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M:TG meets D&D
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<blockquote data-quote="ashockney" data-source="post: 2125563" data-attributes="member: 1363"><p>Wow. </p><p></p><p>Some great ideas and posters. Please don't hate, though. I'm interested to hear if you HAVE tried it, or find it interesting, and if so, what about it is appealing.</p><p></p><p>Really, azmodean has nailed it. Picture it not as magic, per se, but if WoTC were to convert all of the DnD iconic components into a good and effective card/tabletop/rpg game. </p><p></p><p>Much of it exists as is... white looks like clerics, green looks like fighters, red looks like sorcerers, and black looks like rogues. Blue kind of sits out there somewhere between rogue and wizard. Change the names of cards to protect the innocent. A couple of tweaks to the rules about "team play" vs. solo play, and you could make DnD MUCH more approachable, and gain the sales benefits of a M:TG game. I would see this as more of a transition game, however, where the elements of roleplaying are introduced into the game (perhaps even costing resources between encounters). The miniatures and maps from the figs lines could be used in conjunction with a game like this to further enhance the "tabletop" feel. And dare I say it, this simpler game, with random elements detailed more in the card drawing, may prove superior to the myriad of possibilities presented by an open game mechanic like d20.</p><p></p><p>azmodean makes the case further, by pointing out, we're already very close to something like this to simplify our own games at home.</p><p></p><p>PS - love a good card game, too! Bring on the Texas Hold 'em</p><p></p><p>PPS - Talisman? Oh no, my friend. The joy of having your friend roll a random is far superior to any card flopping triviality! Also, critical to differentiate between story/no-story and team vs. DM to everyman for themselves.</p></blockquote><p></p>
[QUOTE="ashockney, post: 2125563, member: 1363"] Wow. Some great ideas and posters. Please don't hate, though. I'm interested to hear if you HAVE tried it, or find it interesting, and if so, what about it is appealing. Really, azmodean has nailed it. Picture it not as magic, per se, but if WoTC were to convert all of the DnD iconic components into a good and effective card/tabletop/rpg game. Much of it exists as is... white looks like clerics, green looks like fighters, red looks like sorcerers, and black looks like rogues. Blue kind of sits out there somewhere between rogue and wizard. Change the names of cards to protect the innocent. A couple of tweaks to the rules about "team play" vs. solo play, and you could make DnD MUCH more approachable, and gain the sales benefits of a M:TG game. I would see this as more of a transition game, however, where the elements of roleplaying are introduced into the game (perhaps even costing resources between encounters). The miniatures and maps from the figs lines could be used in conjunction with a game like this to further enhance the "tabletop" feel. And dare I say it, this simpler game, with random elements detailed more in the card drawing, may prove superior to the myriad of possibilities presented by an open game mechanic like d20. azmodean makes the case further, by pointing out, we're already very close to something like this to simplify our own games at home. PS - love a good card game, too! Bring on the Texas Hold 'em PPS - Talisman? Oh no, my friend. The joy of having your friend roll a random is far superior to any card flopping triviality! Also, critical to differentiate between story/no-story and team vs. DM to everyman for themselves. [/QUOTE]
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