I'm beginning previews of District of Kestner, a set based loosely on the mechanics and aesthetics of Darkest Dungeon, Dishonored, and Thief. I've been documenting my progress on Multiverse here, and you can find the full set on PlaneSculptors as well. Despite having technically released the set already, I'm going to make an effort to showcase the various mechanics and archetypes in this thread over the coming week or so.
Good point fluffydeathbringer thanks for the feedback. That might be something to address in the second set in the block.
Today's showcase is about general set feeling, aesthetic, and mechanical tropes that emerged from the artistic direction.
As I mentioned before, my main inspiration were the video games Dishonored, Darkest Dungeon, and Thief. From these came central themes of lightness and darkness, trickery, and treasure. I also worked to emphasize various characters, events, and systems that cropped up in those games as flavorful cards.
Experience is a recurring theme in video games. Characters earn experience through practicing skills, which they can use to level up and upgrade their skills accordingly. Experience Counters appear in .
A major theme I strove to emphasize was that of player choice. In Dishonored, choice is especially important because the player can choose who they want to kill and who they want to neutralize peacefully. Spare appears in .
However, spare your enemies carefully! Some may not forgive you for their shame. Ulterior Motive came about as a mechanic since trickery plays a central role in the narratives of Thief and Dishonored. Ulterior Motive is the mechanic of the set.
Light and darkness are pivotal in the gameplay of Darkest Dungeon as well as Thief. The light level dictates how powerful monsters are and how easily one can see a hidden character. Under Cover appears on cards.
It feels a bit weird to put Level Up and Experience in the same set, as they're flavorfully the same and experience probably wants as much room as possible. That said, big fan of cover up, it seems like a really fun mechanic to play with.
I generally aimed to have five archetypes; one for each wedge. I did not pay attention much to the two-color decks (for better or for worse) and trusted in the set's mana fixing to bring it all together.
Since Spare was this wedge's mechanic, the strategy with these colors is to gain life and generate tempo.
Post by fluffydeathbringer on Mar 19, 2020 0:29:44 GMT
so the thing about these "[effect]. if you're experienced, [better effect]. then get experience counters" spells is that basically, you get above-rate spells for the rest of the game (these spells, the "if you have X or more experience counters" spells) in a way that can't be interrupted for the low admission price of casting one below-rate spell. at least ascend had a higher admission cost
also ulterior motive is dubiously in-color for blue and dungeon fatigue's -2/-0 should probably be optional given how the arch will want you to be playing lots of small-power creatures anyway
that being said, you have managed to find three reference pools that match each other aesthetically, which is an improvement from the don't starve block you did. fine set otherwise but the don't starve style clashed some with the more realistic style most available fantasy art online employs
disregard inconsistent mtg syntax, acquire personal wording style
abolish mythic, abolish frivolously adding new creature types