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The survey for Patreon Packet 1 of the MCDM RPG is here! You'll have until January 23rd at 11AM Pacific US time/2PM Eastern US time to fill it out.

Survey: https://forms.gle/q2TJhRivxZiCUyLZ6

Thank you so much for filling out the survey! It is the BEST way to get feedback to us. I read over every comment personally. It makes a huge difference in the game's quality and overall fun.

We know this is a lot of questions, but each person has something to say about a few features, so we need all these questions to give everyone a chance to tell us about the things they felt strongly about. Not all of the questions are mandatory, and if you have a Google account, you can sign in, start the survey, then come back to finish it later.

As a reminder, the first packet contains just a very small piece of the game. There is a lot more game to make and what you have is still a work in progress.

You are free to send the survey link to the other folks you played with, but please don't share it publicly.

Even after the survey closes, you'll still be able to access packet 1 through the original post.

—James Introcaso

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MCDM RPG Patreon Survey Packet 1

The following survey is for MCDM Patreon patrons and pertains to the first playtest packet of the MCDM RPG. You can fill out the survey once. The survey will close on January 23, 2024 at 11AM Pacific US time. As a reminder, the first packet contains just a very small piece of the game.

Comments

Anonymous

I have never given feedback so fast! I hope you guys get all the data you need.

Lydia Steine Bendiksen

Knowing myself I will probably make my own version of the system based on this, and then reset to the new MCDM standard and do it all over each update, and yes, that includes the final one, if there is anything I have learned from Matt it's how to take a beautiful game and make it belong to me and my friends.

Steven V. Neiman

A couple of things which I forgot to mention when I was filling out the survey form but feel are worth noting, and I can't add in now: - Several mechanics had unclear timing, such as whether spending rage for an attack deactivates the boon from Growing Rage for that attack, or whether Strike Back kills the enemy before their own attack goes through. - It was sort of unclear how certain parts of the maps were supposed to lead to the next floors. For example, I didn't see anything on the bell room that looked like a ladder or stairway up to the sages, and it wasn't 100% clear which way the stairs face or where they are supposed to be level with the floor. - While PCs mostly got to escalate over each fight like they're supposed to, a lot of enemies, especially Octavia herself, had the 5e problem where they run out of cool limited-use moves and then become boring.

Steven V. Neiman

Same. Encounter design doesn't stop when you roll initiative, and game design doesn't stop when you buy the book.