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"What Defines A Monster?" - Introducing Draw Steel by MCDM Productions

·1 hr·5 clips
James Intricasso explains why Draw Steel ditches D&D's survival mechanics for a heroic build-up system.
This episode of Three Black Halflings features hosts Jeremy Cobb, Liv Kennedy, and Candice interviewing MCDM game designers James Intricasso and Willie Abeel about their new TTRPG, Draw Steel. James and Willie discuss their paths into game design and their roles at MCDM, the company founded by Matt Colville. The conversation centers on the philosophy and mechanics of Draw Steel, which is positioned as a heroic fantasy alternative to games like Dungeons & Dragons. James explains that Draw Steel was designed from the ground up to support heroic narratives, moving away from D&D's historical focus on resource-scarce survival and dungeon looting. A core mechanic involves players accumulating "Victories" to power heroic abilities while their "Recoveries" deplete, creating tension about pressing forward or resting. The game draws inspiration from cinematic sources like Star Wars, Lord of the Rings, and fighting games, emphasizing teamwork and tactical grid-based combat. Willie, credited as the "mother of monsters," authored a defining essay in the monster book exploring what constitutes a monster in-game. Their essay frames monsters not as inherently evil species but as entities defined by their actions in a specific moment, with evil described as "imposing one's will upon the world at the expense of others." The game encourages resolving conflicts through negotiation or stealth, awarding Victories for these successes to avoid incentivizing indiscriminate combat. James details a structured negotiation system where NPCs have stats like Interests, Patience, and Motivations that players can appeal to during social encounters. Willie highlights that the initial monster book features many humanoid adversaries to facilitate these non-violent interactions. The designers also note the game intentionally lacks a traditional wealth system to distance it from colonialist "grave-robbing" fantasies. James describes combat as highly tactical, with each turn offering a main action and a maneuver, plus unique triggered actions that keep players engaged. The hosts express strong enthusiasm for the game's art direction, citing its homage to classic fantasy illustrators like Frank Frazetta. James reveals his initial hiring conversation with Matt Colville centered on a shared desire to move beyond creating D&D content and develop original games. Willie shares an amusing childhood origin story involving getting sprayed with cologne while peeking through a keyhole at their brother playing Super Nintendo. The tone is conversational, enthusiastic, and deeply nerdy, filled with mutual admiration and references to broader pop culture like Animorphs, The Dark Crystal, and musicals. This episode is ideal for TTRPG players interested in game design philosophy, those critical of D&D's traditional mechanics, or fans seeking more narrative-driven, heroic fantasy systems. Listeners who prefer rules-light, theater-of-the-mind RPGs or are solely interested in actual-play content might find the detailed mechanical discussion less engaging.
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