Welcome to Planeswalkers, the World Project for all beings born with the Spark.
At the moment, I am still setting up. So please refrain from posting in any thread (or creating any new threads) aside from this one until I post the character sign-up thread. In the meantime, this thread can be used to ask any general questions about the game.
Once the game is started, this will also be the place for out of character discussion.
As of right now, I am the only World Project Leader (WPL) of Planeswalkers.
I knew this exact question was coming and I forgot to head it off ;). The rules are going to be the first thing I post, but it will take a while because there are a lot of abilities a planeswalker can have.
The rules have taken me a long time to get right, I needed the characters to be powerful, but I also needed fairly strict limits on what their powers were, yet I couldn't find a way to keep the rules simple and cut back on "book work" as I like to call it.
I believe I have now. In my system, there are many abilities available, nearly infinite abilities in a way, but they all have a very similar shell and simple way of growing.
Everything will be more clear when I post the rules.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
It seems that only WPL's have posted in here so far, and I'd like to give my $.02.
Planeswalkers seems like a great idea. In my opinion, this is what MTG:RPG should have been, it should have been normal beings awakening their Sparks, learning about the 'verses, being what the actual card game advertises: "You are a Planeswalker, you have spells and creatures at your disposal, do what you will, your will be done." Or something to that effect anyway.
This is a really good Idea, KK, and I'll be one of the first to sign up. I'm with you all the way on this.
Same here, I'm really excited for this. Like silverthorn said, this is really what I expected the MTG roleplay to be about, but hey, now we can have both sides of the spectrum!
I'll also be one of the first to sign up. You can count on it.
That is very similar to the reasons I first wanted to do this WP, silverthorn & Hat@Clogs. MTG:RPG is good at what it does, but I always wanted something that was more in-line with Magic's flavor.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
About Frox: for nearly 10 years, Frox has been helping women look good and feel great in easy-fit, mix-and-match, and work-to-weekend with just a few pieces by helping them make the right choices when it comes to clothing and accessories.
I have 2 questions which are probably self explanitory, but im just verifying/overthinking.
1. We would be more like the new planeswalkers(jace, ajani) than the old planeswalkers(uzra, serra, etc) rght?
2. Do our characters start the rp knowing how to planeswalk and such or must they learn how to do it?
The people that play legacy / vintage always amuse me. They want their formats to be represented more. They want more tournaments. But when anyone suggests allowing more people access to the formats by reprinting cards, the same people start screaming about the reprint policy.
I was thinking on this too. I'd think that we might start out just learning, like KK said at first. Look in the rules thread. And I would think, not telling you how to run this KK, but maybe we would start out on our home plane, somehow end up in the eternities, and go from there, finding out our connections to mana and the like on the way. Again,, just my $.02.
All right. When do you think we can get started? and, I may not know much about 'walkers, but can they be any race, or are we limited? Personally, I'd like to play a Nezumi 'Walker. Haven't had one of those yet, now have they?:cool2:
It seems that only WPL's have posted in here so far, and I'd like to give my $.02.
Planeswalkers seems like a great idea. In my opinion, this is what MTG:RPG should have been, it should have been normal beings awakening their Sparks, learning about the 'verses, being what the actual card game advertises: "You are a Planeswalker, you have spells and creatures at your disposal, do what you will, your will be done." Or something to that effect anyway.
This is a really good Idea, KK, and I'll be one of the first to sign up. I'm with you all the way on this.
I think this will be the perfect balance to the Magic project. Want to be a normal mage? Play in Magic.
Want to be a being of stupid power and go nuts with the potential? Come here.
Want to be a being of stupid power and go nuts with the potential? Come here.
Nice choice of words there, Yukora. I agree, and here's something else for KK:
What about going from plane to plane, and interacting with the people's of the planes? Will they know we're 'Walkers, or just another denizen of their realm? Also, I know very little about Magic Books, but I remember that Urza and Mishra were artificers, right? and they were 'Walkers? So, what about 'Walkers that want to focus only on artifice, no color allignment?
I have 2 questions which are probably self explanitory, but im just verifying/overthinking.
1. We would be more like the new planeswalkers(jace, ajani) than the old planeswalkers(uzra, serra, etc) rght?
2. Do our characters start the rp knowing how to planeswalk and such or must they learn how to do it?
1. The new planeswalkers. I vaguely said so in the intro to new characters in the rules thread. The reasoning for this is three fold. One, I want the to take place at the current place in the Magic story, and secondly the old planeswalkers were basically gods with near infinite amounts of mana, who could basically do anything. Now, as much as that sounds like fun, you don't want to even think about what would happen if two players playing as gods decided to fight each other. How do you put rules to "do anything you want because you are all powerful"? And lastly, in the old way of planeswalkers being born, only one in a 100 million (I believe that's the number) ever got the spark, and only about a tenth of those would ever ignite their spark. After the mending, the number of beings born with the spark slimmed down to maybe 1 in a million (not that huge a number when you consider a plane such as Ravnica) allowing any number of players to join without severely straining the believability. (But the last reason is really just frosting on the cake ;).)
2. All beings with the spark have the innate ability to planeswalk, though not many of them know exactly what they're power is until they are informed. But there are all kinds of strange things to be discovered about planeswalking.
What about going from plane to plane, and interacting with the people's of the planes? Will they know we're 'Walkers, or just another denizen of their realm? Also, I know very little about Magic Books, but I remember that Urza and Mishra were artificers, right? and they were 'Walkers? So, what about 'Walkers that want to focus only on artifice, no color allignment?
For visiting other planes, yes the inhabitants might have suspicions about you, and it might be best to try to blend in, not wanting to attract too much attention. You can investigate the locals' styles and try to dress in relatively the same fashion. But at the point that a Minotaur visits Kamigawa, there's really not going to be much you can do to blend in.
As for Urza and Mishra, they haven't been alive for a long time, but yes they were both artificers, but only Urza became a planeswalker. He died long before time spiral block. If you want more info on him or other official story characters, I suggest checking the mtgsalvation wiki, they have as coherent summaries of most important characters (as coherent as you can get with the old books anyhow). And yes, there will be rules for artificery, fairly simple ones. Though I'm not sure I can make it deep enough for you to choose never to get any other magic, but I'll keep in mind that you find it an interesting idea and I'll see what I can do.
Alright, thanks. I was wondering about the blending thing, because last time I checked, there were'nt any Nezumi in anything past Kamigawa.
And if I went with the Artifice Idea, I was thinking more along the idea of playing a golem. Vaguely remember Bosh. Or whatever its name was. and thanks for the advice for the wiki.
Edit: What about playing a Sentient Sliver? I know I get alot of hate for it, but I love the little guys.
so when thinking about a backstory, I thought of the following question. Tbh, I have only read a few books so im not sure how it works. How does summoning dead people work. Im not talking necromancy but simply something that i saw when i began playing. In the card game there are a couple cards with multiple versions, like the planeswalkers.
My friend had a barbarian deck when we were first starting. One of the stars of the deck was Balthor. Now during onslaught, balthor was brought back as a zombie, thus, there were 2 balthor cards
Do the planeswalkers simply summon the creature/character/planeswalker/etc. or the thought of said summon?
The people that play legacy / vintage always amuse me. They want their formats to be represented more. They want more tournaments. But when anyone suggests allowing more people access to the formats by reprinting cards, the same people start screaming about the reprint policy.
No, I won't be allowing sentient versions of non-sentient creatures. Partially because non-sentient species will not get a spark, and also because it opens the can of worms of sentient dragons, which there actually can be. And no, you can't be a sentient dragon, nobody ask :p.
Alright, a few things to clarify here dizzle. The most important is that there will be no parallel to planeswalker cards to be used, you can however, have an ally planeswalker fight alongside you from time to time, which can be even better, because all it costs is befriending them and you would not have to spend any mana. Secondly, the summoning will be limited to nonlegendary creatures, except for a single ability that will allow you, through a ton of work, to summon them. You'll see the full details of it when I post the abilities.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Yes, slivers are usable, though building up a sizable army may take time. And I prefer you live where its reasonable to say that you have seen a creature you summon.
And yes Treefolk are possible, just remember you won't fit in hardly anywhere, and fitting into enclosed spaces could be a challenge as well.
I've updated the rules with most of the combat, however, the abilities you can learn are still unfinished, so if you have any questions about the balance of combat, can you please wait for the abilities to be finished to see if they answer your questions?
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
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At the moment, I am still setting up. So please refrain from posting in any thread (or creating any new threads) aside from this one until I post the character sign-up thread. In the meantime, this thread can be used to ask any general questions about the game.
Once the game is started, this will also be the place for out of character discussion.
As of right now, I am the only World Project Leader (WPL) of Planeswalkers.
The creator of Maro's Magic 8-Ball!
The rules have taken me a long time to get right, I needed the characters to be powerful, but I also needed fairly strict limits on what their powers were, yet I couldn't find a way to keep the rules simple and cut back on "book work" as I like to call it.
I believe I have now. In my system, there are many abilities available, nearly infinite abilities in a way, but they all have a very similar shell and simple way of growing.
Everything will be more clear when I post the rules.
The creator of Maro's Magic 8-Ball!
Planeswalkers seems like a great idea. In my opinion, this is what MTG:RPG should have been, it should have been normal beings awakening their Sparks, learning about the 'verses, being what the actual card game advertises: "You are a Planeswalker, you have spells and creatures at your disposal, do what you will, your will be done." Or something to that effect anyway.
This is a really good Idea, KK, and I'll be one of the first to sign up. I'm with you all the way on this.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
I'll also be one of the first to sign up. You can count on it.
Glad the space I occupied got replaced with a much better idea.
(Click to enter the Frox Experience)
About Frox: for nearly 10 years, Frox has been helping women look good and feel great in easy-fit, mix-and-match, and work-to-weekend with just a few pieces by helping them make the right choices when it comes to clothing and accessories.
1. We would be more like the new planeswalkers(jace, ajani) than the old planeswalkers(uzra, serra, etc) rght?
2. Do our characters start the rp knowing how to planeswalk and such or must they learn how to do it?
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
Rules have just been updated somewhat. I hope to finish them tomorrow.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
I think this will be the perfect balance to the Magic project. Want to be a normal mage? Play in Magic.
Want to be a being of stupid power and go nuts with the potential? Come here.
I'm so excited it's ridiculous. Great idea.
Nice choice of words there, Yukora. I agree, and here's something else for KK:
What about going from plane to plane, and interacting with the people's of the planes? Will they know we're 'Walkers, or just another denizen of their realm? Also, I know very little about Magic Books, but I remember that Urza and Mishra were artificers, right? and they were 'Walkers? So, what about 'Walkers that want to focus only on artifice, no color allignment?
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
2. All beings with the spark have the innate ability to planeswalk, though not many of them know exactly what they're power is until they are informed. But there are all kinds of strange things to be discovered about planeswalking. For visiting other planes, yes the inhabitants might have suspicions about you, and it might be best to try to blend in, not wanting to attract too much attention. You can investigate the locals' styles and try to dress in relatively the same fashion. But at the point that a Minotaur visits Kamigawa, there's really not going to be much you can do to blend in.
As for Urza and Mishra, they haven't been alive for a long time, but yes they were both artificers, but only Urza became a planeswalker. He died long before time spiral block. If you want more info on him or other official story characters, I suggest checking the mtgsalvation wiki, they have as coherent summaries of most important characters (as coherent as you can get with the old books anyhow). And yes, there will be rules for artificery, fairly simple ones. Though I'm not sure I can make it deep enough for you to choose never to get any other magic, but I'll keep in mind that you find it an interesting idea and I'll see what I can do.
And both Ratfolk and Goblin are acceptable races.
And if I went with the Artifice Idea, I was thinking more along the idea of playing a golem. Vaguely remember Bosh. Or whatever its name was. and thanks for the advice for the wiki.
Edit: What about playing a Sentient Sliver? I know I get alot of hate for it, but I love the little guys.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
My friend had a barbarian deck when we were first starting. One of the stars of the deck was Balthor. Now during onslaught, balthor was brought back as a zombie, thus, there were 2 balthor cards
Do the planeswalkers simply summon the creature/character/planeswalker/etc. or the thought of said summon?
Alright, a few things to clarify here dizzle. The most important is that there will be no parallel to planeswalker cards to be used, you can however, have an ally planeswalker fight alongside you from time to time, which can be even better, because all it costs is befriending them and you would not have to spend any mana. Secondly, the summoning will be limited to nonlegendary creatures, except for a single ability that will allow you, through a ton of work, to summon them. You'll see the full details of it when I post the abilities.
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
http://forums.mtgsalvation.com/showpost.php?p=5586155&postcount=2
Quinne, PW
And yes Treefolk are possible, just remember you won't fit in hardly anywhere, and fitting into enclosed spaces could be a challenge as well.
I've updated the rules with most of the combat, however, the abilities you can learn are still unfinished, so if you have any questions about the balance of combat, can you please wait for the abilities to be finished to see if they answer your questions?