bardicknowledge
0/0 Germ
Posts: 14
Favorite Card: Fire Elemental (Revised Edition)
Favorite Set: Dragons of Tarkir
Color Alignment: White, Blue, Black
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Post by bardicknowledge on Aug 26, 2023 18:04:01 GMT
So, I've had, in my head and Google Docs, an idea for a world where video game mechanics are just a common accepted part of every day life. For example, you could walk down the street and hear a conversation between people discussing how their HP is doing, how much XP to the next level, and the last time they saved.
Then, I decided, "hey! Let's make a magic set out of this world and the story I wrote it for!" My first attempt was a bit of a mess, which I figured out thanks to MaRo's Drive to Work podcast. So my second attempt began with asking myself one question: What is the core of what makes an RPG?
Number one: RPGs have a story. No matter what else is true, this is. Second, the commonly accepted modern version of RPGs involve levels, battles, and gear for the characters. After that, was sidequests, which I characterized as "exploration."
Translating this to mechanical identities, I decided that Sagas, Level Up, Battles, Equipment, and Dungeons would fit this the best. After some finagling, I figured out how to translate that into Themes that fit this world of Experia, though the ally colour side is a little iffy in my opinion:
WU: Equipment+Levels=Better Gear for Higher Levels WB: Levels+Dungeons=Adventurers' Guild UB: Dungeons+Equipment=Tools for exploration UR: Dungeons+Sagas=Ancient Dungeons BR: Dungeons+Battles=Dungeon Monsters BG: Battles+Levels=XP Grinding RG: Sagas+Battles=Historical fights RW: Battles+Equipment=Material Grinding GW: Levels+Sagas=Training Montage GU: Sagas+Equipment=Tales of Legendary Weapons
But I've decided on three non-deciduous/evergreen mechanics so far. Returning would be Historic, Levels, and Venture, and a new one would be a new subtype of Battle: Encounters (though I do have thoughts on having a Siege or two in as well).
The basic form of Battle - Encounter is an ETB effect and an effect that triggers during combat. An example is "Boss Battle" (though the final card is subject to change):
Boss Battle 3RR
Battle - Encounter When ~ enters the battlefield, search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. Whenever one or more legendary creatures you control attack, target legendary creature gets +1/+1 for each defense counter on ~. 5
The idea behind Encounters is that you become the random encounter, and they are meant to encourage you to attack to get their effects and your opponent to attack the Battle to stop you getting the benefit.
I do kinda want a new mechanic, though, even if it's just an Ability Word, rather than a Keyword.
I also was wondering about what would be recommended for the size of the set and what the general percent ratio of rarities within sets is, so that I can grow or shrink the set's rarities to match the size (at the moment my design doc has 261 cards; 101 common, 80 uncommon, 60 rare, and 20 mythic. And I just realized that I don't have any Basic Lands in it at the moment, but that's something that can be added at the end of things).
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bardicknowledge
0/0 Germ
Posts: 14
Favorite Card: Fire Elemental (Revised Edition)
Favorite Set: Dragons of Tarkir
Color Alignment: White, Blue, Black
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Post by bardicknowledge on Aug 27, 2023 4:27:47 GMT
I think I've figured out the last mechanic. It's an ability word.
Co-op Tech -- Whenever you target a single permanent an opponent controls or protects, [do thing].
And on some cards, particularly Instants and Sorceries, [do thing] can be "you may reveal this card from your hand. If you do, [do other thing]."
This is because some video games, like Chrono Trigger (my favourite), as well as the one I'd like to make for Experia, you can have characters perform special attacks together, making them more powerful in the process. "Co-op Tech" is thusly short for "Co-operative Technique." I initially called it "Dual Tech" in homage to Chrono Trigger, but then realized that the point of the mechanic was to be linear (get better the more of it you have), so limiting the number in the mechanic name didn't make sense.
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Post by Idea on Aug 27, 2023 22:34:59 GMT
These are just my two cents, but I do think with your set concept, it might not be in flavor to make color-based restrictions on mechanic distribution here, aside from maybe equipment. Levels, dungeons, and generally other RPG-ish mechanics really don't have a color-bound mechanical identity and are more of a universal process. I think you'd be better served binding colors to themes within those mechanics while the mechanics themselves are more evenly distributed.
As for your Co-Op Tech mechanic, it's an interesting idea, though I feel the flavor doesn't quite come through with the name and the effect. The restriction seems entirely alien to said flavor, muddying the waters. It's also probably got similar issues to the "splice into" cards, at least on the becoming repetitive side.
I would also throw in some additional mechanics for your consideration: Party and Experience counters.
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bardicknowledge
0/0 Germ
Posts: 14
Favorite Card: Fire Elemental (Revised Edition)
Favorite Set: Dragons of Tarkir
Color Alignment: White, Blue, Black
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Post by bardicknowledge on Aug 29, 2023 8:03:24 GMT
I did consider experience counters when first I thought to make the set, but I asked MaRo on Tumblr about if they would ever appear in a Premier Set and he said no, so I decided to leave them out. I did think about Party, but that didn't feel right to me, since there's six classes to this world (Martial, Magic, Artifice, Primal, Stealth, and Bardic), rather than four. I contemplated Class Enchantments, too, but the ones for Artificer and Bard that already exist don't quite meld with my version as I'd hoped.
The mechanics aren't actually bound to a specific colour, though some colours would be worse at certain ones than others (for example, White doesn't much care for conflict, so it probably won't have much non-creature interaction with Battles), I mostly split them up like that to create my ten themes.
I wouldn't mind if someone could come up with something better than what I currently have for Co-op Tech. I was casting around for a linear effect (gets better the more of it you have) and I wanted it tied to instants and sorceries, since the other card types have plenty of rep across the other mechanics. This was just the idea I came up with along those lines. The flavour I was attempting was "I target an enemy, then everyone else joins in on that attack."* One idea I had was to have a creature or enchantment that would let you target another creature with the triggering ability; at the moment all I can think of is the [do thing] being "you may target an additional permanent of the same kind," which just feels wonky.
* Now that I spell it out like that, I might change "permanent an opponent controls or protects" to just "creature an opponent controls," though I put in the "or protects" for when you target a Battle.
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Post by Idea on Aug 29, 2023 21:34:20 GMT
I wouldn't mind if someone could come up with something better than what I currently have for Co-op Tech. I was casting around for a linear effect (gets better the more of it you have) and I wanted it tied to instants and sorceries, since the other card types have plenty of rep across the other mechanics. This was just the idea I came up with along those lines. The flavour I was attempting was "I target an enemy, then everyone else joins in on that attack."* One idea I had was to have a creature or enchantment that would let you target another creature with the triggering ability; at the moment all I can think of is the [do thing] being "you may target an additional permanent of the same kind," which just feels wonky. * Now that I spell it out like that, I might change "permanent an opponent controls or protects" to just "creature an opponent controls," though I put in the "or protects" for when you target a Battle.
I think this kind of flavor might work, but probably not with that name. Something like "Coordinated Attack" or "Party Combat" might work better to give that reading, I feel.
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bardicknowledge
0/0 Germ
Posts: 14
Favorite Card: Fire Elemental (Revised Edition)
Favorite Set: Dragons of Tarkir
Color Alignment: White, Blue, Black
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Post by bardicknowledge on Aug 31, 2023 18:51:47 GMT
Okay, had some thoughts. I might try the name "Combo Attack" and make the wording "whenever you cast a spell or activate an ability target a single creature (or battle) an opponent controls (or protects), [do thing]."
That way, I can have one of them have the thing be to copy the spell or ability and have a new target, but the copy won't proc the ability, nor would triggered abilities.
The Battle text in parentheses is because I'm still wondering about including that. I feel like I should because Battles are a pretty key part of most RPGs, but I'm not sure if keeping tht would make it too wordy.
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Post by Idea on Aug 31, 2023 18:56:55 GMT
Okay, had some thoughts. I might try the name "Combo Attack" and make the wording "whenever you cast a spell or activate an ability target a single creature (or battle) an opponent controls (or protects), [do thing]." That way, I can have one of them have the thing be to copy the spell or ability and have a new target, but the copy won't proc the ability, nor would triggered abilities. The Battle text in parentheses is because I'm still wondering about including that. I feel like I should because Battles are a pretty key part of most RPGs, but I'm not sure if keeping tht would make it too wordy. I wonder. Are battles (thus far depicted as large scale, temporally-limited conflicts on a battlefield) really that big a part of the RPG experience? Conflicts seem to be more of a status quo sort of thing by my experience, with actual engagement usually relegated to fights of a few dozen people at most.
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bardicknowledge
0/0 Germ
Posts: 14
Favorite Card: Fire Elemental (Revised Edition)
Favorite Set: Dragons of Tarkir
Color Alignment: White, Blue, Black
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Post by bardicknowledge on Sept 2, 2023 7:03:38 GMT
Okay, had some thoughts. I might try the name "Combo Attack" and make the wording "whenever you cast a spell or activate an ability target a single creature (or battle) an opponent controls (or protects), [do thing]." That way, I can have one of them have the thing be to copy the spell or ability and have a new target, but the copy won't proc the ability, nor would triggered abilities. The Battle text in parentheses is because I'm still wondering about including that. I feel like I should because Battles are a pretty key part of most RPGs, but I'm not sure if keeping tht would make it too wordy. I wonder. Are battles (thus far depicted as large scale, temporally-limited conflicts on a battlefield) really that big a part of the RPG experience? Conflicts seem to be more of a status quo sort of thing by my experience, with actual engagement usually relegated to fights of a few dozen people at most. So far the only Battles we've seen have been the thirty six Sieges in MOM, so we don't know if they'll all be like that. This would be another reason to include Encounters as a new subtype to represent the random encounters that happen in most video game RPGs.
That being said, I can think of a good number of RPGs with large scale conflicts happening in them. A few are Final Fantasy (II, IV, V, VI, VII, VIII, IX, and X, at least), Chrono Trigger and Chrono Cross have wars in the background... So even the big stuff can work in a lot of RPGs, since they're meant to be in worlds with nations and nations fight on occasion.
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Post by Idea on Sept 2, 2023 7:50:12 GMT
I wonder. Are battles (thus far depicted as large scale, temporally-limited conflicts on a battlefield) really that big a part of the RPG experience? Conflicts seem to be more of a status quo sort of thing by my experience, with actual engagement usually relegated to fights of a few dozen people at most. So far the only Battles we've seen have been the thirty six Sieges in MOM, so we don't know if they'll all be like that. This would be another reason to include Encounters as a new subtype to represent the random encounters that happen in most video game RPGs. That being said, I can think of a good number of RPGs with large scale conflicts happening in them. A few are Final Fantasy (II, IV, V, VI, VII, VIII, IX, and X, at least), Chrono Trigger and Chrono Cross have wars in the background... So even the big stuff can work in a lot of RPGs, since they're meant to be in worlds with nations and nations fight on occasion.
I mean that's background though, not direct player involvement in large-scale conflict. Admittedly I haven't played those games, so I could be wrong, but I do think if it is true that's background it probably wouldn't justify putting them in a set like this I don't think, as every other mechanic is working with the player perspective with RPG elements. It seems like a break in both mechanical and flavor terms. That being said, it's your set, so you do as you prefer, as I said before these are just my two cents, feel free to take or ignore them of course.
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bardicknowledge
0/0 Germ
Posts: 14
Favorite Card: Fire Elemental (Revised Edition)
Favorite Set: Dragons of Tarkir
Color Alignment: White, Blue, Black
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Post by bardicknowledge on Sept 2, 2023 17:57:33 GMT
I realize that the order made things unclear, but the "in the background" was specifically for the Chrono games.
FFII and FFVI both have the main characters join a rebellion against a tyrannical empire, large scale conflicts included. FFIV and FFV both have castle sieges that the player characters participate in, the former as the defenders and the latter as assailants. I'd go on, but I think you get it.
So, moving on from that, what about the size of the set and rarity distribution? Do you think 101, 80, 60, 20 (size 261) is a good size/ratio, or should one of them be smaller and shrink the size of the set down some? The MSE2 set skeleton defaults it to 101, 80, 53, 15 (size 249), but that feels a little off to me for some reason I can't grasp.
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Post by Idea on Sept 2, 2023 18:18:22 GMT
I'm afraid while I have some sets I am working on, I don't have enough experience to be able to tell you definitely whether I think the ratio should be more like or more like that. There's a lot of factors to consider such as how frequently you want certain things to show up, certain cards that should only appear at certain rarity, the phenomenon where uncommon gets a lot more cards because both rares and commons tend to be pushed to uncommon during design among other things. I know this is vague, but first try to make some cards for the set and start thinking about what you'd like to see and what cards and strategies would need in order to function - try especially to think in terms of limited, as individual cards will matter more for constructed formats, whereas overall set structure matters more for limited.
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bardicknowledge
0/0 Germ
Posts: 14
Favorite Card: Fire Elemental (Revised Edition)
Favorite Set: Dragons of Tarkir
Color Alignment: White, Blue, Black
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Post by bardicknowledge on Sept 3, 2023 1:53:04 GMT
Thanks for the advice. I'll start with things at this size (261), then see how it feels once it gets more populated.
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