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Magic's system...for magic system
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<blockquote data-quote="karlindel" data-source="post: 5429548" data-attributes="member: 27103"><p>I once played in a short lived campaign that used Magic as the primary mechanic. It was similar to the M:tG computer game, and characters' stats included their life total, deck size, beginning hand size, max hand size, drawing additional cards, and the like. It was fun playing as planeswalkers for awhile, and combats consisted of playing a game of Magic. Decks were built from the GM's cards, and among other things the players explored to find new spells to add to their decks.</p><p></p><p>I think you'll have to be careful in integrating Magic into an RPG to figure out the right balance for you and your players. It is easy to let the Magic game take over the campaign. Alternately, you could use Magic as more inspirational for the magic system, and thus end up with an RPG that had some callbacks to the game (there are many Magic worlds that would make great RPG settings). </p><p></p><p>There are a lot of questions that need to be answered to integrate Magic into an RPG. For example:</p><p>How long does it take to bring a land into play (presumably using some ritual or calling to make its mana flow available to you)?</p><p>How long does it take to draw mana from your lands? To cast a spell?</p><p>Do summoned monsters permanently die when defeated? If not, how long must you wait before summoning them again?</p><p>How do you translate hp and attacks into the attacks, damage and saves/defenses of Magic creatures?</p><p>How do special abilities translate?</p></blockquote><p></p>
[QUOTE="karlindel, post: 5429548, member: 27103"] I once played in a short lived campaign that used Magic as the primary mechanic. It was similar to the M:tG computer game, and characters' stats included their life total, deck size, beginning hand size, max hand size, drawing additional cards, and the like. It was fun playing as planeswalkers for awhile, and combats consisted of playing a game of Magic. Decks were built from the GM's cards, and among other things the players explored to find new spells to add to their decks. I think you'll have to be careful in integrating Magic into an RPG to figure out the right balance for you and your players. It is easy to let the Magic game take over the campaign. Alternately, you could use Magic as more inspirational for the magic system, and thus end up with an RPG that had some callbacks to the game (there are many Magic worlds that would make great RPG settings). There are a lot of questions that need to be answered to integrate Magic into an RPG. For example: How long does it take to bring a land into play (presumably using some ritual or calling to make its mana flow available to you)? How long does it take to draw mana from your lands? To cast a spell? Do summoned monsters permanently die when defeated? If not, how long must you wait before summoning them again? How do you translate hp and attacks into the attacks, damage and saves/defenses of Magic creatures? How do special abilities translate? [/QUOTE]
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