Let me preface this post by saying that I in no way mean to knock the WPLs of the current MTG: RPG by even suggesting this idea. I is simply an idea that I have had rolling around in my head since the spoilers for RTR have started. If this idea does come to pass it won't even get started until we have all of the cards from 'Sinker' AKA the last set in RTR block. Now on to the idea:
This game would be set on Ravnica. Players would have to choose which Guild they would like to enter or choose to be Guildless. Your Satchel would be allowed to be dual colored from the start if you are in a guild, but only one if you choose to be Guildless. The two Ravnica blocks and the M20XX core sets would be where you may choose your starting spells from under the same formula as the regular game. Your contact will lead you into the Guild and/or into the streets of Ravnica, provide you will your quests and you spells as you level up.
Leveling will be different here. When you choose a quest to go on there will be a number next to it; this number is how much guaranteed experience that you will gain by completing the quest. Within the quest the uncontrolled creatures that you face will provide you 1 exp. for each point in there P/T and 2 exp. for each ability that they have. When you encounter another Mage in combat will will get a base of 2 exp. plus .25 exp. for each common they use, .5 for each uncommon, .75 for each rare, and 1 exp. for each mythic. Here is the breakdown of the level/exp.:
Level/ Experience
1/ 0-49
2/ 50-149
3/ 150-299
4/ 300-499
5/ 500-749
6/ 750-1049
7/ 1050-1399
8/ 1400-1799
9/ 1800-2249
10/ 2250-2750
And so on...
Your starting character may control up to 10 lands at one time; this number goes up by 2 every level. Your starting character may cast three spells a turn cycle with no problems; however if you wish to cast more you may but with a % chance of failure. This number goes up by 1 every level. For every spell cast beyond that number you must roll a 100 sided die. For the 1st spell past on a 1-25 the spell fizzles otherwise is casts as normal. 2nd spell past, on a 1-50 the spell fizzles. 3rd spells past, on a 1-75 the spell fizzles. 4th and on, 1-99 the spell fizzles.
As you level you will gain 5 Satchel points per level. Spending these points follows the same formula as your starting points, with mythics costing 1 full point per spell. These points may spent when when you have a chance get in touch with you contact.
On to being in a Guild vs. being Guildless. The obvious advantage of being a part of a Guild is that you start out with two colors, but there is a downside. Being in a guild means that you can only use those two colors [and only dabble in other colors, more below] and you may not choose spells that have another Guild's name or keywords. Those without a Guild may mix and match these things, they may also use all five colors as they level, at the rate of 1 color per two levels. So at level 4 someone who is Guildless may use 3 colors.
Those in Guilds may dabble in other colors. By dabble I mean hold a max of 5 one-of of spells that are not in there Guilds colors. Gaining these spells [for Guildies] and spells from other planes is what Gold is for. Gold will be a very limited commodity. You will be paid by your Guild/ Contact a small fee for each quest that you complete, this number will be equal to the amount of exp. that you are guaranteed. These will be black market kind of deals.
Planeswalkers will be seen from time to time and may even be contacts that you run into. You as well have a chance of being a 'walker. When you start I will as for a roll on a 100 sided dice and based on a chart, which I will not share until after rolls are made, you may or may not have the potential to become a 'walker.
Weapons will be going back to just being 1/0 defensive weapons. You will no longer be able to stab your own creature and use the weapon as a sac outlet. You cannot upgrade the weapon and there will be no weapons shops to buy a better one at [even if they are overpriced].
Like I said when I started writing this, I don't know if it is even going to happen, this is simply an idea. If it does end up coming to pass, I would to find someone who is like minded story-wise so that we can make a coherent story that doesn't need to be re-conned to hell and back. However if it does happen and does end up just being me I will limit entry.
I think that that about covers it, otherwise the rules are the same as the original's [Rules list and Announcements]. I am looking for suggestions, comments other than 'this looks cool', but the creative kind are welcome.
This game would be set on Ravnica. Players would have to choose which Guild they would like to enter or choose to be Guildless. Your Satchel would be allowed to be dual colored from the start if you are in a guild, but only one if you choose to be Guildless. The two Ravnica blocks and the M20XX core sets would be where you may choose your starting spells from under the same formula as the regular game. Your contact will lead you into the Guild and/or into the streets of Ravnica, provide you will your quests and you spells as you level up.
Leveling will be different here. When you choose a quest to go on there will be a number next to it; this number is how much guaranteed experience that you will gain by completing the quest. Within the quest the uncontrolled creatures that you face will provide you 1 exp. for each point in there P/T and 2 exp. for each ability that they have. When you encounter another Mage in combat will will get a base of 2 exp. plus .25 exp. for each common they use, .5 for each uncommon, .75 for each rare, and 1 exp. for each mythic. Here is the breakdown of the level/exp.:
And so on...
Your starting character may control up to 10 lands at one time; this number goes up by 2 every level. Your starting character may cast three spells a turn cycle with no problems; however if you wish to cast more you may but with a % chance of failure. This number goes up by 1 every level. For every spell cast beyond that number you must roll a 100 sided die. For the 1st spell past on a 1-25 the spell fizzles otherwise is casts as normal. 2nd spell past, on a 1-50 the spell fizzles. 3rd spells past, on a 1-75 the spell fizzles. 4th and on, 1-99 the spell fizzles.
As you level you will gain 5 Satchel points per level. Spending these points follows the same formula as your starting points, with mythics costing 1 full point per spell. These points may spent when when you have a chance get in touch with you contact.
On to being in a Guild vs. being Guildless. The obvious advantage of being a part of a Guild is that you start out with two colors, but there is a downside. Being in a guild means that you can only use those two colors [and only dabble in other colors, more below] and you may not choose spells that have another Guild's name or keywords. Those without a Guild may mix and match these things, they may also use all five colors as they level, at the rate of 1 color per two levels. So at level 4 someone who is Guildless may use 3 colors.
Those in Guilds may dabble in other colors. By dabble I mean hold a max of 5 one-of of spells that are not in there Guilds colors. Gaining these spells [for Guildies] and spells from other planes is what Gold is for. Gold will be a very limited commodity. You will be paid by your Guild/ Contact a small fee for each quest that you complete, this number will be equal to the amount of exp. that you are guaranteed. These will be black market kind of deals.
Planeswalkers will be seen from time to time and may even be contacts that you run into. You as well have a chance of being a 'walker. When you start I will as for a roll on a 100 sided dice and based on a chart, which I will not share until after rolls are made, you may or may not have the potential to become a 'walker.
Weapons will be going back to just being 1/0 defensive weapons. You will no longer be able to stab your own creature and use the weapon as a sac outlet. You cannot upgrade the weapon and there will be no weapons shops to buy a better one at [even if they are overpriced].
Like I said when I started writing this, I don't know if it is even going to happen, this is simply an idea. If it does end up coming to pass, I would to find someone who is like minded story-wise so that we can make a coherent story that doesn't need to be re-conned to hell and back. However if it does happen and does end up just being me I will limit entry.
I think that that about covers it, otherwise the rules are the same as the original's [Rules list and Announcements]. I am looking for suggestions, comments other than 'this looks cool', but the creative kind are welcome.
http://wiki.mtgsalvation.com/article/Category:Ravnica
Color-Pie [MaRo]
http://wizards.com/magic/magazine/features.aspx?tag=color%20pie
Planeswalker's Guide
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/feature/225
Behind the Black Sun [Orzhov]
The Hard Sell [Dimir]
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/239
Bilagru Will Come for You [Orzhov]
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/238
Fblthp [Azorius]
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/236
Experiment One [Simic]
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/235
The Guild of Deals [Orzhov]
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/234
The Burying [Gruul - Domri Rade]
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/232
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/ur/237
The Greater Good [Boros - Gideon]
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/233
The Seven Bells [Izzet]
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/220
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/221
Souls of the Azorius
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/1095
The Azorius Ten Most Wanted
http://wizards.com/magic/magazine/article.aspx?x=mtg/daily/ur/219
The Great Concourse [Selesnya - Trostani]
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/218
Slaughter Games [Rakdos]
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/217
In Praise of the Worldsoul [Selesnya]
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/214
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/215
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/216
Gruul Ingenuity [Ties to In Praise of the Worldsoul]
https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/228
The Shadows of Prahv [Azorius/Golgari - Vraska]
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/210
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/211
The Absolution of the Guildpact [Boros?]
https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/230
Krenko, Mob Boss
http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/204
Persistence of Memory [Dimir]
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/ur/231
The Fathom Edict [Simic]
https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ur/229
Ravnica Style Guide
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/feature/214a Return to Ravnica
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/feature/231b Gatecrash
http://www.ainokostudios.com/concept/WOTC%20styleguide-resized/WOTC.html
http://www.ainokostudios.com/concept/WOTC%20styleguide-resized/WOTC_2.html
http://www.ainokostudios.com/concept/WOTC_RAVNICA%20styleguide/WOTC_Ravnica.html
http://www.wizards.com/magic/magazin...com/arcana/944 Dimir
http://www.wizards.com/Magic/Magazin...com/arcana/936 Golgari
http://www.wizards.com/magic/magazin...com/arcana/919 Selesnya
http://www.wizards.com/Magic/Magazin...com/arcana/985 Boros
http://www.wizards.com/Magic/Magazin...com/arcana/915 Saprolings
http://www.wizards.com/magic/magazin...om/arcana/1158 Azorius
http://www.wizards.com/Magic/Magazin...om/arcana/1141 Rakdos
http://www.wizards.com/magic/magazin...om/arcana/1090 Simic
http://www.wizards.com/Magic/Magazin...om/arcana/1005 Gruul
http://www.wizards.com/magic/magazin...om/arcana/1025 Izzet
http://www.wizards.com/Magic/Magazin...om/arcana/1043 Orzhov
Old Rav Fiction
http://www.wizards.com/Magic/TCG/Art...n/simicfiction Simic
http://www.wizards.com/Magic/TCG/Art...zoriusfiction1 Azorius
http://www.wizards.com/Magic/TCG/Art.../rakdosfiction Rakdos
Savor the Flavor
http://www.wizards.com/magic/magazin...com/daily/mc51 General
http://www.wizards.com/Magic/Magazin...com/daily/mc32 Orzhov
http://www.wizards.com/Magic/Magazin...com/daily/mc11 General/ Guildless
http://www.wizards.com/Magic/Magazin...om/feature/283 General/ Guild Overview
People
Josuri
Dravin [Former Gruul]
Otak, Tin Street Shopkeep
Kitov, Nightguard Patrol
Ditri, Nightguard Patrol Dog
Miotri, auratouched mage
Tharashk the Bold [Demon?]
Belko, owner of Titan's Keg Tavern
Pajik, sparkmage [has cat named Rivin]
Berta Suszat, civic healer
Places
Tin Street
Plague Quarter
Moon Market -Moonlight Bargain
Ordruun, home to Minotaurs
Other Organizations
Nightguard
Auratouched Mages
Nullmages
Sparkmages
Other Notes
Lammasu are hunted by Horrors
"Lost man, dead man, knocking on the door.
Cankerman, soreman, knock no more."
—Ravnican children's rhyme
BoP are pets of society's elite
"Touched by moroii"
—Undercity slang meaning "to grow old"
Azorius Senate
People
Trigori, senator
Otiev, judge?
Places
Boros Legion
People
Brev Grezar, lieutenant
Yuri
Alovnek, guildmage
Klattic, legionaire
Places
Internal Organizations/Classes
Wojek
Apothecary
Other Notes
Pariah's Shield
Cult of Rakdos
People
Places
Golgari Swarm
People
Ezoc, rot farmer
Ludmilla, the last sister of stone death
Places
Other Notes
Some Golgari elves were once Selesnyans
Gruul Clans
People
Places
House Dimir
People
Sirislav, spy
Aszala
Circu, Dimir Lobotomist
Places
Internal Organizations/Classes
Necrosages
Izzet League
People
Trivaz
Places
Other Notes
Drakes as familiars
Orzhov Syndicate
People
Czaric, prelate
Places
Other Notes
Courier Hawk Businesses
Selesnya Conclave
People
Heruj, initiate
Niszka, evangelistRogad, initiateVezka, evangelistTolsimir Wolfblood, [Voja is his wolf]
Places
Vitu-Ghazi
Internal Organizations/Classes
Votary
Other Notes
Use Dromads as transport
Simic Combine
People
Places