
Mastering Dungeons Draw Steel at Level 1! (MD 254)
Aug 20, 2025
In this episode, the hosts dive into the world of Draw Steel RPG at level 1. They explore how psionics and bards function in the game, discussing complexity and character depth. The duo tackles the balance of tactical and cinematic play, sharing thoughts on encounter design and the importance of easing new players into the game. Additionally, they highlight the evolving cultural presence of D&D with events like baseball-themed nights and a Hasbro pop-up in London, alongside updates on the delayed starter set in Europe.
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Episode notes
Favor Simple Plots And Let Players Add Complexity
- Keep core plots simple and let players create complexity through character backstories and choices.
- When scenes confuse players, pause and ask them what actions they'll take to resolve conflicting information.
Recruit And Teach Players With A Phased Approach
- Recruit players who already share relevant media tastes and set up a comfortable, sensory table with visuals and snacks.
- Start teaching with structured steps: introduce small mechanics first, then add complexity across sessions.
Clear Design Goals Define Player Expectations
- Draw Steel targets “tactical, heroic, cinematic fantasy” and intentionally steers players away from hex-crawling and resource micromanagement.
- The design explicitly guides players who want other playstyles to seek different games like Shadow Dark.

