Veltharis ap Rylix
Hero
Ravnica is also allowed.Not Ravnica?
Ravnica is also allowed.Not Ravnica?
I think the Dark Age on Terisiare and the wea of Fallen Empires in Sarpadia were roughly concurrent as well so you might could get a twofer.It would be. I especially think a campaign set during fallen empires just as the ice age is about to begin would be an interesting setting, it'd have that sense if impending doom as the world slowly freezes.
Seems like they are, I just did a quick check and it looks like there is dmsguild content for the settings.Are the published MtG settings available on DM's Guild?
Much the same. It was the imagery from the art that really pulled me in. I would be tempted to use Shadow of the Demon Lord to run it.If I ever get to run Curse of Strahd it will be set in Innistrad with an all human adventuring party. The imagery from the art book is so vivid.
I don't want to give WOTC money, but throw in a Brothers War book, a Weatherlight Saga/1st Phyrexian War Book, and content for Serra's Realm and Homelands, and I'd happily buy it all...Honestly the whole Dark - Fallen Empires - Ice Age - Alliances - Coldsnap era would be great.
If you're doing M:tG as an RPG, the PCs should have the option to become Planeswalkers - and to have mechanics that support that design. It is the core of M:tG.... Players in a MtG setting aren't planeswalkers summoning minions to attack another planeswalker, they're the people in the setting living in that world. ...
Sure, but I don't think that summoning is core to being a planeswalker, it's a core part of the card game, but not a core part of the story anymore. I also think that being a planeswalker is separate to have a MtG plane as a campaign setting, planeswalkers aren't all that important if wanting to play a game in Kamigawa, Theros, or Dmoninaria.If you're doing M:tG as an RPG, the PCs should have the option to become Planeswalkers - and to have mechanics that support that design. It is the core of M:tG.
Without the facets that tie it to Magic, these are just fairly generic fantasy realms. What makes it a M:tG setting is the manifestation of the mechanics of M:tG.Sure, but I don't think that summoning is core to being a planeswalker, it's a core part of the card game, but not a core part of the story anymore. I also think that being a planeswalker is separate to have a MtG plane as a campaign setting, planeswalkers aren't all that important if wanting to play a game in Kamigawa, Theros, or Dmoninaria.
Other than the colours of magic, which I would like to see, I disagree you need all of those mechanics. Probably the difference between us is that you want magic the gathering the card game DnD, whereas I want magic the gathering world settings DnD.Without the facets that tie it to Magic, these are just fairly generic fantasy realms. What makes it a M:tG setting is the manifestation of the mechanics of M:tG.
We need Planeswalkers, summoning magic, magic based upon colors, mechanics to support all those variations on blue magic manipulation, etc.... I've played a couple short M:tG setting D&D games - and they disappointed for not feeling like what they are advertised to be.
Let's be honest. There isn't that much special about the M:tG worlds outside the lore - and if the rules are not there to suppor the lore, you're not going to get the feel of the setting right.
I think even at 1st level they could choose to planeswalk, problem is, you need to be playing a game where everyone is a planeswalker and they all have to go to the same plane when they jump. I don't think many DMs are going to want to run a game where their 4 players each decide to planeswalk to 4 different planes all the time instead of sticking together.I guess a planewalker PC would be almost totally nerferd. I mean for example in the 1st level this couldn't travel across the planes with her own power... but she would enjoy a gift to know when and where a planar gate could appear. Then here this should be totally controlled by the DM.
And let's remember in the cancelled project of a MMO the PCs should start from zero, at least relatively.
I guess a planewalker PC would be almost totally nerferd. I mean for example in the 1st level this couldn't travel across the planes with her own power... but she would enjoy a gift to know when and where a planar gate could appear. Then here this should be totally controlled by the DM.
And let's remember in the cancelled project of a MMO the PCs should start from zero, at least relatively.