r/drawsteel

On how much info to give

Your game your rules. Just offering what’s worked out great for my games

There’s always a question of how much information do I give my players. Should they know the combat objective (win condition)? Should I just tell them all the clues when their investigating of should I make them roll? Should my players know the difficulty and potential consequences of a roll? Etc

I say give all of the info freely - this is not a novel idea at all. But let me explain why below.

In mothership (scifi survival horror ttrpg), there is a sentence on GM guidance that has impacted me heavily. Give all of the information freely and if they ask the right questions or look in the right place, they should just get the information without rolling. Because the interesting part of the game is not how they get the information but instead what they do with the information. Informed choices lead to more interesting (and tactical) situations for players

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u/reddanger95 — 9 hours ago
▲ 139 r/drawsteel

Draw Steel Observations From Running Delian Tomb Twice

I was inspired by Matt’s stream on what he learned running lots of Draw Steel sessions and decided to write my own observations up. I’ve run a similar amount of sessions as I’m taking two different groups through the Delian Tomb. We’ve played every two weeks starting around July of last year but with scheduling challenges it might average out to every three weeks. Both groups are around Act 3 and Level 2 though they both seem very interested in clearing out all side quests before heading to the anticipated epic conclusion. :)

I don’t claim any of these insights are correct, they are just my experience. I also don’t claim I am running the game “correctly” if that is even a thing. But I’ve been an MCDM Patreon supporter for a while, engaged with the game prior to release, and have been playing TTRPGs on and off since the 80s.

Lastly, I REALLY like this game a lot so as you read any of the below, know I’ve chosen to spend 100% of my TTRPG time over the past year only playing Draw Steel.

This is a relatively long post: I cover Draw Steel observations in general first, the specifics on Delian Tomb, and a couple paragraphs on VTTs at the end.

General Observations

It takes a while for players to get in the groove, give them time

They’ll have fun right away but it was about three sessions for each group before things started to click.

When both groups started they didn’t “get” Draw Steel in some fundamental sense. Despite everything we talked about they played it like D&D.  So they didn’t quite get the player interactions, the benefits of forced movement, or the ability to strategize around turn order.

But I can remember for both groups there was this moment that they seemed to get it. Suddenly the tactician was getting into letting others shine through their leadership, the conduit always wanted to go last in the turn order whereupon they promptly saved everyone’s bacon (while also attacking as well). The fury started to get the opportunities presented by proper positioning. One group had that “that was just my maneuver!” moment and from then on I realized they were playing Draw Steel.

One group just went through the level up process last night and their new 5-cost heroic skill selections were made together. Watching the Elementalist realize how valuable “Translated Through Flame” would be in moving our Null and Fury to the perfect spot on the battlefield made me feel borderline proud.

If I had it to do over again, I’d probably have run a few sessions each week to get folks familiar with the systems before moving to every other week.

The game moves slower than you expect, that’s okay

Combats especially move more slowly than you might be used to but the players never complained (outside of maybe the first session where no one knew how to play at all (including me)). They didn’t complain because there was a lot of interaction among the players and a fair amount of strategy. Getting through more than two combats in three hours almost never happened.

Encourage the players to establish a default turn order

I had two opposing experiences related to this in my two groups. In one group everyone was overly deferential and no one stepped in wanting to go first in the early sessions. The other group had far too much debate over who had the mathematically “best” turn and thus should go next. The solution for both of these groups was the same: establish a loose default turn order.

This is especially important for new players as they are trying to learn their hero while also learning enough about everyone else’s hero to have a sense of when their hero might want to go. In general, I’ve found the tactician almost always wants to go first and the conduit often benefits from going last (assuming someone isn’t at death’s door). From this default order, the players can then choose to deviate and know why they are doing so. It has been working great for both groups.

Your tactical choices as the Director can really ramp up combat difficulty

In some of my early combats, like my players, I didn’t understand the tools that were provided to me to have the greatest tactical impact. You’ve got more tools than in D&D. The interaction of malice, turn order choices, triggered actions, maneuvers, and in some fights, villain actions can be a lot to deal with. You can run a combat like D&D but expect the heroes to steamroll.

If you need to ramp down a fight, consider less optimal strategy

As director you and your players may be learning the game at different rates. Because I was running Delian twice (concurrently) I was learning twice as fast as the players. I wound up in situations where they were playing suboptimally and I could have easily killed the heroes if I chose to without being particularly mean.

Every director has a different intuition here but my gut is unless the players did something really unskillful, I tried not to have an ordinary encounter turn deadly as everyone learns how to play the game. Given that you never miss as Matt mentioned in his stream, it is harder to keep a hero alive by simply fudging a roll. I found that one of the ways I could tip the scales in favor of the heroes if things started to look bad was simply to play less optimally. Maybe I knew the combo that would be devastating to a given hero but I would choose a different monster to go instead and perhaps have that monster not juice his attack with malice. This requires a bit more advance planning as sometimes things are pretty dire for the heroes and even your weakest attack is bad news.

Like I said above, I can imagine some directors might prefer to kill the hero to encourage the learning but that’s not my style so early in the evolution of this game.

Combat prep matters more than other games

Because of the above, you really need to be familiar with the stat blocks of the creatures you run. I wound up printing out the encounters from the encounter book and then I highlighted things that I wanted to be reminded of—things like triggered actions, specific malice spend that felt extra useful, and powerful attacks that could be boosted by malice or only required a maneuver to execute.

What’s interesting about this is the combat prep is pretty fun. You aren’t reading through long blocks of text trying to figure out how a monster works, you’re trying to discover things like, “Oh, the ghouls should generally attack with their ‘leap’ maneuver before the zombies and the skeletons go because it almost always knocks the hero prone and then allows all manner of nasty things to be done to the hero. And also ‘stand up’ is a maneuver which prevents them from using ‘catch breath’ to heal when they finally get to go.”

Many malice choices aren’t relevant in a given combat

Though malice recommendations are sometimes covered in the “tactics” section of adventures, the malice for a given monster type is sometimes completely irrelevant to the specific combat circumstances in which these monsters appear. Per my prep point earlier, I recommend crossing these out before the combat.  At least for me, between helping the players understand their own abilities and running all the monsters (with malice choices), I often felt a bit overwhelmed. Anything you can do to make your decisions easier when the arrows start flying is a big help.

Don’t forget to role play (if you like that)

Given how much was new for me and for the players and how tactical Draw Steel is, we spent the vast majority of our playtime in combats. This created a dynamic where the inbetween times started to feel a little like a brief break between combats rather than an opportunity to role play and feel more embedded in the world. This was 100% my fault and not the fault of the game, just wanted to point out my own tendency. I simply didn’t have enough capacity to do both. One easy thing that helped was asking players to describe what their signature or heroic abilities looked like. Doing the same with how an extra minion met their demise was fun as well.

The negotiations helped me out a lot as it was a phase of the game where I generally only needed to role play as a single character and the negotiations often took long enough that the players settled into more of the role play groove as well.

No one wants to respite

Almost universally, the players pressed their luck by heading into combat very low on recoveries but high on victories. This is the game working as intended. I generally supported and encouraged this but once in each group they pressed too far. How you handle that as a director is up to you. In one case, the heroes fled a boss fight as a result, in another it was almost a TPK. Hero tokens do work here, as do healing potions to keep everyone alive but there were moments where I took my foot off the gas of encouraging them to proceed and instead hoped they’d get the hint that a respite was wise.

Abilities that seem weak to a player are often poorly understood

Early on, it was fairly common for a player to say something like, “this ability doesn’t do anything for me”. This also happened during the level up process last night as folks were selecting new heroic abilities even after many sessions of play. I’ve learned that this feedback almost always suggests a brief conversation about the ability would be helpful for the player. Common misunderstandings I’ve seen include:

  • Not understanding that the ability has a critical keyword like “charge”
  • Not noticing an ability is a maneuver rather than a main action
  • Not noticing the combo potential of an ability with either another ability or another hero
  • Not realizing the ability affects more than one target or that it affects an area but only enemies (generally a notable difference from D&D) making it much more useful in a messy combat

Remind players of hero tokens, surges, and maneuver options

Both groups often forgot that they had hero tokens and how they worked. Additionally, even after many sessions, the value of a surge and when to spend them wasn’t clear to players. Lastly, it is very common in my groups for a player to forget to do something on their maneuver because they felt like they didn’t have anything useful to do. “Knockback” is almost always worth trying and players rarely remembered they could “Aid attack.”

Delian Tomb Observations

Montage tests skew easy

I’m not sure if I’m too much of a pushover or my players are just very creative but the stakes of a montage test in Delian Tomb haver never felt high. I think moving forward I’m simply almost never going to allow a given test to be “easy” and perhaps strive to have some be hard. For example, last night one of my player’s Dragon Knight Elementalist flew over a montage challenge involving navigating difficult terrain. It was hard for me to consider that test anything other than easy.

Negotiations skew difficult

I have yet to have either group hit a home run on a negotiation. I’ve opted over time to giving them the stats more clearly than keeping them below the covers so they know where they are in the negotiation as a result. Even with this, I don’t think I’ve had an Interest 4 outcome yet and definitely no Interest 5 outcomes. If I were running again I might adjust the starting stats of, perhaps, patience to give the heroes more of a sense of a win sometimes.

Since this is a new mechanic to almost everyone, I’d like them to see how fun it can be to get a great outcome. That being said, a bad negotiation almost always gives the combat that sometimes follows extra emotional punch for the players. After all, they did their best to keep things civil.

This is a BIG intro adventure

I was originally thinking Delian Tomb would take us some contained number of sessions to complete like other starter adventures I’ve played. This is a good thing but worth noting. If you are positioning Delian as an adventure to try at your table to see if folks like it, just know it will go a lot longer than you expect. Once folks “get” the game, that might be an appropriate time to ask if they want to continue or maybe shift to Fall of Blackbottom and roll their own characters.

For both of my groups I was anticipating running DT, and then if folks wanted to continue we’d roll new characters and shift to Fall of Blackbottom. Given how long we’ve been in DT though, I think we may need to stick with the characters we have and extend the adventure from here, perhaps by playing Dark Heart of the Wood. Not sure folks will want to go back to lvl 1 after so much playtime.

Bonus: VTT Considerations

I ran in Owlbear Rodeo for both groups until around November of 2025 when we flipped to the Codex. Owlbear is feature limited (but lots of great add ons) but is very predictable and stable in its behavior. It asks a lot of players to track so many new mechanics in this game as is the most like playing at the dinner table. The Codex is super capable but also complex and a bit hard for players to understand. It sometimes seems too close to a videogame to folks and so when things don’t behave like a videogame, they get confused. That said, it tracks things very nicely and helps several of my players understand what is going on with their hero much better. We’re sticking with the Codex and banking that the simplicity and predictability is coming.

For now, I recommend an important rule to help with pace of play in the Codex. Try the “smart” or “automated” thing the Codex can do once (or maybe twice) and if it doesn’t work, just shift to manual rolls and manual stat tracking for that given ability during that combat. You can then research it as the director later to figure out what happened. At our tables, many of us are fairly technical so we often fell into the trap of trying to “figure out” why a thing wasn’t working as expected but that took us out of the flow of the game and slowed combat.

Thanks for reading. Draw Steel is great, I’m so happy to be playing it regularly.

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Unsure How Vertical Movement Works

When you vert push something, does it go directly up/down or can you push them back as they go up?

(pics for visualization)

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u/UncleRusty69 — 1 day ago

Question about the Codex and in-person play

Recently got my hands on the Codex and I've only dabbled a bit with creating combat maps so far. My question is, is there a way to use it during group play?

My group all get together in person and I'm hoping to use the Codex as a way to reduce physical clutter, throw a big combat map with all the players and enemies up on the TV screen, and also keep track of rules and stats during combat. Sort of like how Mansions of Madness works. Is this possible, or is the Codex really only for online play?

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u/Shibata30 — 1 day ago

Final Fantasy and Draw Steel

I’ve recently fallen back down the Final Fantasy 14 rabbit hole, and at the same time I’ve been getting a serious itch to play Draw Steel. So I’m putting together a short adventure that mashes the two together, and I’d love to hear any ideas people have.

Right now, the setup is that the party starts in Ul'dah as a newly formed adventuring group, part of the Adventurers’ Guild, testing a new system for assembling parties.

I’m mostly looking for fun ideas, cool translations of mechanics/factions/jobs/monsters between the settings, or just anything you think would make for a great FF14 + Draw Steel combination.

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u/DiceOrder — 24 hours ago

Any suggestions for a good dungeoneering build?

I am starting a campaign based on a "Darkest Dungeon"-like scenario and I am looking for good builds. We play with all the expansions (Beastheart and Summoner).

Any suggestions or links for good builds? I am currently brainstorming so I am veryuch open for suggestions!

Thank you so much for stopping by!

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u/PedroKorian — 24 hours ago

Prismacore Suit, a Mythic Treasure for Draw Steel! [Narrative-driven, combat-defining leveled treasure]

Prismacore Suit is a mythic treasure for Draw Steel, built around routing power to the various systems on your suit: Blasters, Shields, and Thrusters. You can overdrive these various systems at various levels at the cost of incurring conditions.

This treasure, like other mythic treasures, is highly involved. It is meant to considerably modify the flavor of your character, its narrative, and its approach to combat.

Prismacore Suit's narrative arc is inspired by characters such as Tony Stark, except that in this case, you didn't create the suit but must still grapple with its power and the resulting responsibility.

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This is part of a larger project I’ve been developing called Mythic Treasures, which primarily features narrative-driven treasures with deep, evolving gameplay loops such as this one, alongside a wide variety of trinkets.

I wanted to share a few complete treasures publicly to show the kind of design, layout, and presentation we’re aiming for.

If you want to follow the project, the BackerKit teaser page is here:
https://www.backerkit.com/call_to_action/8ee09726-5af5-46ad-bccf-97250877f898/landing?ref=bk-redditprismacore

You can expect the final product to contain 20 mythic treasures and 100+ trinkets!

High Elf Talent

Illustrated on 100g/m² A4 paper with a technical pencil. Total ~3.5 hours

Drawn based on the description of my friend's character in a campaign we're playing in together.

Had a lot of fun looking through the handbook and trying to nail the vibe of MCDM high elves. Would love to hear what the community likes/dislikes about the piece!

u/Vojvoduh — 1 day ago

synapse field stacking?

So we ran in to scenario last night where I used my synapse field ability.

"Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged this way, whenever an enemy in the area takes rolled damage, they take extra psychic damage equal to twice your Intuition score."

That's fairly straight forward but my friend uses the flashback ability which reads

"The target uses an ability with a base Heroic Resource cost of 7 or lower that they've previously used this round, without needing to spend the base cost. Augmentations to the ability can be paid for as usual."

So would that double synapse field stack it's effects? Don't see anything that says otherwise.

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u/Extra_Tie1622 — 1 day ago
▲ 221 r/drawsteel

🗺️

Angela and I have finally received permission to publish the map of Vasloria, the world map for the Drew Steel RPG, published by MCDM Productions. We're thrilled that this map will end up on the gamemaster's screen, and we can't wait to see the finished product!🧭🗺️🏰

Materials Used: H-HB pencil, Unipin Pen 0.05-0.1, and Winsor and Newton watercolors on Fabriano 300 g satin paper then scanned.

Moreno Paissan and Angela Gubert Art 2026- MCDM Productions!

Visit my instagram account for more maps:

https://www.instagram.com/morenopaissanart?igsh=MXZjajRkeGlzemtxNA==

u/ConflictBetter1332 — 2 days ago

Free Triggered Actions: By the Book vs. Rules Reference

Edited to add: Bring on the downvotes, jerks. The level of hostility here tells me all I need to know about this game’s fandom.

Almost every Reddit post I find, as well as random Google searches, give the interpretation that you can take infinity Free Triggered Actions per round. This appears to be based on what is in the Draw Steels Rules Reference on the MCDM website and NOT on what's written in the book (in my interpretation).

Has MC ever weighed in on the discrepancy?

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The book reads:

Triggered Actions and Free Triggered Actions

[...] You can use one triggered action per round, either on your turn or another creature’s turn, but only when the action’s trigger occurs. [...]

A free triggered action follows the same rules as a triggered action, but it doesn’t count against your limit of one triggered action per round.

(p. 267, Draw Steel Heroes v1.01b) (emphasis added)

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My interpretation:

* Normally you can use only one triggered action per round. I think this is uncontroversial.

* "A" [singular!] free triggered action follows those same rules with this exception: "it [singular!] doesn’t count against your limit of one triggered action per round."

This means that in a given round you can take, at most:

* 1 (regular) triggered action

* 1 free triggered action

The latter is only allowed explicitly because of the "but" clause and is singular, one, because of the singular words used to describe it.

If the book had meant to say you can take infinity free triggered actions per round then it would have (should have?) been written, "Free triggered actions [plural] follow the same rules as a triggered action, but they don't [plural] count against your limit of one triggered action per round."

--

And then we have the Rules Reference which confusingly adds this statement:

Triggered Action: You can take one triggered action per round when the trigger happens. There is no limit to the number of free triggered actions [plural!] you can take.

That second sentence is *not at all* what the sentence in the book means, in my interpretation. Hence my desire to know if MC has ever weighed in on this.

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u/JRandall0308 — 2 days ago

Help with new campaign.

My table top group of 5 are just finishing a years-long Pathfinder 2e campaign, my friend was the DM and I am planning on being the "director" of the next campaign. We took a brief pause from pathfinder and played The Delian Tomb, and loved the mechanics of Draw Steel so I want to run it for my next campaign instead of Pathfinder.

I was a Gamemaster decades ago, but I generally know what to do. I know about Forgesteel and plan to use Foundry for maps projected on a table top screen, with physical characters on top.

Here's where I need help. There are no official draw steel campaigns that are sufficiently long, so I am thinking of running a D&D or Pathfinder campaign by buying the books and trying to just convert every encounter to the draw steel system. Is that generally how people are doing it?

In the past I have home-brewed the world, but that takes a ton of time. Would I just be playing with draw steel mechanics but in a D&D or Pathfinder 2e world? Where should I even start to plan to do this?

Any advice is more than welcome. I have a few months to plan before we finish our current campaign, but I want to get ahead of things and start planning a great adventure for my group.

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I have a few questions all over the place.

  1. Project rolls, mostly crafting. Can the entire party participate in a single respite to one goal? Can a player, and a npc follower, work on the same project together?

  2. Hiding in combat confuses me. If someone has cover, but is observed, how do they "get fully behind cover, so as to no longer be observed"? This feels like a free action, which then, it really confuses me.

  3. Can someone with a 3 player group experience with delian tomb talk about how hard it felt for your players? It feels impossible with the balance listed in the book. We are in phase 2 of the adventure (open exploration) and they went straight to the mage tower after 1 respite. The mage tower feels extremely scary.

  4. Hone Career skills seems like the best choice, universally, for first respites. What is going on with this project? It's just free? Does every one of your players research this immediately?

  5. Should I be announcing "ways to win" when an encounter starts? For example: 'Kill the monsters, find a way to prevent more monsters from showing up, or, escape up stairs.'

  6. If someone spends the time to imbue a weapon of their kit, and changes their kit, they have to do it all over again?

  7. This is homebrew. I feel bad finding myself "holding back" because things feel unfair right now. I was thinking of changing a rule, so I'm still within known rules instead of pretending. I was thinking of just reducing the malice gained by the DM by 1. Any hate on this?

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u/digitalpacman — 2 days ago

What to replace this puzzle with? (Delian Tomb)

Spoilers for the Delian Tomb.

So I generally don’t do puzzles or riddles in my games. I just think they take you out of the game, and I don’t like challenges that *can’t* be solved by the tools on a party’s’ character sheets.

The statue/armor/weapon puzzle on level 2 of the tomb (Hall of Triumph) is one I definitely want to remove. I just don’t know what to replace it with. Is there a way to turn the puzzle into a montage test, and keep the spirit of the puzzle while adding mechanics the players can use? I can’t think of a way to create enough challenges to justify it as a montage. Recalling lore works as one challenge, but I can’t think of more than that. Maybe just seeing what armor pieces/weapons fit in which statue?

Should I just pick a difficulty and run it as a normal combat encounter? That option seems a bit lame to me.

Any ideas for how to turn that puzzle into a montage, or something to replace the puzzle with?

reddit.com
u/Jarrett8897 — 2 days ago

Codex Class Beta for Summoner and Beastheart, let's help with feedback and bug hunting!

https://store.steampowered.com/news/app/2902740/view/697638843022575535

The devs have asked for feedback and bug hunting, let's help them out!

Directly from the news: Beastheart and Summoner Beta

Today we are officially releasing the beta versions of both the Beastheart and the Summoner at Level 1. Please give them a try and let us know what you think and report any bugs you find. Over the next few weeks we’ll continue to build out more of these classes until all 10 levels are implemented and polished.

Beta Release and Player Content Strategy

We think it’s important that players have as few restrictions as possible to play classes and use the various player options we create. If you own a copy of the Draw Steel Codex you will get fully playable versions of these classes, first in beta as we release updates week-by-week, and then ultimately the full versions. All as part of your purchase of the Codex.

Our goal is to eventually have every class and player option we create be in the Codex, starting with these two. The Beastheart and the Summoner are no additional charge because they are now (or soon will be) in the open license.

Bug Reporting

You can post bugs here on Steam, but the best way to report bugs on the Beastheart and the Summoner is to go the DMHub Discord to see if there is already a report the codex-bug-reports channel and post a new report if there isn't one.

u/IslandNew4279 — 2 days ago

Forge Steel Summoner

Does anyone know if there are plans to add the Summoner to Forge Steel? I bought the pdf from MCDM, so if I have to, i'll copy it into my homebrew sourcebook. That said, I'd rather save the time and effort if Andy Aiken is already planning to do it.

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u/Old_Roll_6601 — 2 days ago

Memory of Ord - introducing a new, free community tool

It's my pleasure to introduce Memory of Ord. This is a free community tool for Directors to plan out their campaigns. It's a flow chart on steroids, built explicitly for Draw Steel campaigns!

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For each node in your graph, you can detail as much or as little as you want. Prep when inspiration hits. This can be for your session coming up later tonight, or for the villain that won't even be revealed for months yet. All of the dropdowns are prepopulated with options from the Draw Steel core books, but also extensible for your own custom additions.

You can nest nodes within nodes within nodes. You can start high-level with the base adventure arc, or as specific as an individual scene or combat encounter. Working top-down or bottom-up, you can layer your smaller bits into quests, quests into adventures, and eventually an entire campaign. You can expand any node to see what is nested inside, or collapse it to hide the details while you want to focus elsewhere.

Each canvas you work on is called a memory: a graph composed of nodes (each node possibly the head of its own graph of nodes within), and the edges connecting them. Any node can be "memorized", cloning it as its own first-class memory. And when working on one memory, you can pull in any other memories from your library as a new node, so you can remix your content as much as you like.

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Videos of everything mentioned above are visible on the landing page, using the familiar Road to Broadhurst as an example to drive the first 2, and plotting out the Running the Game: Sandboxing! video in the third.

You do need to create an account to use the product, primarily to support future sharing features. The tool is completely free: No paywalls. No ads. No selling your data. No claims on anything you create. No commercial restrictions (as long as you aren't sharing anything you don't have the rights to share).

Happy to answer any questions you may have, from what's currently available or on the to-do list. Happy crafting!

memoryoford.com
u/jaymangan — 2 days ago

LIVE ON BACKERKIT: Until the Last Villain Dies and more!

Crowdfunding Campaign Link

Triglav Games is back with our new crowdfunder! This time we are offering our first major adventure for MCDM’s flagship TTRPG Draw Steel, with the one and only Jonas Tintenseher leading the project. But that’s not all — since our last crowdfunding campaign, we've expanded our team by some rockstar Draw Steel designers, known and respected in the homebrew and 3rd-party content communities, and we are more eager than ever to create high-quality content for your Draw Steel games! Here’s what’s in this smorgasbord of a crowdfunder:

  • Until the Last Villain Dies: A modular 2nd-echelon adventure to avenge Good King Omund!
  • Rocks Fall! Dynamic arenas to elevate your combats!
  • Upper Worlds, Beware! A timescape-themed starter pack! (With a quest!)
  • Murder of Corvenwights: A crowfolk ancestry, enemy band, and more! (Like a quest!)
  • Grave Matter: SKELETONS! SPELLGEMS! TRUMPETS??? (And a quest!)

We are extremely excited to bring Until the Last Villain Dies to life! Castle Omund has fallen — and you were there. Years after the betrayal of the Dragon Phalanx, it's time for payback...with a vengeance! Aided by your dragon knight informant, Cyrri, avenge Omund by hunting down the draconians who betrayed the Good King and protect Vasloria from another of Ajax's villainous schemes. Before there can be peace, there must be justice!

Click here to avenge Good King Omund!

u/GGSigmar — 2 days ago