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Ryan Dancey: This is why there was no M:tG setting for D&D
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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 6212973" data-attributes="member: 4129"><p>This is an interesting point.</p><p></p><p></p><p></p><p>The theme is high fantasy (or whatever the block has brought in). The theme doesn't matter to the mechanics of the game. The game is about reducing your opponent to 0 health. The game isn't a roleplaying game.</p><p></p><p>In an RPG though, setting is one of the most important things. You want NPCs, Locations, and Story Hooks. Magic has made a ton of these which are wasted upon those who only play the competitive card game. </p><p></p><p></p><p></p><p>Lords of Waterdeep is the perfect example here. The theme of Lords of Waterdeep could have been trucking. You are a trucking company that is looking to full orders. You send your various vans (Agents) to pick up goods about town (Waterdeep), place those goods in your warehouse (Tavern), and then ship them when you have filled the order (Quest). You can invest in new business (builder's hall) or engage in politics (the Intrigue cards).</p><p></p><p>Has your perception of the DnD Brand been hurt by Lords of Waterdeep? My perception certainly hasn't. Waterdeep is a good game with a theme I very much enjoy. </p><p></p><p>I merely suggest that allowing DnD to do the same with the Magic setting is appropriate. Dancey argues that it would have diluted the Magic brand or caused some sort of brand confusion. I think this is a paper tiger.</p><p></p><p>Would it have sold? That's a better question. Though I believe that Magic, as an IP, has so much more to offer then the mechanics of reducing an opponent to zero life.</p></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 6212973, member: 4129"] This is an interesting point. The theme is high fantasy (or whatever the block has brought in). The theme doesn't matter to the mechanics of the game. The game is about reducing your opponent to 0 health. The game isn't a roleplaying game. In an RPG though, setting is one of the most important things. You want NPCs, Locations, and Story Hooks. Magic has made a ton of these which are wasted upon those who only play the competitive card game. Lords of Waterdeep is the perfect example here. The theme of Lords of Waterdeep could have been trucking. You are a trucking company that is looking to full orders. You send your various vans (Agents) to pick up goods about town (Waterdeep), place those goods in your warehouse (Tavern), and then ship them when you have filled the order (Quest). You can invest in new business (builder's hall) or engage in politics (the Intrigue cards). Has your perception of the DnD Brand been hurt by Lords of Waterdeep? My perception certainly hasn't. Waterdeep is a good game with a theme I very much enjoy. I merely suggest that allowing DnD to do the same with the Magic setting is appropriate. Dancey argues that it would have diluted the Magic brand or caused some sort of brand confusion. I think this is a paper tiger. Would it have sold? That's a better question. Though I believe that Magic, as an IP, has so much more to offer then the mechanics of reducing an opponent to zero life. [/QUOTE]
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Ryan Dancey: This is why there was no M:tG setting for D&D
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