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"Presentation is part of design." Matt says this all the time, and he's absolutely right. Things have been busy the last few weeks at MCDM. As I'm sure you all know, we have our BackerKit campaign for the MCDM RPG going on right now. (If you want the game but are only interested in getting the core rule PDFs, you should read this announcement before you pledge!) We're also getting ready to shut down for the rest of the year so my hardworking coworkers can enjoy some well-deserved time off with their friends and families. Oh, and we've been working on a little playtest packet for all of you.

Hey folks, James here. I wanted to just share with you a quick update about what we're working on for you, the patrons, who have made all the development of the game so far possible. You're the first folks to believe in us, and we so appreciate your support! Soon, you'll be able to playtest a one-shot adventure, Kobold Clock Tower, that comes with some pregens and all the rules you need to run that specific scenario. We're not ready to unveil character customization yet (because we, uh, have to make it), but we do want to let you all enjoy playing this game as we have for months! After we send out the packet via Patreon, we'll follow up with a survey to collect your feedback. Your thoughts in the survey will help us shape the game!

For the first patron packet, we wanted to have well laid-out creature entries, so we called up Kyle Latino (aka Map Crow), a stellar cartographer and graphic designer. This artist of many talents is helping us make easy-to-use stat blocks, and we're sharing one right now! We just couldn't wait for the playtest.

Note: This is a DRAFT, so we will continue to tweak it.

In addition to a clean, easy-to-read layout, Kyle instituted a lot of tools to make the sheet easy to use while running a game.

Symbols

You'll notice a few symbols that draw your eye on the stat block. First, each ability's "Damage" entry has a small arrow next to it. When you're looking for which dice you need to roll, you can immediately find it without reading through the stat block. Likewise, the Firecracker basic attack has a target symbol next to its Effect entry, letting you know that the target must make a TN 10 Might resistance roll or be Pushed 3 squares.

Each ability has a graphic symbol in its header bar as well, indicating the damage type it deals. In the case of Tiny Bolt Shower, the damage is untyped, but it is a magic ability, and the symbol in that header indicates, "Hey! This is magical!"

Other symbols make it easy to find the kobold's best and worst characteristic, which tells you a bit about what the kobold does well (Reason! This kobold is a smarty pants spellcaster) and what they do poorly (Might! This kobold skips leg, arm, chest, and back day).

The graphics make it easy to see the kobold's level and their bloodied value (peep the blood droplets up top).

Color-Coding

The stat block is also color-coded to help guide you through it, though we don't RELY on colors for navigation, because that doesn't work for everyone. Anything a color indicates is also indicated elsewhere in text.

For instance, the kobold's role, "Artillery," is green. So if you're flipping through the book and looking for a creature of a specific role, the colors can help guide you. The arrow beneath their lowest stat is red, and their highest is green.

Damage types get a specific color too! Fire is red, lightning is orange, and untyped damage is black. This is helpful for the "at-a-glance" information without needed to read word for word while running at the table.

The kobold's basic attacks have a red header. Maneuvers have a blue header. When you're scanning a stat block mid battle, that can be a big help! If this kobold had any triggered actions, they'd be green. They don't, but why don't I show you an example from the necromancer's stat block:

The necromancer also has purple Villain Abilities that look like this:

Pretty cool!

UPDATE: I should have said this more clearly the first time around, but we will be providing a black and white version of these stat blocks for accessibility reasons too!

Formatting

The formatting of different words and icons is also important here too. We're making use of underlining to call out damage and important conditions (like Prone in the necromancer's Villain Ability) so you can grasp what's needed right away. There's also something fun he's done with the arrows that point out the Damage entries in different abilities. If the damage for the ability is rolled, then the arrow is solid and filled in. If the damage isn't rolled, like in the kobold's Tiny Bolt Shower ability, then the arrow is an unfilled outline. Really clever and useful.

More to Come

There is a lot more information coming about the MCDM RPG. You'll likely get the packet before the end of the year along with maybe a Designing the Game Video or two. Plus the conversation is really popping off in the Discord and on Reddit. So come on in and say hey, and let us know what you think of the game!

Ex Animo,

James

Files

Comments

Incurafy

Ahhh I'm so fucking keen! Thanks for sharing, James, really excited for the packet. :D

Gabrielle

Love the icons, I haven't even read the text of the post yet but I saw that little target icon and went "yep, that's the target number" (Really hope i didn't get it wrong I'll actually read the post now)

Ryan

I am absolutely thrilled with the team’s dedication to presentation. As the Person Who Runs the Game, it’s always a huge relief when designers have ease of use in mind.

Josh Goodwin

Awesome! Can’t wait to run the packet with my table!

Luke Varnell

This is excellent design! Like Gabrielle, I could already understand what some key info was before reading the text just from looking at the images. As someone with ADHD, the visual contrast and clever but consistent iconography is blowing my mind ahahahaha I could absolutely see myself getting immersed in this and learning to skim a statblock to gain needed information without breaking the flow state. I have played a few different TTRPGs, and while some like pathfinder do have useful tags, none have ever had something baked in to this many facets of a stat block. I… I didn’t know that was an option. It’s definitely important (as you mentioned) not to rely solely on colors & symbols to communicate that information, but I think it could make for really intuitive game play. I know I am extrapolating based off a few stat blocks, but I can image what it would feel like for the whole monster manual to have that sort of design & it’s a spicy meatball 🤌 Thanks for sharing!

Luke Varnell

Same! My roommates were psyched when I told them I would be allowed to share enough of the packet for us to play a oneshot.

Richard McGain

Excellent, I'm really happy all the information needed to run the monster is in the stat block. I hope that'll be true for all creatures. Having every spell memorised to keep the game flowing is a big pain in many rpgs

Patreon Yeeter

Do we know what "Chance Hit" means in the stat block? Not sure if I missed when that's been discussed or not

The Knight of Davids

I’m colorblind to some degree and the colored text is hard to differentiate

DirectorZarroph

If their comments on how annoying the 5e statblocks can be mean anything, I highly doubt they'd take that approach with their statblocks when they have the choice.

DirectorZarroph

This looks amazing. And its only a prototype / example!!!! I like that every time I spend money on MCDM projects, they come back better and better, so my bang for buck increases with each release. Is there any chance non-sapient creatures will have their native habitats listed and easily referenced in their statblocks or on the page edge or something?

Vuk Kremić

I think that's the "opportunity attack"

itsLDN

What colours do you have issues with? Is there a palette that covers all variations of colour blindness?

Stef Linson

Fantastic stuff! The team deserves a relaxing break!

John Brocklehurst

I'm sure this'll be explained in the packet but how does Untyped immunity 3 in the Sheild? Shield! ability work. Obviously Untyped magic, but say I roll 6 Untyped damage does it only take 3?

John Brocklehurst

I'm sure this'll be explained in the packet but how does Untyped immunity 3 in the Sheild? Shield! Ability work? Obviously Untyped damage, but say I roll 6 Untyped damage does it only take 3?

Seb Jones

Oh this is that good design brain juice. I love this, can see the inspiration from the 4e Monster Manual, and I love how clean this is, and the use of colour to draw you to different abilities & parts of the statblock. These are going to be a joy to run!

Eugene Cheney

Map Crow!! Hell yes! I love this design. It’s simple, not overbearing, easy to get information fast and the titles are evocative. I can easily imagine glancing at a stat block and understanding quite a lot of information without actually ‘reading’ it. Can’t wait to see what this will look like after several rounds of iteration!

Alisa Heletka

Any hope you can change lightning color? It looks pretty similar to fire's red on my phone, and while I can differentiate between them while they are near in text, they are too similar for the purpose IMO.

AW

Immunity is Damage Reduction, yeah.

Robert Macleod

Wow this design is so clean! I love how easy it is to read and interpret. I especially like the arrow markers in the stats to point out the kobold's best and worst stats. The little icons at the top right corner of each ability is also super cool, nice to get an idea of what the ability might be doing without having to read through the ability. Also, "Your Bones Are Mine" is EPIC, I love the name and the concept Enjoy your well-deserved break, MCDM team!

Ben-Fisher

I love all the ideas displayed in this post. However I would echo the sentiment of @Alisa above who says the Fire and Lightning colouring is a little too similar.

Versa Lee

It's tough, honestly. From experience, printing yellow on white paper is a bad idea generally. Blue might work, but then you'd run into the same problem with Ice damage, even moreso in my mind, because you can't just say "Fire is red, Lightning is orange" you'd have to say "Ice is ____ blue, Lightning is ____ blue", which to my sensibilities is not ideal. They could try to make the red for fire darker, but I associate flames with bright colors. Deep red would be more blood damage, I would think. Darn those humans with their weakling "3 cone" eyes. If only we could print in colors not meant for the human eye.

Josh Goodwin

I’m going to do the thing you’re not supposed to do: I love it, but change it. It’s a draft, it will be iterated on, but as I look at it after sleeping - the colors seem…too similar and too dark? Also there’s a few confusing bits when it comes to the type hierarchy (what gets narrow font, versus lower-caps, versus just lowercase). And I know I’ll adapt, but at the moment it’s confusing to see the Target number and THEN the relevant resistance stat. I’ll trust the team to iterate, but wanted to mention the sticky spots.

mcdm

You got it right! The system works! -James

mcdm

All the information will be in the stat block, similar to Flee Mortals! -James

mcdm

Totally! It's why we have redundancies in text and symbols for things. We definitely don't want color to be the ONLY way you can discern a piece of information. -James

Tenstorme .

There you are, and this is it. Your party's cleric has just asked you to make a Wisdom saving throw, if you fail, the Big Bad is dead, and the party lives, succeed and a full turn array of actions spells Doom for the heroes and probably an end to the adventure. You look across the stat block to make sure you get the bonus. There, right in the primary information zone just below the big six you see it! Baron Roderick, Tyrant of Seraviah, has a +8 Animal Handling... Wait why is that there? Where's the save bonus? There it is, Roderick rolled a... Hey Folks, Tenstorme here! One of the things that really bothers me about a stat block in the current Seattle Game is skill proficiency on monsters. When we're talking about 'at a glance', why would anyone ever need to know a monster's animal handling? But suppose I did.. why would that information need to located be right under the Big Six? It's wasting space! Precious space that could be used for cool heroic abilities! There are some attacks that require these numbers, some skills likes stealth or perception, insight or deceptions - these things are useful.. but I contend not directly under the Big Six useful. More over, sometimes I need the Kobold Adeptus my party just befriended to lie through their little dragon teef. He hasn't got a deception skill bonus so I make one up, or just play with what I roll on the spot. Point of fact, did you know that in Fifth Edition, there a universal number DMs can use to generate a skill bonus if we think a creature is good at it? It used to be on every single monster, but these days it's been culled for design simplicity. But! We still have the OTHER number to generate this number - challenge rating directly correlates to proficiency bonus! One wonders if this could've always been the same number.. In any case, for almost 100% of rolls ever made on behalf of a monster's skill in 5e it's been one of three different numbers, 2, 3, or 4, added to a primary stat. I think that for the vast majority of Dungeon Masters who need to generate that number for a monster on the fly, are either just going to go with a natural roll, or take the ten seconds it takes to generate that number by doing the hidden math in the stat block! So looking at this new shiny early design stat block for this Kobold, I once again see my white whale rear is toothy maw. But Tenstorme, you cry out in protest, that +1 Knowledge (Magic) represents +1 to the Kobold's magical damage rolls! And.. You're right! I think that's neat design actually. Why would my ability to know about magic not ever also make me better AT magic? That's heroic as heck! And hey, this is just a draft. Of course it isn't final design, I don't expect that it to be, nor for these names or numbers or anything to stick! Duh! ...But that's also why I want, nay, NEED to say something. I think skill entries on the block have to go. At a glance, does any Director care about how to generate the extra damage number on an attack entry? I don't think so! In fact I don't think so because you are good designers, you have play tested these things. I TRUST you to give me the right math and to let me just play. More over, I know you trust me to able to recognize that a misprinted +11 on the level 1 Kobold is wrong, and change it if I need too. Heck! We have that LVL 1 in the corner - maybe that and +1 skill correlate, maybe they don't... but they could. Together, we could finally tidy up this bit of information overload, we could finally kill Moby Dick. That's it everyone. That's the critique post. I don't think this argument is a perfect one.. but I certainly feel passionate about it, and I hope you do too! Next post? I don't know yet.. Maybe something about the play test packet? Until next time.

Joshua French

Is the label 'Chance Hit' for the always guaranteed hit or is that something else? I can't figure out what that one is for.

Timo Raivonen

Chance hit sounds like opportunity attacks / reaction attacks

Noah Davis

I think chance hit is this systems version of opportunity attacks

Robert Wilhelm

With Might (MGT) and Agility (AGL) did you all consider Reason (RSN)?

Heidi Jugovic

Speaking of presentation and design, are you considering how the size and layout of the stat blocks might be suitable for monster cards?

Ryan

I’m red/green colorblind and didn’t even notice the text was a different color until I read that in the post and went back to look. The villain action color I wouldn’t call purple (looks blue to me) but I’m the last person you should ask about colors. The icons and text layout are working for me since I did see the fire/lightning damage type on the first scan. Once I learn the icons and I assume the categories of actions (basic, triggered, villan, etc…) are consistently presented in the same order, they will be very easy to scan and use.

KingGurke

My first thought seeing these little red and green arrows under the stats was that they represented boon/bane dice, since triangles are the default representation for d4.

TheScribe12345678910

I would like to recommend a different symbol for "magical" or untyped magical abilities than the pentagram. There are so many connotations to the symbol including connections to satanism that something with fewer inflammatory connections would seem to be a wiser choice. It seems unnecessary to connect the use of magic in your RPG with cultural issues which have a greater chance to be off-putting to your audience.

GubDM

I LOVE the visual design! Whenever I copy monster entries in 5e, I rewrite them in first person. Saves a lot of page space and plays really well. "I have untyped immunity" instead of "the adeptus has". Team's probably thought of that though and decided against it. I also really like the little bloodied and damage type icons! Did mapcrow do those too??

Lando

This is super cool, and I think it's a _really_ good start to an easily readable stat block. The only immediate feedback I have for this, if you want it, is that I think untyped damage should be labelled explicitly (instead of solely relying on black underlined text). However, I don't actually know what the implications are of damage being untyped in the first place, so grain of salt and all that. I wanna reiterate this is a really good design so far. When making easy-to-access information, you have to strike a really delicate balance between having symbols and colors to make stuff stand out, without overloading the eyes (when everything stands out, nothing does). What you've shown so far definitely hits that sweet spot.

That black guy

Yeah to reflect some of the others , the orange is too close to the red I'd go with a yellow-orange like #ffe833

George_APOG

Looks pretty good. Only thing I would change is put that target symbol on the left of the word effect.

Jonny

Definitely +1 to this. Stat blocks usually make my eyes glaze over... I'm deeply grateful for all the thought put into visual aids

Richard Harvey

It's nitpicking, but Im not in love with the 3-letter abbreviations. Not sure I have a better idea other than just using 2 letters. I do like the easy-to-read layout though. Feels like a continuation of flee mortals/action-oriented goodness.

Eduardo Taylor

It is nitpicking but I totally agree

Barefoot Monk

I love the way the statblock is layed out. Reading 'Untyped Immunity 3' though, does make me think that maybe this is just how armour should work? Armour providing extra health is ok, but what armour actually does is reduce how much getting hit hurts. As someone who had to spend a good amount of time wearing kevlar with ceramic plates... getting shot is still pretty unpleasant, just not quite as lethal. It makes more intuitive sense to me that armour should reduce physical damage types, instead of providing a larger health pool. No reason the shining armour kit should mean you can survive more fireballs, but it would make getting hit with a hammer less painful.

Andrew Swink

Yep, maybe I'll get used to them but my brain just can't parse them. Is it because they're all caps?

Bruticus

When doing stuff with colors, you really need to genuinely consider those who are color -blind. Because what seems really easy and simple to you, can be an exercise in frustration for those with color vision sensitivities.

Celeborn

They tested this kind of thing early on in development and decided it wasn't as fun

Celeborn

Any chance we'll get Black and White versions of the packet? I'm colorblind and the colors are honestly distracting and make it more difficult to parse. Maybe it's just the specific colors that were selected.

The Knight of Davids

It's more than that. The colored text blurs out for me like smudges, it's hard to explain, but it's difficult to read, especially quickly.

The Knight of Davids

For me the text blurs out, symbols too. It's hard to explain but it's difficult to read, especially quickly, maybe if the symbols were in black and white? Or the text was?

Zachary Grimes

This is so awesome! Ive got dyslexia and adhd so drawing emphasis to the import info in a clear and consistent way is super helpful! Definitely want to second some observations on color deficiencies. I think it would be great if you explored using contrasting colors that are useful for a wider range of people, not just what we might naturally assume works!

Devon Peterson

Can I recommend against Red and Green. Lot of gamers I know are color blind. Have to think of them too.

Tim

If I can make a small suggestion, instead of using colored arrows to denote high and low stats it might work better to simply color the text. Some games I've played do this well by coloring high stats blue and low stats red.

mcdm

Totally. The plan is to provide an accessible version that is in black and white as well. -James

mcdm

We have redundancies in text and symbology, and we'll be providing a Black and White version as well for accessibility.

mcdm

Absolutely! There will be a black and white version as well. -James

mcdm

There will be a black and white version provided as well. -James

mcdm

There will be a black and white version provided as well. -James

CorenTheChosen

Gotta say, this is all getting me excited to get back behind a screen. I'd like to make a suggestion, not sure if it's come up else where. I love the color coding but also get the problems different types of colorblindness can cause and you've compensated for much of that with multiple types of signaling in the design. To follow on that theme, I'd love to see a symbol of some sort next to the type. Artillery may be a bow and arrow, Brute a club, Soldier a sword and shield or something. But having a graphic/symbol queue when scanning the black and white version may be helpful. You all are doing great. Keep it up.

Ian Hastings

I am curious to see what Chance Hit means. Did I miss something in one of the other posts?

Sionainn T. Mac Innéirghe

I'm partially color-blind, and I like what I see. Except would prefer the triangle for the lowest Ability Score be an empty (red outlined) triangle: ▽

DarthPackman

I believe its there version of a Attack Of Opportunity. Since you dont miss it just does less damage.

Jan Plewa

I'm color blind and I'd like to have "texture" to the red/green/blue bars of the abilities (e.g. one dotted, one criss-crossed and one wavy or sth.). Currently I can't differentiate between the red and green bars.

gm_naahz

Hey Jan, thanks for sharing how you'd fix that because it really made it sink in how readily we could improve accessibility to things in the world. I use color a lot at work because it helps me show connected systems, I'm going to try and look at adding in texture to my PPTs now. thank you!

Ernge

IMO the shapes are more eye-catching and makes it easier to find than colored text would.

Ernge

Yeah "REA" throws me off because it looks like "reach"

jus10

Yeah, just from looking I can basically understand everything but that that. Chance hit makes me think of chance to hit which isn't a thing so without knowing more I think it's confusing. Everything else more or less explains itself, or explains what something is at least (a condition for example)