MCDM RPG

Hey all, I just realized I don’t see any posts about this here. Matt Colville, a well-known voice in the online TTRPG/DnD space, and his small game company MCDM, have begun and have already reached their crowdfunding goals for designing a new RPG, currently with the placeholder name of “MCDM RPG”.

MCDM has previously developed awesome content as supplements for 5e and it’s exceptional stuff. Personally I can’t wait to see this game because of the standard that Matt and Co. have set for themselves, and I’m sure I’m not the only one that has thought that the market could be shaken up a bit.

Playtesters are answering questions about the game in the discord, and I believe more formal Q&As from designers will be hosted on Youtube and likely Reddit.

Info Video: youtu.be/UADbYrPAodQ?si=OT2LDZ8_EvjpVjmE

MCDM Youtube: youtube.com/

Matt Colville Youtube: youtube.com/

MCDM Discord: mcdm.gg/discord

Matt Colville subreddit: www.reddit.com/r/mattcolville/s/blbfmbOMLF

kalessin,

I feel like a lot of colville’s advice is all about how to make the game more fun and more interesting. To him, fun and interesting is more about politics and heroics than it is about dungeoncrawling. With that in mind, I am really looking forward to seeing this game and running or playing it. Most of my players are really into tactical combat and feeling like a badass, but they don’t really like resource management. So I think this is going to be a great game for my group.

Kichae,

I'm not looking for a d6 fantasy game right now, but I'm super interested in their momentum based resource management system. I also appreciate that they actually pay their writers, and am curious as to what kind of modules they'll be releasing in support of the game.

Bustedknuckles,

I’m a bit torn on this one. I love Colville’e running the game series and a lot of his perspectives on what makes a game fun and was going to back the project but in the Q&A sessions, they were really focused on spending the stretch money on their own VTT. I don’t really trust them to spend that money efficiently as it’s way outside of their exhibited skill set. Maybe they’ll be able to quarantine the VTT development/resources so that it doesn’t affect quality of the core product, but since they’re fully backed, I decided to hold off for now. I backed strongholds and followers as well as kingdoms and warfare and both suffered from "cool idea that was a little too convoluted to be worth it_

On the other hand, the Arcadia content that they contracted others to produce was fantastic. I’m excited to see what they come up with but won’t be backing at this point since it’ll just be throwing cash at their VTT

sukhmel,

I’m contemplating supporting them but a bit hesitant because I never GM anything even though have a few different core system rulebooks and different supplementary stuff 😢 kinda lack dedication and vigor mostly

OlPatchy2Eyes,

They’ve already reached their stretch goals. If you’re unsure now just wait I think.

sukhmel,

Yeah, they seem to be fairing well. Also they are quite open about the thing being still in development, very appealing for me.

RQG,
@RQG@lemmy.world avatar

I’m excited to see where it’s going and I am certain it will be a great game for what it’s trying to accomplish. Actual proper heroic fantasy with cinematic gameplay. What will do the game well is the lack of baggage and tradition as well as the absolutely huge amount of testing from community but also in house testers. I like what they have shown so far and I am sure I’ll run it eventually.

On top of that the development is open and the game will have an open license. I really hope there will be a large community for it once it’s done.

I’ll check it out once it is finished and released. While I’m not interested in running sessions of a playtest version myself I will eventually get the books when it is fully out.

What critical role has shown to me and at least around my local community, is that popular content creators putting out a game isn’t enough. The crit role game systems weren’t all that unique and well designed from what I have seen. They work but I’m not sure what they are trying to accomplish that hasn’t been done better. Therefore after initial interest nobody around here stuck with the systems at all. But I think the mcdm RPG will have a solid foundation and might actually stick around. It does something I haven’t seen much and does it better and more focused than I have seen so far.

I’d be curious if anyone around here has played the playtest yet and got some insights?

OlPatchy2Eyes,

To be honest with you, I don’t think comparing MCDM to Critical Role is apples to apples.

I love watching Critical Role! They produce a fantastic spectacle. But their success doesn’t come from a deep understanding of the game or innovative ideas as far as game design goes. I don’t really pay attention to their promotions and stuff so I can’t say much about it.

MCDM, the way I see it, has a focus on producing game supplements, and a secondary entertainment aspect which promotes their focus. Similar to how I don’t investigate Critical Role’s systems etc., I don’t really tune into MCDM’s games to listen to.

RQG,
@RQG@lemmy.world avatar

I agree it absolutely isn’t a good comparison. But the main response when I brought told my friends and local players about how Matt Colville and his company are making an RPG, they said ‘another youtuber RPG? Well daggerheart was pretty meh, I hope this is better.’ or ‘We’ll if the crit role system didn’t stick I don’t know if this will.’ and similar answers. So I thought I’d bring it up preemptively. Matt Mercer also had a series of GM tips videos if I remember correctly. So maybe that’s where people draw the comparison? Idk.

Shyfer,

What’s wrong with Daggerheart if I may ask? Just not creative or different enough from other games, or what?

I’ve been more interested in Candela Obscura but I’ve heard it’s kind of meh as well, but we’ll see as time goes on. At least they’ll be able to add stuff to and play these games without worrying about WotC shenanigans.

RQG,
@RQG@lemmy.world avatar

I think a new system wants people to leave their current game which they love and play for the things their current system does well it. So it has to either offer something new it does, or something it does better than the alternatives. And because changing systems is usually not easy as you have to relearn lots of rules and also convince your group to do the same.

So a new system doesn’t only have to offer something new and/or better. It as to be so much better that it makes the effort of changing systems worth it.

And for my local groups it simply didn’t. I don’t think anyone thinks it’s bad. Just not good or different enough from what they tried to give it a go.

OlPatchy2Eyes,

Yeah you are right to foresee the comparison. Anyone who isn’t familiar with both to the point where they can differentiate their perspectives on their work might inform opinions on Colville’s/MCDM’s work by knowledge of Mercer/Critical Role’s work. Plus them sharing a first name doesn’t help.

bionicjoey,

I like CR, but everything I’ve seen of Mercer tells me he is just not a good game designer. He just knows how to make things that are fun for his specific group of players. CR homebrew content like the Blood Hunter and Chrono Wizard trend to be terribly balanced

Shyfer,

To his credit, he brought on outside game designers to help lead design, including ones with quite impressive experience and resumes, like the Scum and Villainy designer.

OlPatchy2Eyes,

Haven’t even looked at it to be honest, but it doesn’t surprise me. Unbalanced classes are exciting and entertaining and that’s what they are selling.

tissek,
@tissek@ttrpg.network avatar

Don’t forget about their “Designing the Game” playlist
www.youtube.com/playlist?list=PLTsnSjGlraRNXpks2Y…

OlPatchy2Eyes,

Yes that too, thanks!

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