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MtG: Card Based Combat Role-Playing Game
a guest
Mar 4th, 2016
59
Never
- Let me preface by saying that if I did what I'm about to suggest, I would run it on a quest website like anonkun, not /tg/. Quests can be fun, but they don't belong on this board.
- With that in mind, here's my topic /tg/. Ever since I got into MtG, I've always wanted to run a roleplaying game or quest that took something from the original format - that is, the cards. There was a good thread a long time ago on suptg about Ravnica D&D (suptg.../archive/5038665/), but I'm more interested in developing a system where your character acts as a 'player' would in an actual game of Magic. It needn't be Ravnica as a setting, but I feel like this helps resolve some of the questions I've got about my notes on how a possible system might be run.
- > Character
- If done via voting, character creation follows a series of basic questions about personality that would decide the two mana types (without focussing heavily on which is 'dominant'). Appearance and so on is customisable, but it would be assumed the character is 'human' for the sake of the next step.
- > Guild Classes & Race advancement
- The guild your character works for would be seen as a primary quest giver/home base and source of at least 1 land card for deck construction (Guildgate) as well as one artifact (cluestone) and spell (Guild signet/charm). As your character advances, at DM discretion they would be permitted to gain a 'rank' in the guild and gain more political sway; perhaps unlocking higher tier cards for purchase/research.
- I also envision that players in, for example Simic, Boros, Gruul, Ozhov, Dimir... may wish to 'change' their originally human race to, hypothetically a vampire or shapeshifter or angel. Simic may have out-of-combat card use that allows changes to character. At DM discretion, I imagine this might grant additional life, the player character an ability common to that race (e.g. Angel character would get flying, vampire would get lifelink...) and so on. This would be at DM discretion.
- > Format of the game
- Cards in this context are considered to be spells (either learned, written down, as items, etc - they are mechanically referred to as cards, but are fluffed as apporpriate), and the library the players known list of spells. Creature spells are either summons, or interpreted as 'you have guild allies nearby'. The player/s would create a library out of cards that their character's guild is aligned with (e.g. if Rakdos, B/R). At the start, this deck would be a smaller card number than a standard game to reenforce the fact the character is a 'rookie' or apprentice; perhaps 20-30 cards.
- The player may 'buy' cards using gold they get from quests, or loot them from an opponant (see below) they have bested. They may also purchase upgrades, such as expanding their deck size to 35, 40, 50, 60... and so on.
- The player may also 'research' cards, investing a certain amount of time and mana for X number of days to discover a new card (based on player suggestion). This would be reflected by them either removing a basic land card from their deck for the specified period of time, or by questing for certain ingredients to create the card. This would hopefully encourage players strategically managing their time between mandatory guild assignments and their usable mana. Cards may also be bought with in-game currency, awarded from quests/looted.
- > Combat
- Plays as a usual game of magic. Draw seven cards based on a randomiser, then first person to mill the other person's deck or reduce their life to 0 wins. The DM takes control of the opponent. This has problems of course - I would greatly like, if possible, some advice on how to avoid 'screencheating', but at the same time being assured that players are not abusing the system. If you have defeated an opponent, you may be able to recover an artefact from them, or 'press' them into your service (gain a creature spell) - this would be subject to DM discretion. In-game currency may also be awarded as an alternative.
- > Out of Combat
- Players may explore the city at their discretion; some parts, such as guildhalls that the player belongs to may offer services like vendors or quest givers. Some guildhalls may be locked off until the player has gained acceptance from the rival guild. Other parts of the city, such as parks, streets, abandoned buildings, etc. would be locations of quests at DM discretion. Players may also undertake card research (see above).
- > Card use out of Combat
- Players may also use cards that have been approved by the DM out of combat - for example, the 'Way of the Thief' card would allow a player to bypass a locked door/gate or similar when attempting to enter a building; A 'Spire Tracer' may allow a player to climb the outside of a building - these are 'fluff' examples and would encourage usage of the card image/ability, rather than externalities.
- ***Questions I would like assistance with***
- > Basic Lands: Obviously if your character is a rookie, they would be unable to just naturally find a large number of basic lands, as these in-universe require meditation/deep thought/etc. to properly access. I would like your thoughts on the benefit/drawbacks of limiting the number of basic lands/complex lands that may be avaliable at the beginning of the game.
- Benefits:
- - Would provide players with the opportunity to 'quest' for lands
- - Would be an in-universe lore explanation
- - would encourage exploration of certain areas of the game
- - may encourage a longer, more thoughtful approach to building a deck rather than simply going for the most powerful cards or those with the highest mana cost
- Drawbacks:
- - Slows the game down
- - Does not reflect spirit of the card game
- - Would lead to deck construction in a quest being contentious (read: salty) over cards to include
- - May be difficult to manage what is an appropriate number of lands to quest for, for example.
- Solutions:
- - Lands are randomly rolled when questing - players may include lands of any colour in their deck that they acquire this way, with special lands being on certain rolls
- - Basic lands may be granted in blocks of 2/3 when questing
- - Encourage artifact use that provides mana, making the economy in the game more focussed.
- > Guild Powers:
- Each guild would gain specialised powers - I do not want these to be too overpowered in terms of gameplay, but I feel they should be distinct. I am wondering whether I could base some powers for example, off guild affiliated card abilities.
- For example, an Orzhov player may have the ability to 'Extort' (guild ability) at any time during a game for B/W, as some cards allow. Rakdos may be allowed to 'Unleash' (+1/+1) cards under a certain power/toughness once per game.
- Other powers may be out of combat; for example, Izzit player may be able to research instant/sorceries at 25% reduced cost/time; similar abilities for Simic and Selesnya for creature spells and enchantments respectively. I am also wondering whether some powers may also come with a hinderence; for example, Dimir player may 'science phobic', and is not permitted to research cards; they may however, steal abilities while roaming the city or undergo heists to gain a particuarly powerful card that they 'select'.
- Should powers be exclusively battle based, out of combat based, or a combination of both? Should guild powers also be allowed to be developed/purchased (e.g. upgrading a 25% cost reduction to 35%)? Should a player have an in-battle and out of battle ability? What would be a good way to prevent this from being abused? I would also be grateful for any power suggestions.
- > Player in combat/other planeswalkers
- Allowing other planeswalkers (e.g. Jace, the Mind Sculpter as a card) seems dangerous - they are extremely powerful and may be difficult to fluff. What are your thoughts on this? For example, if Orzhov player gains Sorrin as a planeswalker card, this would give them a significant advantage. Card restrictions in general would be at DM discretion, but planeswalker cards appear to be quite difficult to fluff/justify without being game-breaking.
- Also, should the player character be considered a 'creature'? For the sake of arguement, let us assume they are treated us they are in the card game; do they have no defense when attacked? Should certain items allow a player to counterattack, or armour be used to reenforce their life? I believe it would be easier to restrict them to a standard 20 (or perhaps 15) life total and simply say that their defense IS their spells/summons.
- > Presenting combat
- It would be possible to simply use paint and cut/paste individual card images onto a backdrop for the sake of letting players know what is on the field (image-wise to prevent confusion)
- Are there any card/mtg/image programs however that would be easier than having to add a new image each time?
- > Card destruction
- If a creature dies, it is assumed it can be resummoned after the battle is ended, and used spells can be used again - this is the only way to ensure that there is not extremely work-heavy card turnover. However, destruction of artifacts may prove a useful way to encourage careful play.
- If for example, a Selesnya player destroys an artifact with an enchantment, is that card recoverable after the battle ends? If she defeats her foe and loots them, she may recover the artifact? Alternatively, her artifact is destroyed by another creature - should she have to go and purchase a new one?
- > Card research
- I envision a scenario where players would vote/choose a card they wish to research, and then the DM would assign a value based on it's mana cost for how long/what items are needed to make it (or in the case of the Dimir, the difficulty of the 'heist' to recover it).
- Colourless should cost the least, a monocolour single mana + colourless should cost slightly more;
- After this however, how should bicolour/tricolour/etc. cards be handled?
- For example, should a GG(3) cost the same as a GR(3) - converted mana cost is still five, but one requires red aand green mana.
- Additionally, should card rarity artificially increase the cost? Common with 0.75x cost to produce, Uncommon with 1x cost to produce, rare with 1.5x cost to produce and Mythic with 3x cost for example?
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