Something we haven't done yet...

Started by FlickerYourOwnIdentity, March 19, 2013, 12:46:26 AM

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Dudecore

Rewarding creature types rewards creature combat, and also - what if those types don't turn out well? How about as a simple exercise, you know - to get it out of the way - you make the first set in the block something easy? All 5 colors, simple mechanics and simple cards.

We can get into more complex color philosophy and what makes the game enjoyable - and what makes a "good" card after the first set?

FlickerYourOwnIdentity

Quote from: Dudecore on March 19, 2013, 10:52:30 PM
Rewarding creature types rewards creature combat, and also - what if those types don't turn out well? How about as a simple exercise, you know - to get it out of the way - you make the first set in the block something easy? All 5 colors, simple mechanics and simple cards.

We can get into more complex color philosophy and what makes the game enjoyable - and what makes a "good" card after the first set?
So do we keep the perfect blend between progress, and nature, or do we have just the first set that sets clear boundaries, then they begin to blend together overtime?

Dudecore

Use Mark Rosewater's Design Skeleton. (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/78)

Remember complexity at each rarity spot (you wouldn't want any confusing mechanics at common), follow basic color philosophy and figure out how many of which card.

Naming, mana cost, abilities and everything else comes AFTER this skeleton has been assembled.

I'd establish the world, establish a feel for that world, and then gradually introduce the design complexity in set number 2. I think only evergreen mechanics (Deathtouch, Defender, Double strike, Enchant, Equip, Fight, First strike, Flash, Flying, Haste, Hexproof, Intimidate, Landwalk, Lifelink, Protection, Regeneration, Reach, Trample, Vigilance) should be used in the first set as well.

All-Mana Mania

Volshaz
3 {U} 3 colorless
Creature - Volshaz

Hexproof

Volshaz id indestructible

Whenver Volshaz deals combat damage, you may tap 2 {B}. If you do, destroy target creature, it cant be regenerated.

2/2

Mikefrompluto

Woah. Seven pages to read through since last time I checked. This got huge pretty fast.

Dudecore

Quote from: All-Mana Mania on March 19, 2013, 10:59:36 PM
Volshaz
3 {U} 3 colorless
Creature - Volshaz

Hexproof

Volshaz id indestructible

Whenver Volshaz deals combat damage, you may tap 2 {B}. If you do, destroy target creature, it cant be regenerated.

2/2

That isn't exactly the idea. It would be more like.

"Whenever Volshaz deals combat damage to a player, you may pay {2}{U}. If you do, return target creature to it's owners hand. If {B} was used to activate this ability, destroy it instead."

Birdbrain

Quote from: Dudecore on March 19, 2013, 10:52:30 PM
Rewarding creature types rewards creature combat, and also - what if those types don't turn out well? How about as a simple exercise, you know - to get it out of the way - you make the first set in the block something easy? All 5 colors, simple mechanics and simple cards.

We can get into more complex color philosophy and what makes the game enjoyable - and what makes a "good" card after the first set?
theres more design space than creature combat. You could do something like

{R}{R}

Deal X damage to target creature or player were X is the number of creature types you control.

Or
{U}{2}
Draw X cards were X is the number of creature types you control

All-Mana Mania

Quote from: Dudecore on March 19, 2013, 11:06:25 PM
Quote from: All-Mana Mania on March 19, 2013, 10:59:36 PM
Volshaz
3 {U} 3 colorless
Creature - Volshaz

Hexproof

Volshaz id indestructible

Whenver Volshaz deals combat damage, you may tap 2 {B}. If you do, destroy target creature, it cant be regenerated.

2/2

That isn't exactly the idea. It would be more like.

"Whenever Volshaz deals combat damage to a player, you may pay {2}{U}. If you do, return target creature to it's owners hand. If {B} was used to activate this ability, destroy it instead."


Ok i get it now. Seems cool. And im gonna use the skeleton thing too

Kaleo42

Quote from: All-Mana Mania on March 19, 2013, 10:13:41 PM
Yea so how about designers right now are:
DC
BirdBrain
All-Mana Mania
Looks like Ive been voted out then. As far as card design goes a firm grasp of the rules and reasons behind them is very necessary which is the gap I fill in the "team" though this is meant to be a community project.

izik99

Not to be pushy, but does anyone have any thoughts or ideas about my post?

Basically I just suggested that the if _ was spent be only with enemy colors to show a sense of balance between nature and development.

Birdbrain

Quote from: Kaleo42 on March 19, 2013, 11:08:40 PM
Quote from: All-Mana Mania on March 19, 2013, 10:13:41 PM
Yea so how about designers right now are:
DC
BirdBrain
All-Mana Mania
Looks like Ive been voted out then. As far as card design goes a firm grasp of the rules and reasons behind them is very necessary which is the gap I fill in the "team" though this is meant to be a community project.
i vote your a designer too

Quote from: izik99 on March 19, 2013, 11:10:05 PM
Not to be pushy, but does anyone have any thoughts or ideas about my post?

Basically I just suggested that the if _ was spent be only with enemy colors to show a sense of balance between nature and development.
sounds cool

All-Mana Mania

Quote from: Kaleo42 on March 19, 2013, 11:08:40 PM
Quote from: All-Mana Mania on March 19, 2013, 10:13:41 PM
Yea so how about designers right now are:
DC
BirdBrain
All-Mana Mania
Looks like Ive been voted out then. As far as card design goes a firm grasp of the rules and reasons behind them is very necessary which is the gap I fill in the "team" though this is meant to be a community project.


No man, totally forgot you lol. You are one too kaleo!!!!

Birdbrain

Quote from: Dudecore on March 19, 2013, 10:57:18 PM
Use Mark Rosewater's Design Skeleton. (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/78)

Remember complexity at each rarity spot (you wouldn't want any confusing mechanics at common), follow basic color philosophy and figure out how many of which card.

Naming, mana cost, abilities and everything else comes AFTER this skeleton has been assembled.

I'd establish the world, establish a feel for that world, and then gradually introduce the design complexity in set number 2. I think only evergreen mechanics (Deathtouch, Defender, Double strike, Enchant, Equip, Fight, First strike, Flash, Flying, Haste, Hexproof, Intimidate, Landwalk, Lifelink, Protection, Regeneration, Reach, Trample, Vigilance) should be used in the first set as well.
i see what your saying. Sounds logical

Dudecore

Kaleo can take my spot on the design board.

Also - instead of designing a simple world. Start with commons first. Common restrictions are - Only evergreen mechanics. Once the set mechanics are fleshes out more we can introduce those in the uncommon and higher rarity.

@Birdbrain - having creatures doesn't play into blue or blacks identity too much. They're more controlling types, their cards should attempt to reflect that somewhat.

izik99

I may not be experienced enough to be a main designer/developer, but people can pm once theyre finished cards and I'll input them into a set editor.