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Folks Need To See It

MCDM is almost 5 years old (!) and so far, we have been an explicitly design-driven company. Matt’s a game designer, so that makes sense, but also the company’s projects focus on new optional rules for 5E, and new custom classes for 5E. So the art team tends to end up illustrating the things the designers are talking about, rather than inventing new stuff.

But making our own game means we can use our own world. And that can and should belong to everyone at MCDM. At least a couple of our artists come from video games and video games tend to be more coequal. Depending on the game, obviously.

In fact it’s usually the artists who help get a game greenlit. Publishers don’t love reading design-docs, even an actual working prototype doesn’t always move the needle because prototypes tend to feature just gameplay. Gameplay without any finished art. Publishers nod politely and maybe make a half-hearted attempt to press some buttons on a controller, but mostly their reaction is /shrug.

Because even though it works and you can play it, which was probably a TON of work, without final art they can’t see it.

So, the art team helps them see it. Concept art is one of the big things that convinces the publisher to sign the game. Spend $60 million dollars, $80 million. More. Because ultimately…the publisher wants to be excited too. They want to be inspired. If they’re gonna spend a stupid amount of money on a game, they want to get excited about that game.

And the art is what gets everyone excited.

We started Day Three with an All Hands meeting that brought the art and production teams in, for Worldbuilding Day. Really it was “Matt debriefs everyone on what Orden and the Timescape are and how they work and why.” Because this is the beginning of that transition away from “Illustrate this design” and toward “invent this world and characters.”

We want to create a world (or worlds) where the artists are free to create and invent new stuff. Previously if the artists had a really cool idea but it would make the thing we’re illustrating look unrecognizable to a customer expecting, for instance, A Manticore, well the art team had to toss out their heterodox idea and conform to expectations, at least a little.

Since many of our artists come from video games, they’re used to being the authors of the visuals and co-authors of the game itself. A lot of the world of a game, the characters, the gear, the enemies, the look and feel, come from the artists. This is different from team to team, project to project, but our artists are used to having a greater authorial voice over the games they work on than they have thusfar had at MCDM.

But now that we’re working on our own game, no longer beholden to “make it conform” they are much more free to invent. They could invent an entirely new ancestry never before seen in any RPG and as long as, when the designers see it, they think “yeah we can make that work,” then it goes into the game.

So not only will we meet the MCDM Elves and Dwarves and Polder and hopefully the Memonek and Proteans, we could meet new species no one at MCDM has ever heard of.

That’s a pretty good way to sell new players on your TTRPG. New players don’t tend to get excited by stuff like rules and dice mechanics. As long as it works, as long as the rules don’t get in the way then it’s fine. But the people designing a game tend to get real excited about their cool new mechanics and so that’s what they talk about when trying to promote the game.

The danger there is it ends up sounding like “look how clever we are!” And how dice and stats work is not exciting for most new players. Some players, sure! But most of them? Is that the reason you pick one RPG over another? Which dice you roll?

What really hooks new players is when you show them “look what you can BE! Look what you can DO!” Art sells this. The player is hooked and imagines how these species and classes might work.

Then it’s the design team’s job to deliver on that fantasy! Which we are pretty confident we can do.

So! No art got made today, and probably won’t for quite a while. We got a monster book to finish! But now everyone has a basic understanding of what the MCDM Legendarium is. What Orden and the Timescape are, and why humans have so many gods. 😀

Drama Through Opposition

But we also need a core die mechanic! That’s mostly what we’re trying to figure out this week. Stuff like “how does character creation work?” “How does advancement work?” We can figure that out remotely using Discord, probably.

But figuring out the core mechanic that drives the entire game? Much easier to debate and experiment in person. So while Hannah and James are in town, we’ve been focusing on that.

We’ve had a TON of ideas. Many of which would make great games. There’s always a desire to come up with something neat. Something clever, or flashy. But really, it just needs to work. It needs to be fun, easy to figure out, and then it needs to get out of the way so we can start designing things like ancestries and classes and magic and monsters.

Because that’s where the flash should lie. Come up with a task resolution system that serves your game, not one that’s clever just to be clever, and then move on to the hard work of inventing peoples and classes and magic and monsters etc….

We played Descent yesterday and while it is not an RPG, it is a fantasy adventure game about fighting monsters. It uses an opposed roll. That wasn’t really why we were trying it, it was more about which dice do THEY use and what are the symbols on the facings?

We didn’t really take opposed rolls for combat resolution seriously before this. It seemed like it would just bog everything down? BOTH the player AND the GM roll? For every attack??

But after we played Descent we all said…hey. That was fun! Opposed rolls didn’t really slow things down or get in the way. It felt good. It felt…dramatic. My Roll VERSES Your Roll!

This is probably because your attack roll IS your damage roll. So, unlike 5E, there isn’t one roll, which requires a check against your target’s defense, and THEN a damage roll. You don’t stop in the middle of your turn to ask “what’s your AC?”

You just roll. And your result is the result. Compare it to your target’s result. If mine is higher, I hit, and you take damage equal to the difference.

Now certainly attacking being an opposed roll COULD get tedious if you have to do a LOT of it every fight. But that’s ultimately down to tuning, and how much progress you make on your turn. And we believe we can dial it in to make sure it doesn’t get tedious.

It Would Be Nice If It Made Sense

Bad rules need to be explained. “Why does it work this way??” One of the FIRST house rules to D&D was “armor should not make you harder to hit, it should absorb damage.” Try explaining to someone why plate mail makes you harder to hit. You can do it! But it’s…it’s a lot of explaining and frankly your core mechanic shouldn’t have to be explained like that.

But if I have a stat called Might that I use to swing my sword, and you have a stat called Agility you use to get out of the way…and I add my Might Dice to my roll and you add your Agility Dice to your roll (these aren’t actually different dice, they’re both Attribute Dice) and I hit you because I got more successes on attacking then you did on avoiding? That makes sense. Damage is just the difference between my total and yours.

It makes literal sense. I hit you because, in that moment, in the heat of battle, my Might was greater than your Agility. I don’t have to explain to anyone why it works this way. It’s obvious. If I’m rolling three attribute dice? That means I’m much better at this than someone who's only rolling one die.

So the opposed roll starts to feel really good. Sure, some effects will just have a difficulty. Make a Reason Test to see if you can figure out how this device works. That’s just a roll vs a static target number. The device doesn’t get to roll back. (Unless…)

Alright so an opposed roll, attribute vs attribute, and you both count successes. Easy! Fun! Dramatic!

You Should Usually Hit

Something it seems like we’ve learned over the years: the sweet spot of hitting and “missing” is about 65%. And we still like the idea that there’s no Null Result, if you don’t hit, something happens. “What?” is still being discussed. We got a lot of options.

But if attacking is just an opposed roll, attribute vs attribute, then that means all things being equal you’re gonna miss 50% of the time. That sucks. 65% (really 2/3rds, 65% comes from a d20 which does not divide evenly into three) is the sweet spot. So where does that extra 15% for the attacker come from?

Well, we just have an Attack Die. Bosh! It’s different from the other dice (a d6, while attribute dice are a d8 maybe?) and it has enough successes (probably between 1-3 depending on what you roll, with 3 and 1 being rarer) to get that extra 15% depending on what you roll.

We also got other ideas like, it has a “Crit!” symbol on it somewhere that grants you an extra action? That sounds super fun, and feels like the kind of bonus a crit should grant. We’ll try it, see how it feels.

But What If You Have No Idea What You’re Doing?

We don’t even know this game needs to worry about stuff like Proficiency. Measuring “are you trained in this?” But, if we DO (and we probably do) then it turns out we already got a solution:

You don’t roll the attack die. Simple. In fact, maybe it’s not called the attack die? It’s the Proficiency die. The “I’m Good At This” die. Then we can deploy it in or out of combat.

If we have dice for Proficiency and dice for your Attribute, now we have a way to model your skill going up and your attributes going up. Hm…it might work!

“Arioch! Aid me!!”

So far this all sounds pretty straightforward. But it would be cool if, in addition to all this, there was something special. Some other die, some other symbol that comes up that represents the fact that you are a character in a fantasy world where supernatural forces are real and sometimes take an interest in mortal affairs. Fate. Destiny. The Gods taking a hand in things. The COSMOS.

What if, in addition to the Proficiency Die and your Attribute dice, there was this…other die. That you could roll whenever you wanted (within reason) that caused Extraordinary Things to happen. Just…you’re not exactly in control of whether they’re extraordinary for you or your enemy.

In other words, what if you could, in a moment of desperation, call out to your patron, the Gods, fate, destiny, your ancestors, and roll…THE COSMIC DIE?

It doesn’t have Successes on it. No Crit symbol. It has LAW and CHAOS symbols. And maybe even both on one or more facings?

Then different characters including the bad guys could have weird, unique abilities that use those symbols. And you can roll this die any time you want on your turn, it’s not an action. You can roll it after you miss! But you probably can’t roll it every turn, that would be ridiculous.

You roll the Cosmic Die only in desperation because the bad guys can use the results too! Sure, maybe you have a cool ability that uses the LAW symbol, but the bad guys have abilities that use the Chaos symbol. If you roll Chaos…they get to do their cool thing!

Barbarians (if we even have a Barbarian. We’ll have something like one I’m sure) might have an ability that fires off the CHAOS symbol. Paladins (Censors probably) have an ability that requires LAW. And the villains do too! The Black Iron Pact favors LAW, the Voiceless Talkers? Chaos? Maybe there are characters who favor balance? So their ability only works if you get both symbols? Maybe there’s a balance symbol? Maybe it’s more rare, but balance abilities are more powerful? We don’t know, we’re still collating.

Probably most monsters can’t roll the Cosmic Die. But Count Rhodar von Glauer can! Ajax can! Villains can, in other words. And of course, they also don’t know what they’re gonna get. It’s an act of desperation for them as well. Could very easily result in something that helps the heroes.

And it seems easy to flavor in different ways depending on the game you’re running and the character you're playing. Elric literally calls out to the Lords of Chaos when he’s desperate, but lots of characters call upon their ancestors, Isildur, their god, their saint. People call out in desperation all the time, no gods required.

Then you can get some real interesting design. Places, like a Wode, where there’s always a chaos symbol available when someone rolls the Cosmic Die. +1 Chaos! Or an altar, or a weapon that is attuned to the cosmic forces.

This may, perhaps, be too flavorful. Figuring out which symbols are on the Cosmic Die, who gets to use them after you roll? There might not be an easy way to make this work, but it feels right. Probably what will make the Cosmic Die work is restricting how often you can roll it. You can probably imagine how often it should work, just by thinking about it. How often should “calling to the heavens for aid” actually work? Once per encounter? Probably too often. Once per adventure? Mmm, maybe! Depends on the adventure though. But you can see how this could be dialed in to make it meaningful, dramatic, and flavorful, without dominating the proceedings.

That’s how a lot of design and balance works. “How often SHOULD this work?” You start just by imagining it. Feeling it out.

Will It Work?

Will it be fun? We don’t know. How does “getting better” work? As you level up, as you adventure, what is increasing exactly? UNKNOWN. First we see if this feels good in play, then we talk about how it could be used to represent advancement. It may be this is a dead-end, maybe we have to take it apart and put it back together again so advancement also makes sense and feels good.

That’s the process. Dead-ends aren’t a problem, in fact they’re a necessary side-effect of building something new and trying different things.

So, Thursday, Day Four, we’ll try another combat. We ran one Monday when we had much more primitive ideas about how our dice worked, and watching that combat caused us to take a step back and think about how and why you should roll. How can or should failing work?

We believe in rapid prototyping. Yeah, there’s a LOT to do, but let’s see if we can design only what we need for a 1st level Tactician (the base MCDM Martial Class) to fight Some Goblins. No character creation, no advancement, no customization, no magic items, etc… Just some die rolls and cool abilities. Go!

If we can get that feeling good, fun, then we’re on to something. The rest we can figure out.

Should be interesting to see what tomorrow’s post will be. 😀 “Eureka!”? Or “Back to the Drawing Board!” Or something in between?

Comments

Nolan

I like the glowing part lol

Bryce Anderson

Just caught up on the Updates and this is the main reason why I believe in MCDM. You guys keep us in the loop, and it's always dope shit!

Graham Schofield

re: levelling up - there was the notion that abilities and cool stuff is the thing you actually like about progression. increasing HP and similar attributes seems mostly to keep up relatively with the power creep. Perhaps instead have something similar to those 3rd ed games where HP was capped at a level and past that you have to play smart and care about your tricks and abilities to stay alive...

oneeyedziggy

could see the chaos die being too swingy... dramatic is fun, but losing when you could have won because one yolo die rolled the wrong way is a bummer... sure, everything the whole time was a bunch of random die rolls, but one super die falling wrongly seems like it would attract the ire of dead characters' players a bit more readily... but... you'll figure it out.

Luca Mita

The approach to combat is refreshing. Also, the law/chaos die sounds really cool, I feel like it should be possible to use it more than once per adventure but it should be available at a POSSIBLY high cost on top of the chance of it "misfiring"

Peter Leo Melendez

I'm excited just reading these summaries !! I think there's a lot of potential mechanics that would work and be awesome, but MCDM will find the right one!

Dudimus

It also messes with people who play online. Your favorite vtt isn't gonna come with these dice. Cool flavor? Nice. But it really ought to work smoothly with straight numbers and standard dice as well, just for ease of use.

Dudimus

As someone who has mostly played games with opposed dice rolls, it has always felt natural to me. Since both players roll at the same time, it doesn't actually mess with flow much at all. I also like the idea of a cosmic die. Having a trump card up your sleeve is always a cool feeling, especially when it works.

Whozzat

What if the proficiency bonus was a static bonus to damage that always lands? So every time you swing with a weapon/spell you are proficient with, you know you will always do at least X damage, based on level and weapon. This would help with the null result, make action economy super important - multi attack is now really powerful, and could make minion encounters terrifying. If the horde of zombies all always did at least 2 damage per swing, before even rolling to hit and possibly do more damage, then wading in to that slaughterhouse becomes that much more daunting.

Grantopp

Good and valid point.

Eric Johnson

I dislike the opposed roll idea. It potentially fosters the idea of the GM vs the players. It should feel to the players that the GM is telling a story and any conflict simply furthers the story, any character death the same. If the GM is rolling AGAINST the players in an opposed roll it feels very much different than the GM rolling behind the screen and telling the players the outcome. It’s a subtle difference but the game will feel very much different than the than a bunch of friends sitting around a table cooperatively crafting a tale together.

Harry Ravenkiller

The combat mechanics are beginning to sound a lot like Heroquest. Perhaps play a few rounds?

BasCB

I would think it also offers a reason / path for a DM to offer players to really be part of the world and what is going on by offering a player who does the bidding of their god (patron? Nature? etc) well can get more shots at using that die or have better results or something like that. Imagine a "warlock" who plays with these dice all the time as an expression of pushing their chances at power from their Patron

BasCB

That actually might be a good point to consider there Eric. I guess that is something we can look at other game for that have the same mechanic and test it with playtesting

Roosevelt Cooper

I gotta say I LOVE the idea of the cosmic die! There’s a board game I play, it’s called Call To Adventure and it has a similar mechanic. You roll runes which are basically 2 sided die. However, if you want to succeed at something and you’re desperate enough you can spend a resource called experience and add one or more chaos runes (dice) to your roll. It’s really fun and one of my favorite mechanics to the game.

Travis Adle

You should check out Atomic Mass Games Marvel Crisis Protocol tabletop miniature game, the dice they use sound very similar to what you were describing, and that game uses opposed die rolls.

Matt M.

I've always liked opposed rolls for combat! I play Hero Kids with my children and it uses this mechanic. The developer mentioned doing it because, among other reasons, it keeps the players (young kids) engaged during combat, since they have to keep rolling dice the whole time. There's no sitting back and watching the GM roll a bunch of dice. Nope - they are an active participant during the GM's turn! The way Hero Kids handles it is to give each creature a dice pool, representing their strength (or dex or int (magic) and armor. So you might have a pool of 3d6 for your Strength and the monster might have 2d6 for its armor. To attack, you roll your 3d6 and the monster rolls its 2d6. You are basically just rolling an Advantage mechanic here and looking for the highest, single result in your pool, and comparing it against the highest result in the other creature's pool (with ties benefiting the attacker). Hero Kids is designed to be a dead simple so it definitely lacks the complexity of a deeper system, but that simplicity also makes the flow of combat really fun and engaging.

Alex Lasher

Very late to this, but just wanted to say I love the idea of the fate or cosmic die. Once per session seems reasonable, with the GM only able to do it for proper villains.

Daniel Tompkins

Open Legend has a cool mechanic where if an enemy gets a really good attack on you or an ally nearby you can burn your next turn's action to do an opposing role. Difference between attack roll and defense is damage done in that system. Pretty good, though it does have the initial pause of, what's your defense.

Zachary Durst

I’ve always felt like missing feels awful unless you have multiple attacks (I think that’s why spells are often save for half in D&D - missing sucks) or you’re doing something high risk high reward (double or nothing! Or something else exciting). Would rather just see myself do less damage if I’m just doing a standard swing of my sword. Art is exciting, but for me it was always that paragraph or few of lore that closed the deal after the art got my attention.

Triglav Games

Interesting, looking forward to next day results.

Stuart Cook

I’ve visited some amazing places in video games, I can’t wait to see what this ace art team discovers. That sounds like a lot of dice! I love rolling dice!

Scott Hall

I was thinking opposed rolls wouldn't be too time-consuming if your attack roll also covered damage. Instead of attacker needing two rolls, it's one roll for attacker and one for defender. I really liked in 4e everything was an attack roll, so I succeed by rolling good. But maybe that can be matched with I can save myself with good defense rolls.

Ellington Kirby

Really happy you pointed out that it sucks to miss. Whenever I make my Big Evil Thing™ in 5e, I give them low AC but a ton of health. It's just way more fun for the players if their moves are connecting. Personally I am less interested in the Art and Lore aspect, I already have my own setting. But after the amazing art that was made for Arcadia, I already know I will be inspired and amazed by the art that the MCDM team produces. Hoping that whatever y'all come up with can be easily ported to homebrew Last thing: I really hope you can find a way to make Group Maneuvers a core part of the game. Give a reason for other players to pay attention when it's someone else's turn! The Group Maneuvers really make my group feel like they are a coordinated team in a way no other mechanic in 5e can

ERG Sunshine

I love reading game designers' thought processes! I hope we can see posts like this about other MCDM projects.

Bicarb

For terminology... In fate you might have opposed rolls like 5:weapon1 vs 3:armor2 as a hit equaling 2. The weapon & armor values only apply *if* the attack is successful . The terms/mechanics are easy to convey & see during play without them getting in the way

Lek

Grantopp

Not a fan of having non-standard dice (dice with unique sides) it forces me to have a different set for your game, so more cost for me as a player and DM. I would rather be able to use the pretty dice i have already invested in and than let them sit in a bag forgotten.

Sampson

The Cosmic dice sound dope. Specifically for Orden (not sure about the other MCDM settings) it would be cool if there were different Cosmic dice for different eras of it's history. In one era Chaos is more prevalent, but Order hits harder, in another it's the opposite, and then in another it's balanced. Then the GM could choose what kind of undertones they want an adventure to have, maybe even run the same adventure in different eras and have wildly different experiences.

Corey C

Alignment is fun, but ultimately unenforced. It feels like basing these dice around alignment would be reasonable. Like, what if as a neutral good character you cashed in on this COSMOS die. So Matthew rolls it in desperation - it’s a balance result. Much like around a craps table, all of those who cash in on balance trigger their effects. It could create massive amounts of tension around the table when someone reaches for THE DIE (imagine it’s sitting on a little pedestal, waiting to be grabbed, glowing, always in the back of everyone’s mind)

Brian Diehl

These updates are such a great pick-me-up at work. Love hearing about all this, and I just get more excited with each new one. I have spent so long learning from this team and seeing the fruit of their work that I have great confidence that whatever the end result of this development is, it will be something I can get behind. May the COSMOS aid you!

Hartoe Hajek

Really excited to see where this is all going! I have to say im a bit scared too many dice with different types of faces will lead to all kinds of conversion tables if you wanted to use normal dice to play (even=law, odd=chaos, except 1 and 20 those equal balance, something like that) and as a dice goblin imma be a bit sad if most of my dice arent compatible without tables for converting to different face types (maybe i didn't understand it correctly though, but its just a thought I wanted to share :D)

Reinout van der Schalie

What about villains who really don't give a damn about this law vs chaos stuff? Do they not get to use it? or do they get to use both because they'll just use whatever's at hand?

Ruben Vega-Poblete

The issue with that is that it's very hard to incorporate enemy variety with that. Having an attack that is just as likely to hit a small goblin as a vampire lord as a ghost seems questionable to me

Ruben Vega-Poblete

Contested rolls sound cool, I do wonder though with the Law/Chaos die if having them be too rare works thematically but wastes them mechanically. Let me roll my cool dice and use my cool powers, if I though calling on the gods would actually do anything why wouldn't I do that all the time? Indeed religious people tend to be pretty liberal with calling on their God(s)

extraordinari

This sounds awesome! Your ideas about opposed rolls, counting successes vs successes in combat and successes vs target number out of combat is really similar to what I've been working on for my own system! :D Though I'm planning to use a d10 dice pool rather than funky dice (custom dice are expensive for a one person show lol). Hopefully it means I'm doing something right if designers I admire like yourselves are thinking along similar lines :)

Matthew

Gotta admit I'm not crazy about funky dice, but since you invoked the Bosh Queen I'll keep an open mind about it!

Ruben Vega-Poblete

Tbf, as long as they say what frequencies the sides are it's not hard to convert e.g a 1 or a 2 is blank, 3,4 and 5 is a hit 6 is a crit. As long as they're still standard shapes you can use any die

Carey

I agree, although with the caveat that I'm okay with buying like, a couple of Cosmic dice for the table to use as long as I can still use my tried-and-true math rocks for most of the gameplay.

Bicarb

Low AC with "over 9000" HP values has problems of its own. Lets say I've got 5 level 11 players with three of them warlock/fighter/sorlock. Those three players are going to have a combined nine attacks unless an action surge jumps it to twelve. Meanwile the rogue & wizard are each going to sit through all 10-13 attacks from other players plus who knows how many monster attacks in order to spend 30 seconds on their one attack.

bujoojoo

Agree with @Bral's comment above. The pace of the game is also crucial to the drama of the game. Now add rolls upon rolls? Ugh. Also, I can't recall when anyone in the groups I've played with has stopped and asked for an opponents A/C. Except maybe when we were playing 2nd ed. THACO was a bitch.

Blake Huddleston

Another great post, but my favorite line from all of these is the (probable) typo in this quote: ". . . where supernatural forces are real and sometimes take an interest in moral affairs." The idea that the knowable and unknowable gods and near gods are amoral until they decide not to be is both funny and interesting.

Blake Huddleston

I think its more of a dm thing. When spells like haste exist to add a bonus to ac, even well prepared dms will sometimes forget who's ac is what. And that does slow the game down because it slows the dm down

Celeborn

I adore this Attack Dice mechanic. It just makes sense! And the opposed dice rolls are great, I really like them in X-Wing, and I imagine them working similarly here. Also, Cosmic Dice are Dope

Roman Penna

Great seeing where you're iterating and where the design takes you. The Cosmic dice sounds super cool. Hope it works, or is replaced by something equally awesome. Good fortune for Thursday, may it lead to more amazing, creative design.

Grantopp

You can but as a DM that is going to be a lot of extra logic to do every attack. One more step every attack i make and every attack the players make. In all honesty i can do it but will i? No, if that is implemented it will be a skip on this for me.

Jacob Montague

This whole post had me brimming with excitement! I love these ideas at first glance. I hope they work out! The art discussion got me especially excited. An artist unleashed is powerful indeed.

Grantopp

If it's only the Cosmic die that is rolled sometimes, i can get behind getting one additional die.

Lewis Dillingham

This is getting me excited now! The first two updates went over my head a bit (probably because they were more experimental!). But this one I can understand and visualise, and the dice concept is getting me hyped! I can understand it, think about it in a gameplay stance! Very cool stuff!

Antonio Pomposini

Having a blast reading these updates. Really excited to see how the funky dice take shape!! Have fun designing

Robin Baggett

I'm actually really stoked about this work in progress die mechanic. The COSMIC die really sold me. I've played games before where you roll more dice the better you are at something but I think it's brilliant to label those dice as "skill dice" and "proficiency dice". Thank you for these game designer diaries!

Dhavaram

I'm loving reading these Game Design Diaries. Really interesting to peek behind the curtain and see the gears moving!

Agile Monk

Remember the old hobbit and lord of the rings cartoons by Ralph Bakshi - and the song with the Orcs and the Goblins - "Where there's a whip, there's a way" :) Let's all work together to "whip" it into shape. :)

ChaoticGoodra

I'll definitely check out the final product and see how I feel after running a couple sessions since I might as well (intend to continue to sub too!), but I think the cosmic die is losing me. Which is fair! Super interesting to see design process regardless.

Xier

“Matt debriefs everyone on what Orden and the Timescape are and how they work and why.” Honestly, I would have paid to be in the room during this.

Chris Peters

I really love getting these updates, especially because they sound written in the same way that Matt speaks. I hear his voice in my head as I read these, and I love it. Can't wait to put what you all put out. Take my money please!