M:TG meets D&D

I, too, think that if you want to make an RPG which uses Magic cards as resolution system you should take leave of D&D (and d20) entirely. Here's what I would do, if I had the time and will to embark into such a project:
  • The characters are planewalkers. Not much sense otherwise. This obviously makes for a truly epic game!
  • Make the game diceless. You don't want to have two radically different systems in your game; find some way to use the cards as action resolution for everything. Normal combat, in addition to spell duels, would work as the card game. Appropriate spells can be used in non-combat situations as well. Non-combat situations that aren't handled by magic are solved through roleplaying alone or through some very simple card-based mechanic. You could associate the type of actions to colors or types of cards, assuming that a wizard with lots of interrupts and green spells in his deck will be good at reflexes and wilderness lore, for example.
  • Make the game classless. The character's role is determined by his deck; magic is an aspect of personality and abilities and vice-versa.
  • Determine parameters which are used for character advancement, and a way to increase them with experience. Deck size, maximum number of copies of one card, hand size, that sort of stuff. Don't use things such as "maximum number of different colors" or "maximum mana cost"; as any experienced player will tell you, those are largely irrelevant for many deck types. Stick with stuff that is useful for almost everyone.
  • Find a way to tie the Magic game rules to the game reality. What is a land card? Is it a character's holding? A mystical link to the earth? How do you carry it around? How long does a game turn last? One round, one day? What do your "cards in hand" represent, and what does your "library" represent? Why are my cards in hand random? What does the graveyard represent anyway?
It's a lot of work, and you're not going to get paid for it. That's why I haven't done it. ;)
 

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I thought about something similar: Introducing D&D Miniatures Skirmish battles or even mass battles into the RPG. But not as the alternate combat system, but instead as part of a couple of adventures. Like a mini-game within the game.

The players are told that they have to play warlord in an upcoming battle, and get some basic troops. Now, through regular roleplaying, they can secure the help of allies or win new ones, or, they can sabotage the enemy. The results change the setup of the warring warbands. Allies won will give them more figures to choose from and more points to spend. Successful sabotage will lessen the enemies resources. At the end of the adventure, the players play a skirmish session (with one or more matches) against the DM. The DM plays to win, as if he were just another skirmish player, but the players had ample chance to improve their chances before.
 


Wasn't that the abysmal "tribute" which most people agreed failed at life?

And just flipping through my Dragon Magazine CD archive, there were plans to fuse AD&D and M:tG existing from back when WotC bought out TSR. Thankfully, these didn't get very far, or else D&D would have been devoured by Magic.
 


SweeneyTodd said:
I like it. Just don't call it D&D; make it into an entirely new roleplaying game that used MTG cards. (At least half of the complaints in this thread would become irrelevant if you made that change, I think.)

Most roleplaying campaigns I run use a dice pool system, and I've switched over to normal playing cards instead of d10's. There's something visceral about shuffling, dealing, and flipping over cards to see who's come out on top. It's fun.

I don't see colorful MTG cards as any more breaking immersion than miniatures. :)

That's a great idea SweeneyTodd. I think there is too much "emotion" wrapped up in this separation. So, instead, picture this game as a non-d20, diceless, card based rpg. The rules would look and feel a LOT like Magic in it's resolution of combat and encounters. The "environment" of the game would look and feel a LOT like D&D in terms of maps, miniatures, movement, teamwork among players, and a GM controlling the game.
 

KaeYoss said:
I thought about something similar: Introducing D&D Miniatures Skirmish battles or even mass battles into the RPG. But not as the alternate combat system, but instead as part of a couple of adventures. Like a mini-game within the game.

The players are told that they have to play warlord in an upcoming battle, and get some basic troops. Now, through regular roleplaying, they can secure the help of allies or win new ones, or, they can sabotage the enemy. The results change the setup of the warring warbands. Allies won will give them more figures to choose from and more points to spend. Successful sabotage will lessen the enemies resources. At the end of the adventure, the players play a skirmish session (with one or more matches) against the DM. The DM plays to win, as if he were just another skirmish player, but the players had ample chance to improve their chances before.

I did this in my last campaign. Great fun for me. Players didn't get into it nearly as much. It took an enormous amount of effort to pull together a quick and effective rules system (hodge-podge of the many skirmish/miniatures systems out there for d20). Good luck and enjoy!
 

ashockney said:
That's a great idea SweeneyTodd. I think there is too much "emotion" wrapped up in this separation. So, instead, picture this game as a non-d20, diceless, card based rpg. The rules would look and feel a LOT like Magic in it's resolution of combat and encounters. The "environment" of the game would look and feel a LOT like D&D in terms of maps, miniatures, movement, teamwork among players, and a GM controlling the game.

Found this link doing a Google search. I have not read through it all, but looks interesting.

http://mindseye_x.tripod.com/Magebane.pdf
 

Why would you consider a game like M:TG meets D&D?

Is anyone out there playing World of Warcraft right now? Does anyone know a teen that wouldn't prefer WoW to D&D? For D&D to grow (not make more sales on the existing market, which it's doing very well right now, but dramatically grow it's market), it will really need to differentiate itself from computer role playing games.

So what does D&D bring to the table that computer role playing games can't touch?

What do computer role playing games do better than a computer could ever dream?
 

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