Something we haven't done yet...

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

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FlickerYourOwnIdentity

Ok how about this.

In the first set, the nature is divided into several clans.

Regardless the outcome of the p vs n fight, nature will be wounded.  All the clans search for help, so they merge clans to become more powerful.

Divergence is used for division.
Eco-Bound is power among unity.

So wouldnt it be natural for set 1 to have Divergence for it's division, and would set 2 have eco-bound for unity.

Birdbrain

Quote from: FlickerYourOwnIdentity on March 25, 2013, 12:00:15 PM
Ok how about this.

In the first set, the nature is divided into several clans.

Regardless the outcome of the p vs n fight, nature will be wounded.  All the clans search for help, so they merge clans to become more powerful.

Divergence is used for division.
Eco-Bound is power among unity.

So wouldnt it be natural for set 1 to have Divergence for it's division, and would set 2 have eco-bound for unity.
i like that idea

Iandtormentor

Quote from: FlickerYourOwnIdentity on March 25, 2013, 12:00:15 PM
Ok how about this.

In the first set, the nature is divided into several clans.

Regardless the outcome of the p vs n fight, nature will be wounded.  All the clans search for help, so they merge clans to become more powerful.

Divergence is used for division.
Eco-Bound is power among unity.

So wouldnt it be natural for set 1 to have Divergence for it's division, and would set 2 have eco-bound for unity.

What about progress?

Birdbrain

I don't like the clans idea. Though if we do use it I like the idea. Just to clarify

Kaleo42

This is dangerous territory. Working from a creature type into card creation is a recipe for guilds a low diversity. I instead encourage you to think of mechanics, philosophies, and then cards. Only after you have the basis of the card should the creature type be given. In most cases this process will help you better form the creatures of the plane and assign appropriate effects to their creatures

Birdbrain

Quote from: Kaleo42 on March 25, 2013, 02:16:19 PM
This is dangerous territory. Working from a creature type into card creation is a recipe for guilds a low diversity. I instead encourage you to think of mechanics, philosophies, and then cards. Only after you have the basis of the card should the creature type be given. In most cases this process will help you better form the creatures of the plane and assign appropriate effects to their creatures
i felt this, but didnt know how to put it into words. +1

Birdbrain


Dudecore

R&D splits up everyone's role pretty well.

Design - creates a theme (not story), fill out the skeleton and create mechanics. They also make such that the color pie is abided by when they look at the file from creative.

Development - gives cost to the creatures, play tests and fill in holes.

Creative - names the creatures, gives them creature types, and outsource flavor text.

Rules - make such everything is legal within the rules the entire time.


Birdbrain

Quote from: Dudecore on March 25, 2013, 04:15:06 PM
R&D splits up everyone's role pretty well.

Design - creates a theme (not story), fill out the skeleton and create mechanics. They also make such that the color pie is abided by when they look at the file from creative.

Development - gives cost to the creatures, play tests and fill in holes.

Creative - names the creatures, gives them creature types, and outsource flavor text.

Rules - make such everything is legal within the rules the entire time.
ok then. Who do you think should do what?

Dudecore

Quote from: Birdbrain on March 25, 2013, 04:19:18 PM
Quote from: Dudecore on March 25, 2013, 04:15:06 PM
R&D splits up everyone's role pretty well.

Design - creates a theme (not story), fill out the skeleton and create mechanics. They also make such that the color pie is abided by when they look at the file from creative.

Development - gives cost to the creatures, play tests and fill in holes.

Creative - names the creatures, gives them creature types, and outsource flavor text.

Rules - make such everything is legal within the rules the entire time.
ok then. Who do you think should do what?

Everyone. Just step by step. Settle on mechanics (like we're doing now), fill out a skeleton (like All-Mana Mania already started for commons). Then send it over to development so we can start costing creatures and giving the uncommon+ some of the keywords.

Development is mostly pro players from all different playstyles. People who play standard, limited, some legacy guys and modern players. No developer wants to see insanely good cards enter the format because it unbalances it.

Birdbrain

Dudecore, I think you should be part of the rules people

Dudecore

Quote from: Birdbrain on March 25, 2013, 04:30:45 PM
Dudecore, I think you should be part of the rules people

That is a joke right? I stink at the rules, I just have a working knowledge of how they work. I'd probably be a pro player if I knew everything about the rules.

Keyeto

Quote from: Dudecore on March 25, 2013, 05:01:42 PM
Quote from: Birdbrain on March 25, 2013, 04:30:45 PM
Dudecore, I think you should be part of the rules people

That is a joke right? I stink at the rules, I just have a working knowledge of how they work. I'd probably be a pro player if I knew everything about the rules.
Hey now, I've seen you work your way around a rules question or two 😏
If DC doesn't want to do it, feel free to let me know (when the time comes) if you want me to look over cards for conflicting effect/synergies with the rules.

FlickerYourOwnIdentity

Card designs everyone though (of course). 

I feel like im half creative, half development.  We could playtest (when we get there) on skype. 

Plus people love it when I give them flavor text for some cards.

ntheawsome

I can do rules. I cat remember the comprehensive list, but I have a good gut feeling.