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MCDM's New Tactical TTRPG Hits $1M Crowdfunding On First Day!
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<blockquote data-quote="Velderan" data-source="post: 9231040" data-attributes="member: 7038056"><p>They were described as armed just not particularly threatening, so we're not in sack of rats category of lowly here. I don't know.. to me the situation and way the rules apply make sense for how the game was sold to me. As the game went on, the players seemed to get the hang of the style of game especially after seeing how the victory points improved their character. I think if we played it over knowing what they know now, they'd absolutely have challenged the kobolds. I really think that's the type of game MCDM is trying to make and I don't mind them leaning in hard on that aspect of gameplay.</p><p></p><p>We actually discussed "what happens if we like this game more than the PF2e game we're currently playing" and I responded "I think it will end up being a different kind of like, because from what I've heard and read they're really shooting for a different style of play". In PF2e if the players found a way to bypass an encounter without combat, I'd reward them exp. Different style of game, not better or worse. We play different games for the themes and style of gameplay they embrace. No one in my group is upset when their Call of Cthulhu character dies because that's how the game works. It's a feature, not a bug that the lethality level is very high. It's a feature, not a bug that MCDM RPG wants you to punch the bad guy in their face.</p><p></p><p>For the record, we finished the game agreeing it was a lot of fun and we'd definitely play it again so I'll continue to run future playtest packets for the same players.</p></blockquote><p></p>
[QUOTE="Velderan, post: 9231040, member: 7038056"] They were described as armed just not particularly threatening, so we're not in sack of rats category of lowly here. I don't know.. to me the situation and way the rules apply make sense for how the game was sold to me. As the game went on, the players seemed to get the hang of the style of game especially after seeing how the victory points improved their character. I think if we played it over knowing what they know now, they'd absolutely have challenged the kobolds. I really think that's the type of game MCDM is trying to make and I don't mind them leaning in hard on that aspect of gameplay. We actually discussed "what happens if we like this game more than the PF2e game we're currently playing" and I responded "I think it will end up being a different kind of like, because from what I've heard and read they're really shooting for a different style of play". In PF2e if the players found a way to bypass an encounter without combat, I'd reward them exp. Different style of game, not better or worse. We play different games for the themes and style of gameplay they embrace. No one in my group is upset when their Call of Cthulhu character dies because that's how the game works. It's a feature, not a bug that the lethality level is very high. It's a feature, not a bug that MCDM RPG wants you to punch the bad guy in their face. For the record, we finished the game agreeing it was a lot of fun and we'd definitely play it again so I'll continue to run future playtest packets for the same players. [/QUOTE]
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MCDM's New Tactical TTRPG Hits $1M Crowdfunding On First Day!
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