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Author Topic: M:TG Roleplaying Group  (Read 4017 times)

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Offline Saerrael

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Re: M:TG Roleplaying Group
« Reply #25 on: April 24, 2010, 10:29:28 PM »
For the creatures, the token idea is neat, though I'm just as amused by the idea of each summoning being somewhat spontaneous. When the planeswalker calls upon the titanic energies of two volcanoes and rips open a portal between universes, Gozzik the Goblin is actually bodily dragged from his lazy shift on sentry duty to fend off the attacks of a ravenous ghoul. When 'killed', Gozzik would vanish and reappear back home, no worse for the wear minus a miserable headache and severely confused as to what just happened.

We should be the Planeswalkers themselves, as described in the original MtG manuals...the Planeswalker cards are mostly combo gimmicks anyways.

That's what I mean. More story and less system. ;)

Online Latooni Subota

Re: M:TG Roleplaying Group
« Reply #26 on: April 24, 2010, 10:31:40 PM »
Still keeping the system (minus my changes I mentioned) in place, makes sure that there is less bickering, I'd think. As well as making a definitive marker of "I WIN!".

Also, Infinite/Extra Turn Combos should be banned for annoyance's sake. Just sayin'. ;)

Edit: Oh, lol. I see what you meant Saerra. I thought you were disagreeing with my ideas for some reason. I must be hungry.

Online TheGlyphstone

Re: M:TG Roleplaying Group
« Reply #27 on: April 24, 2010, 10:32:41 PM »
While we're discussing it, I would like to suggest that whether we use systematic duel rules, or play it freeform, that we abide by gentleman/woman/other's agreements as to general content. No ripping Grand Tour-winning decklists off the net, turn-one win combos, or infinite loops. Calling forth goblins, fire elementals, and capping it off with a Dragon Tyrant is okay - coincidentally having four Rites of Flame and quadruple-casting Bogardan Hellkite on turn one isn't. >:(

Offline Vandren

Re: M:TG Roleplaying Group
« Reply #28 on: April 24, 2010, 10:35:14 PM »
There's a part of me that wishes some of the aforementioned cards made sense . . . there's another part that's glad I got out of the game back in '96, even if I do still have my R/G/Bl/B deck lying around.

Offline bluemoon

Re: M:TG Roleplaying Group
« Reply #29 on: April 24, 2010, 10:35:46 PM »
As I stated in the SB, totally interested.

I'd say we should have a set amount of mana, and only so many different creatures we each can summon, only so many artifacts, and only so many spells and instants. Maybe limit it to one spell per turn, even? What I'm suggesting is having it so we can summon probably 5 or so different creatures (but can summon more than one of those creature, etc) and 7 different instants, 10 different spells...I'm not saying those should be the number, just how I think it should be set up. If you ever played the Magic game for Xbox(yes I know it's nothing like the actual card game) you play as a planeswalker on a field against another planeswalker and slowly generate mana, and have a few spells you can choose to summon as many times as you want, so long as you have the mana to summon them. And I got the one spell per turn idea from playing a type of chaos magic where everyone draws from the same deck(very LARGE deck) and has infinite mana, but can only play one spell a turn. These are just a couple of *my* ideas.

Offline Ex68471

Re: M:TG Roleplaying Group
« Reply #30 on: April 24, 2010, 10:36:45 PM »
All right, Planeswalkers as summonable a no-no. Understood.

And the mana tokens, quick question. After each turn, are they just charged up one more notch?

Also, I'm gonna have to dig out some of my old decks and run some of my more vicious combos by you guys to see if I need to exclude them, because a lot of my decks were made to exploit one-turn KO's and infinite/repeating turns... :P

Online Latooni Subota

Re: M:TG Roleplaying Group
« Reply #31 on: April 24, 2010, 10:37:18 PM »
Agreed. This is why posting Deck layouts could help, as well. :3

Well, at least whatever your current deck is :)

Bluemoon: it has possibilities. I like my original set-up, but lets see what others think about it. :3


EDIT: As for infinite mana, I'd say NO. I like my X-Burn spells thank you very much, and that would make them broken.

Maybe a slowly rising cap of Mana up to the chosen maximum. Turn one you can use 1 of your chosen mana. Turn 2 you can use that and one more. And the mana you've spent refills after every turn?
« Last Edit: April 24, 2010, 10:39:47 PM by Latooni Subota »

Offline Saerrael

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Re: M:TG Roleplaying Group
« Reply #32 on: April 24, 2010, 10:40:44 PM »
All right, Planeswalkers as summonable a no-no. Understood.

And the mana tokens, quick question. After each turn, are they just charged up one more notch?

Also, I'm gonna have to dig out some of my old decks and run some of my more vicious combos by you guys to see if I need to exclude them, because a lot of my decks were made to exploit one-turn KO's and infinite/repeating turns... :P

*had infinite life gen/ life sac/ player burn deck* >.> Waaaay back when, though.

Offline bluemoon

Re: M:TG Roleplaying Group
« Reply #33 on: April 24, 2010, 10:41:20 PM »
Your set up just seems complicated to me is all. The other way would just simplify a lot of things, in my opinion. I just think keeping track of 20 or so spells(including creatures, summoning creatures is considered playing a spell) or so would be easier than keeping track of 40 + in deck form no less.

Offline GryphonCompanion

Re: M:TG Roleplaying Group
« Reply #34 on: April 24, 2010, 10:42:16 PM »
I don't think we should limit the number of each card type available, but the total number. Because I know some decks are instant heavy. Others are creature heavy. Others are very artifact heavy. Et cetera.

And to limiting the decks from Nationals winners, I semi-like the idea. This could also broaden to top 8, top 16, whatever. That part I do not like. Because I like me some Astral Slide decks from back in the Onslaught block with Invasion block cards. (I played MtGO when it first came out. Good memories ^_^.) That's my only qualm with that.

Online Latooni Subota

Re: M:TG Roleplaying Group
« Reply #35 on: April 24, 2010, 10:42:57 PM »
Bluemoon: I don't think you understand. What you just suggested is my suggestion, with slightly less Spells in it. O.o

Edit: Well, except for the mana thing. :3
« Last Edit: April 24, 2010, 10:44:09 PM by Latooni Subota »

Offline bluemoon

Re: M:TG Roleplaying Group
« Reply #36 on: April 24, 2010, 10:45:37 PM »
I just suck at explaining my idea is all...it's not the same...not quite...it is similar in some ways...but I just suck at explaining...

Online Latooni Subota

Re: M:TG Roleplaying Group
« Reply #37 on: April 24, 2010, 10:47:06 PM »
Well, it also hurts that my ideas aren't organized that well either. Maybe someone can write a more-organized bulletpoint of them? Getting hungrier, and finding it harder to think like a smartypants

Offline Saerrael

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Re: M:TG Roleplaying Group
« Reply #38 on: April 24, 2010, 10:51:11 PM »
I think I'm just going to let this fester for a while and see not only what springs to mind but also what happens to this thread in the meantime.

Online Latooni Subota

Re: M:TG Roleplaying Group
« Reply #39 on: April 24, 2010, 10:55:30 PM »
As for me, I have yet to have dinner and it's getting late, so i'm gonna step out of the house for twenty-ish minutes and grab some. Be back later, hopefully with more ideas.

Offline RemecTopic starter

Re: M:TG Roleplaying Group
« Reply #40 on: April 24, 2010, 10:58:44 PM »
I think I'm just going to let this fester for a while and see not only what springs to mind but also what happens to this thread in the meantime.

Indeed, I'm actually going to have to turn in soon...was up way late yesterday and will come see what has been worked out or suggested in the mornng.

Apologies to anyone who might have wanted to start right now (unless you get it worked out, in which case I will join you tomorrow some time)


 8-)

Online TheGlyphstone

Re: M:TG Roleplaying Group
« Reply #41 on: April 24, 2010, 10:59:55 PM »
Likewise, I'm turning in for the night. I'm still advocating a freeform approach, more like RPing in the MtG cosmology with frequent duels between players, but at least a minimalist structure will probably be necessary.

Offline Saerrael

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Re: M:TG Roleplaying Group
« Reply #42 on: April 24, 2010, 11:00:48 PM »
Indeed, I'm actually going to have to turn in soon...was up way late yesterday and will come see what has been worked out or suggested in the mornng.

Apologies to anyone who might have wanted to start right now (unless you get it worked out, in which case I will join you tomorrow some time)


 8-)

Could let everyone fight over who the heck will GM this >:)

Anyway, have a good night's rest, doll. See you another night, I'm sure.

*votes for free form as well*

Offline Ex68471

Re: M:TG Roleplaying Group
« Reply #43 on: April 24, 2010, 11:01:54 PM »
Glad to know I'm not the only one having to go right now. I'll definitely check in on this tomorrow.

Offline alxnjsh

Re: M:TG Roleplaying Group
« Reply #44 on: April 25, 2010, 10:05:20 AM »
Oh my, I think I just had an e-gasm. I would love to join. I'd especially be interested in black or blue/black. I really wouldn't mind playing dark or evil.

I created a freeform story-based game a couple of years ago based on MTG. It was play by email (PBEM).  I even have a map and have drawn up the lands.

In the game I created Planeswalkers were Oracles that cared only a little for the world and were more sought out to answer questions. I tried to limit god-modding.

Are you considering it adult sexual or just adult violence?
« Last Edit: April 25, 2010, 12:02:33 PM by alxnjsh »

Online Latooni Subota

Re: M:TG Roleplaying Group
« Reply #45 on: April 25, 2010, 01:27:32 PM »
alxnjsh: Nice map! I approve. :)

I think that we're closer to adult sexual (since that's half the fun) at least after the battles. In fact, after waking up from a particularly . . invigorating dream on the subject, I had a few ideas about the After Phase.

So you've beaten your opponent, and have them fairly helpless at your feat. Not counting those pervy Planeswalkers out there, why wouldn't you want to just kill them, or even let them go without doing anything? Power, that's why. With their magical power depleted, the only resistance they have left is their mental and emotional fortitude. By having your way with them (Via yourself, your creatures, maybe even gender tweaking magic if that's your thing.) you weaken those final barriers just enough to steal a fragment of their power, which you wouldn't be able to acquire if you killed them.

Assuming we go with the idea that everyone has one Block to start with, the fun-time after the actual battle allows you access to one Set from the enemy's Block after you weaken them enough to steal a bit of their power. I say 'steal', but I don't mean the enemy can't use that Set that you choose (Or maybe randomly gets chosen via a quick diceroll?).

Comments, concerns, etc? I'll see if I can write up a little bullet-point thing on issues to be decided on later, since I might be going to the movies pretty soon.

Offline alxnjsh

Re: M:TG Roleplaying Group
« Reply #46 on: April 25, 2010, 02:43:06 PM »
Hmmm...I'm not sure I understand the "Block" and all that. I also wonder how do you make a cohesive story if it's mainly battling and stuff. This was the main page for the game I created, just as an FYI:

Amaranthine is a fantasy based play by email (pbem) that takes place in the court of the royal Amaranthine Dynasty based on Magic: The Gathering. The Amaranthine family has been the appointed body serving as arbiter over the world of Dominaria for a millennium. They work to bring the disparate peoples of the four major lands (Kjeldoran Plains - white, Anabian Mountains - red, Verduran Woodlands - green, and Union of Merchant States - blue) together for common ground, common good.

There will be day to day dealings within the court. The one plotline that binds all characters together is the Amaranthine court. Your character may be a trader, royal family member, soldier, wizard, elf, alchemist...anything you want...from one of the four major lands of Dominaria.

Occasionally the Amaranthine family will require assistance to quest for a designated purpose - investigate the loss of communication from Benal, escort a Sister of the Flame back to her keep, settle a dispute over the Halls of Mist - and a group of writers will join the quest.

Free writes will occur in between quests. These times allow for character development. Typically they occur within the Neutral Lands and the court rather than one of the four major lands. Travel is quite slow by feet or horse!


In this venue we were the various cards rather than wizards - Rangers, Merfolk, etc. However, you could also make it so that it is based on wizards - like the M:TG books (if you have read them).

Offline bluemoon

Re: M:TG Roleplaying Group
« Reply #47 on: April 25, 2010, 02:55:09 PM »
The idea was that we would be the plainswalkers, summoning creatures to do our bidding.

Offline alxnjsh

Re: M:TG Roleplaying Group
« Reply #48 on: April 25, 2010, 03:07:10 PM »
The idea was that we would be the plainswalkers, summoning creatures to do our bidding.

Gotcha! Makes sense.

Online Latooni Subota

Re: M:TG Roleplaying Group
« Reply #49 on: April 25, 2010, 06:04:50 PM »
Well obviously, at the moment this is more . . . setting up a fair/whatever framework to deal with battles between Planeswalkers, rather than setting up an overarching plot/storyline atm. The latter should be done, of course, but I like having something crunchy to work with before building the fluffy parts. Rules are my comfort zone, and they limit my inner-munchkin/urge to argue about silly things! :D

I foresee no problems with setting up short-term storylines (Example: The MTG book 'Arena' would be a great way to playtest everything while still keeping delicious plot . . or something like it.). A group of young (power scale, not necessarily age) Planeswalkers gathering together to take part in some kind of extradimensional tournament, in order to win some epic prize. Insert whatever is running the tournament to instigate shenanigans, rivalries, and some delicious mystery to the mix. So many choices of things to do!

alxnjsh: By Block, I mean the grouping of sets of cards as they were released. Example, the Rath Cycle or Tempest Block, which consists of the three sets Tempest, Stronghold, and Exodus.

Example2: Lorwyn Block, which consists of the two sets Lorwyn and Morningtide.