Pesto&rsquo;s group on July 1st and, <em>man</em>, this is so cool.</p>
<p>Since I haven&rsquo;t been able to make any playtests, reading these reports is what
has made me the most excited for what&rsquo;s to come. He even played a College of the
Harlequin Mask Shadow, my most anticipated subclass of the whole game right now!
If you like this kind of stuff, I highly recommend joining the Discord.</p>
<p>Anyway, enough chit-chat. I&rsquo;ve slightly edited his messages so that it works
better in audio, but otherwise I&rsquo;m simply reading you his text; the credit is
all his. Let&rsquo;s go:</p>
<blockquote>
<p>&ldquo;A goblin tribe raided a village and captured a hostage. They converted the
tavern into a stronghold to fend off any rescue teams. We&rsquo;re the rescue team.
We&rsquo;re outside the tavern. As a College of Harlequins Shadow, I peek through
the window and let the goblins know, I&rsquo;m On Your Side!. I weave an illusion
and transform into a perfect copy of one of the goblin bodyguards. We&rsquo;ll call
him Gerald. Luckily, their defenses betray them. They can only see parts of my
&lsquo;goblin&rsquo; form as I lead the &lsquo;prisoners&rsquo; to the front door. The goblins are
dumbfounded by my striking resemblance to Gerald, but they&rsquo;re yet to catch
wise.</p>
<p>Still, they&rsquo;re on alert. A few toughs flank the doors, and a dozen minions
jump up on the bar, ready for a fight. The door opens, and we see the hostage
in the claws of the tribe&rsquo;s leader. We win initiative. The Conduit drops his
false bonds and smites a mother trucker. He warns the goblins to flee lest
they suffer the same. Hesitation is Weakness, so I jump the initiative,
scream, &lsquo;I&rsquo;ve been tricked!&rsquo;, and scuttle away to hide behind the leader. And
more importantly, right behind the hostage.</p>
<p>Little did we know, the archers of this tribe are crack sharpshooters. They
replace a bucket of blood in the Conduit&rsquo;s body with wood and steel. Good
thing I&rsquo;m safe on the winning side! Except Gerald can see through the
illusion. He slaps the archer beside him, points her at his twin, and orders
her to fire. She hesitates. If that arrow hits me, the jig is up. The illusion
will drop, and I&rsquo;ll be in the middle of a green, 4-foot-tall death scrum. But
if the Harlequins&rsquo; Shadows are good at anything, they&rsquo;re good at Misdirection.</p>
<p>The archer blinks, and now I wear the face of her leader. And her leader wears
my face. Which is currently Gerald&rsquo;s face. She follows orders, shoots Gerald,
and blinks again. The arrow is stuck in her chieftain&rsquo;s leg! I continue to
cower behind the tied-up human. Then, the Stormwight Fury enters. He leaps,
transforms into a wolf mid-air, slams down on the chieftain, and tears him
apart.</p>
<p>Then, a bunch of combat happens. We come back to the archer&rsquo;s turn in round 2.
The first archer fires. The Orc Elementalist drops below 0. But Orcs are
Relentless. He hurls lightning for his opportunity attack and slays a goblin!
When that happens, he can spend a recovery and crawls back into positive
stamina. Then, it happens again. And then again. On the third blast of
lightning, he rolls a critical! But, he only injured the goblin and remains
dying. Job done, the Elementalist converts his free action (from the crit)
into a maneuver and heads into the backroom (and out of line of sight) for
some well-deserved rest.</p>
<p>On my turn, I cut the hostage free. When my dagger touches the rope, the
illusion falls. I&rsquo;m exposed! &lsquo;Thank Ajax!&rsquo; the hostage exclaims. Yikes. A
problem for another time. I slap him, yell, &lsquo;Flee!&rsquo;, and cloak myself in his
visage. Now, the goblins only have a 50/50 chance to shoot the hostage! Which
is extra good as a horde of reinforcements descend on the tavern. The rest of
the party whoops some ass before we flee out the back window.</p>
<p>I didn&rsquo;t attack a single creature. And it was awesome.&rdquo;</p>
</blockquote>
<p>Come on! If you&rsquo;re not excited for this game, I doubt you even have a heart! It
might be too tactical for some, the cognitive load seems to be the higher side
for the Director, but <em>man</em>, you gotta give it a shot. In this host&rsquo;s humble
opinion, d20 fantasy can&rsquo;t hold a candle to this kind of combat, sorry!</p>
<p>In any case, thank you very much for the playtest report, Donald Schepis. I&rsquo;ll
be patiently waiting for the next one!</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode and the
topics I chose this time.</p>
<p>Make sure to check out this episode&rsquo;s description for links to:</p>
<ul>
<li><a href="https://www.twitch.tv/matthew_colville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt</a> and <a href="https://www.twitch.tv/jamesintrocaso%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">James&rsquo; Twitch
channels</a>,</li>
<li><a href="https://www.youtube.com/@helloMCDM">MCDM</a> and <a href="https://www.youtube.com/@mcolville">Matt&rsquo;s YouTube
channels</a>,</li>
<li><a href="https://www.reddit.com/r/mattcolville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s subreddit</a>,</li>
<li><a href="https://www.patreon.com/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Patreon</a>,</li>
<li><a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Discord</a>,</li>
<li><a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">All</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://x.com/thedicesociety%E2%81%A0%E2%81%A0%E2%81%A0">socials</a>,</li>
<li>And a full transcript of this episode.</li>
</ul>
<p>Before you leave, make sure to rate the podcast in your platform of choice and
leave a comment on YouTube if you have any questions or suggestions for future
episodes.</p>
<p>See you all next time&hellip; Thank you very much and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 005: MCDM RPG Character Creation</title>
      <link>https://thedicesociety.com/tds005-character-creation/</link>
      <pubDate>Tue, 28 May 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds005-character-creation/</guid>
      <description>Full transcript of The Dice Society Podcast episode 005: MCDM RPG Character Creation.</description>
      <content:encoded><![CDATA[<p><em>This episode was originally published on
<a href="https://youtu.be/oOWj6ZqhdWs">YouTube</a> and
<a href="https://podcasters.spotify.com/pod/show/thedicesociety/episodes/TDS-005-MCDM-RPG-Character-Creation-e2k7vbh">Spotify</a>.
This page only contains the transcript.</em></p>
<h2 id="intro">Intro</h2>
<p>Hello everyone and welcome to the fifth episode of The Dice Society podcast!</p>
<p>In case you&rsquo;re joining me for the first time, this is not my voice&hellip; I&rsquo;m just a
bit sick and didn&rsquo;t want to wait any longer to record this episode, so let&rsquo;s get
started. Anyway, my name is Caio and I&rsquo;m the author of
<a href="https://thedicesociety.com">thedicesociety.com</a>. This is a show about the
upcoming MCDM RPG, where I talk about its development, my playtest experience,
and, once the time is right, first- and third-party content being made for the
finished game.</p>
<p>Since the previous episode, we&rsquo;ve gotten a lot of new information about the RPG.
MCDM has a new designer on the dev team, Matt showed us a new core ancestry, and
we got a sneak peak into the encounter sheet they are designing to help
overwhelmed Directors with combats. We&rsquo;ll go over all of that and more in the
News section of the podcast.</p>
<p>As for our main topics of the day, they are all related to character creation
and progression. First, I&rsquo;ll tell you everything there is to know about the
Culture and Career systems that were presented to the MCDM patrons over the last
few weeks. Then, as a treat, I&rsquo;ll share some hot new details we got this week
about class progression and subclasses. It&rsquo;s exciting stuff, I&rsquo;m sure you&rsquo;ll
love it.</p>
<p>As usual, however, everything we&rsquo;re going to talk about is subject to and
probably will change, so don&rsquo;t get your hopes up if you really like any of the
stuff I describe here. Cool? Cool. Let&rsquo;s draw steel and get started.</p>
<h2 id="news">News</h2>
<p>Our first news item is actually just a confirmation of something I&rsquo;d already
mentioned in the previous episode: the Power Roll is in fact moving from 2d6 to
2d10. In order to accommodate the bigger dice, now tier 1 is 11 or lower, tier 2
is 12 through 16, and tier 3 is 17 or more.</p>
<p>With this new math, circumstantial bonuses went back to being called Edges and
Banes, but now they are worth +2 and -2 respectively. Double Edges and Double
Banes aren&rsquo;t +-4s, though! Instead, they automatically bump your Power Roll up
or down by one whole tier. Still, you can&rsquo;t get more than two Edges or Banes,
and they cancel out one to one; this hasn&rsquo;t changed. We&rsquo;ll have to wait and see
if this is the last time they tweak the Power Roll.</p>
<p>Speaking of d10s, Djordi, one of the new hires, has officially started to work
with the team. He seems to be helping mainly with class design at the moment,
but both James and Matt have alluded to some other, less publicly visible stuff
he&rsquo;s been helping with. Djordi shows up from time to time in the
patron-exclusive Discord channel to post ominous pictures of his green 20-sided
d10s. Mysterious!</p>
<p>Another name we can expect to get used to is memonek. This is the latest
ancestry Matt has showed to the patrons and <em>oh boy</em> does it look awesome!
Memonek are the native people of Axiom, the Plane of Uttermost Law, and they are
humanoid in form, but made of metal, ceramic, and glass. But they aren&rsquo;t robots;
memonek just evolved with a non-carbon-based biology.</p>
<p>As part of the Patreon post, we got some concept art, the first draft of their
entry in the Heroes book, and even an idea of how these beings of pure reason
start to have&hellip; <em>Feelings</em> when they come to Orden. Very nice, very cool, very
evocative. 10/10, no notes.</p>
<p>Our last item in the News segment is the encounter sheet. I talked briefly about
this in the last episode, and the team seems to be going forward with the idea.
Matt even showed us a draft he made to try it out and went into detail of how
much simpler monsters could be in this framework.</p>
<p>Now James has also told us that terrain, breakable objects, objectives, and more
could be presented on the encounter sheet alongside the monsters. He wants to
implement the idea of &ldquo;action oriented encounters&rdquo;, where encounters, not
monsters, would have openers, reversals, and closers. I&rsquo;ll let y&rsquo;all know if and
when we get any more news on this.</p>
<p>And our last <em>last</em> news item is a demo of the VTT! This was posted literally
minutes after I finished recording, so I snuck this in here. I&rsquo;ll leave the
<a href="https://www.reddit.com/r/mattcolville/comments/1d2sxf6">link to the demo</a> in
the description of the episode for you to check it out. It looks amazing, no
joke!</p>
<p>For real this time, that&rsquo;s it for the News segment. Now we can move on to
character creation, one of my personal favorite topics. Let&rsquo;s go!</p>
<h2 id="character-creation">Character creation</h2>
<p>One of the goals of the character creation system is to &ldquo;separate your physical
ancestry from your culture&rdquo;. Even though D&amp;D took a long time to remove racial
stat bonuses, this idea is not that new; is his Patreon post, James even
mentions a 2020 book by Gwendolyn Marshall that decouples species from culture
in D&amp;D 5th Edition.</p>
<p>With this kind of framework, you can have your classic tough, rough, and buff
dwarves, but you can also have a dwarf that was raised in the forest by
vegetarian, tree-hugging elves. This gives players maximum flexibility to follow
or reject fantasy stereotypes.</p>
<p>As of right now, it seems like there are five components in hero creation:
Ancestry, Culture, Career, Inciting Incident, and Class. I might be forgetting
something, but I&rsquo;m 90% positive these are the main steps.</p>
<p>Ancestry is easy. You chose your species (human, dwarf, elf, memonek, etc.) and
you get some nice benefits related to your physical form. In the MCDM universe,
dwarves are extra durable because of their stone skins, wode elves have an
easier time hiding, you get it.</p>
<p>What we didn&rsquo;t know up until now was how Cultures and Careers worked. Let&rsquo;s
start with the former and then move on to the latter.</p>
<h3 id="culture">Culture</h3>
<p>Culture is all about your hero&rsquo;s childhood. There are four aspects to your
character&rsquo;s culture, namely Language, Environment, Organization, and Upbringing.</p>
<p>First you chose a language: this is the language your culture spoke, not much to
see here. The following three steps each will award you with a skill from a set
list, so this is the only odd one out.</p>
<p>Next is your culture&rsquo;s Environment: this describes the, well, environment where
your culture lived. The options here are Nomadic, Rural, Secluded, Urban, or
Wilderness. An Urban Culture, for example, allows you to gain any one
Interpersonal or Intrigue skill.</p>
<p>Third is the culture&rsquo;s Organization: basically, its system of government. You
can choose between Anarchic, Bureaucratic, or Communal. In the Patreon post, the
example is a Bureaucratic culture, which awards the hero with an Intrigue or
Lore skill.</p>
<p>Lastly is your Upbringing: how your character was raised within their culture.
Now you can select Academic, Creative, Illegal, Labor, Martial, or Noble. In
this case, it seems like skill options are more tailored to each option instead
of broad categories; Martial heroes, for instance, choose one skill of
Blacksmithing, Fletching, Climb, Endurance, Jump, Ride, Intimidate, Alertness,
Track, or Monsters.</p>
<p>One can easily see how going through this process can help a player discover a
little bit more about their character with each choice. One the other hand, it
might seem a bit daunting for TTRPG beginners&hellip; I can imagine someone just
wanting to create a cool dwarf and then having to stop and think about
socio-political systems and worrying that there might be a <em>right</em> choice that
they are missing. Anyway, this is all a draft! No point in analyzing it right
now.</p>
<h3 id="career">Career</h3>
<p>Once you&rsquo;re done with your hero&rsquo;s Culture, it&rsquo;s time for their Career; this is
basically what they did in order to make money before they started adventuring.
Each Career awards you with at least some extra skills and a Common Title; it
might additionally give you some extra languages, Renown, and Project Points.
Let me break down each of the benefits we haven&rsquo;t seen yet&hellip;</p>
<p>Titles are like 5e Feats, but you don&rsquo;t chose when your character gains one;
they are exclusively awarded by the Director on special occasions. In the case
of Common Titles, the weakest kind of Title, they come with your Career and give
you something flavorful to do outside of combat.</p>
<p>Renown represents you hero&rsquo;s reputation and it grows as they adventure. It helps
you in Negotiations and attracting followers and retainers; very Strongholds &amp;
Followers if you&rsquo;ve read that book. In general, Renown starts at 0 unless your
Career says otherwise.</p>
<p>Finally, Project Points represents your progress in Crafting and Research
projects. Say you want to craft a magic sword; once you have every prerequisite
material, you&rsquo;ll need to gather a certain number of Project Points in order to
finish the sword, say 300. As a Respite activity, you can make a project roll
and add it to your project, completing the sword when you reach 300. If your
Career gives you some starting Project Points, this means your first project
will already be partially done once you start it.</p>
<p>Something I haven&rsquo;t mentioned about Careers is that they also give you some
questions to answer. This isn&rsquo;t a mechanical benefit, but instead a character
building exercise that can help you get to know your hero better. I thought this
was a really interesting approach, much better than 5e&rsquo;s Ideals, Bonds, and
Flaws.</p>
<p>Now that you fully understand what comes with a Career, I can tell you the full
list that they&rsquo;ve shown us in the Patreon. They are Acolyte, Aristocrat,
Artisan, Agent, Beggar, Criminal, Explorer, Farmer, Gladiator, Laborer, Mage&rsquo;s
Apprentice, Performer, Politician, Sage, Sailor, Soldier, Warden, and Watch
Officer.</p>
<p>To better illustrate what a complete Career looks like, let me tell you about
what a Performer gets&hellip;</p>
<p>First there&rsquo;s a little flavor text: &ldquo;You can sing, act, or dance well enough
that people actually pay to see you do it. Imagine that!&rdquo; Then come the
questions:</p>
<ul>
<li>First: &ldquo;What is the tone of your performances?&rdquo;</li>
<li>Second: &ldquo;What song, role, or dance are you most known for?&rdquo;</li>
<li>Third: &ldquo;Did you perform in the same place each night, or did you travel?&rdquo;</li>
<li>Fourth: &ldquo;Were you part of a troupe or a solo act?&rdquo;</li>
</ul>
<p>Lastly, you get the Performer benefits: 2 Interpersonal skills of your choice,
the Music skill, 2 Renown, and the Dazzler Title, which says &ldquo;When a creature
watches you perform a song, dance, or role for at least 1 minute, you gain an
edge on tests made to influence the creature for 1 hour after the performance
ends.&rdquo;</p>
<p>Nice, right? Notice how this particular Career doesn&rsquo;t give you character any
extra languages or Project Points. Artisans, on the other hand, get both of
those, but no Renown.</p>
<p>Anyway, now we&rsquo;re officially done with Cultures and Careers, so we&rsquo;re ready to
move on to Inciting Incidents. Except that we don&rsquo;t have much information about
this yet, whomp whomp&hellip; Apparently it will give your character a cool origin
story, plus a nice benefit and a bad drawback for you to deal with. Matt&rsquo;s
example was a hero that had a chance of having a helpful vision at night, but a
similar chance of having a nightmare that drains one of their Recoveries.</p>
<p>So, with Incidents also out of they way, the only thing left is, you guessed it,
a Class! I have talked about that before, but now we got some information about
Subclasses which I want to share with you. Please follow me to the next segment
of the episode&hellip;</p>
<h2 id="character-progression">Character progression</h2>
<p>According to the devs, the MCDM RPG will probably feature something like eight
or nine core Classes; they have thrown around plenty of Class concepts and many
of those unfortunately won&rsquo;t make it into this select group. Shout out to the
Summoner lovers, who likely won&rsquo;t be able to make their Necromancer characters
for a while still.</p>
<p>Right now, for the purpose of playtesting the rules, the team is fleshing out
five Classes from levels 1 to 3. James has mentioned that this is the first tier
of the game, with second tier going from level 4 to level 6, third tier going
from 7 to 9, and level 10 standing all alone in its own category. The classes
they&rsquo;ve chosen are the Shadow (a sneaky, backstabbing killer), the Fury (a
raging pile of muscle), the Elementalist (a mage who&rsquo;s able to control the
elements), the Conduit (a divinely favored caster that can heal), and the
Tactician (a master of combat and strategy).</p>
<p>Apparently, every Class is also getting their Subclass at level 1. Luckily for
us, James has talked in a Twitch stream a little bit about every single Subclass
they have already designed for these five classes! Let&rsquo;s go through them one by
one:</p>
<p>First, the Shadow Subclasses. Here we have the College of Black Ash, focused on
teleporting around the battlefield by using their Black Ash Sorcery. Then
there&rsquo;s the College of Caustic Alchemy, which deals with poisons and bombs, a
more assassin-y kind of Shadow. Finally, the College of the Harlequin Mask, for
heroes who want to disguise themselves and go unnoticed when infiltrating enemy
strongholds.</p>
<p>Next, the Fury Subclasses. First comes the Berserker, the stereotypical rage
machine that hits their enemies hard. Then there&rsquo;s the Reaver, a Conan-esque
character that can be a more crafty and stealthy hero. Lastly, the Stormwight, a
Fury that has half person, half animal forms; right now, it looks like they
would be able to transform into bear, wolf, rodent, and bird forms, each with
their own unique features and attacks.</p>
<p>Third, the Elementalist. James hasn&rsquo;t mentioned which Subclasses they have
already fleshed out, but we do know that there will probably be seven in total,
one for each element, namely Earth, Air, Fire, Water, Green, Rot, and Void. An
Elementalist will be able to pick their spells from any element, but they will
be slightly better at the ones pertaining to their Subclass.</p>
<p>Fourth, the Conduit. Again, James hasn&rsquo;t specified exactly which Subclasses are
in the works, but he did explain that Conduit Subclasses might work a little
differently than the ones from every other Class. Here, you choose two domains
in your god/saint&rsquo;s portfolio, and then, when you level up, you pick your
abilities from the ones available in these two domains.</p>
<p>Last, but not least, the Tactician. The first Subclass is the Insurgent, a
crafty warrior that controls the battlefield from behind the lines. Then there&rsquo;s
the Mastermind, which can move people around and help their allies; basically, a
tactical genius. Finally, the Knight Protector works kind of like a defender who
holds the front line so that their allies can do their things unimpeded.</p>
<p>Awesome, right? After choosing your hero&rsquo;s Class and Subclass, character
progression seems to work similarly to D&amp;D. You&rsquo;ll get improvements to abilities
you already have, more skills, better stats, additional damage across the board,
and new, more powerful abilities. Character complexity will increase as a
result, allowing for new tactics and combos.</p>
<p>What do you think about these subclasses? Do they make you excited to play the
game? What&rsquo;s your favorite? Mine is probably the College of the Harlequin Mask
Shadow, I&rsquo;m dying to know more about its abilities.</p>
<h2 id="outro">Outro</h2>
<p>And that&rsquo;s it for today, folks. I hope you guys enjoyed the episode and the
topic I chose this time.</p>
<p>Make sure to check out this episode&rsquo;s description for links to:</p>
<ul>
<li><a href="https://www.twitch.tv/matthew_colville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">Matt</a> and <a href="https://www.twitch.tv/jamesintrocaso%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">James&rsquo; Twitch
channels</a>,</li>
<li><a href="https://www.youtube.com/@helloMCDM">MCDM</a> and <a href="https://www.youtube.com/@mcolville">Matt&rsquo;s YouTube
channels</a>,</li>
<li><a href="https://www.reddit.com/r/mattcolville%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s subreddit</a>,</li>
<li><a href="https://www.patreon.com/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Patreon</a>,</li>
<li><a href="https://discord.com/invite/mcdm%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">MCDM&rsquo;s Discord</a>,</li>
<li><a href="https://thedicesociety.com%E2%81%A0%E2%81%A0%E2%81%A0%E2%81%A0">All</a>
<a href="https://www.youtube.com/@the_dice_society">of</a>
<a href="https://podcasters.spotify.com/pod/show/thedicesociety">my</a>
<a href="https://twitter.com/thedicesociety%E2%81%A0%E2%81%A0%E2%81%A0">socials</a>,</li>
<li>And, for the first time, a full transcript of this episode.</li>
</ul>
<p>Before you leave, make sure to rate the podcast in your platform of choice and
leave a comment on YouTube if you have any questions or suggestions for future
episodes.</p>
<p>See you all next time&hellip; Thank you very much and goodbye!</p>
]]></content:encoded>
    </item>
    <item>
      <title>Frieren elves</title>
      <link>https://thedicesociety.com/frieren-elves/</link>
      <pubDate>Wed, 22 May 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/frieren-elves/</guid>
      <description>Designing a species of elf inspired by Frieren: Beyond Journey&amp;rsquo;s End.</description>
      <content:encoded><![CDATA[<p><em>Frieren: Beyond Journey&rsquo;s End</em> (<em>Sōsō no Furīren</em>) is the name of a manga being
published since 2020 and its anime adaptation airing since 2023. It is, and this
is by no means an exaggeration, brilliant. The premise of the series is as
follows:</p>
<blockquote>
<p>After the party of heroes defeated the Demon King, they restored peace to the
land and returned to lives of solitude. Generations pass, and the elven mage
Frieren comes face to face with humanity&rsquo;s mortality. She takes on a new
apprentice and promises to fulfill old friends&rsquo; dying wishes. Can an elven
mind make peace with the nature of life and death? Frieren embarks on her
quest to find out.</p>
</blockquote>
<p>If you haven&rsquo;t read/watched it yet, you should. It is beautiful, emotional,
engaging, charming, thrilling, deep, and no amount of adjectives can express how
much its story has moved me. If you care about this kind of stuff, at the time
of writing, <em>Frieren</em> has surpassed <em>Fullmetal Alchemist: Brotherhood</em> as the
best rated anime on <a href="https://myanimelist.net/topanime.php">MyAnimeList</a> by 0.3
point<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>.</p>
<p>One of the things that inspired me the most in <em>Frieren</em> was how elves are
portrayed, especially the main character herself. Tolkien elves, D&amp;D elves, and
Pathfinder elves are all said to be aloof and distant because of their long
lives, but seldom this is the main focus of their personalities.</p>
<p>Frieren, on the other hand, basically forgets that time exists. It&rsquo;s hard for
her to create meaningful connections with the rest of her party despite spending
more than 10 years traveling with them. She has a hard time getting up in the
morning, focusing on her quests, or even understanding why her human companions
are so eager to get things done.</p>
<p>Watching the anime made me want to play a <em>Frieren</em> elf in D&amp;D. Not &ldquo;humans&rdquo;
with pointy ears that can meditate for four hours and be good to go; I want some
mechanics that reinforce the aloofness and the fact that they can live for
thousands upon thousands of years.</p>
<p>So I took it upon myself to create a variant elf species for D&amp;D 5e based on
<em>Frieren</em>! Since the series hasn&rsquo;t talked about a lot about elves in general, I
modeled my species on Frieren (the
<a href="https://frieren.fandom.com/wiki/Frieren">character</a>) instead. Here you go<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup>:</p>
<h2 id="variant-elf">Variant Elf</h2>
<p>Elves are a longevous, distant people. They have an innate affinity for magic,
and some choose to devote their long lives to the study of the arcane. Because
of the length of their lifespans, they have a warped sense of time that makes it
hard for them to engage with other people. Many even have difficulty expressing
their emotions.</p>
<p>On the other hand, most elves need to fight off the boredom that comes with
living for millennia. Some spend their days traveling, some take up multiple
crafts, and some become daring adventurers.</p>
<h3 id="variant-elf-traits">Variant Elf Traits</h3>
<p><strong>Creature Type:</strong> Humanoid.</p>
<p><strong>Size:</strong> Medium (about 5–6 feet tall).</p>
<p><strong>Speed:</strong> 30 feet.</p>
<p><strong>Life Span:</strong> Thousands of years on average.</p>
<p>As a variant elf, you have these special traits.</p>
<ul>
<li>
<p><em><strong>Darkvision.</strong></em> You have Darkvision with a range of 60 feet.</p>
</li>
<li>
<p><em><strong>Sleepy.</strong></em> Unlike most other species, you need more than 6 hours of sleep
in order to be fully rested. When you perform a Long Rest, if you sleep for
fewer than 8 hours, you have Disadvantage on Initiative rolls until your next
Short or Long Rest.</p>
</li>
<li>
<p><em><strong>Aloof.</strong></em> Given your distant nature, you find it hard hard to read other
people. You have Disadvantage on Wisdom (Insight) checks.</p>
</li>
<li>
<p><em><strong>Long Lived.</strong></em> You have Proficiency in the History and Arcana skills.</p>
</li>
<li>
<p><em><strong>Restraint and Hypnosis Resistance.</strong></em> You have advantage on saving throws
you make to avoid or end the Restrained and Charmed conditions on yourself.</p>
</li>
<li>
<p><em><strong>Mana Detection.</strong></em> You gain the ability to cast the <em>Detect Magic</em> Spell
and, once you cast the Spell with this trait, you can&rsquo;t cast the Spell with it
again until you finish a Long Rest; however, you can cast the Spell using any
Spell Slots you have of the appropriate level.</p>
</li>
</ul>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>For context, you have to go all the way down to position 34 in order to
find an anime that is 0.3 point below FA:B.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>I tried to follow the One D&amp;D playtest
<a href="https://www.dndbeyond.com/sources/ua/character-origins">template</a> instead
of the regular 5e one. I hope this makes my variant elf a little bit more
future proof.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content:encoded>
    </item>
    <item>
      <title>TDS 004: MCDM RPG Tests &amp; Kits</title>
      <link>https://thedicesociety.com/tds-004-mcdm-rpg-tests-kits/</link>
      <pubDate>Tue, 30 Apr 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds-004-mcdm-rpg-tests-kits/</guid>
      <description>https://youtu.be/toaz-NwLefA</description>
      <content:encoded><![CDATA[<p><a href="https://youtu.be/toaz-NwLefA">https://youtu.be/toaz-NwLefA</a></p>
]]></content:encoded>
    </item>
    <item>
      <title>Warlocks, Bards, and Mystic magic</title>
      <link>https://thedicesociety.com/mystic-magic/</link>
      <pubDate>Thu, 11 Apr 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/mystic-magic/</guid>
      <description>I think some classes&amp;rsquo; fictions are better served by a different category of magic.</description>
      <content:encoded><![CDATA[<p>In One D&amp;D&rsquo;s <a href="https://www.dndbeyond.com/sources/ua/character-origins">first Unearthed
Arcana</a>, the developers
tried to split spells into three distinct categories: Arcane, Divine and Primal.
In this model, instead of each class having its own spell list, classes would
pull spells directly from these categories, with some restrictions based on
schools. <a href="https://www.dndbeyond.com/sources/ua/expert-classes">Bards</a>, for
instance, could access any Arcane spell from the following schools: Divination,
Enchantment, Illusion, or Transmutation.</p>
<p>This is an interesting proposition because it could allow new classes to access
spells from any book published prior to their release. Think about how <a href="https://www.dndbeyond.com/sources/tcoe">Tasha’s
Cauldron of Everything</a> has to list
every single spell that the Artificer can cast from the PHB because that book
was published before the Artificer was released.</p>
<p>The opposite is also true: when WotC releases a new book with spells, they don&rsquo;t
have to list what classes can cast each individual spell, even classes from
sources other than the PHB. In <a href="https://www.dndbeyond.com/sources/tbomt">The Book of Many
Things</a>, for example, they wouldn&rsquo;t
have to say that <em>Antagonize</em> counts as a Bard spell because they could simply
list it as an Arcane Enchantment.</p>
<p>This kind of design would allow them to create new classes that are compatible
with every conceivable 5e product: old and new, core and optional, first and
third-party. They could bring back the
<a href="https://dnd4.fandom.com/wiki/Shaman">Shaman</a> and simply say that it gets every
Primal Evocation and Conjuration spells (or something like that); instantly,
everything in your Mary Poppins&rsquo; Guide to Spells is instantly compatible with
the Shaman.</p>
<p>I know I&rsquo;m dwelling on this point, but I just want to make sure you understand
what we could have had. By One D&amp;D&rsquo;s <a href="https://www.dndbeyond.com/sources/ua/ph-playtest-7">seventh
UA</a>, the team went back to
class spell lists and this compatibility dream went out the window.</p>
<p>I&rsquo;m not saying that the category system was perfect, just that it would foster
the creation of more (and more specialized) classes<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>. Wouldn&rsquo;t it be fun if
the <a href="https://dnd4.fandom.com/wiki/Swordmage">Swordmage</a> was a class instead of
the Wizard&rsquo;s most broken subclass? Wouldn&rsquo;t it be nice if fans could design new
classes with an expected lifespan of more than a year?</p>
<p>In <a href="https://youtu.be/CQxFfFGtdxw">an interview</a> on D&amp;D&rsquo;s YouTube channel, Jeremy
Crawford claimed that spell categories were dropped because they:</p>
<ol>
<li>
<p><strong>Dampened class identity.</strong> A big part of the Wizard&rsquo;s class identity is
having the biggest spell list in the game, and having other classes access
most of the Arcane spell list made the Wizard feel less special.</p>
</li>
<li>
<p><strong>Didn&rsquo;t work for Warlocks.</strong> Because of Pact Magic, some Arcane spells
become too powerful in the hands of Warlocks, so their spell list has to be
more curated.</p>
</li>
</ol>
<p>The goal of the rest of this post is to explain why I think spell categories
created the problems Crawford mentioned, and to offer a simple solution to this
issue that only involves rethinking how most classes work in the game :D</p>
<h2 id="the-problem">The problem</h2>
<p>When WotC tried to divide the casters into three categories, one of them had way
more classes than the others. Can you guess which one it was? Take a look:</p>
<ul>
<li>
<p><strong>Arcane:</strong> Wizard, Sorcerer, Bard, Warlock, and Artificer.</p>
</li>
<li>
<p><strong>Divine:</strong> Cleric, and Paladin.</p>
</li>
<li>
<p><strong>Primal:</strong> Druid, and Ranger.</p>
</li>
</ul>
<p>The situation gets even worse if you take into account &ldquo;third-casters&rdquo;, i.e.,
classes with subclasses that can access the Wizard spell list. Looking at this
table you can instantly tell how everyone wants to be an Arcane class:</p>
<table>
<thead>
<tr>
<th></th>
<th>Arcane</th>
<th>Divine</th>
<th>Primal</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Full caster</strong></td>
<td>Wizard, Sorcerer, Bard, Warlock<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup></td>
<td>Cleric</td>
<td>Druid</td>
</tr>
<tr>
<td><strong>Half-caster</strong></td>
<td>Artificer</td>
<td>Paladin</td>
<td>Ranger</td>
</tr>
<tr>
<td><strong>Third-caster</strong></td>
<td>Fighter, Rogue</td>
<td></td>
<td></td>
</tr>
</tbody>
</table>
<p>To me, this is the actual reason why spell categories ruined class identity. The
Wizard didn&rsquo;t feel special because everyone is looking over their shoulders
trying to copy some of those sweet Arcane spells! And, in the same vein, the
problem with Warlocks is that there are already too many Arcane classes and, if
WotC dropped Pact Magic like they tried to in One D&amp;D&rsquo;s <a href="https://www.dndbeyond.com/sources/ua/ph-playtest-5">fifth
UA</a>, then there really isn&rsquo;t
a good way to distinguish it from the other Arcane ones.</p>
<h2 id="my-solution">My solution</h2>
<p>My solution to this problem is actually based on Kobold Press&rsquo; solution in Tales
of the Valiant: create a new spell category! Just to be clear, I&rsquo;m not a TotV
backer, but I did check out the public playtests and watched a few videos of the
<a href="https://youtu.be/j8V8aOF4pWo">backer playtests</a>. To summarize what I was able
to understand, they kept One D&amp;D&rsquo;s original categories and added a new one
called Wyrd (meaning <a href="https://en.wikipedia.org/wiki/Wyrd">&ldquo;fate&rdquo; or &ldquo;destiny&rdquo;</a>)
just for the Warlock.</p>
<p>In my opinion, however, we&rsquo;re wasting so much potential by having only Warlocks
dip into Wyrd magic! Why not use this opportunity to bring back a little bit of
4e&rsquo;s <a href="https://dungeonsdragons.fandom.com/wiki/Power_source">Power Sources</a> and
redistribute all those Arcane classes into other categories?</p>
<p>If I were to fork D&amp;D, this is what I would do:</p>
<table>
<thead>
<tr>
<th></th>
<th>Arcane</th>
<th>Divine</th>
<th>Primal</th>
<th>Mystic</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>Full caster</strong></td>
<td>Wizard</td>
<td>Cleric</td>
<td>Druid</td>
<td>Warlock</td>
</tr>
<tr>
<td><strong>Half-caster</strong></td>
<td>Artificer</td>
<td>Paladin</td>
<td>Ranger</td>
<td>Bard</td>
</tr>
<tr>
<td><strong>Third-caster</strong></td>
<td>Fighter</td>
<td>Monk</td>
<td>Barbarian</td>
<td>Rogue</td>
</tr>
</tbody>
</table>
<p>In my system, every spell would have a category, a school and a level of access
(full, half, or third). In the Ranger section of the PHB, for example, it would
say something like &ldquo;you have access to every Primal spell for half-casters&rdquo;, in
the Eldritch Knight section it would say &ldquo;you have access to every Arcane spell
for third-casters&rdquo;, you get it.</p>
<p>In this framework, spells may have two or more categories (Wall of Fire: Arcane
and Primal), classes may have access to only some schools (Shaman: Primal
half-caster limited to Evocation and Conjuration), and spells may have specific
exceptions (Cure Wounds: Divine, Primal, and Artificer).</p>
<p>Now I should probably explain where the Sorcerer went, how the Monk and the
Barbarian showed up in the table, and what the heck Mystic magic even is. Let me
go through my vision for each magic category one by one.</p>
<h3 id="arcane">Arcane</h3>
<blockquote>
<p>Arcane spells are learned, practiced, and perfected. Wizards, Artificers, and
some Fighters can master this discipline thorough meticulous study of the
Weave and the science of how to harness it.</p>
</blockquote>
<p>This category is basically unchanged, except for the Sorcerer which is now
missing. I&rsquo;m gonna be honest: I was never a fan of the Sorcerer as a limited
Wizard with Metamagic&hellip; So I shifted its features to the Warlock, because I
can.</p>
<p>Additionally, if you&rsquo;re not a fan of Artificers in medieval fantasy, we could
have the Swordmage as a cool Arcane half-caster in its place. I&rsquo;d personally go
this route, but many people love the Artificer, so I kept it as the default.</p>
<h3 id="divine">Divine</h3>
<blockquote>
<p>Divine spells are granted by heavenly beings. Clerics, Paladins, and some
Monks earn the ability to use these powers through prayer, strict devotion to
a god, or adherence to a higher purpose.</p>
</blockquote>
<p>This category gains a new member: the Monk as a third-caster. Since monks in
real life are religious people, I think it&rsquo;s ok to have a subclass or two gain
access to Divine spells. Can&rsquo;t Way of Mercy Monks get Cure Wounds or something?
Come on&hellip;</p>
<h3 id="primal">Primal</h3>
<blockquote>
<p>Primal spells are manifested through Nature. Druids, Rangers, and some
Barbarians are in such attunement with the wilderness that they can employ its
magical powers as a tool and a weapon.</p>
</blockquote>
<p>Just as the Divine category, I added the Barbarian as a third-caster to the
Primal classes. In fact, the Barbarian was a Primal class in 4e! Path of the
Beast Barbarians already have some sweet beast forms, why not have a subclass
that is also able to cast a little Spike Growth while raging?</p>
<h3 id="mystic">Mystic</h3>
<blockquote>
<p>Mystic spells are folk traditions that hold power. Witchcraft, chanting
rituals, shadow magic, and cerimonial dances are kinds of Mystic magic.
Warlocks, Bards, and some Rogues can perform powerful spells by forging a pact
with an otherworldly being, impressing a Muse, or performing forbidden rites.</p>
</blockquote>
<p>This is where a lot has changed.</p>
<p>In this framework, the Warlock becomes a full caster whose powers fill the same
niche as Pathfinder&rsquo;s <a href="https://2e.aonprd.com/Classes.aspx?ID=38">Witch class</a>.
They can keep their Patron, Eldritch Blast, Eldritch Invocations, and I&rsquo;d even
give them something akin to Metamagic to really hammer home how they&rsquo;re
basically concocting an incantation every time they cast a spell; add an eye of
newt to have the spell last longer, some snake fangs to have it deal more
damage, etc. Very <a href="https://criticalrole.fandom.com/wiki/Laudna">Laudna</a>.</p>
<p>The Bard, on the other hand, gets downgraded to a half-caster because, honestly,
I think they&rsquo;re a bit
<a href="https://rpgbot.net/dnd5/characters/state-of-the-meta/">overpowered</a>. I&rsquo;m of the
opinion that they&rsquo;re much better served by a more swashbuckler-y archetype:
charismatic sword fighters that can distract their opponents with illusions,
help their allies with encouraging words, and play a few tunes when they need to
Dispel Magic.</p>
<p>Can we make a single spell list that works for both Warlocks and Bards? Given
that my Bards only get at most 5th level spells and that witchcraft in the real
world is often associated with song and dance, I think there&rsquo;s a chance. If we
wanted to make Bards even more like Warlocks, their subclasses could be their
Muses instead of their Colleges! Give them more Enchantment and Illusion spells,
less Conjuration and Evocation, and Bob&rsquo;s your uncle.</p>
<p>As for Rogues, I think the &ldquo;shadow magic&rdquo; component of the Mystic classes serves
very well the Arcane Trickster archetype. A majority of the Arcane Trickster&rsquo;s
spell list can already be learned by Bards, so it&rsquo;s not even that much of a
stretch.</p>
<p>And that&rsquo;s it! <strong>TL;DR:</strong> Throw away the Sorcerer, and rework Warlocks and Bards
to fit into a new Mystic category along with the Arcane Trickster. Optionally,
for some added spice, also give Monks and Barbarians each a third-caster
subclass because they deserve it.</p>
<p>What do you think of my solution? Is it too much work? Is making room for new,
more focussed classes even worth it? Please let me know, I&rsquo;m going insane&hellip;</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Sure, what if WotC released a book with a spell that completely broke your
favorite third-party class? That could reasonably happen. But since WotC has
a reputation for breaking their own classes with their own spells (I&rsquo;m
looking at you, Silvery Barbs), I think the benefits outweigh the risks.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>I know the Warlock is not a full caster, don&rsquo;t @ me. What I&rsquo;m saying is
that most Warlock subclasses depend exclusively on casting to do their
thing.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content:encoded>
    </item>
    <item>
      <title>Why dice?</title>
      <link>https://thedicesociety.com/why-dice/</link>
      <pubDate>Tue, 02 Apr 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/why-dice/</guid>
      <description>Why do we use dice in RPGs? Why do we find randomness fun?</description>
      <content:encoded><![CDATA[<p><a href="https://www.campaignmastery.com/blog/randomness-in-rpgs/">There</a>
<a href="https://www.skeletoncodemachine.com/p/input-output-randomness-part-1">are</a>
<a href="https://www.skeletoncodemachine.com/p/input-output-randomness-part-2">many</a>
<a href="https://www.gamedeveloper.com/design/design-101-the-role-of-randomness">articles</a>
<a href="https://analoggamestudies.org/2014/08/uncertainty-in-analog-role-playing-games-part-1/">on</a>
<a href="https://analoggamestudies.org/2014/09/uncertainty-in-analog-role-playing-games-part-2/">this</a>
<a href="https://analoggamestudies.org/2015/02/uncertainty-in-analog-role-playing-games-part-3/">specific</a>
<a href="https://mitpress.mit.edu/9780262527538/uncertainty-in-games/">topic</a>, but I
can&rsquo;t stop thinking about it. The question kind of consumed my last few weeks in
a way that I wasn&rsquo;t expecting because it&rsquo;s so simple. It was, for me, a tiny
version of <a href="https://en.wikipedia.org/wiki/Fermat%27s_Last_Theorem">Fermat&rsquo;s Last
Theorem</a>: a problem with
a (deceptively) simple statement that takes ages to really understand and
prove.</p>
<p>I&rsquo;m just gonna rip off the band-aid and say it: <strong>why do we use dice in RPGs?</strong></p>
<h2 id="the-question">The question</h2>
<p>Let&rsquo;s start by refining the question, because in its raw state it&rsquo;s actually
wrong and unhelpful. First, it&rsquo;s wrong because not every RPG uses dice; computer
RPGs almost never explicitly use dice, and even some tabletop RPGs don&rsquo;t use
them (some use cards, for example). Second, it&rsquo;s unhelpful because it doesn&rsquo;t
address the actual question behind the question; this isn&rsquo;t about the
randomization engine the developers choose, it&rsquo;s about the randomness itself.</p>
<p>Think about how much uncertainty could be done away with if role-playing games
didn&rsquo;t rely on randomness. Wouldn&rsquo;t it be cool if your character never missed?
Wouldn&rsquo;t it be nice if you always did the maximum amount of damage? How awesome
would it be if your PC always passed every perception check, sneaked by every
guard, persuaded every noble?</p>
<p>I know, a game like this sounds freaking awful. But why?! In real life, we&rsquo;re
constantly struggling because we can&rsquo;t do everything perfectly. In sports, the
goal of an athlete is usually to become as good as possible, as reliably as
possible. But in RPGs, where we&rsquo;re basically playing make believe, saying &ldquo;you
always do max damage, you pass every check&rdquo; suddenly makes the game boring.</p>
<p>So a better question might be: <strong>why do we find randomness in RPGs fun?</strong></p>
<h3 id="small-aside">Small aside</h3>
<p>It&rsquo;s important to note that, strictly speaking, not every RPG uses randomness.
In <a href="https://en.wikipedia.org/wiki/Dread_(role-playing_game)">Dread</a>, for
instance, players pull blocks from a Jenga tower to determine whether an action
succeeds, and in
<a href="https://en.wikipedia.org/wiki/Amber_Diceless_Roleplaying_Game">Amber</a>, actions
are resolved by comparing attributes which the players determine during
character creation with an attribute auction.</p>
<p>I think, however, that these are exceptions that prove the rule. RPGs with
random elements are much more popular than those without, to the point that even
computer RPGs still rely a lot on randomness in order to determine outcomes
and/or damage. So the question &ldquo;why do we find randomness in RPGs fun?&rdquo; is still
valid even if not literally 100% of RPGs use randomness.</p>
<h2 id="the-answers">The answer(s)</h2>
<p>Now let&rsquo;s try and answer this elusive question. I thought a lot about it, did
some research (see the links at the beginning of the post), and finally got
somewhere. After too much time, I came to the conclusion that there are three
main reasons why we use dice (i.e. randomness) in tabletop RPGs.</p>
<h3 id="simulation">Simulation</h3>
<p>Randomness is useful when trying to simplify complex systems. Do players want
rules that model absolutely every single aspect of an action? Probably not. Even
<a href="https://en.wikipedia.org/wiki/Rolemaster">Rolemaster</a>, with its (in)famous
charts, still can&rsquo;t precisely model every aspect of real-world combat, so some
kind of simplification has to happen.</p>
<p>Computer games with realistic physics simulations might be able to avoid
randomness, but then they become games of pure skill (aiming with your mouse,
for example). In tabletop RPGs, where the players have no way of actually
controlling their characters&rsquo; swords and spells, randomness is necessary to
model accuracy and damage; for instance,
<a href="https://en.wikipedia.org/wiki/Board_wargame">wargames</a> (D&amp;D&rsquo;s predecessors) use
dice to simulate whether or not a unit hits<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> or misses their target.</p>
<blockquote>
<p>&ldquo;Thus, in a board wargame, [&hellip;] randomness has a positive aspect beyond
creating a degree of uncertainty; it provides simulation value, because in
reality, a military commander can never control everything that happens on the
battlefield, so &lsquo;random factors&rsquo; stand in for all the myriad issues that
create uncertainty in a chaotic struggle.&rdquo;</p>
<p>— <a href="https://mitpress.mit.edu/9780262527538/uncertainty-in-games/">Greg
Costikyan</a></p>
</blockquote>
<h3 id="tension">Tension</h3>
<p>Randomness can help bring a little bit of balance to a situation that in the
&ldquo;real world&rdquo; would be resolved unambiguously. This keeps everyone on their toes
because the tides can turn at any moment; any sure victory can turn into a
defeat if the dice don&rsquo;t play nice.</p>
<p>For example, if a low-level party tries to go against a high-level monster,
odds are in the favor of the monster. If all RPGs simply compared stats in order
to determine outcomes (like Amber), then the monster would win 100% of the time.
With some randomness involved, however, the party can win if luck is on their
side!</p>
<blockquote>
<p>&ldquo;While the tension of randomness can sometimes feel unpleasant, having no
tension is even worse. Even against an equal opponent, many games can start to
feel boring once you&rsquo;ve won a significant advantage or taken a significant
setback. You can either lose hope for victory or any fear of defeat.&rdquo;</p>
<p>— <a href="https://www.gamedeveloper.com/design/design-101-the-role-of-randomness">Dan
Felder</a></p>
</blockquote>
<h3 id="drama">Drama</h3>
<p>As is usual in RPGs, GMs prepare the outlines of a story that then gets
transformed by player actions; the dice, however, can surprise even the players,
becoming a new source of drama and narrative uncertainty. In this sense,
randomness becomes an agent of emergent narrative, where players and GM alike
are all brought along for the ride.</p>
<p>Random encounters are a prime instantiation of this. The GM might generate a
random encounter with an NPC that the players then recruit, or with a monster
that ends up killing one of the PCs. Both outcomes are ultimately a consequence
of player actions, but randomness is responsible for creating the situation
(rolling for the random encounter) and influencing the outcome (successful
persuasion checks, bad rolls on saving throws, etc).</p>
<blockquote>
<p>&ldquo;This is one of the most important functions of die rolls in a game. By
injecting a source of unpredictability as to outcome, however shaped and
controlled by the GM, they enable the deliberate derailing of plot trains.&rdquo;</p>
<p>— <a href="https://www.campaignmastery.com/blog/randomness-in-rpgs/">Mike Bourke</a></p>
</blockquote>
<h2 id="tldr">TL;DR</h2>
<p>RPGs, especially TTRPGs, use dice in order to generate randomness. This
randomness is desired because it is a tool for simplifying complex systems like
swinging swords and casting spells, it keeps players on their toes by doing away
with certainty of either victory or loss, and it fosters emergent narrative by
surprising both players and GMs with unexpected results.</p>
<p>Now I can rest in peace. Finally. No more questions about randomness in RPGs.
Truly. I mean, randomness is fun because it helps simulate stuff, add tension,
and create drama. So more randomness = more better! That&rsquo;s it, I found the
nugget of knowledge at the end of the tunnel!<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> Wait. Unless&hellip; No. Please,
stop. Let it go. No more thinking about this.</p>
<p>&hellip;</p>
<p><a href="/dice-math">Read part 2 now!</a></p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>That&rsquo;s actually why D&amp;D characters have <em>hit</em> points. That comes from
wargame units, which could only take so many hits before dying.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>This metaphor makes sense, shut up.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content:encoded>
    </item>
    <item>
      <title>D&amp;D and the dice math</title>
      <link>https://thedicesociety.com/dice-math/</link>
      <pubDate>Mon, 18 Mar 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/dice-math/</guid>
      <description>How does dice math influence how a game feels? A post by Renata Hirota!</description>
      <content:encoded><![CDATA[<p><em>This post has been kindly provided by <a href="https://hirota.dev/">Renata Hirota</a> and
originally appeared on <a href="https://hirota.dev/blog/posts/2024-03-18_dice-math/">her
blog</a>. She&rsquo;s a statistician
with a knack for TTRPGs, go follow her!</em></p>
<p>Since the Covid pandemic, I really got into D&amp;D. I had never played before, but
had friends who had long lasting parties and were DMs, so it was the perfect
opportunity since we were all locked up in our houses.</p>
<p>Turns out that it didn&rsquo;t last more than a few months: we started one campaign at
level 1 and disbanded shortly after reaching level 6. Then I found out about
Critical Role and became a huge fan (although I&rsquo;ve given up on Campaign 3…) and
started playing with my partner and his friends.</p>
<p>As you can imagine, it wasn&rsquo;t too long before I started DMing myself and I
eventually started watching some of Matt Colville&rsquo;s Twitch lives and YouTube
videos (really recommend those for DMs!). So when Matt&rsquo;s company MCDM started
designing their own RPG, I was pretty excited (if you want to know more about
it, you can listen to the podcast <a href="https://www.youtube.com/@the_dice_society">The Dice
Society</a>, which covers news on the
development of the game).</p>
<p>For me, the game changer for this new RPG is the <em>dice</em>. Everyone who plays D&amp;D,
be it 5th edition, AD&amp;D or anything in between, is used to rolling d20s,
20-sided dice<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>. On the other hand, MCDM&rsquo;s RPG uses 2 regular, 6-sided dice
for attacking, making ability checks and other situations in which your
character might need to roll. As of now (March 2024), the game is still in
development, so it still might change, but they made it very clear that they
want to keep the 2d6 system in the final version of the game.</p>
<h2 id="why-i-love-the-idea-of-the-2d6-system">Why I love the idea of the 2d6 system</h2>
<p>I know: d6s are kind of boring compared to d20s, right? Every Farkle and Yahtzee
player uses them, after all. But to me, that could be a great advantage: it&rsquo;s
easy to understand and hit the ground running as soon as you know the basic
rules, no need to go through weird dice<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup>.</p>
<p>And although I&rsquo;ve become some sort of <em>dice hoarder</em> for the past years, I love
the idea of rolling two dice, and more than that, two d6s, because of
<em>variance</em>.</p>
<p>Let&rsquo;s assume we&rsquo;re rolling a d20. The possible outcomes range from 1 to 20, and
tecnically they all have the same probability, 1/20 = 5%. When rolling 2d6,
there is a smaller range of possibilities (2 to 12) and they are not uniformally
probable (you would expect to roll 12 much less frequently than 7, for example).</p>
<p>That means your <em>modifier</em> has a much more significant impact on the final
result than sheer luck<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup>. If you are consistently rolling some value near the
mean (7), how good you are at a certain ability will more accurately translate
to how successful you are in a skill check or attack. Sure, you can still fumble
or do exceptionally well, but those events are less common.</p>
<h2 id="simulating-dice-rolls">Simulating dice rolls</h2>
<p>I remember when I was younger and my Math teacher gave us an experiment: roll
two dice 100 times and take note of the results. At the end of the class, we
drew a bar plot with the results and found out that everyone drew basically the
same plot.</p>
<p>Let&rsquo;s do the same, but with the RPG context and in a larger scale. We&rsquo;ll check
how the outcome of a character with a dexterity bonus of +3 would roll for a
skill check using different dice systems. (MCDM&rsquo;s stats are not exactly the
same, but let&rsquo;s just assume they are for this thought exercise.)</p>
<h3 id="rolling-1d20-1000-times">Rolling 1d20 1000 times</h3>
<p>Assuming that every side on a 20-sided die is physically the same, it&rsquo;s fair to
conclude that the numbers 1 through 20 have the same probability of being the
outcome. Let&rsquo;s imagine that we&rsquo;re rolling the die 100 times and counting how
many times each side appears.</p>
<figure><img src="https://thedicesociety.com/images/posts/dice-math/unnamed-chunk-1-1.webp"/>
</figure>
<p>Now let&rsquo;s do the same, rolling the die 1000 times.</p>
<figure><img src="https://thedicesociety.com/images/posts/dice-math/unnamed-chunk-2-1.webp"/>
</figure>
<p>The results seem random enough and there doesn&rsquo;t seem to be a clear pattern.
Even if we add the modifier (+3), it&rsquo;s not that great a difference. The modifier
matters much less then the roll of a die.</p>
<p>As a game design, it makes sense that extremely good (or bad) results are rare,
but it&rsquo;s weird that average outcomes are equally probable.</p>
<h3 id="rolling-2d6-1000-times">Rolling 2d6 1000 times</h3>
<p>If we were rolling only one d6, we would have a similar situation: all 6 sides
have the same probability. However, by adding two dice, we invoke the <strong>Central
Limit Theorem</strong>!</p>
<p>What is that, you ask? It&rsquo;s one of the most important theorems in probability
theory that says that, given a sample from a random variable under certain
circumstances, the sample mean tends to follow a normal distribution, even if
the original variable has a different distribution other than normal. More
technically, the limit of a random variable X when n -&gt; Inf is normally
distributed. More on that in the <a href="#the-math-behind-it-the-central-limit-theorem">next
section</a>.</p>
<p>For now, let&rsquo;s replicate the experiment we did with the d20, this time with 2d6.</p>
<figure><img src="https://thedicesociety.com/images/posts/dice-math/unnamed-chunk-3-1.webp"/>
</figure>
<p>This plot shows what we&rsquo;ve talked before: it&rsquo;s much more common to roll a 7
than, say, a 12. The same goes for the other end of the curve, too.</p>
<p>Now let&rsquo;s take a look at what happens if we increase the number of rolls to a
thousand:</p>
<figure><img src="https://thedicesociety.com/images/posts/dice-math/unnamed-chunk-4-1.webp"/>
</figure>
<p>And a million:</p>
<figure><img src="https://thedicesociety.com/images/posts/dice-math/unnamed-chunk-5-1.webp"/>
</figure>
<h2 id="the-math-behind-it-the-central-limit-theorem">The math behind it: the Central Limit Theorem</h2>
<p>If you are not convinced by this little experiment, the
<a href="https://en.wikipedia.org/wiki/Central_limit_theorem">proof</a> for the theorem can
be easily found online.</p>
<p>I&rsquo;m not going to bore you with the details because 1, this is not the place for
it and 2, I&rsquo;m not ashamed to admit that I don&rsquo;t even remember the proof and
would just copy it from someplace else anyway.</p>
<h2 id="balancing-predictability-and-uncertainty">Balancing predictability and uncertainty</h2>
<p>So why does a more consistent result = a better game? (To me, at least.)</p>
<p>Of course it&rsquo;s fun to have <em>some</em> unpredictability when we&rsquo;re playing, otherwise
we would simply discard the dice. But it&rsquo;s always frustrating when you know that
your character is very good in a skill but you KEEP. ROLLING. ONES.</p>
<p>As a DM, it&rsquo;s also hard to explain why that keeps happening in a way that makes
sense narratively. &ldquo;Oh, you see that the door is completely rotten but you
simply can&rsquo;t break it despite your Strength (20)&rdquo; More especifically about D&amp;D,
it also creates some significant differences for classes such as Bard and Rogue.</p>
<p>I think only time will tell if MCDM&rsquo;s 2d6 system works for me in the long run.
But for now, I&rsquo;m excited about changing things up a little and depending a
little less on my misbehaving dice.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Despite being used in older editions, d20s started being the default dice
starting at D&amp;D 3rd edition.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>I hate to admit it, but I still confuse my d20s and d12s on occasion.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>Tom Dunn has written a great series analyzing variability which I highly
recommend in <a href="https://tomedunn.github.io/the-finished-book/theory/variability-attacks/">The Finished
Book</a>.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
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      <title>TDS 003: MCDM RPG Power Rolls</title>
      <link>https://thedicesociety.com/tds-003-mcdm-rpg-power-rolls/</link>
      <pubDate>Fri, 08 Mar 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds-003-mcdm-rpg-power-rolls/</guid>
      <description>https://youtu.be/VtF1gbEE5iE</description>
      <content:encoded><![CDATA[<p><a href="https://youtu.be/VtF1gbEE5iE">https://youtu.be/VtF1gbEE5iE</a></p>
]]></content:encoded>
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      <title>TDS 002: MCDM RPG Playtest Report</title>
      <link>https://thedicesociety.com/tds-002-mcdm-rpg-playtest-report/</link>
      <pubDate>Mon, 22 Jan 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds-002-mcdm-rpg-playtest-report/</guid>
      <description>https://youtu.be/RhQPcfRipFQ</description>
      <content:encoded><![CDATA[<p><a href="https://youtu.be/RhQPcfRipFQ">https://youtu.be/RhQPcfRipFQ</a></p>
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      <title>Worldbuilding pt. 08: politics</title>
      <link>https://thedicesociety.com/politics/</link>
      <pubDate>Mon, 15 Jan 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/politics/</guid>
      <description>In the eighth part of Unaria&amp;rsquo;s worldbuilding, we finally get into some politics</description>
      <content:encoded><![CDATA[<p>After seven blog posts (and about six months of real time), we can finally get
into some grounded worldbuilding. I wrote about <a href="https://thedicesociety.com/magic/">magic</a>,
<a href="https://thedicesociety.com/species/">biology</a>, and <a href="https://thedicesociety.com/pantheon/">gods</a>
already, but what really moves the plot forward is politics.</p>
<h2 id="the-great-game">The great game</h2>
<p>Most things you worldbuild will become the backdrop of your player&rsquo;s adventures
unless you make it a point to bring something to the forefront. Gods will only
be relevant if a PC is particularly religious or if there is a cult the party
needs to fight; the outer planes will only matter if you&rsquo;re GMing a planar
campaign; so on and so forth.</p>
<p>Politics is the exception. In my opinion, politics is the most important
component of worldbuilding because your players will probably interact with it
no matter what. If you&rsquo;re playing D&amp;D, it is assumed in the title: you can&rsquo;t
have dungeons without a society to build them in the first place.</p>
<p>For this reason, I want Unaria&rsquo;s politics to be complex and interesting. There
won&rsquo;t be a whole country full of evil people, much less a whole <em>species</em><sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>.
Taking a page from Colville&rsquo;s excellent <a href="https://www.youtube.com/watch?v=HpiT6RTlLYc&amp;list=PLPKgFp1dAzrBB3Bd4vnALBT1zodEQzoLB">politics
series</a>,
all factions should have reasonable and convincing beliefs which might persuade
the players to be on their side.</p>
<h2 id="making-it-mine">Making it mine</h2>
<p>As with most Human kingdoms in the Age of Blood, Ebora used to be an
administrative region of the Undying Empire that splintered off in the early
years after the Branching.</p>
<p>The Empire depended on powerful magic to maintain their tight grip on the whole
territory and, without it, everything was up for grabs. Once magic weakened, for
instance, the Emperor couldn&rsquo;t teleport whole armies to zones of conflict as he
once did. In fact, the very spell that granted him his exceptionally long
life<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> deteriorated so much that the poor fool began aging quite rapidly.</p>
<p>Naturally, the first one to claim and retain the title of monarch was <strong>Lord
Vedres</strong>, Ebora&rsquo;s former imperial administrator. Many local leaders also tried
to create their own smaller governments, but these attempts were quickly
squandered; the only contender who actually had some success in their bid to
become Ebora&rsquo;s ruler was that era&rsquo;s Living Saint, the term for the head of the
Church of the Pure. Centuries later, Ebora still lives under the coexisting
rulerships of the Monarch and of the Living Saint<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup>.</p>
<p>The first one hundred years of independence weren&rsquo;t easy for Ebora. Violent
neighboring states, border disputes, pillaging bandits, internal conflicts,
succession crises, all plagued the nascent kingdom. It wasn&rsquo;t until 189 A.B.
that <strong>Arthur the Wise</strong> was able to, through a complex network of alliances and
favors, consolidate the whole territory under his rule.</p>
<p>More than 200 years later, Charles II now rules Ebora during a new period of
uncertainty. The last remains of imperial infrastructure are crumbling, monster
raids are getting more frequent, and strange cults seem to be growing in
popularity. Instability got to such a degree that he began hiring groups of
mercenary adventurers to go to the most remote edges of the empire and help his
subjects.</p>
<p>In these troubled times, four factions formed among the landed nobility, each
seeking to expand their influence while the king struggles with his problems.</p>
<ul>
<li>
<p><strong>Countess of Corgas</strong>, to the east, commands a group of aristocrats who want
greater control over maritime trade and the taxation of imports.</p>
</li>
<li>
<p><strong>Count of Soldos</strong> and his allies in the west, starved of resources, want to
enact a system of prince-electors who have a say in the next succession.</p>
</li>
<li>
<p><strong>Marquess of Courela</strong>&rsquo;s southern coalition seeks a stronger army capable of
annexing more lands for them to farm.</p>
</li>
<li>
<p>The <strong>Living Saint</strong> leads the most powerful faction in the northwest,
plotting to increase the power of the Church of the Pure through a series of
laws that take power away from the king.</p>
</li>
</ul>
<p>Every single source of instability, including these factions, are a possible
hook for players and their characters. Are they going to get involved? Are they
going to pick sides? If you <a href="https://www.youtube.com/watch?v=_iWeZ-i19dk">run them up a
tree</a>, they will have to.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I got your back, orcs.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>In the Age of Magic, leaders used to live so much that many generations
ended up being governed by the same person. Nowadays, monarchs a named after
their predecessors to give the same impression of continuity.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>In fact, most kingdoms of today have some sort of symbiotic relationship
with their local churches. Some are even governed by clergymen.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
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      <title>TDS 001: MCDM RPG Backerkit &amp; Classes</title>
      <link>https://thedicesociety.com/tds-001-mcdm-rpg-backerkit-classes/</link>
      <pubDate>Sat, 06 Jan 2024 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/tds-001-mcdm-rpg-backerkit-classes/</guid>
      <description>https://youtu.be/yvVzYxDvcSg</description>
      <content:encoded><![CDATA[<p><a href="https://youtu.be/yvVzYxDvcSg">https://youtu.be/yvVzYxDvcSg</a></p>
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      <title>Worldbuilding pt. 07: planes</title>
      <link>https://thedicesociety.com/planes/</link>
      <pubDate>Fri, 15 Dec 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/planes/</guid>
      <description>The seventh episode of the worldbuilding series, we explore the outer planes of Unaria</description>
      <content:encoded><![CDATA[<p>In the <a href="https://thedicesociety.com/cosmology/">first part</a> of my worldbuilding series, I said that I was
going to take the top-down approach, i.e., start from the birth of the universe
and zoom in later. Following last month&rsquo;s post about <a href="https://thedicesociety.com/magic/">magic</a>, I once
again decided to go bottom-up and talk about the planes of my universe.</p>
<h2 id="heaven-and-hell">Heaven and Hell</h2>
<p>Currently, Unaria only has three planes of existence: the Material Plane (Unaria
itself), the Feywild, and the Shadowfell. Now that we know everything there is
to know about <a href="https://thedicesociety.com/cosmology/">cosmology</a>, the <a href="https://thedicesociety.com/pantheon/">gods</a>, and
<a href="https://thedicesociety.com/magic/">magic</a>, we can start working on the rest of the planes. Specifically, I
want to explain the outer planes.</p>
<p>I wan&rsquo;t going to write a whole post about this topic, but one of my players made
up his mind about his next character and turns out he wants to make an
<a href="https://shop.mcdmproductions.com/products/illrigger-class">Illrigger</a> that
serves a devil from the Nine Hells. Well&hellip; Now Unaria needs something like the
Nine Hells.</p>
<p>The main inspiration for the planes of Unaria will be the outer planes of D&amp;D.
Nothing from esoteric philosophy this time! My only goal here is to rework them
as places where souls go in the afterlife, because this might be important for
my player&rsquo;s backstory.</p>
<h2 id="making-it-mine">Making it mine</h2>
<p>In my setting, once something is infinite, space can’t handle it anymore. An
infinite being, like the gods, can’t exist in any material form and, therefore,
collapses unto itself like a black hole curving space-time beyond the reaches of
physics. This creates a new plane.</p>
<p>I’ve said before that “The weavers are eight and, intertwining themselves with
the threads, they make the mortal realm.” Now you know that this is literally
true: the gods are, in every sense of the word, Unaria.<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup></p>
<p>Besides being a god, there is another way to become infinite: to be remembered
forever. This is a fate reserved for very few mortals and defies the concept of
time itself, but it can happen in Unaria. Great tyrants, true liches, master
poets, powerful wizards… Those who become larger than life, those who perform
deeds that will be in the annals of history forever, become planes of existence.
These mortals are collectively referred to as Patrons<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup>.</p>
<p>Much like the eight gods, who together became the Prime Material Plane, Patrons
don’t <em>each</em> become a different outer plane; they join one of 16 different
planes depending on what they did to be remembered forever. These planes mirror
the domains of the gods, demonstrating how central the concepts are to the
universe:</p>
<table>
<thead>
<tr>
<th>Domain of&hellip;</th>
<th>Name (in D&amp;D)</th>
<th>Example</th>
</tr>
</thead>
<tbody>
<tr>
<td>Creation</td>
<td>Elysium</td>
<td>Create a wonder of the world</td>
</tr>
<tr>
<td>Destruction</td>
<td>Abyss</td>
<td>Destroy the legacy of a civilization</td>
</tr>
<tr>
<td>Harmony</td>
<td>Arcadia</td>
<td>Prevent a major war from happening</td>
</tr>
<tr>
<td>Discord</td>
<td>Acheron</td>
<td>Wage a war of continental proportions</td>
</tr>
<tr>
<td>Truth</td>
<td>Mount Celestia</td>
<td>Become the mouthpiece of a god</td>
</tr>
<tr>
<td>Lies</td>
<td>Pandemonium</td>
<td>Become a false prophet</td>
</tr>
<tr>
<td>Justice</td>
<td>Mechanus</td>
<td>Bring a powerful tyrant to justice</td>
</tr>
<tr>
<td>Tyranny</td>
<td>Gehenna</td>
<td>Create an empire</td>
</tr>
<tr>
<td>Life</td>
<td>Beastlands</td>
<td>Heal countless wounds</td>
</tr>
<tr>
<td>Death</td>
<td>Hades</td>
<td>Become a true lich</td>
</tr>
<tr>
<td>Love</td>
<td>Bytopia</td>
<td>Tell a tale for the ages</td>
</tr>
<tr>
<td>Greed</td>
<td>Nine Hells</td>
<td>Sell your soul to a fiend</td>
</tr>
<tr>
<td>Virtue</td>
<td>Ysgard</td>
<td>Fight for those who can’t</td>
</tr>
<tr>
<td>Weakness</td>
<td>Carceri</td>
<td>Usurp another Patron</td>
</tr>
<tr>
<td>Magic</td>
<td>Arborea</td>
<td>Create a new spell</td>
</tr>
<tr>
<td>Mundanity</td>
<td>Limbo</td>
<td>Prevent society from advancing</td>
</tr>
</tbody>
</table>
<p>Once a person passes away, their soul goes on to one of these planes and stays
there while they are still remembered. Rituals of memory (where a loved one is
remembered and their name is repeated over and over) strive to keep someone&rsquo;s
soul “alive” for longer. If they are in the Domain of Love, for example, that
loved one will enjoy more time in absolute bliss before fading into oblivion.
However, if they are in the Domain of Death, the rest of their existence in the
afterlife will be absolute pain.</p>
<p>Undeath in general is an attempt by mortals to cheat the system and become
infinite by brute force. Regular liches are a great example: naive wizards think
that achieving eternal life is enough to ascend as a Patron, but the necessity
of a philactery is an obvious flaw in the plan. Only a <em>true</em> lich can ascend,
but then it (by definition) can&rsquo;t have a physical form anymore.</p>
<p>In some places, Patrons are even venerated like saints. In this case, they might
be referred to as Saints, Heroes, Prophets, etc. Some cultures of Unaria also
claim that each Patron becomes a new star in the sky once they ascend to eternal
life.</p>
<p>The big twist here is that, unlike the eight gods, Patrons aren&rsquo;t shy about
influencing the Material Plane; they don&rsquo;t have much power, but that doesn&rsquo;t
stop them. They might create cults in order to keep their memory alive, or even
try to erase the name of an opponent from history. There is a lot of potential
drama in this system!</p>
<p>In the next post of this series, I&rsquo;ll start developing the kingdom where my next
campaign will take place. Hold on tight, because we&rsquo;re going to Monfoz.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Is there a difference between the eight weavers and the four threads?
Between the four threads and the two aspects (Light and Dark)? Between the
two aspects and the Prime? At the moment, I don’t think so.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Yes, like the ones Warlocks have in D&amp;D 5e. In Unaria, Warlock patrons are
these Patrons.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
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      <title>Worldbuilding pt. 06: magic</title>
      <link>https://thedicesociety.com/magic/</link>
      <pubDate>Mon, 13 Nov 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/magic/</guid>
      <description>The sixth episode of our worldbuilding series is all about magic</description>
      <content:encoded><![CDATA[<p>After my last post&rsquo;s overview of Unarian <a href="https://thedicesociety.com/history/">history</a>, it&rsquo;s finally time
to talk about the setting&rsquo;s magic system. Normally this would have been one of
the first steps of the worldbuilding process, but, since the Branching was
Unaria&rsquo;s biggest and most defining event, I chose to sort it out before working
on the magic system. Speaking of which, let&rsquo;s start our deep dive&hellip;</p>
<h2 id="realistic-magic">Realistic magic</h2>
<p>My goal here is to create a generic magic system that works with traditional
fantasy TTRPGs, but with some nice twists that can create narrative drama. I
also want it to feel somewhat consistent, even realistic<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>.</p>
<p>For example, I want it to justify (at least a little bit) why Humans don&rsquo;t have
any magical powers; it&rsquo;s always bothered me that Humans are usually the main
characters of fantasy fiction, but they&rsquo;re always the most boring ones. I know
this is because we don&rsquo;t have magical powers in the real world, but I want there
to be an in-world reason for this<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup>.</p>
<p>In the same vein, there has to be a reason why people were able to forge magic
weapons in the olden days and, currently, adventurers have to sacrifice their
lives exploring dark, monster infested dungeons in order to get any kind of
magic item.</p>
<p>To square these circles, my plan is to take inspiration from thermodynamics and
genetics. The <a href="https://en.wikipedia.org/wiki/Second_law_of_thermodynamics">second law of
thermodynamics</a>
teaches us that, in a closed system, entropy never decresces; if space expands,
energy diffuses and becomes more spread out, more sparse. And geneticists have
observed that the Y chromosome has <a href="https://www.youtube.com/watch?v=ASAsHdwFAa4">shrank in
size</a> with every new generation for
millions of years.</p>
<h2 id="making-it-mine">Making it mine</h2>
<p>Think of magic in Unaria as a substance that permeates all aspects of creation:
everything has at least a little bit of magic that can be manipulated by a
sufficiently powerful caster.</p>
<p>Primal spells, for example, tap into magic from plants and other parts of
nature. Divine spells, on the other hand, tap into magic from the
<a href="https://thedicesociety.com/pantheon/">gods</a> themselves. Finally, arcane spells tap into the magic of the
their components and usually require a lot of study to be mastered.</p>
<p>Sapient creatures, however, already came into the world dripping in magic.
Without ever having to learn how to cast a spell, this innate magic of the eight
original <a href="https://thedicesociety.com/species/">species</a> fueled their passive magical qualities: Golems had
stone skin, Fey could make trees talk, Undying (humanity&rsquo;s ancestors) could
communicate telepathically, etc.</p>
<p>The problem with innate magic is that, as mortals reproduce and multiply, it
gets spread out and they become less powerful, diminished versions of
themselves. Humans, because they are the one who reproduce the fastest,
completely lost their magic over time, while the other species retained at least
a few of their original powers. Even Halflings, who also descended from Undying,
separated evolutionarily early enough from Humans as to keep some of their
powers<sup id="fnref:3"><a href="#fn:3" class="footnote-ref" role="doc-noteref">3</a></sup>!</p>
<p>The most dramatic exception to this rule are Dragons, who are still very
magical. Since they live for so long, Dragons realized that reproduction was
weakening their species. Since many Dragons are greedy and power-hungry, they
stopped reproducing sexually and started <a href="https://www.dndbeyond.com/sources/ftod/dragons-in-play#OriginofDragonEggs">spontaneously
reincarnating</a>
instead. The Dragons who kept sexually reproducing diminished in magic and
became Wyverns, Dragonborn, and Kobolds; the rest essentially became <a href="https://en.wikipedia.org/wiki/Living_fossil">living
fossils</a>, maintaining the levels of
power that their species had.</p>
<p>There are also ways of absorbing magic from other living creatures, but these
are usually vile rituals reserved for BBEGs. A lich, for example, can get more
magic to feed its immortality by consuming mortal souls. Anthropophagy rites
from real Earth&rsquo;s past (where one might consume the meat of a great warrior in
order to get their strength) would also work in Unaria.</p>
<p>One event that changed all of the rules was the Branching. The world split in
three, which diffused magic equally among the planes (Feywild, Shadowfell, and
Unaria). This not only reduced innate magic, but overall available magic. After
the Branching, it became significantly harder to create magic weapons, cast
higher level spells, etc.</p>
<p>Now that we understand better how magic works in Unaria, we can move on and
explore another aspect of the universe that I still have to explain: the
<a href="https://thedicesociety.com/planes/">planes</a>.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Technically the word is
&ldquo;<a href="https://www.merriam-webster.com/dictionary/verisimilitude">verisimilitudinous</a>&rdquo;,
but you&rsquo;re not my mom.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>I have already established that humanity&rsquo;s ancestors, the Undying, did in
fact have psionic powers. So my magic system has to explain why Humans lost
those powers and why the other major species kept theirs.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:3">
<p>If the Undying were psionic, why aren&rsquo;t Halflings also psionic? The answer
is that one&rsquo;s innate magic isn&rsquo;t really tied to their ancestry; it is more
nurture than nature. An Elf raised by Dwarves, for example, can have dwarven
powers.&#160;<a href="#fnref:3" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
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    <item>
      <title>Worldbuilding pt. 05: history</title>
      <link>https://thedicesociety.com/history/</link>
      <pubDate>Fri, 03 Nov 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/history/</guid>
      <description>The fifth episode of our worldbuilding series concerns itself with history</description>
      <content:encoded><![CDATA[<p>Last time, I wrote about the eight sapient <a href="https://thedicesociety.com/species/">species</a> that populated
the world of Unaria. Over time, however, they changed, evolved, and created
history.</p>
<p>My goal in this post isn’t to create a detailed history of Unaria, only a short
outline of what happened over the ages of the world. When I’m about to run my
first campaign in the setting, I’ll add details to the timeline focusing on the
specific place and time where the adventure takes place.</p>
<h2 id="a-long-time-ago">A long time ago</h2>
<p>Before starting to create random historical events, I decided that the history
of Unaria would be constrained by a few basic principles:</p>
<ul>
<li>
<p>Technology should roughly follow Earth&rsquo;s history, i.e., exponential progress
over time. This creates a nice natural progression that has a lot of room for
old myths and strange artifacts from the days of yore.</p>
</li>
<li>
<p>The past should feature a great age of magic and wonder. Taking a page from
Colville&rsquo;s <a href="https://www.youtube.com/watch?v=4GqBTyXYCJE"><em>Dead Empires</em></a>, this
age would be the origin of all magic items and huge structures that, at the
time of the characters, are now lost and buried underground (see <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/TimeAbyss">time
abyss</a>).</p>
</li>
<li>
<p>Magic shouldn’t speed up technological development by that much. Since very
few people are able to wield significant magical powers, magic can’t
meaningfully change the history of Unaria (with the Age of Magic being the
obvious exception).</p>
</li>
<li>
<p>There should be a single watershed event that marks year 1 for every culture
on Unaria. This is for my own sake, because I like keeping track of time
during campaigns and, therefore, multiple calendars could become a bit of a
hassle.</p>
</li>
</ul>
<p>Since I&rsquo;m a big fan of Marx&rsquo;s <a href="https://en.wikipedia.org/wiki/Historical_materialism">historical
materialism</a>, my plan is
to focus on struggle and conflict: Unaria’s history will be seen through the
lens of power. Each age of the world will be defined by the source of social
power of that period; the name of each age has to make it clear what represented
power for the people living at that time.</p>
<h2 id="making-it-mine">Making it mine</h2>
<p>Now it is time for an overview of the history of Unaria. Each age has a short
summary and a more detailed snippet of what Human civilization specifically was
up to at the time. Without further ado, from oldest to newest, the ages are:</p>
<ul>
<li>
<p><strong>Age of Peace</strong>: starts at the <a href="https://thedicesociety.com/cosmology/">creation of the universe</a>.
Different sages have wildly different estimates for how long this age lasted,
but all agree that in the beginning nature ruled supreme with peace abound.</p>
<ul>
<li>Not much to talk about Humans here.</li>
</ul>
</li>
<li>
<p><strong>Age of Fire</strong>: starts with the widespread control of fire by the <a href="https://thedicesociety.com/species/">eight
original species</a>. During this age, might makes right and the
strongest rule over the weaker.</p>
<ul>
<li>The Undying, precursors to Humans and Halflings, still reproduced like
rabbits, lived long lives, and had their little <a href="https://shop.mcdmproductions.com/collections/character-classes/products/the-talent">talented
minds</a>.
Unlike in the real world, however, other species offered a lot of resistance
to their territorial expansion, which actually slowed them down quite a bit
when compared to Humans here on Earth.</li>
</ul>
</li>
<li>
<p><strong>Age of Words</strong>: starts with the first divine miracles, defining an era where
religion takes precedence over war and the different peoples are able to
develop complex cultural rituals guided by their spiritual leaders.</p>
<ul>
<li>With the development of <a href="https://thedicesociety.com/pantheon/">religions</a>, the Undying find a whole new
way get to justify their spread around the world. Already at that time,
other species found the Undying too obsessed and ardent, too ready to
sacrifice their lives for something they believed was bigger than
themselves.</li>
</ul>
</li>
<li>
<p><strong>Age of Spears</strong>: starts with the first conflicts between clans over land and
food, when local chieftains gain control over large territories through hard
fought wars. Arcane magic is first controlled here.</p>
<ul>
<li>Once most of Unaria was populated, the different sapient species start
waging war against one another and, almost simultaneously, Humans begin
diverging from Halflings. The first become proud fighters and expand their
territories far and wide, while the latter start avoiding conflicts and flee
to nature.</li>
</ul>
</li>
<li>
<p><strong>Age of Laws</strong>: starts with the development of cities, agriculture and
society. Large gatherings of people need laws to guide them and making the
rules becomes the main way someone maintains power.</p>
<ul>
<li>By this time, Humans are already the dominant species of Unaria. Despite
having become distinctly non-magical, their domains stretch all over the
main continent and their numbers skyrocket; cities and laws become a
defining feature of their civilization. Eventually, every other species will
end up adopting a similar model for their own societies.</li>
</ul>
</li>
<li>
<p><strong>Age of Magic</strong> (~4,500 years ago): starts at the dawn of the first Human
empire. The advancements in arcane magic and the development of writing allow
unparalleled growth and the creation of wonderful new technologies.</p>
<ul>
<li>Once arcane magic is dominated by Humans, the development of
continent-spanning empires becomes inevitable. The peace that flourishes at
the centers of these empires promotes unparalleled magical advancements, an
age where magical weapons are forged and gigantic temples are built. Human
civilization achieves heights never before thought possible.</li>
</ul>
</li>
<li>
<p><strong>Age of Blood</strong> (~500 years ago): starts at the Branching, the moment when
arcane magic became significantly weaker. Empires crumble and societies
devolve into temporary anarchy before finally congealing into feudalism, where
birth and blood ties determine worth and class.</p>
<ul>
<li>The Branching is the event that changes everything. This is the moment when
the Material Plane shattered into three, giving birth to the Feywild and the
Shadowfell<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>; from one day to the next, magic became weaker and these two
weird copies of the Material Plane appeared by its side (complete with
imperfect versions of everything in it). Human civilization was never able
to recover and, for the past few centuries, it has been but a shadow of its
former self.</li>
</ul>
</li>
</ul>
<p>It’s important to note that a person living in Unaria would never think of the
world this way, mainly because most people don&rsquo;t know a lot about the past. This
division into ages is exclusively used by sages who spend their lives studying
the history of Unaria.</p>
<p>As you might have noticed, the main theme of Unaria’s history is that the world
is getting less magical: it started with incredibly powerful and magical
ancestral species and ended with low-magic feudalism. Next time, I’ll talk about
<a href="https://thedicesociety.com/magic/">magic</a> and try to explain exactly what is behind this phenomenon.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I have an idea for why the Branching happened, but no one in-setting
really knows. This is Unaria’s best-kept secret and, hopefully, no one will
ever find out except for the most astute players.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content:encoded>
    </item>
    <item>
      <title>Worldbuilding pt. 04: species</title>
      <link>https://thedicesociety.com/species/</link>
      <pubDate>Tue, 15 Aug 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/species/</guid>
      <description>The fourth chapter of the worldbuilding series is all about the origin of species</description>
      <content:encoded><![CDATA[<p>In <a href="https://thedicesociety.com/planet/"><em>Worldbuilding pt. 03</em></a>, I created the physical world of Unaria,
maps and all. Today I&rsquo;ll develop the sapient creatures that inhabit it, focusing
on D&amp;D 5e&rsquo;s main species and a few cool extras that I&rsquo;m personally fond of.</p>
<h2 id="on-the-origin-of-species">On the origin of species</h2>
<p>Let&rsquo;s start with the basic premises just like last time. First, I want the
species to be created by the gods, but I also want room for natural evolution.
Second, I want each species to have a different culture, but it shouldn&rsquo;t be
<a href="https://en.wikipedia.org/wiki/Biological_determinism">biologically
deterministic</a>.</p>
<p>So what do I mean by premise number 1? Mainly I want it to be plausible for a
character not to believe in the gods. I see this everywhere in actual plays and
in my own campaigns: a player creates a character that doesn&rsquo;t really care about
the gods. This tends to present a problem in settings where the gods are present
and active, because no one in their right mind would ignore all-powerful beings
that can smite you whenever they want.</p>
<p>We can get out of this dilemma with something called <a href="https://en.wikipedia.org/wiki/Intelligent_design">Intelligent
Design</a>, a real life
philosophy that claims that some things are better explained by an &ldquo;intelligent
cause&rdquo; (God) than by processes like natural selection.</p>
<p>In Unaria, this would be the <em>actual</em> way things happened, i.e., the eight gods
directed evolution as to create intelligent life. People might question whether
the gods really exist or whether it all happened by chance, and even whether
clerics truly channel the divine or whether they are just wizards who want to
make a few bucks by pretending to be holy people.</p>
<p>And what about premise number 2? By and large, I want different species to have
arisen far away from each other and, therefore, to have cultures that reflect
the gods that created them. The tough part is that I also want to avoid making
generalizations like &ldquo;all X are&hellip;&rdquo;, so these cultures cannot be deterministic
and one-dimensional.</p>
<p>What I can do here is have ancestral species that <em>did</em> have cultures very much
defined by their progenitor god. These ancestors, however, changed and evolved
over a long time, originating the &ldquo;modern&rdquo; species we all know and love, with
three-dimensional cultures which only faintly resembles those of their
progenitors.</p>
<p>In the end, a group&rsquo;s culture will depend on many factors that are outside of
their control. Most orcs that dwell in the west might be organized into violent
tribes that pester the villages of the coast, but this is only because they were
displaced from their home by foreign invaders who razed their fields and made
them fight for survival elsewhere. People are complex and we should imagine them
so.</p>
<h2 id="making-it-mine">Making it mine</h2>
<p>As we established, the gods created / make up the world of Unaria and they
influence it in the subtlest of ways. Over time, they guided natural evolution
and natural selection in order to create sapient beings, creatures who could
appreciate creation and make something of it. Their goals are inscrutable, but
it is clear that mortals can influence reality in a much quicker and more direct
manner than the gods.</p>
<p>Each god was directly responsible for creating one sapient species and,
indirectly, their descendants. Even though this is the case, mortals don&rsquo;t feel
any special connection to the god who birthed their kind; beyond a certain age,
a parent cannot expect to control their child&rsquo;s every step.</p>
<p>In Unaria, these are the gods that created each species and how that affected
their culture<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>:</p>
<ul>
<li>
<p><strong>The Gifted</strong>: created the <strong>Golems</strong>, a talented people that strove to
innovate while not forgetting their past. They are the ancestors of
<strong>dwarves</strong>, <strong>gnomes</strong>, etc.</p>
</li>
<li>
<p><strong>The Willed</strong>: created the <strong>Feral</strong>, a fierce people who only fought when
their peace was disrupted. They are the ancestors of <strong>orcs</strong>, <strong>goblins</strong>,
etc.</p>
</li>
<li>
<p><strong>The Pure</strong>: created the <strong>Celestials</strong>, a heavenly people whose silence
meant as much as their truthful words. They are the ancestors of <strong>aasimars</strong>,
<a href="https://dungeonsanddragonsfan.com/ardling-one-dnd-news/"><strong>ardlings</strong></a>, etc.</p>
</li>
<li>
<p><strong>The Just</strong>: created the <strong>Dragons</strong>, an admirable people with an avid desire
to do what they thought was right. They are the ancestors of <strong>dragonborn</strong>,
<strong>kobolds</strong>, etc.</p>
</li>
<li>
<p><strong>The Thriving</strong>: created the <strong>Fey</strong>, a playful people whose long lives made
them innately connected to nature. They are the ancestors of <strong>elves</strong>,
<strong>fairies</strong>, etc.</p>
</li>
<li>
<p><strong>The Fervent</strong>: created the <strong>Fiends</strong>, an intense people who were equally
devoted to both others and themselves. They are the ancestors of
<strong>tieflings</strong>,
<a href="https://www.reddit.com/r/mattcolville/comments/mup5it/i_drew_another_character_from_the_illrigger/"><strong>proteans</strong></a>,
etc.</p>
</li>
<li>
<p><strong>The Great</strong>: created the <strong>Giants</strong>, a virtuous people whose lives were
dedicated above all to honor and glory. They are the ancestors of
<strong>goliaths</strong>, <strong>genasi</strong>, etc.</p>
</li>
<li>
<p><strong>The Tireless</strong>: created the <strong>Undying</strong>, a curious people that explored the
world in the search of answers. They are the ancestors of <strong>humans</strong>,
<strong>halflings</strong>, etc.</p>
</li>
</ul>
<p>As you can probably tell, the ancestor species are basically <a href="https://www.dndbeyond.com/sources/basic-rules/monsters#Type">creature
types</a> from D&amp;D 5e.
The only changes are Golems, Feral, and Undying.</p>
<p>Golems replace Constructs because these creatures weren&rsquo;t literally constructed
and because the term elicits life from stone, which is fitting for dwarves and
gnomes. Feral replaces Beasts because, again, they aren&rsquo;t literally animals (but
I wanted to keep the reference to classic <a href="https://forgottenrealms.fandom.com/wiki/Orc?file=Monster+Manual+-+1D%26D+-+Orc+-+p76.png">pig-faced
orcs</a>
from 1e). Last but not least, the Undying are my version of a mythical ancestor
for Humans, which had long lives and minor psionic powers (courtesy of their
great minds); these people weren&rsquo;t literally immortal, but they founded
civilizations, crossed oceans, and moved mountains in their heyday.</p>
<p>Speaking of &ldquo;heyday&rdquo;, I should probably start thinking more concretely about
Unaria&rsquo;s past and present. See you next time, when it&rsquo;s time for
<a href="https://thedicesociety.com/history/">history</a>.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>My lore contradicts D&amp;D canon in a few ways, but I don&rsquo;t think it&rsquo;s that
much of a big deal. Will anyone care that in my world Goblins don&rsquo;t come
from the Feywild and that Genasi are related to Goliaths? I&rsquo;m not sure.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content:encoded>
    </item>
    <item>
      <title>Worldbuilding pt. 03: planet</title>
      <link>https://thedicesociety.com/planet/</link>
      <pubDate>Thu, 20 Jul 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/planet/</guid>
      <description>In the third chapter of the worldbuilding series, we create a planet</description>
      <content:encoded><![CDATA[<p>In <a href="https://thedicesociety.com/pantheon/"><em>Worldbuilding pt. 02</em></a>, I created basic concepts for the eight
gods of my new setting: The Gifted, The Willed, The Pure, The Just, The
Thriving, The Fervent, The Great, and The Tireless. Now they need something to
create.</p>
<p>Today I will think about how these gods created my setting&rsquo;s main planet, what
does that planet look like, and set the stage for the next chapters of my
worldbuilding journey.</p>
<h2 id="building-a-world">Building a world</h2>
<p>Let&rsquo;s quickly go back to the my latest addition to the creation myth:</p>
<blockquote>
<p>The weavers are eight and, intertwining themselves with the threads, they make
the mortal realm. They craft heaven, earth, and everything in between. They
are part of creation and creation is a part of them.</p>
</blockquote>
<p>In my mind, the gods are <em>the world</em>. This thought isn&rsquo;t original at all and, in
fact, is very reminiscent of Spinoza&rsquo;s <a href="https://plato.stanford.edu/entries/spinoza/#GodNatu"><em>Deus sive
Natura</em></a> (&ldquo;God is Nature&rdquo;).
In practice, this means that the gods can express their will through natural
phenomena and the work of their disciples, but they can&rsquo;t descend from the
heavens and tear a mountain apart.</p>
<p>The basic assumption is that the planet will be fairly Earth-like. No floating
islands, no continents with evocative shapes, no magical weather, etc. However,
I&rsquo;m not going for 100% scientific accuracy here! I want the planet to look
completely mundane at first glance, but leave you wandering if there is
something more to it than meets the eye.</p>
<p>With this prompt in mind, I started playing with online planet generators to see
if I could find something that fit the bill. I like this kind of program because
they usually create believable coastlines and heightmaps without being too
constrained by real world geology. I also can&rsquo;t draw to save my live, so they&rsquo;re
better than anything I could have done from scratch.</p>
<p>My favorite procedural generators are <a href="https://donjon.bin.sh/fantasy/world/">Donjon&rsquo;s Fantasy World
Generator</a>, <a href="https://topps.diku.dk/torbenm/maps.msp">Torben&rsquo;s Planet Map
Generator</a>, <a href="https://gmworldmap.com">GM World
Map</a>, and <a href="https://azgaar.github.io/Fantasy-Map-Generator/">Azgaar&rsquo;s Fantasy Map
Generator</a>. They all have their
own pros and cons, but the most feature-rich is probably Azgaar&rsquo;s, so I
recommend starting there.</p>
<p>In the end, however, it was a map from Torben&rsquo;s that caught my attention. The
geography was pretty plausible, but what really got me was the shape of the main
continent: it formed a rough ring with a massive sea right in the middle.
Immediately, I felt like this played very nicely with the concept of the Prime
that I talked about in <a href="https://thedicesociety.com/cosmology/"><em>Worldbuilding pt. 01</em></a>; a fully connected
world, with a &ldquo;positive&rdquo; side (the peaceful interior sea) and a &ldquo;negative&rdquo; side
(the untamed outer sea).</p>
<figure><img src="https://thedicesociety.com/images/posts/planet/original.webp"
         alt="&amp;ldquo;[&amp;hellip;] a rough ring with a massive sea right in the middle&amp;rdquo;"/><figcaption>
            <p>&ldquo;[&hellip;] a rough ring with a massive sea right in the middle&rdquo;</p>
        </figcaption>
</figure>
<h2 id="making-it-mine">Making it mine</h2>
<p>After generating the main map, it was time to tweak it until I was completely
satisfied. At some point I&rsquo;ll make a full tutorial about my process, but the
gist of it was:</p>
<ol>
<li>
<p>Generate the planet and heightmap in <a href="https://topps.diku.dk/torbenm/maps.msp">Torben&rsquo;s Planet Map
Generator</a>. I spent way too much time
on this step. Don&rsquo;t be like me, seriously.</p>
</li>
<li>
<p>Adjust the color scheme in <a href="https://affinity.serif.com/en-gb/photo/">Affinity
Photo</a> or any other image editing
software. This is also a good point to fiddle with the heightmap if
necessary.</p>
</li>
<li>
<p>Use <a href="https://www.giss.nasa.gov/tools/gprojector/">G.Projector</a> to create as
many projections as desired. In my case I also used this software to change
where the poles of the planet were, because I wanted the interior sea to be
at the north pole.</p>
</li>
<li>
<p>Input the heightmap into <a href="https://azgaar.github.io/Fantasy-Map-Generator/">Azgaar&rsquo;s Fantasy Map
Generator</a> to get a
human-friendly topographic map.</p>
</li>
<li>
<p>Ignore AFMG&rsquo;s biomes and input that same heightmap into <a href="https://space.geometrian.com/calcs/climate-sim.php">Climate
Simulator</a> to get a more
accurate biome map.</p>
</li>
</ol>
<p>You can see the final results below. The first image is a <a href="https://en.wikipedia.org/wiki/Winkel_tripel_projection">Winkel tripel
projection</a> with the
full world on display, while the second one only shows the north pole with the
interior sea. I&rsquo;m still a bit unsure about the colors, but, since I&rsquo;m
colorblind, this will have to do for now.</p>
<figure><img src="https://thedicesociety.com/images/posts/planet/winkel.webp"
         alt="Winkel tripel projection"/><figcaption>
            <p>Winkel tripel projection</p>
        </figcaption>
</figure>
<figure><img src="https://thedicesociety.com/images/posts/planet/azi_equi_100.webp"
         alt="&amp;ldquo;[&amp;hellip;] the north pole with the interior sea&amp;rdquo;"/><figcaption>
            <p>&ldquo;[&hellip;] the north pole with the interior sea&rdquo;</p>
        </figcaption>
</figure>
<p>These maps might still change a bit, specially once my players start asking
questions about it, however I&rsquo;m pretty confident that it&rsquo;ll mostly stay as it
is. All that&rsquo;s left to do now is give it a name!</p>
<p>I want my planet&rsquo;s name to work in both Portuguese (my native tongue) and
English, be simple, and mean something. The best one I could come up with was
<strong>Unaria</strong>, where <em>un</em> comes from <em>one</em> or <em>unary</em>, and <em>aria</em> comes from
<a href="https://en.wiktionary.org/wiki/-arium"><em>-arium</em></a> (just like it does in
<a href="https://terraria.org/">Terraria</a>). I also think this won&rsquo;t change, but who
knows&hellip; We still have a lot to do.</p>
<p>And that&rsquo;s it for today&rsquo;s chapter. Join me next time, when I&rsquo;ll start thinking
about <a href="https://thedicesociety.com/species/">species</a>.</p>
]]></content:encoded>
    </item>
    <item>
      <title>Worldbuilding pt. 02: pantheon</title>
      <link>https://thedicesociety.com/pantheon/</link>
      <pubDate>Tue, 04 Jul 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/pantheon/</guid>
      <description>In the second chapter of the worldbuilding series, we create the setting&amp;rsquo;s pantheon</description>
      <content:encoded><![CDATA[<p>Previously, in <a href="https://thedicesociety.com/cosmology/"><em>Worldbuilding pt. 01</em></a>, I wrote about the creation
of the universe and the forces involved in that process. By the end we were left
with four &ldquo;threads from which all other things are woven&rdquo;: Freedom, Autonomy,
Order, and Unity. I like to think of these four threads as something akin to the
four <a href="https://en.wikipedia.org/wiki/Fundamental_interaction">fundamental forces</a>
of nature, not as gods or any other kind of supreme being.</p>
<p>TTRPGs, however, usually have divine persons and I don&rsquo;t want to tell my players
that their characters have to worship the equivalent of gravity or
electromagnetism. This is why today I will create an actual pantheon!</p>
<h2 id="gods-of-the-universe">Gods of the universe</h2>
<p>As I&rsquo;ve said before, I don&rsquo;t want gods like the ones we usually see in TTRPG
settings. Most pantheons are made up of gods that have humanoid depictions,
well-defined spheres of influence, and bicker amongst themselves like
schoolchildren. I&rsquo;ve come to find this paradigm pretty boring.</p>
<p>My biggest problem with this kind of pantheon is that it begs the question: what
is stopping the gods from doing whatever they want with the mortal world? For
example, the Forgotten Realms has a <a href="https://youtu.be/NAveVhvydhM?t=148">Divine
Edict</a> that forced the gods to leave the
world to mortals, Exandria has a <a href="https://criticalrole.fandom.com/wiki/Divine_Gate">Divine
Gate</a> that prevents the gods
from crossing into the Material Plane, etc. If you have to stop all-powerful
beings from being all-powerful, then what is the point?</p>
<p>On the other hand, I can&rsquo;t create a pantheon which deviates <em>too much</em> from the
default assumptions because players bring some expectations to the table and
they&rsquo;ll get upset if you subvert all of them. My solution is a compromise:</p>
<ul>
<li>
<p><strong>Gods are still gods</strong>: they are divine entities that can grant powers to
their worshipers. But <strong>gods aren&rsquo;t all-powerful</strong>: the only manifestations of
their powers are through their followers and through nature itself (see
<a href="https://thedicesociety.com/planet/"><em>Worldbuilding pt. 03</em></a>).</p>
</li>
<li>
<p><strong>Gods have intention</strong>: they think, have opinions about mortals&rsquo; actions, and
want to steer History in their own ways. But <strong>gods aren&rsquo;t people</strong>: they
don&rsquo;t have human emotions, don&rsquo;t interact with each other, and don&rsquo;t have
worldly forms (no gender, no species, nothing).</p>
</li>
<li>
<p><strong>Gods have domains</strong>: they have portfolios and their impacts are usually only
felt on a few aspects of creation. But <strong>gods have multiple facets</strong>: their
spheres of influence aren&rsquo;t well-defined and include contradictory concepts.</p>
</li>
</ul>
<p>If my gods indeed are to follow the criteria outlined above, then it will be
very hard for mortals to truly comprehend them. This presents a cool
opportunity: what if gods&rsquo; names and domains are based on mortals&rsquo; attempt at
describing the feelings they evoke, the phenomena they influence, and the people
they shepherd?</p>
<p>A god venerated by wizards, for example, will also necessarily be associated
with the <a href="https://en.wikipedia.org/wiki/Muggle">muggles</a> it attracts; it will be
a god whose followers always regard themselves as novices in search of more and
more knowledge. The &ldquo;opposite and complementary&rdquo; aspects of the
<a href="https://thedicesociety.com/cosmology/">Prime</a> are baked in to this system!</p>
<p>All I have to do now is find some inspiration. This time I&rsquo;m going with
<a href="https://en.wikipedia.org/wiki/Buddhism">Buddhism</a>, specifically the <a href="https://en.wikipedia.org/wiki/Noble_Eightfold_Path">Eightfold
Path</a>, a series of eight
practices which are supposed to help one reach
<a href="https://en.wikipedia.org/wiki/Nirvana">nirvana</a>. I like this as an inspiration
because of the
<a href="https://en.wikipedia.org/wiki/Noble_Eightfold_Path#The_eight_divisions">qualities</a>
associated with each practice:</p>
<ul>
<li>
<p>Right View: knowing that our actions have consequences, even after death.</p>
</li>
<li>
<p>Right Intention: peaceful renunciation, into an environment of non-ill-will.</p>
</li>
<li>
<p>Right Speech: no lying, no rude speech.</p>
</li>
<li>
<p>Right Action: no killing or injuring, no taking what is not given, no material
desires.</p>
</li>
<li>
<p>Right Livelihood: no trading in weapons, living beings, meat, liquor, and
poisons.</p>
</li>
<li>
<p>Right Effort: preventing the arising of unwholesome states.</p>
</li>
<li>
<p>Right Mindfulness: a quality that guards or watches over the mind.</p>
</li>
<li>
<p>Right Concentration: concentration or one-pointedness of the mind.</p>
</li>
</ul>
<h2 id="making-it-mine">Making it mine</h2>
<p>Now it&rsquo;s time to adapt the Eightfold Path and actually create the gods of my
setting. In my opinion, having contradictory attributes tied to each god is a
feature, not a bug; this adds to their mystery, to the fact that these are just
mortals&rsquo; interpretation of unfathomable beings. In this system we won&rsquo;t need a
god just for the
<a href="https://www.dndbeyond.com/sources/basic-rules/appendix-b-gods-of-the-multiverse#DeitiesoftheForgottenRealms">sea</a>,
because every god might have some aspect which relates to the sea.</p>
<p>After a few hours staring at the wall and thinking about Buddhist practices, I
think I reached something satisfactory. It&rsquo;s not a perfect parallel of the
Eightfold Path, but you might see some intersections. Each god is named after a
quality<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup> of their followers and each domain is composed of multiple abstract and
complimentary concepts:</p>
<ul>
<li>
<p><strong>The Gifted</strong>: creation and destruction, creativity and banality, sight and
blindness.</p>
</li>
<li>
<p><strong>The Willed</strong>: harmony and discord, intention and indifference, peace and
war.</p>
</li>
<li>
<p><strong>The Pure</strong>: truth and lies, speech and silence, honesty and hypocrisy.</p>
</li>
<li>
<p><strong>The Just</strong>: justice and tyranny, action and hesitation, protection and
neglect.</p>
</li>
<li>
<p><strong>The Thriving</strong>: life and death, nature and sickness, growth and decline.</p>
</li>
<li>
<p><strong>The Fervent</strong>: love and greed, dedication and dependence, chastity and lust.</p>
</li>
<li>
<p><strong>The Great</strong>: virtue and weakness, awareness and disregard, motivation and
sloth.</p>
</li>
<li>
<p><strong>The Tireless</strong>: magic and mundanity, knowledge and ignorance, focus and
apathy.</p>
</li>
</ul>
<p>The last step is to add the gods to the creation myth. I want to give the
impression that the four threads can&rsquo;t create matter by themselves and this is
what gods are for. This is what I came up with:</p>
<blockquote>
<p>Even before time itself, there was the Infinite. The Infinite gives birth to
the first of all things, named the Prime. The Prime has Light and Dark
aspects, which are simultaneously opposite and complementary. Light and Dark
together create the threads from which all other things are woven: Freedom,
Autonomy, Order, and Unity.</p>
<p><strong>The weavers are eight and, intertwining themselves with the threads, they
make the mortal realm. They craft heaven, earth, and everything in between.
They are part of creation and creation is a part of them.</strong></p>
</blockquote>
<p>See you next time, when I&rsquo;m going to create a <a href="https://thedicesociety.com/planet/">planet</a>!</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Special thanks to the kind folks at <a href="https://www.youtube.com/user/MonarchsFactory">Dael
Kingsmill&rsquo;s</a> Discord for
helping me come up with better names. Make sure to check out the
#worldbuilding-and-writing channel over there!&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content:encoded>
    </item>
    <item>
      <title>Towards better alignment</title>
      <link>https://thedicesociety.com/better-alignment/</link>
      <pubDate>Tue, 27 Jun 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/better-alignment/</guid>
      <description>D&amp;amp;D&amp;rsquo;s default alignment system is confusing and underused. What can we do about it?</description>
      <content:encoded><![CDATA[<p>Can we all agree that D&amp;D alignment is&hellip; Weird? It&rsquo;s, at the same time, part of
the cultural landscape (with its own Wikipedia
<a href="https://en.wikipedia.org/wiki/Alignment_(Dungeons_%26_Dragons)">article</a> and
popular <a href="https://knowyourmeme.com/memes/alignment-charts">memes</a>) and something
rarely used in 5th Edition. Most monsters have an alignment, but players seem to
not really care about this aspect of the game.</p>
<p>Nowadays, if a DM doesn&rsquo;t deliberately bring attention to alignment, then most
people won&rsquo;t even think about it. I&rsquo;ve seen a few discussions online about
whether Chaotic paladins make sense, but this is probably the full extent of
alignment&rsquo;s impact in contemporary D&amp;D games.</p>
<p>But why is this the case? Alignment is supposed to help new players think about
their characters and DMs figure out the best way to create drama; how can we
make it do that? Before we come up with answers, let&rsquo;s first talk about the
problems with alignment.</p>
<h2 id="problems">Problems</h2>
<p>In my opinion, there are two main issues with the alignment system: lots of
players see it as prescriptive instead of descriptive and some alignments &ldquo;sound
bad&rdquo;.</p>
<p>Saying people consider alignment prescriptive means that they think the
alignment chosen at the beginning of character creation should <em>guide</em> their
actions during the game. This is a significant problem because the system
becomes stifling. Matt Mercer hits the nail on the head in this tweet from 2018:</p>
<blockquote>
<p>[&hellip;] Alignment shouldn’t inform a character’s actions, actions should inform
alignment. Or&hellip;just ignore it entirely! &mdash; <a href="https://twitter.com/matthewmercer/status/1038898281001017344">Matt
Mercer</a></p>
</blockquote>
<p>A friend of mine&rsquo;s first character was a paladin and, following the PHB&rsquo;s
&ldquo;charity and justice&rdquo;
<a href="https://www.dndbeyond.com/sources/basic-rules/classes#Paladin">suggestion</a>,
they made him Lawful Good&hellip; And were miserable for it! My friend just wanted to
play D&amp;D and smite some malevolent goblins, not role play Mother Teresa every
week. Ideally, they should have chosen an alignment that <em>described</em> their
nascent character.</p>
<p>The second problem has to do with Evil. You can spend your whole life debating
this concept (as philosophers have done since
<a href="https://plato.stanford.edu/entries/concept-evil/">forever</a>), but the fact is
that people don&rsquo;t want to be called evil even if their actions fit the
description<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>. As Matt Colville put it in a 2016 video:</p>
<blockquote>
<p>People want to do things like randomly murder people, but not be perceived as
evil. &mdash; <a href="https://www.youtube.com/watch?v=DgPhiLBW7jo">Matt Colville</a>.</p>
</blockquote>
<p>Colville goes on to say that many players use Chaotic as an excuse to create
characters that don&rsquo;t care about the consequences of their actions; in other
words, they don&rsquo;t want to say that their characters are Evil because the word
just sounds really bad. This is actually supported by data: according to <a href="https://youtu.be/CNYMDIbNFj4?t=849">D&amp;D
Beyond</a>, in 2019 almost 50% of characters
created on the website were either Chaotic Good or Chaotic Neutral.</p>
<p>This is also an issue because we want alignment to be actually descriptive, not
something the player writes for their character&rsquo;s Tinder profile. As a DM, I
want to know the PCs&rsquo; alignment in order to know how to better create drama and,
if everyone describes their characters as Chaotic Good/Neutral, then I don&rsquo;t
have anything to go off of.</p>
<h2 id="answers">Answers</h2>
<p>The first step in making alignment relevant is to clarify (especially for new
players) that it is descriptive and not prescriptive. I suggest going as far as
presenting it to players in the form of nouns, something their characters
believe in instead of something they are. For example, Lawful Good would become
Law &amp; Good.</p>
<p>The second step is to change the words themselves to something that players are
not afraid to assign to a character. Paraphrasing Colville, Evil is better
interpreted as &ldquo;every man for himself&rdquo; and Chaos as &ldquo;people are best when left
to their own devices&rdquo;. Why not instead choose words that better convey these
meanings?</p>
<p>My suggestion is <strong>Order vs. Freedom</strong> and <strong>Unity vs. Autonomy</strong>. For starters,
all of these words have positive connotations<sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup> and, therefore, we can expect
players not to reject any alignment based purely on how good it sounds.
Additionally, we have room in each axis for morally good and bad people; this
means that it is a flexible system that is more likely to reflect characters'
actual personal philosophies. If all your characters are Freedom &amp; Autonomy
(formerly CE), you can have a Order &amp; Unity (formerly LG) villain that still
makes sense.</p>
<p>To finish off, here is my version of the alignment
<a href="https://www.dndbeyond.com/sources/basic-rules/personality-and-background#Alignment">guide</a>
found in the PHB; note that, instead of Neutral, I simply omit the axis in which
the character is unaligned. Here are my nine alignments and a fictional quote
for each:</p>
<ul>
<li>
<p><strong>Order &amp; Unity</strong> (formerly LG): &ldquo;We must protect our people and our land. We
are the only ones standing between civilization and chaos.&rdquo;</p>
</li>
<li>
<p><strong>Unity</strong> (formerly NG): &ldquo;We&rsquo;re all in this together. I don&rsquo;t care about what
happens next as long as that remains true.&rdquo;</p>
</li>
<li>
<p><strong>Freedom &amp; Unity</strong> (formerly CG): &ldquo;Death to the king! Long live the people!&rdquo;</p>
</li>
<li>
<p><strong>Order</strong> (formerly LN): &ldquo;You can be with me or against me, I&rsquo;ll uphold my
oath regardless.&rdquo;</p>
</li>
<li>
<p><strong>Neutral</strong> (formerly N): &ldquo;The world is already too complicated, I don&rsquo;t like
taking sides.&rdquo;</p>
</li>
<li>
<p><strong>Freedom</strong> (formerly CN): &ldquo;As long as I don&rsquo;t have serve to anyone, I&rsquo;ll be
fine.&rdquo;</p>
</li>
<li>
<p><strong>Order &amp; Autonomy</strong> (formerly LE): &ldquo;The first rule is: never steal from
another thief. Second rule is: never talk to me again.&rdquo;</p>
</li>
<li>
<p><strong>Autonomy</strong> (formerly NE): &ldquo;I&rsquo;ll do whatever it takes to save him. Please do
not get in my way.&rdquo;</p>
</li>
<li>
<p><strong>Freedom &amp; Autonomy</strong> (formerly CE): &ldquo;I know our interests align only
temporarily, but I&rsquo;m glad it&rsquo;s to chop the head of the king off.&rdquo;</p>
</li>
</ul>
<p>If you liked this system and think it can really solve the problems outlined in
the past section, I suggest reading my post called <a href="https://thedicesociety.com/cosmology/"><em>Worldbuilding pt. 01:
cosmology</em></a>, where I create a whole universe based on these four
concepts. See you next time!</p>
<p>P.S.: I&rsquo;m sure more people have already thought of this specific alternative to
alignment (like Matt Colville), but I&rsquo;ve never seen it written down in this way.
If I ever find any other articles that predate mine, I&rsquo;ll make sure to link them
here.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>According to <a href="https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1467-8640.2012.00460.x">Mohammad et al.
(2013)</a>,
&ldquo;evil&rdquo; and &ldquo;chaos&rdquo; are both associated with fear and sadness, while &ldquo;law&rdquo;
and &ldquo;good&rdquo; are associated respectively with trust and joy.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>Again according to <a href="https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1467-8640.2012.00460.x">Mohammad et al.
(2013)</a>,
&ldquo;unity&rdquo;, &ldquo;freedom&rdquo;, &ldquo;independence&rdquo;, and &ldquo;orderly&rdquo; are all associated with
positivity. &ldquo;Autonomy&rdquo; and &ldquo;order&rdquo; weren&rsquo;t in the dataset, so I used their
closest counterparts.&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content:encoded>
    </item>
    <item>
      <title>Worldbuilding pt. 01: cosmology</title>
      <link>https://thedicesociety.com/cosmology/</link>
      <pubDate>Tue, 20 Jun 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/cosmology/</guid>
      <description>We begin our worldbuilding series with the creation of the universe</description>
      <content:encoded><![CDATA[<p>I&rsquo;m creating a new world.</p>
<p>I won&rsquo;t get into specifics, but my default setting started suffering from the
fact that I was a beginner DM when I made it; too many inconsistencies, no room
for new player options, cyclic history, yada yada yada.</p>
<p>Now that I have GMed a few successful campaigns, I feel like my world is due for
a reboot. The plan is to document the whole process here on my blog, so you&rsquo;ll
be able to follow along and maybe create your own world too! This will be the
perfect opportunity to exercise both my worldbuilding and my writing muscles.</p>
<p>So where do we start? Many people like the bottom-up approach, i.e., starting
from specific details (like characters or places) and going up from there. My
method of choice for this series, however, will be top-down: we&rsquo;ll start from
the literal birth of the universe and zoom in later.</p>
<h2 id="birth-of-the-universe">Birth of the universe</h2>
<p>I&rsquo;m a bit tired of fiction with &ldquo;conventional&rdquo; creation myths and pantheons.
In my humble opinion, too many settings have gods with humanoid depictions,
defined genders, fixed alignments, and clear portfolios. You just have to take a
look at the 5e PHB for a bunch of
<a href="https://www.dndbeyond.com/sources/phb/appendix-b-gods-of-the-multiverse">pantheons</a>
where this is the case.</p>
<p>For this reason I&rsquo;m taking the inspiration for my creation myth from
<a href="https://en.wikipedia.org/wiki/Taoism#Cosmology">Taoism</a>, a Chinese system of
thought which encompasses philosophy, tradition, and religion. I like Taoist
cosmology as a basis for my setting because it doesn&rsquo;t involve personified
deities with human-like emotions. Straight from
<a href="https://en.wikipedia.org/wiki/Bagua">Wikipedia</a>:</p>
<blockquote>
<p>The Limitless (Wuji) produces the delimited, and this is the Absolute (Taiji).
The Taiji produces two forms, named Yin and Yang. The two forms produce four
phenomena, named lesser yang, great yang [&hellip;], lesser yin, great yin [&hellip;].</p>
</blockquote>
<p>Note that none of the concepts mentioned above are gods! At least from the
descriptions I&rsquo;ve read, there is no intention or conscience here; all of this
just <strong>is</strong>. Exactly what I was going for.</p>
<p>Even from  this short explanation, I bet you can already see things from D&amp;D
that could fit into this template. The Positive and Negative Planes, Law, Chaos,
Good, and Evil&hellip; My first instinct is to do something like this:</p>
<blockquote>
<p>The Limitless produces the delimited, and this is the Absolute. The Absolute
produces two forms, named <strong>Negative</strong> and <strong>Positive</strong>. The two forms produce
four phenomena, named <strong>Law</strong>, <strong>Good</strong>, <strong>Chaos</strong>, and <strong>Evil</strong>.</p>
</blockquote>
<p>This is already pretty interesting, but now I think the Limitless and the
Absolute feel a bit out of place. As someone with an exact sciences background,
I like the idea of the Infinite producing the finite. Meanwhile, the Absolute
could become the Prime; it has a lot of gravitas and also evokes both Prime
Material Plane and Prime Mover (from Greek
<a href="https://en.wikipedia.org/wiki/Unmoved_mover">philosophy</a>). With a few edits,
the creation myth looks like this:</p>
<blockquote>
<p>The <strong>Infinite</strong> produces the <strong>finite</strong>, and this is the <strong>Prime</strong>. The
<strong>Prime</strong> produces two forms, named Negative and Positive. The two forms
produce four phenomena, named Law, Good, Chaos, and Evil.</p>
</blockquote>
<p>The only thing I&rsquo;m still not satisfied with is the bad connotation that
Negative, Evil, and Chaos have. Even though Yin is usually associated with
darkness and cold, this is by no means meant pejoratively.
<a href="https://en.wikipedia.org/wiki/Yin_and_yang">According</a> to Taoism, &ldquo;everything
has both yin and yang aspects (for instance, shadow cannot exist without
light)&rdquo;.</p>
<p>To solve this issue, I&rsquo;ll instead use my own <a href="https://thedicesociety.com/better-alignment/">alternative</a> to
the classic D&amp;D alignment axes: Order vs. Freedom and Unity vs. Autonomy. In
place of Negative and Positive forms, something like Dark and Light aspects is
enough to tone down the bad vibes. This is what the myth looks like now:</p>
<blockquote>
<p>The Infinite produces the finite, and this is the Prime. The Prime produces
two forms, named <strong>Dark</strong> and <strong>Light</strong>. The two forms produce four phenomena,
named <strong>Order</strong>, <strong>Unity</strong>, <strong>Freedom</strong>, and <strong>Autonomy</strong>.</p>
</blockquote>
<h2 id="making-it-mine">Making it mine</h2>
<p>To finish off, I think it&rsquo;s important to make the cosmology truly mine. This is
important because, so far, the creation myth is just Taoism with the serial
numbers filed off. I don&rsquo;t want to give my players (or the readers) the
impression that my cosmology is a parody of Taoism even though it is heavily
inspired by it.</p>
<p>Therefore I want to rewrite the myth with my own words, in own style. For
instance, I&rsquo;d like people to feel as if this has happened outside the domains of
time and space, as if the four phenomena are intertwined with the fabric of
reality.</p>
<p>This is what I came up with:</p>
<blockquote>
<p><strong>Even before time itself, there was the Infinite. The Infinite gives birth to
the first of all things, named the Prime. The Prime has Light and Dark
aspects, which are simultaneously opposite and complementary. Light and Dark
together create the threads from which all other things are woven: Freedom,
Autonomy, Order, and Unity.</strong></p>
</blockquote>
<p>See you next time, when I&rsquo;m going to create a <a href="https://thedicesociety.com/pantheon/">pantheon</a>!</p>
]]></content:encoded>
    </item>
    <item>
      <title>Hexmap from scratch</title>
      <link>https://thedicesociety.com/hexmap/</link>
      <pubDate>Thu, 16 Mar 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/hexmap/</guid>
      <description>https://www.youtube.com/watch?v=pDmedTxI49s</description>
      <content:encoded><![CDATA[<p><a href="https://www.youtube.com/watch?v=pDmedTxI49s">https://www.youtube.com/watch?v=pDmedTxI49s</a></p>
]]></content:encoded>
    </item>
    <item>
      <title>One D&amp;D Wild Shape analysis</title>
      <link>https://thedicesociety.com/druid-nerf/</link>
      <pubDate>Thu, 23 Feb 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/druid-nerf/</guid>
      <description>A short analysis of the One D&amp;amp;D Wild Shape stats</description>
      <content:encoded><![CDATA[<p>One D&amp;D&rsquo;s fourth playtest
<a href="https://www.dndbeyond.com/sources/one-dnd/druid-paladin">packet</a> came out
earlier today, featuring new versions of the Druid and the Paladin classes. Most
of the changes are pretty interesting, but only one caught my eye: the new
<strong>Wild Shape</strong> mechanics.</p>
<h2 id="5es-wild-shape">5E&rsquo;s Wild Shape</h2>
<p>I have never played a Druid, but some players in my group have. From the DM&rsquo;s
perspective, Wild Shape is full of flavor; it&rsquo;s straight up awesome to describe
the Druid becoming a <em>freaking bear</em> starting to eviscerate the goblins.</p>
<p>The only problem is that, at least in my table, it didn&rsquo;t come up very often.
Sadly, it&rsquo;s much more &ldquo;optimal&rdquo; for the Druid to focus on casting spells during
combat instead of transforming into a cool animal (specially if they aren&rsquo;t of
the Circle of the Moon).</p>
<p>In the middle of a fight, my players only found it advantageous to use Wild
Shape if they were getting low on Hit Points, effectively using the HP of their
beast forms as Temp HP. In my opinion, it felt like a tradeoff: you become less
effective, but now you can get into melee and (try to) rip the opponents apart.</p>
<p>To illustrate my point, take <em>Dungeons &amp; Dragons: Honor Among Thieves</em>&rsquo;s own
<a href="https://youtu.be/IiMinixSXII?t=70">trailer</a>. The Druid transforms from a horse
into an owlbear (more on that later) and proceeds to completely annihilate a
group of guards. If that&rsquo;s not awesome, I don&rsquo;t know what is.</p>
<h2 id="one-dds-wild-shape">One D&amp;D&rsquo;s Wild Shape</h2>
<p>Now let&rsquo;s talk about One D&amp;D&rsquo;s Druid, as presented to us in the fourth playtest
packet. First things first: now you can transform into an
<a href="https://twitter.com/TheWillyboo/status/1628500259629588480">owlbear</a>. Well,
kinda&hellip;</p>
<blockquote>
<p>As you assume a form, you determine its appearance, selecting an example
animal from the form’s description, selecting another appropriate animal, or
choosing a hybrid form that incorporates visual characteristics from two or
more animals. The appearance you choose has no effect on the form’s
capabilities.</p>
</blockquote>
<p>So you can transform into a owl-bear <em>hybrid</em>, but that&rsquo;s enough for me. The
weird part is that last sentence about your choice not affecting &ldquo;the forms
capabilities&rdquo;.</p>
<p>The biggest difference between this Druid and 5E&rsquo;s version comes from the fact
that now you don&rsquo;t choose a creature from the bestiary to transform into!
Rather, you get to choose your appearance, but always refer to the same three
stat blocks (Animal of the Land, Animal of the Sea, or Animal of the Sky).</p>
<p>In general, I think I like this change. Too often have I waited for my player to
choose the exact beast they wanted, so I&rsquo;m all for streamlining the options. You
want to become a Small elephant? Sure. A Large bat? Of course. A Medium
giraffe-turtle hybrid? You got it.</p>
<p>However, there is some fine print: the HP of all three stat blocks is &ldquo;you
continue to use your Hit Points and Hit Dice&rdquo;. That means a Druid no longer gets
the HP boost that used to come with 5E&rsquo;s Wild Shape.</p>
<p>The table below shows the stats of 5E&rsquo;s beasts grouped by Wild Shape CR<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>. As
you can see, from level 8 onwards a Druid could conceivably &ldquo;gain&rdquo; 52 Hit Points
per Wild Shape use (and that&rsquo;s not even taking the Circle of the Moon into
account).</p>
<table>
<thead>
<tr>
<th style="text-align:right">Druid Level</th>
<th style="text-align:right">Wild Shape CR</th>
<th style="text-align:right">Max HP</th>
<th style="text-align:right">Avg. HP</th>
<th style="text-align:right">Max AC</th>
<th style="text-align:right">Avg. AC</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align:right">2</td>
<td style="text-align:right">1/4</td>
<td style="text-align:right">19</td>
<td style="text-align:right">8.68</td>
<td style="text-align:right">13</td>
<td style="text-align:right">11.29</td>
</tr>
<tr>
<td style="text-align:right">4</td>
<td style="text-align:right">1/2</td>
<td style="text-align:right">22</td>
<td style="text-align:right">19.00</td>
<td style="text-align:right">13</td>
<td style="text-align:right">11.71</td>
</tr>
<tr>
<td style="text-align:right">8</td>
<td style="text-align:right">1</td>
<td style="text-align:right">52</td>
<td style="text-align:right">33.64</td>
<td style="text-align:right">14</td>
<td style="text-align:right">12.09</td>
</tr>
</tbody>
</table>
<p>My best guess is that the D&amp;D&rsquo;s designers don&rsquo;t want Druids to use Wild Shape
during combat. Since players weren&rsquo;t truly using their beast forms offensively,
the game might as well not imply that it is a possibility.</p>
<p>But I think something was lost&hellip; I enjoy the idea of a Druid charging into
battle as an owlbear and the producers of the D&amp;D movie clearly agree with me.</p>
<p>On <a href="https://twitter.com/thetomeshow">The Tome Show</a>&rsquo;s Discord, @Scipio202
suggested awarding some Temp HP as part of Wild Shape. This is an elegant
solution and, according to the table above, a boost of 4 x Druid level would be
on par with the average Hit Points they would be gaining in 5E.</p>
<p>What do you think? Please send me an
<a href="mailto:contact@thedicesociety.com?subject=Reply%20to%20%22One%20D%26D%20Wild%20Shape%20analysis%22">email</a>
with your thoughts!</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>The table only considers non-swarm beasts from the <em>Monster Manual</em> and
from <em>Mordenkainen Presents: Monsters of the Multiverse</em>. It also assumes
that a Druid wouldn&rsquo;t choose a form of a lower &ldquo;tier&rdquo; than the one they have
access to.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content:encoded>
    </item>
    <item>
      <title>GEM: Gear Enhancement Method</title>
      <link>https://thedicesociety.com/gem/</link>
      <pubDate>Tue, 24 Jan 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/gem/</guid>
      <description>A simple system to create magical gear through upgrades</description>
      <content:encoded><![CDATA[<p>In my <a href="https://thedicesociety.com/better-magic-items/">previous post</a>, I&rsquo;ve outlined some of my issues with
magic items as implemented by D&amp;D 5E and two possible solutions for them. Here&rsquo;s
the TL;DR:</p>
<ul>
<li>
<p>It&rsquo;s hard to award magic items that are useful and at the same time feel
special for the characters. In my experience, the DM will often either hand
out generic magic items or super cool ones which no character can use.</p>
</li>
<li>
<p>One solution is to allow characters to buy upgrades for their mundane items.
This has a couple of potential drawbacks: players might create broken combos
if the upgrades aren&rsquo;t limited in scope and this can become very costly if the
characters regularly swap gear.</p>
</li>
<li>
<p>Another solution is to let items have dormant features which awaken once some
condition is met. Again this introduces a few problems: the players are back
to having no say in what magical properties their items have and it&rsquo;s
impossible for characters to transfer features from one item to another.</p>
</li>
</ul>
<p>In this post I&rsquo;ll put forward my solution for those issues.</p>
<h2 id="how-gems-work">How Gems work</h2>
<p>GEM is a <a href="https://en.wikipedia.org/wiki/Backronym">backronym</a> derived from the
main feature of this magic item system: Gems. Gems are magical items onto
themselves and they can grant one or more extraordinary properties when affixed
to a piece of gear, but it is impossible to affix more than one Gem to a single
item.</p>
<p>Much like regular magic gear, Gems can&rsquo;t be bought or sold. Additionally, the
technology for creating a (capital G) Gem from a (lowercase G) gem has been lost
to time, which means that they must be found though adventure, battle and
heroism.</p>
<h3 id="overview">Overview</h3>
<p>Gems work a little bit like <a href="https://www.dmsguild.com/product/300395/The-Armorers-Handbook-Equipment-Upgrade-and-Rune-Magic-System"><em>The Armorer’s
Handbook</em></a>&rsquo;s
Runestones, with the important distinction that Gems do not have a set effect
and can be removed from any piece of gear without much work.</p>
<blockquote>
<p>Calvin finds an ancient sword in a dungeon. It is engraved with a Round
Emerald, which grants the sword a +1 bonus to damage rolls. Since Calvin
doesn&rsquo;t use weapons, he removes the Gem from the sword.</p>
</blockquote>
<p>A cut Gem always has one (and only one) shape <sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>: Round, Oval, Pear, Marquise,
Cushion, Square, or Rectangle. The shape determines the <strong>mundane</strong> benefit that
the Gem grants and the type of gear to which it can be affixed.</p>
<blockquote>
<p>Calvin asks his jeweler to recut the Round Emerald into a Marquise Emerald,
which can be affixed to his spellcasting focus to grant a +1 bonus to spell
attack rolls.</p>
</blockquote>
<p>Stronger Gems might have, in addition to a shape, one or more styles: Brilliant
and/or Step. The shape narrows down exactly what <strong>magical</strong> benefit each style
will grant but, either way, this will come in addition to that shape&rsquo;s mundane
benefit.</p>
<blockquote>
<p>Calvin now finds a Sapphire. He wants to make it a Cushion Sapphire, which
would grant him a +1 bonus to ability checks. Since Sapphires are stronger
then Emeralds, they can also have one style; Calvin must, therefore, chose
either Brilliant (+1 bonus to AC) or Step (+1 bonus to saving throws).</p>
</blockquote>
<p>There are, in principle, 4 types of Gems (Emeralds, Sapphires, Rubies, and
Diamonds). Emeralds can only have a shape, Sapphires can have a shape and a
single style, and Rubies can have a shape and both styles. Diamonds are only
used in a binding ritual that will be explained in the next section.</p>
<blockquote>
<p>Calvin decides on the Cushion Brilliant Sapphire. He&rsquo;s sad to not get the +1
bonus to saving throws, so he starts looking for a Ruby. This Gem could be cut
with both styles in order to become a Cushion Mixed Ruby, which would grant a
+1 bonus to ability checks, AC, and saving throws!</p>
</blockquote>
<p>Below is a summarized table with every benefit that a Gem can grant. Unless
otherwise noted by your DM, the following should be observed: any item that is
under the effect of a magical benefit is considered magical as well (weapons
deal magical damage, etc), items with Marquise or Cushion Gems require
attunement, and robes are incompatible with medium or heavy armor.</p>
<p><strong>If you want the full versions of the effects, <a href="https://thedicesociety.com/files/posts/gem/gem.pdf">grab the PDF
here</a>!</strong></p>


<table>
  <tr>
    <th>SHAPE</th>
    <th>MUNDANE</th>
    <th>MAGICAL (BRILLIANT / STEP)</th>
  </tr>

  <tr>
    <td rowspan="2">Round (any weapon)</td>
    <td rowspan="2">+1 to damage rolls</td>
    <td>+1 to attack rolls</td>
  </tr>
  <tr>
    <td>Scores a crit. on a roll of 19 or 20</td>
  </tr>

  <tr>
    <td rowspan="2">Oval (melee weapon)</td>
    <td rowspan="2">You can’t be surprised</td>
    <td>Crit. blinds enemy for 1 round</td>
  </tr>
  <tr>
    <td>You have advantage on initiative</td>
  </tr>

  <tr>
    <td rowspan="2">Pear (ranged weapon)</td>
    <td rowspan="2">Ignores up to 3/4 cover</td>
    <td>Long range doesn't impose dis.</td>
  </tr>
  <tr>
    <td>Being within 5 ft. doesn't impose dis.</td>
  </tr>

  <tr>
    <td rowspan="2">Marquise (focus, attun.)</td>
    <td rowspan="2">+1 to spell attack rolls</td>
    <td>+1 to the saving throw DCs of spells</td>
  </tr>
  <tr>
    <td>Spell attacks ignore up to 3/4 cover</td>
  </tr>

  <tr>
    <td rowspan="2">Cushion (robe, attun.)</td>
    <td rowspan="2">+1 to ability checks</td>
    <td>+1 bonus to AC</td>
  </tr>
  <tr>
    <td>+1 to saving throws</td>
  </tr>

  <tr>
    <td rowspan="2">Square (armor)</td>
    <td rowspan="2">No Str requirement</td>
    <td>Ignore dis. on Dex (Stealth) checks</td>
  </tr>
  <tr>
    <td>+1 to maximum Dex modifier</td>
  </tr>

  <tr>
    <td rowspan="2">Rectangle (shield)</td>
    <td rowspan="2">Shove as bonus action</td>
    <td>+1 bonus to AC</td>
  </tr>
  <tr>
    <td>Adds its AC bonus to Dex saves</td>
  </tr>
</table>

<h3 id="binding-rituals">Binding rituals</h3>
<p>Diamonds are powerful Gems that, through a special ritual, can bind the effects
of a target Gem to an item. For the ritual to work, the target Gem must already
be affixed to the item and, once complete, it transfers all benefits granted by
the target Gem to the item itself. Both the target Gem and the Diamond are
consumed in the process.</p>
<p>Since anyone can usually remove a Gem from an item without much effort, this
ritual is mainly used to prevent a Gem from being stolen. Another advantage is
that characters can name an item after it has gone through this ritual; they can
have their own <a href="https://lotr.fandom.com/wiki/Sting">Sting</a> or
<a href="https://lotr.fandom.com/wiki/Glamdring">Glamdring</a>, which is pretty cool.</p>
<p>A Diamond might also grant a one-of-a-kind benefit. Unlike regular Gems, this
effect is chosen by the DM and cannot be changed by cutting the Diamond. If a
Diamond carrying a special benefit is used in a binding ritual, then this
benefit is bound to the item alongside those from the target Gem.</p>
<p>After going through a binding ritual, an item ceases to be mundane and becomes
truly magical. From this point forward, no other Gems can be affixed to it.</p>
<h3 id="variant-rules">Variant rules</h3>
<p>The rules described in this post are only suggestions. You can obviously change
the effects of a shape or style, reduce or increase the number of available
cuts, etc. Besides these modifications, some variant rules might be of interest:</p>
<ul>
<li>
<p>After being cut for the first time, you might want to limit the number of
recuts that a Gem can endure before losing its efficacy. My estimate is that
allowing 3 additional cuts should be enough for most parties.</p>
</li>
<li>
<p>Instead of describing the effects of a Gem through the name its cut, you might
prefer adding adjectives to the engraved item, e.g., a sword with a Round
Emerald might be considered Keen or Sharp.</p>
</li>
<li>
<p>It is possible to allow (lowercase G) gems to be transformed into (capital G)
Gems. In this scenario, regular gems should be scarce resources, with emeralds
and sapphires costing up to 1000 gp, and rubies and diamonds up to 5000 gp.</p>
</li>
<li>
<p>You also could allow specialized vendors to trade Gems. As a rule of thumb, a
Sapphire should be equivalent to 2 Emeralds and a Ruby to 3 Emeralds. Diamonds
are best left as one-of-a-kind Gems that can&rsquo;t be traded.</p>
</li>
<li>
<p>If you don&rsquo;t like the complexity of having multiple types of Gems, you can
probably make do with a single type if you allow up to three Gems per item. In
this case, all Gems should have the same shape and each would grant a
different benefit from that row of the table.</p>
</li>
</ul>
<h2 id="do-gems-work">Do Gems work?</h2>
<p>As mentioned at the beginning of this post, I created GEM as a way to solve a
few problems I had with magic items in D&amp;D. Does it help the DM award useful
items? Does it help reduce the number of &ldquo;remarkable&rdquo; items that have to be hand
out?</p>
<p>Firstly, GEM allows players to choose their own upgrades, so the DM doesn&rsquo;t have
to think of useful items to award. Secondly, GEM helps items feel special
because characters will grow attached to their own items, with Diamonds playing
a big role on this process.</p>
<p>And how does GEM comparte to tags and awakening mechanics from the <a href="https://thedicesociety.com/better-magic-items/">previous
post</a>?</p>
<p>Tags could allow players to create broken builds, so GEM mitigates this by
forcing them to chose upgrade paths which are easier to balance. Tags could also
become prohibitively expensive, and GEM offers a system with very few fees (only
the process of recutting Gems might be charged).</p>
<p>The awakening system removed agency from the players, which GEM gives back by
allowing them to chose their own upgrades. With awakenings you also couldn&rsquo;t
transfer benefits from one item to another, while GEM allows Gems to be affixed
again and again.</p>
<p>Overall I think GEM turned out pretty good. I&rsquo;ll playtest it in my upcoming
campaign and, once it&rsquo;s done, I&rsquo;ll make sure to write a follow-up! See you all
next time.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>I&rsquo;m not a gemologist. I created the list based on <a href="https://www.starlanka.com/gemstone-cuts/">this
article</a>, and I&rsquo;m sorry if I
made any mistakes.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></content:encoded>
    </item>
    <item>
      <title>Towards better magic items</title>
      <link>https://thedicesociety.com/better-magic-items/</link>
      <pubDate>Tue, 17 Jan 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/better-magic-items/</guid>
      <description>It&amp;rsquo;s hard to award magic items. What can we do about it?</description>
      <content:encoded><![CDATA[<p>I have a few gripes with D&amp;D&rsquo;s magical gear. On one hand, 5E&rsquo;s <em>Dungeon Master&rsquo;s
Guide</em> teaches us that magic items should feel special and unique, &ldquo;turning a
generic magic item [&hellip;] into a more remarkable discovery&rdquo;. On the other hand,
<em>Xanathar&rsquo;s Guide To Everything</em> implies that parties should be awarded around
44 magic items from levels 1 through 10. Even if a majority of these are potions
and single-use gear, that still leaves us with a pretty big number of supposedly
&ldquo;remarkable&rdquo; items.</p>
<p>So how can we hand out this many magic items and still have them all feel
special? How are we supposed to cater to each character&rsquo;s needs without simply
letting the players choose what items the evil necromancer will drop?</p>
<h2 id="tags">Tags</h2>
<p>One solution is to allow characters to upgrade their own mundane items,
effectively creating pseudo-magic items. If the math works out just right, the
DM won&rsquo;t have to award as many magic items because the characters will be doing
that by themselves, which makes each item feel much more personal and
meaningful.</p>
<p><a href="https://www.dmsguild.com/product/300395/The-Armorers-Handbook-Equipment-Upgrade-and-Rune-Magic-System"><em>The Armorer’s
Handbook</em></a>
(AHB) is a perfect example of one such attempt: the book describes a system of
upgrades represented by <strong>tags which can be added to gear</strong> by regular
blacksmiths. For example, a character can pay 100 gp to make their sword <em>Keen</em>,
adding a +1 bonus to its damage rolls.</p>
<p>Even though this mechanic is pretty amazing, I find that it creates a few
problems:</p>
<ol>
<li>
<p><strong>How do you stop players from creating broken builds?</strong> If, like in AHB, a
character can pay 100 gp to double their chance of landing a crit, Rogues and
Paladins will become much more effective earlier in the game. This has the
unfortunate potential to throw game balance completely out of whack.</p>
</li>
<li>
<p><strong>How do you charge for upgrades?</strong> When a character outgrows their starting
gear, they might have to buy the same upgrades all over again, which can get
expensive. In AHB&rsquo;s case, this incentivizes players to hoard money until they
can buy the best base gear possible.</p>
</li>
</ol>
<h2 id="awakening">Awakening</h2>
<p>Another solution is to allow magic items to display new properties over time.
Since each item has multiple properties, this effectively removes the need for
multiple magic items with one effect each; it also allows the DM to give more
screen time to each piece of magical gear the characters acquire.</p>
<p>Both the <em>Explorer&rsquo;s Guide To Wildemount</em> and <a href="https://www.drivethrurpg.com/product/410268/The-Lord-of-the-RingsTM-Roleplaying"><em>The Lord of the Rings
Roleplaying</em></a>
(LOTRRP) showcase this kind of system: <strong>magic items have dormant features</strong>,
which only awaken once a specific condition is met. In the latter, for example,
a weapon might reveal the <em>Luminescence</em> quality once a character reaches level
5.</p>
<p>This system, however, is also not without its flaws:</p>
<ol>
<li>
<p><strong>How do you give agency back to the players?</strong> In LOTRRP some rewards are
chosen by the characters at certain levels, but, sadly, only a select few
features can be made available in order not to break the game&rsquo;s balance.</p>
</li>
<li>
<p><strong>How do you transfer upgrades from one item to another?</strong> If you want to
allow a piece of gear to transfer its dormant features to another, there must
be a solid way in-universe for this happen. In the case of LOTRRP, this is
simply not possible.</p>
</li>
</ol>
<h2 id="the-best-of-both-worlds">The best of both worlds</h2>
<p>To me, the ideal solution lies somewhere between these two approaches. I love
the idea of allowing characters to go nuts and choose the features that their
items acquire, but I&rsquo;m also a fan of limiting these choices such that broken
combos aren&rsquo;t so easy to make.</p>
<p>It&rsquo;s also very important to me that players are able to transfer the upgrades
from one item to another. This flexibility is important because it allows the
gear to grow with the characters and it makes for a better return on investment.</p>
<p>My take on the perfect system is called <a href="https://thedicesociety.com/gem/">GEM: Gear Enhancement Method</a></p>
]]></content:encoded>
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    <item>
      <title>Dice roller</title>
      <link>https://thedicesociety.com/dice-roller/</link>
      <pubDate>Tue, 10 Jan 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/dice-roller/</guid>
      <description>https://lente.dev/en/posts/randomness-css/</description>
      <content:encoded><![CDATA[<p><a href="https://lente.dev/en/posts/randomness-css/">https://lente.dev/en/posts/randomness-css/</a></p>
]]></content:encoded>
    </item>
    <item>
      <title>Hello, world!</title>
      <link>https://thedicesociety.com/hello-world/</link>
      <pubDate>Mon, 09 Jan 2023 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/hello-world/</guid>
      <description>Hello! I&amp;rsquo;m Caio and this is The Dice Society</description>
      <content:encoded><![CDATA[<p>Hey, there! My name is <a href="https://lente.dev/">Caio</a> and I&rsquo;m a computer scientist
from Brazil with a passion for tabletop RPGs. I created <em>The Dice Society</em> to
share DM advice, the history of my homebrew world, and interesting stuff I
create on the intersection between technology and games.</p>
<p>This is my first post, so I&rsquo;ll be quick. Here&rsquo;s a few things you should know
about me and this blog:</p>
<ul>
<li>
<p>I&rsquo;m a relatively new DM (~2 years), but I&rsquo;m addicted to writing. Instead of
throwing everything on social media, I&rsquo;ll use this as a hub for all my long-form
content.</p>
</li>
<li>
<p>I&rsquo;m mostly a 5E person, but I&rsquo;ll try my best not to be too D&amp;D-centric. I even
created my own
<a href="https://www.drivethrurpg.com/product/402975/Three-Wasted-Days">system</a> as part
of <a href="https://www.drivethrurpg.com/browse.php?filters=0_0_0_0_0_1000012">PocketQuest
2022</a>!</p>
</li>
<li>
<p>This website is <a href="https://lente.dev/en/posts/stone-websites/">made of stone</a>:
the only JavaScript it contains is a privacy-first analytics service called
<a href="https://tinylytics.app/">tinylytics</a>, but I&rsquo;m not tracking or fingerprinting
anyone.</p>
</li>
</ul>
<p>If you want to reach out, the 

<a href="mailto:contact@thedicesociety.com?subject=Reply to '{{ .Page.Title | default .Site.Title }}'">Email Me</a>
 button above will always create an email replying directly to
the article you&rsquo;re reading. You might also want to follow me on
<a href="https://dice.camp/@thedicesociety">Mastodon</a>, <a href="https://github.com/clente">GitHub</a>,
or via <a href="https://thedicesociety.com/index.xml">RSS</a>.</p>
]]></content:encoded>
    </item>
  </channel>
</rss>
