Hey, guys. Yeah, I know - every damn person in the multiverse seems to love Ravnica. And why shouldn't they?
It's a flavorful, interesting plane with lots of class and an interesting storyline - not to mention a great block with plenty of memorable cards.
Which brings me, as always, back to the forums, where the logical choice for "where the hell to start" is asked again.
Sort of.
First of all, I am going to run a Ravnica game just in the way that one might run a game set in Eberron. The d20 system is the one that I am most familiar with, but there - oh, forget it. Let me just list some questions.
1. The d20 system is usually cited as the most common - and besides, it is supported by WotC also. However, the mechanics might not be the best for Magic : The Gathering as an RPG.
If the d20 system were -not- used, what other actual gameplay systems would be optimal?
2. Is the idea of "colors" and "mana" simply lip service and flavor, or is it a definite impact on the game?
3. What else in Ravnica do we need to figure out, plot-wise? A player can read some books or look up in a wiki quite a bit, but what else needs to be written? (Though of course there are probably hundreds of others' attempts at writing for this)
Those are the three biggest concerns I can think of.
My responses would be the d20 system as the default, using colors as keywords for spells, and going into only enough detail on the plane of Ravnica. Erm.
I like the d20 system, but I'm always going to be partial to the White Wolf d10 system. I find it to be ultimately more adaptable than any d20 system rules can ever hope to be.
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Never forget: there's always someone bigger, better and stronger than you.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God?
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PUPPIES AND BUNNIES!!
A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
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Everything I say is fully substantiated by my own opinion.
I've snooped around on the Giantitp forums. We're a much smaller "mini-community" here. The only section of this forum devoted to pen and paper. So I find we don't have as many arguments as I see over there, but also a much less discussion and more playing the game. Coincidentally, our smaller numbers make us happy to welcome new blood, so, welcome.
As for your actual questions,
1. I don't think any system is very optimal. If you had a ton of time on your hands you could scrap the spell system and create a new one. The spells of dnd are the biggest thing that squashes the feel of playing in the setting in my opinion. Sorry, that's probably not a viable option, but it's all I've got.
2. & 3. These are basically, entirely up to your interpretation. I'd only advise you to have read the novels and any other canon you can get your hands on. That, and make sure to make the guilds act according to their flavor. After those two points, I think you can basically do whatever you want.
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I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
1. The d20 system is usually cited as the most common - and besides, it is supported by WotC also. However, the mechanics might not be the best for Magic : The Gathering as an RPG.
If the d20 system were -not- used, what other actual gameplay systems would be optimal?
d20 system is a good one, no way around that. The problem is just that the classes need a lot of alteration to get the Rav-feel to it. In the same vein, any other system could be used, but the d20 one is the simpliest and most of people have most experience with it. It all boils down to what you're aiming for, however. For detail/RP/Realism, I've always liked loremaster. It's not very gamist, however, as every combat has a ridiculous amount of risk to it - Any creature attacking you might kill you. Like a housecat. Been there.
2. Is the idea of "colors" and "mana" simply lip service and flavor, or is it a definite impact on the game?
In d20 system, I'd think of the colours as domains or somesuch, with the people only gaining spells of their domains. This might remove the concept of clerics (Anyways, there really ain't "gods" in Ravnica, so it doesn't make sense, either.). Wizards/sorcerers would be void too, there would be one arcane caster class that'd get just the spells of their domains. Then again, this assumes that one does have a lot of time to spend on the system, as remaking magic and/or classes will take time.
3. What else in Ravnica do we need to figure out, plot-wise? A player can read some books or look up in a wiki quite a bit, but what else needs to be written? (Though of course there are probably hundreds of others' attempts at writing for this)
Not much. Seriously. It is not like most characters would know that much, after all, so it's probably not necessary. There is always the secrecy of Ravnica with Dimir, etc. I'd say that players will be so limited in their knowledge that nothing but some general things need to be written down. Just don't forget that the plane is vast, and therefore individuals most probably won't matter that much to the world, apart from few chosen ones.
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
In d20 system, I'd think of the colours as domains or somesuch, with the people only gaining spells of their domains. This might remove the concept of clerics (Anyways, there really ain't "gods" in Ravnica, so it doesn't make sense, either.). Wizards/sorcerers would be void too, there would be one arcane caster class that'd get just the spells of their domains. Then again, this assumes that one does have a lot of time to spend on the system, as remaking magic and/or classes will take time.
Wow. You know, that is actually the absolute best idea I have heard. You've really suddenly spurred me on to go about doing that. In fact, that all seems so... perfect, now. I had - last year - printed out some big color wheel on cardstock - now its starting to make sense.
No, really, this is actually great advice.
-All right; I just want to run an idea before any of the readers or watchers before I publish any actual mechanical bitz.
Now, I read somewhere - I dont' remember where - that the planar rift that caused Ravnica to be cut off from the rest of the plane was Freyalise casting the spell to end the Ice Age. Something on the Time Spiral website. I liked it.
Anyway, I had originally thought of setting this in Mirrodin - but more people like Ravnica, it seems. As such, I still have people who have their hearts set on including - above all others - Leonin and possibly Kithkin. (I mean, who doesn't want to play as a flying cyber-cat?)
Does the idea of setting the campaign during the... um.. octomillenial - and having other races show up as a result of the Mirari incidents - seem too far-fetched?
Anyway, if anyone wants to see the races or new equipment, I'll post a link to the .doc.
Thanks again for the advice. There admittedly is less to do lore-wise than I expected.
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It's a flavorful, interesting plane with lots of class and an interesting storyline - not to mention a great block with plenty of memorable cards.
Which brings me, as always, back to the forums, where the logical choice for "where the hell to start" is asked again.
Sort of.
First of all, I am going to run a Ravnica game just in the way that one might run a game set in Eberron. The d20 system is the one that I am most familiar with, but there - oh, forget it. Let me just list some questions.
1. The d20 system is usually cited as the most common - and besides, it is supported by WotC also. However, the mechanics might not be the best for Magic : The Gathering as an RPG.
If the d20 system were -not- used, what other actual gameplay systems would be optimal?
2. Is the idea of "colors" and "mana" simply lip service and flavor, or is it a definite impact on the game?
3. What else in Ravnica do we need to figure out, plot-wise? A player can read some books or look up in a wiki quite a bit, but what else needs to be written? (Though of course there are probably hundreds of others' attempts at writing for this)
Those are the three biggest concerns I can think of.
My responses would be the d20 system as the default, using colors as keywords for spells, and going into only enough detail on the plane of Ravnica. Erm.
Oh, and welcome to the forums and the P&PI.
I have 15 cookies in my cookie jar.
Oh, hey. Thanks a lot. I was never much for those "say hello" boards.
I've spent years on the Giant In the Playground forums, but this just seemed more appropriate.
Someone once asked me why, when I talk about House Dimir, I don't put the word "the" in front of it.
At the time, I had no answer, but it just came to me.
Do we put the word "the" in front of God? A Storyteller is not a GM. A GM is God. God is one of the Storyteller's little minions.
As for your actual questions,
1. I don't think any system is very optimal. If you had a ton of time on your hands you could scrap the spell system and create a new one. The spells of dnd are the biggest thing that squashes the feel of playing in the setting in my opinion. Sorry, that's probably not a viable option, but it's all I've got.
2. & 3. These are basically, entirely up to your interpretation. I'd only advise you to have read the novels and any other canon you can get your hands on. That, and make sure to make the guilds act according to their flavor. After those two points, I think you can basically do whatever you want.
d20 system is a good one, no way around that. The problem is just that the classes need a lot of alteration to get the Rav-feel to it. In the same vein, any other system could be used, but the d20 one is the simpliest and most of people have most experience with it. It all boils down to what you're aiming for, however. For detail/RP/Realism, I've always liked loremaster. It's not very gamist, however, as every combat has a ridiculous amount of risk to it - Any creature attacking you might kill you. Like a housecat. Been there.
In d20 system, I'd think of the colours as domains or somesuch, with the people only gaining spells of their domains. This might remove the concept of clerics (Anyways, there really ain't "gods" in Ravnica, so it doesn't make sense, either.). Wizards/sorcerers would be void too, there would be one arcane caster class that'd get just the spells of their domains. Then again, this assumes that one does have a lot of time to spend on the system, as remaking magic and/or classes will take time.
Not much. Seriously. It is not like most characters would know that much, after all, so it's probably not necessary. There is always the secrecy of Ravnica with Dimir, etc. I'd say that players will be so limited in their knowledge that nothing but some general things need to be written down. Just don't forget that the plane is vast, and therefore individuals most probably won't matter that much to the world, apart from few chosen ones.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Wow. You know, that is actually the absolute best idea I have heard. You've really suddenly spurred me on to go about doing that. In fact, that all seems so... perfect, now. I had - last year - printed out some big color wheel on cardstock - now its starting to make sense.
No, really, this is actually great advice.
-All right; I just want to run an idea before any of the readers or watchers before I publish any actual mechanical bitz.
Now, I read somewhere - I dont' remember where - that the planar rift that caused Ravnica to be cut off from the rest of the plane was Freyalise casting the spell to end the Ice Age. Something on the Time Spiral website. I liked it.
Anyway, I had originally thought of setting this in Mirrodin - but more people like Ravnica, it seems. As such, I still have people who have their hearts set on including - above all others - Leonin and possibly Kithkin. (I mean, who doesn't want to play as a flying cyber-cat?)
Does the idea of setting the campaign during the... um.. octomillenial - and having other races show up as a result of the Mirari incidents - seem too far-fetched?
Anyway, if anyone wants to see the races or new equipment, I'll post a link to the .doc.
Thanks again for the advice. There admittedly is less to do lore-wise than I expected.