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MCDM lead designer James Introcaso explains how Draw Steel flips the script on boring D&D resting and resource mechanics, introducing a truly heroic gameplay loop that rewards forward momentum. By moving away from the traditional, restrictive "room-locking" approach to recovering spell slots and health, the game encourages players to push through adversity.
By Jud KossumMCDM lead designer James Introcaso explains how Draw Steel flips the script on boring D&D resting and resource mechanics, introducing a truly heroic gameplay loop that rewards forward momentum. By moving away from the traditional, restrictive "room-locking" approach to recovering spell slots and health, the game encourages players to push through adversity.