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Brainstorming a M:tG themed campaign...

I found that my players enjoy the worlds of M:TG without much of the game flavor itself carrying over. The flavor of the different planes and their factions is much more important than making sure game play elements are used.

We've placed the story in the future though so that our interpretation is allowed to differ from actual conflicts.

With the exception of one elf and one dwarf, all PCs are feline. We haven't been able to play in a while though :erm:
 

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Yea, I find it really odd this hasn't been done in an official capacity already.

It's anecdotal, but the way I heard it told was that when WotC bought D&D in 1997, they did market research to see if M:tG would be a popular D&D setting. It was overwhelmingly rejected in the surveys & focus groups.

Dunno if it's true, but it's certainly plausible.
 

This is a great idea and frankly, when WotC purchased TSR, I think everyone expected to see a Magic setting for Dungeons and Dragons.

First, a great resource: Gatherer
This let's you search the entire Magic cardbase. Any time you need a location, NPC, monster, or plot, I'd go here first. A card like Vampiric Tutor, Necropotence, Balance, Land Tax, or Stone Rain can easily provide an encounter or an adventure.

Now, some thoughts
  • I'd establish a set to base the game around. Antiquites would be great if you want an artifact heavy game (plus it features the war between Mishra versus Urza), but there are plenty of sets to base a game on. Mirrodin or Urza's Saga would also work. Here's a list of expansions.
  • You need to decide if your players will be planeswalkers. Here's a list of planeswalkers. If you are a fan of earlier magic, I'd avoid most of the "new" planeswalkers.
  • You need to include classic Magic Artifacts: The Moxes, Black Lotus, Icy Manipulator, Chaos Orb, Sol Ring, etc
  • You need to include classic creatures and creature types: Lord of the Pit, Serra Angel, Force of Nature, Juzam, Shivan Dragon, Elves, Goblins (Mons Goblin Raiders), Merfolk, etc
  • Keep in mind the colors, I might go so far as to assign a color / colors to every NPC in the game
 

I found that my players enjoy the worlds of M:TG without much of the game flavor itself carrying over. The flavor of the different planes and their factions is much more important than making sure game play elements are used.

Oh, I know that could be done, but I REALLY want to give this a try. It would be something VERY different in terms of playstyle. And while i think the setting matters more, I think the M:tG mechanics I'll also help with the immersion...and I can simulate them in HERO, so why not?

First, a great resource: Gatherer
Just bookmarked it, thanks!

I'd establish a set to base the game around.
I'm leaning towards a "Weatherlight" type campaign, in which the party's ill have to travel around trying to find the artifacts necessary to stave off a full-blown planar invasion from Phyrexia (I believe?). I know that Cards like the Urza lands, Mishra's Factory and others will provide locales to hit for major encounters.

You need to decide if your players will be planeswalkers.

I think they'll be adventurers more than planeswalkers...at least at the beginning.


You need to include classic creatures and creature types: Lord of the Pit, Serra Angel, Force of Nature, Juzam, Shivan Dragon, Elves, Goblins (Mons Goblin Raiders), Merfolk, etc

Keep in mind the colors, I might go so far as to assign a color / colors to every NPC in the game

On that front, if you look upthread, I talked about all magic running off of Endurance batteries. Those will simulate the whole Mana Pool mechanic. In addition, since each pool will have a color, whatever colors a creature has access to will determine its overall color. So a spellcaster who has a Red End Battery and a Blue End Battery would be Red and/or Blue, depending on his or her active effects.

And each creature's type will determine the default color of their End Battery (though PCs can be any color they choose). So, Humans could have any color, as would Wurms and Dragons. Elves would primarily be Green, though certain subtypes could be almost any color. Most Angels would be White, while Imps would be Red, Black or White. Horrors would be Black, as would be nearly all the Undead.
 
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I think they'll be adventurers more than planeswalkers...at least at the beginning.

To clarify- Fantasy HERO is a classless system, so the PCs will be built as their players want.

In addition, since each pool will have a color, whatever colors a creature has access to will determine its overall color. So a spellcaster who has a Red End Battery and a Blue End Battery would be Red and/or Blue, depending on his or her active effects.

Changing this: a PC with a Red End Battery and a Blue End Battery would be Red and Blue creature, period. Active effects of other colors- such as spells placed in them by others- don't change a creature's color, but may still be affected by "Protection from (Color)" effects, making it more in line with M:tG's actual mechanics.


*******

Currently in the process of translating M:tG abilities & keywords into HERO powers & talents, as well as sorting out what abilities & keywords are crucial to the races I include.
 
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Sounds like a plan. We use a mana pool system around colors as well.

If you can, consider making dream cards for the PCs - with additional versions over time as they develop. It is really fun for the players, especially if you do cards for what happened in the game as well.

In our case, one of the PCs has recurrent violent dreams playing out as card games including those dream cards. Anytime she wins, her deity gives her a clue to where to proceed next - they have to assemble a large artifact from parts consisting of other artifacts no one voluntarily gives up.

And if it works, please make it a story hour :D I am considering doing that, too, but as our current game is stuck I am not sure if I should.
 

If you can, consider making dream cards for the PCs - with additional versions over time as they develop. It is really fun for the players, especially if you do cards for what happened in the game as well.
I don't understand what you mean by "dream cards"- could you elaborate?

And if it works, please make it a story hour :D I am considering doing that, too, but as our current game is stuck I am not sure if I should.

I'm not familiar with story hours, either. What are they?


*****

Currently also trying to sort the various attack types into HERO "special effects" by color: fire damage is usually Red, mental attacks are Blue or Black, White has radiant/holy type stuff, etc. That will let me follow the M:tG design theme of letting other colors having those abilities, but on rarer/more costly to cast spells.

Any suggestions on that front would be welcome.
 
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Ah!

Well, I probably won't need to do that since I won't be hovering over them during PC creation. I intend to let them use the HERO rules fully- within the campaign constraints- so that they can have nearly any powers they can think of. The M:tG cards- and likely, D&D and Fantasy Hero- will provide ample guidance, but they'll be free to design their own stuff. Sort of as if they were making their own "dream cards".

With story hour, I mean post about their endeavors in the story hour forum here. If we have any M:TG stories there, I have missed them.
Mmmm..I don't know if that's really my thing. I'd probably share a few anecdotes, though.

And if it ever gets off the ground, I definitely WOULD show how I modeled this stuff in HERO. Heck...I may just do that in this thread eventually, even if nobody wants to play. (My group is not exactly adventurous in terms of experimenting with new RPGs.)
 


Into the Woods

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