I really liked the moral abiguity of fallout ending. There is no right or wrong but what choice an individual (the player) could mostly relate to. The story (if magicized) would be a good place to showcase how different colors can become good or evil.
Herein lies my objective of wanting a world based on fallout 4's story arc. The FOStory i made showcased how a really good BLACKB character is not inherently bad nor good or good yet still bad. Spoiler for those that did not FO
My character did want to kill his son. He loved himR and did not care about anything or anyone elseB just what he want and he wants his son. Pretty RB but his choices affect the world more than that
Helping the institute for the sake of
-helping the institute/wanting knowledge U
-for loving your son R
-for wanting a utopia nazi style W
My char in particular did not care for the intitute at all, all he did was for his son. He was black red and not at all like the war hungry rakdos or kolaghan we commonly see in magic
Maybe we include things that were linked to the story arc of fallout and the moral and immoral choices made. We do not necessarily include nuclear explosions
Tl;Dr
Fallout displayed a possible good example of how to make a good BLACK =/= Evil.
Private Mod Note
():
Rollback Post to RevisionRollBack
MtG is where you can hate white players or black players, and still not be racist.
Ok
-What mechanical (gameplay) themes do you have in mind?
-What kind of world would this be set in? How much alike Fallout?
-Would this be a block or an isolated set, and what size?
-Will the set follow most official design conventions or be more custom?
Things to consider:
Post-apocalyptic worlds offer a variety of interesting possibilities, notably the unique feel can be capitalised on, and several tropes that are strongly tied to the genre can be employed. I would look into such things.
If your looking to highlight the idea of moral ambiguity and complexity, then I would look at using some sort of modular mechanic that can tie into this idea. A sort of 'choose your moral path' theme encapsulated as a workable game effect. Quite possibly a more generic effect would be the keyword/ability word and the moral decision aspect could be worked in by the choice of effects and thematic touches.
+1/+1 counters seem very useful here to represent rebuilding, mutation and healing, so I would go for that, though -1/-1 counters could be alternatively used to show corruption and the extent of the downfall. Using both has serious board complexity issues, so I wouldn't do that though it is tempting in this case. Considering that poison counters, as another possible element, could be used harmoniously alongside either, and would be able to capture the same themes as -1/-1 counters, this adds a little extra reason why you might want to go with +1/+1 counters.
To be fair, many games in the Fallout series do make judgments about what's right and wrong, even giving you a numerical representation (karma) of this very statistic. While I enjoy Fallout 4's departure from the system, I certainly wouldn't say moral ambiguity is a core aspect of Fallout's canon.
Making a set requires mechanics, and unfortunately I feel like fallout doesn't lend itself well to a ton of interesting Magic mechanics. The combat is all sort of same-y (i.e. lots of guns). I think -1/-1 counter mechanics potentially with poison or proliferate could do a decent job at representing radiation and decay that permeates fallout's world, but I'm kind of at a loss for where to go after that.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Herein lies my objective of wanting a world based on fallout 4's story arc. The FOStory i made showcased how a really good BLACKB character is not inherently bad nor good or good yet still bad. Spoiler for those that did not FO
My character did want to kill his son. He loved himR and did not care about anything or anyone elseB just what he want and he wants his son. Pretty RB but his choices affect the world more than that
Helping the institute for the sake of
-helping the institute/wanting knowledge U
-for loving your son R
-for wanting a utopia nazi style W
My char in particular did not care for the intitute at all, all he did was for his son. He was black red and not at all like the war hungry rakdos or kolaghan we commonly see in magic
Maybe we include things that were linked to the story arc of fallout and the moral and immoral choices made. We do not necessarily include nuclear explosions
Tl;Dr
Fallout displayed a possible good example of how to make a good BLACK =/= Evil.
-What mechanical (gameplay) themes do you have in mind?
-What kind of world would this be set in? How much alike Fallout?
-Would this be a block or an isolated set, and what size?
-Will the set follow most official design conventions or be more custom?
Things to consider:
Post-apocalyptic worlds offer a variety of interesting possibilities, notably the unique feel can be capitalised on, and several tropes that are strongly tied to the genre can be employed. I would look into such things.
If your looking to highlight the idea of moral ambiguity and complexity, then I would look at using some sort of modular mechanic that can tie into this idea. A sort of 'choose your moral path' theme encapsulated as a workable game effect. Quite possibly a more generic effect would be the keyword/ability word and the moral decision aspect could be worked in by the choice of effects and thematic touches.
+1/+1 counters seem very useful here to represent rebuilding, mutation and healing, so I would go for that, though -1/-1 counters could be alternatively used to show corruption and the extent of the downfall. Using both has serious board complexity issues, so I wouldn't do that though it is tempting in this case. Considering that poison counters, as another possible element, could be used harmoniously alongside either, and would be able to capture the same themes as -1/-1 counters, this adds a little extra reason why you might want to go with +1/+1 counters.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
And two white villains. (Konda (from Kamigawa again) and Heliod from Theros.)
Making a set requires mechanics, and unfortunately I feel like fallout doesn't lend itself well to a ton of interesting Magic mechanics. The combat is all sort of same-y (i.e. lots of guns). I think -1/-1 counter mechanics potentially with poison or proliferate could do a decent job at representing radiation and decay that permeates fallout's world, but I'm kind of at a loss for where to go after that.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
A fallout-like world has plenty of potential as a post-apocalyptic theme, as well as tapping into period themes in fallout.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice