It can feel that way but I don't think it's the intent. First combat I ran I forgot about spending VP at first and my players chewed through the demons. By round 3 I only had 2 demons left and suddenly they were far more effective as I spent VP on offense and defense for them. But the following encounters felt more consistent since I was spending VP throughout instead of hoarding them for the last few enemies.
I think the “killing enemies gives the director more villain power” should be a thing that is kept for a few monsters. The fact that it’s different from how things normally works would be a cool way to freak out the players and make that fight memorable. It’s the kind of thing that is very powerful in small doses, but I can definitely see it being annoying when it’s how every fight goes.
That's what I was thinking. If it was limited to a specific enemy type or a specific captain I could see it working well when you pull out that encounter and the players start freaking out.
At my local game store, the DM just used a few of the hobgoblins and fiends from MCDM! Those battles were fun and terrifying, and made for an epic moment when my barbarian barely managed to slay the demon before it devoured his soul in its starving phase
I very much like how the Director only has 2 rolls for their Captains & Squad’s! Saves a ton of time while dividing squad damage still allows for cohesive tactics on both sides! - Great mechanics! 🔥
Man, I really like the "the Director gets Villain Powers for the monsters doing certain monster-specific actions" system. Also, I really love the Squad and Captain dynamic. I know it's a long way off to, y'know, get the game and play it vanilla for a bit, but I can't wait to start homebrewing Squads and Captains. "What if I make a new Captain that lets all these base monsters do x?" "If I make a new squad that does Y, how does that synergize with this Captain from the base game?" Can't wait.
Very excited to see how DS feels to play, and looking forward to the backer packet. However, I need a bit of help understanding the point of villain power. Colville helped me move away from building monsters with rules and feats and class levels, and creating cool powers with no other justification than that it's cool and will be fun and memorable. Villain points seem to run counter to that philosophy; if I want rifts to open up during the demon fight, can't I just do that as a Director? Aren't I unnecessarily constraining myself by tracking VP and running the risk that my cool moments never happen because I don't have the points for them? Or are VP more of a guideline for newer directors in activating powerful effects, and would be ignored by more experienced tables?
I like the idea that there might be some encounters where killing certain kinds of enemies or certain captains/villains that have strong connections with whatever boss is present does present an opportunity for the Director to get more Villain Power. Maybe not something that is a regular mechanic, but more of a specific of the narrative of that particular combat. EDIT: That way you do get some of that gnarly “what have you done” without it becoming a slog of every combat.
The idea of Villain Power is best shown through the concept of Danger Token in "Cloudbreaker Alliance", the RPG of the "Don't Stop Thinking"-TH-camr. All in all, I think, Cloudbreaker Alliance is a good preview for how Draw Steel could end up or at least a good system to exploit for ideas to incorporate into Draw Steel.
I humbly suggest “Malevolent Potential” as the name for villainous power. It’s evocative and descriptive, but broad enough to encompass all of the things a Villain might use it for, like casting an especially complex spell, or gathering up all of their minions into a large army, or some such.
I still like Threat as the name for villain power
Threat levels rising!!!
I humbly suggest Malevolent Potential. It sounds more like how Colville would word it, it’s more evocative.
Agreed. "Victory points" and "villain power" having the same acronym might throw me for a loop? Or maybe I'm overreacting
I'm so amused by Villain Power. You've codified the Law of Conservation of Ninjutsu into a game mechanic, and the folks at TVTropes must be so proud.
It can feel that way but I don't think it's the intent. First combat I ran I forgot about spending VP at first and my players chewed through the demons. By round 3 I only had 2 demons left and suddenly they were far more effective as I spent VP on offense and defense for them. But the following encounters felt more consistent since I was spending VP throughout instead of hoarding them for the last few enemies.
I think the “killing enemies gives the director more villain power” should be a thing that is kept for a few monsters. The fact that it’s different from how things normally works would be a cool way to freak out the players and make that fight memorable. It’s the kind of thing that is very powerful in small doses, but I can definitely see it being annoying when it’s how every fight goes.
That's what I was thinking. If it was limited to a specific enemy type or a specific captain I could see it working well when you pull out that encounter and the players start freaking out.
I always just love the energy James has. I could listen to him talk about game design all day.
I agree, James is a really good front man (and it sounds like he's a great designer too), I'm glad he's on board.
Came for the MCDM, stayed for the Dael.
Same! 🌟
DRAW STEEL is a great name
There’s a 100% chance Jordi is a real life wizard. Love the work from the team!
The topic about 'engines' is really impressive and makes me excited to play.
At my local game store, the DM just used a few of the hobgoblins and fiends from MCDM! Those battles were fun and terrifying, and made for an epic moment when my barbarian barely managed to slay the demon before it devoured his soul in its starving phase
Dael is very good as the "interviewer".
28:48 My GOD that thing is horrifying! I have instantly fallen in love with it, and can't wait to see more MCDM demons
Love the idea of having a corrupted group of mortals be represented by a human squad with a demon captain, etc
I very much like how the Director only has 2 rolls for their Captains & Squad’s! Saves a ton of time while dividing squad damage still allows for cohesive tactics on both sides! - Great mechanics! 🔥
Man, I really like the "the Director gets Villain Powers for the monsters doing certain monster-specific actions" system.
Also, I really love the Squad and Captain dynamic. I know it's a long way off to, y'know, get the game and play it vanilla for a bit, but I can't wait to start homebrewing Squads and Captains. "What if I make a new Captain that lets all these base monsters do x?" "If I make a new squad that does Y, how does that synergize with this Captain from the base game?" Can't wait.
Very excited to see how DS feels to play, and looking forward to the backer packet. However, I need a bit of help understanding the point of villain power. Colville helped me move away from building monsters with rules and feats and class levels, and creating cool powers with no other justification than that it's cool and will be fun and memorable. Villain points seem to run counter to that philosophy; if I want rifts to open up during the demon fight, can't I just do that as a Director? Aren't I unnecessarily constraining myself by tracking VP and running the risk that my cool moments never happen because I don't have the points for them? Or are VP more of a guideline for newer directors in activating powerful effects, and would be ignored by more experienced tables?
Seems to be shaping up nicely, looking forward to the backer packet!
Villain power is pretty dry. How about...Malevolence.
Ngl, that’s pretty hot. It’s also consistent with the naming conventions employed thus far
He activates his Malevolence? No thanks, that sounds cheesier.
At the "standard goblin" point I started laughing at the idea that at this point it's actually anything but the metrical system
Chomping at the bit to get my lil paws on this thing guys
Harder encounter example though would be "Defend this NPC"
I love ALL MCDM videos!!!! ❤
I like the idea that there might be some encounters where killing certain kinds of enemies or certain captains/villains that have strong connections with whatever boss is present does present an opportunity for the Director to get more Villain Power. Maybe not something that is a regular mechanic, but more of a specific of the narrative of that particular combat.
EDIT: That way you do get some of that gnarly “what have you done” without it becoming a slog of every combat.
The idea of Villain Power is best shown through the concept of Danger Token in "Cloudbreaker Alliance", the RPG of the "Don't Stop Thinking"-TH-camr.
All in all, I think, Cloudbreaker Alliance is a good preview for how Draw Steel could end up or at least a good system to exploit for ideas to incorporate into Draw Steel.
I humbly suggest “Malevolent Potential” as the name for villainous power. It’s evocative and descriptive, but broad enough to encompass all of the things a Villain might use it for, like casting an especially complex spell, or gathering up all of their minions into a large army, or some such.
Malice could be a unique name for Villain Power
27:42 Now that is an exciting concept!
DRAW STEEL?!?!
thats goated
@@s1nistergnome ❤
23:53 Classic Conservation of Ninjutsu! As you face off against fewer of the same baddies, those baddies become more dangerous!
Love this Djordi guy!
Holy shit that art at the end is just 🤯! 🖤
What if you make this resource called "Destiny" that the PCs and Narrator could Exchange with each other to do cool stuff 🤔
I'm so stoked for this game
Villain Power is such a great idea.
It’s beginning to sound a little “Romance of the Three Kingdoms”. That’s an interesting niche to fill in the TTRPG space
Does anyone know if goblins will be a playable ancestry?
They aren't in the current playtest packet, which to my knowledge includes all launch ancestries.
Why is Matt not in those anymore? Just curious, love the energy
Share screen time. It is built by a team not a person
Woohoo!!!
Tzneech is in Draw Steel . . . Yay?
🎉🎉
2nd!