Hate to tell you this, but mods in this RPG often take their time. Real life takes precedence, and modding is kind of a hard job...and I have a lurking suspicion that sometimes they just lose interest and go hide.
If mods posted as often as I would like to (about once every three days, more often if I have a partner or don't have to figure out a strategy), my two-year-old character would be level eight or nine, Alara and maybe Zendikar would be unlocked, and we'd be arguing about balancing all the ways I can figure out first-turn wins with Legacy spells. But that just isn't how it goes with this game.
I suppose the message is, have patience. then if it gets to be a month and there hasn't been a reply, then I recommend going nova about it.
Also the mods are only human and can occasionaly miss a post in some threads.
The best bet is to check their last actvity on the forum then if they have been active since you last posted, send them a PM telling you are waiting for a response in [insert thread link here].
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Smile your day could be worse, so I did smile and it was worse.
Under current consideration is a small change to starting characters in order to help remove the blandness of starting satchels. This small change has a big impact to the game as starting characters will now have a large variety of spell selection at the start. Here are the changes:
Welcome to the MTGS forum RPG: Magic the RPG. We are glad you came. Come on in, it is a lot of fun, and it is easier than it seems. Here is how you start:
Starting satchels start with 5 points that can be used to purchase Xth edition spells. (Artificers, mages who can only work colorless mana, start with more points send a PM to a WPL for more information.)
1x Common costs .25 points.
1x Uncommon costs .5 points.
1x Rare costs .75 points.
*These reflect the amount of points that must be spent to obtain a single cast of the spell.*
Using this system one could have a satchel as big as 20 common spells or as small as 7 spells, 6 rare and 1 uncommon. Variety and customization is encouraged. Highlander style satchels are allowed, this is where the satchel consists of only singleton spells. You are still limited to 4 of the same type of spell as your maximum unless you are getting a spell like Relentless Rats which allows for an exception to the rules.
Your satchel is kept a secret between you, and all the WPLs. DO NOT post it in public (unless you don't care, several players prefer to keep their satchels out in the open so they can be updated easily enough).
Players start with 50 gold.
You start out as a Hanin, or a mage without a house.
Your character may be of any race as long as the WPLs approve it. However, your race will not help you in combat, it is solely for role playing.
Players also start with a 1/0 weapon. The starting weapon is typically a dagger, but you may make it whatever you want. This weapon costs one spell per turn to use when drawn. It cannot be upgraded and cannot be sold.
In order to start, you must post the following information in the Character Creation thread, which will allow you to enter Estark, and the Active Characters thread. Also, you must PM your satchel to all of the WPLs (Qfx, Cyouni, Nai, GigaGuess, Caex Kothar, RedDwarfian, Murphy, and Yukora) for approval. Wait to start playing until one of the WPLs approves your character and satchel.
New Mages are required to provide the following information:
Name:
Age:
Gender:
Height:
Weight:
Appearance:
After getting approved, you will enter Estark, City of Kush. All buildings in Estark can be found in its sub-forum. If you join a quest, that will happen in the main forum. Once you level up a sufficient amount, you will be permitted to enter Ravnica.
You must keep your information up to date on the Active Characters thread or else you won't get experience. This includes sending updated character sheets to your WPLs when anything about your character changes.
The term Mulligan is loosely related to the card game here in the RPG. Each house has spell merchants that will trade at a 1 for 1 value your old Xth edition spells for any other Xth edition spell related to the house. That is House Shimia has Xth edition black and artifact spells. Each house trader provides the house color and artifacts from Xth edition for the 1 for 1 trade system using the same ratios found in the Starting Character section.
Now we understand that a lot of you had to go through the grind of level 1. Several of the WPLs have mentioned that there will be a desire for compensation. In this regard we are also considering a veteran bonus to all current level 2 and higher players in the project. It's a small compensation of 1 bonus Satchel Point our way of saying, "Sorry you had to deal with that flawed system."
So how does this affect current level 1s? Especially those that haven't used their satchels at all yet?
Also, does this system mean that it costs 1 point to get 4x of a common, or does .25 points get you 4x a common? I'm assuming it's the latter, but it should be stated explicitly for clarity.
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Microsoft's latest update for Gleemax was buggy, and resulted in multicolor in every block since Lorwyn.
So how does this affect current level 1s? Especially those that haven't used their satchels at all yet?
Also, does this system mean that it costs 1 point to get 4x of a common, or does .25 points get you 4x a common? I'm assuming it's the latter, but it should be stated explicitly for clarity.
Read closer in the post:
1x Common costs .25 points.
1x Uncommon costs .5 points.
1x Rare costs .75 points. *These reflect the amount of points that must be spent to obtain a single cast of the spell.*
In case that is unclear a single cast of a spell counts as a one casting available for that spell. So .25 points buys you 1 single common spell from Xth edition. To get 4x of the same common would cost you a total of 1 point, 4*.25=1, leaving you with 4 more points to spend on the rest of your satchel.
If you look closely and read the end you will also notice the Taking a Mulligan Spoiler. Inside it details just how it effects the current level 1s.
The term Mulligan is loosely related to the card game here in the RPG. Each house has spell merchants that will trade at a 1 for 1 value your old Xth edition spells for any other Xth edition spell related to the house. That is House Shimia has Xth edition black and artifact spells. Each house trader provides the house color and artifacts from Xth edition for the 1 for 1 trade system using the same ratios found in the Starting Character section.
Now we understand that a lot of you had to go through the grind of level 1. Several of the WPLs have mentioned that there will be a desire for compensation. In this regard we are also considering a veteran bonus to all current level 2 and higher players in the project. It's a small compensation of 1 bonus Satchel Point our way of saying, "Sorry you had to deal with that flawed system."
I see the trading existing cards for new ones; my bad. When PMs should be sent out and whatnot - can I do it now, or after finishing the quest?
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Microsoft's latest update for Gleemax was buggy, and resulted in multicolor in every block since Lorwyn.
I see the trading existing cards for new ones; my bad. When PMs should be sent out and whatnot - can I do it now, or after finishing the quest?
Trades must be done in character at the respective houses, and that's if we implement this change. So by the end of your quest if the change occurs then you will be able to do the exchange after the quest inside of your character's House.
The previous Mulligan rule didn't apply for people who had already begun a quest - am I right in my interpretation that this new Mulligan rule applies for all players, regardless of level, and that there's no experience penalty for taking one of these new Mulligans?
If so, that'd be pretty sweet :p. I already regret some of the decisions I made with my starting satchel because I misunderstood some of the rules :p.
I'd like everyone to note that Murphy's posting of the above information is premature. The WPLs are still discussing this matter at length, and we have not reached a consensus on any of the information listed.
I apologize for any inconvenience this may have caused and I appreciate your patience as my fellow WPLs and I come to a final conclusion before further discussion of this can continue.
I'd like everyone to note that Murphy's posting of the above information is premature. The WPLs are still discussing this matter at length, and we have not reached a consensus on any of the information listed.
I apologize for any inconvenience this may have caused and I appreciate your patience as my fellow WPLs and I come to a final conclusion before further discussion of this can continue.
Yukora makes a very important point here. What I showed you was merely the concept development that we are considering as all of you should notice was posted before any of the ideas. When we're doing design and development in the project we like to collect feedback. Nothing in my post is finalized as we are still discussing the potential change.
Right now all we're looking for is first impressions, what you like or dislike, and any confusion you have on the wording so we can think of how to better phrase the potential change. So if you hate or like something about the potential change let us know so we can think about it in our design.
I approve of the new mulligan rules, as the way they are worded you can make an exchange after a quest. As the first quest is kind of like a tutorial to the system, you don't know what is good or poor until you start playing and get a feel for the system.
Been stuck with your satchel after that feels like if someone intriduced you to magic, let you build your first deck and then told you couldn't change it for 6 months despite learning flaws with play.
The way the mulligan rules are worded makes it look like high level characters can trash 4 commons for a rare, is this right?
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Smile your day could be worse, so I did smile and it was worse.
As a completely unbiased person, I'd think a veteran bonus of +1 free 4-cast of an extended spell would be fair, yes?
But seriously, the rules as Murphy had them are clearer and cleaner, and I support that, though I also have a few questions. Much as the above posts ask, will the Mulligan Company Spell Traders deal with those of higher than level 1, or is this a new player only bonus?
Also, when it says only colors of the appropriate house and artifacts, does that mean that one could, for instance, trade .5 worth of black commons in Shimia for a .5 uncommon artifact, then head over to a the silly nature-lovers and get .5 worth of elf? Though of course they wouldn't be able to cast them, there are a few... potential shenanigans this could lead to.
I would also, in that particular block, change the phrase 'type of spell' to 'spells with the same name', to be more accurate.
I would also change the bit about race not having a combat effect to something to indicate that one would not start with any effect, as I'm fairly certain that I've seen one or two players who had the race of their character lead to minor abilities that they developed over the course of their lives. I think. Wasn't there a vampire with something like that?
Oh, and the nonbasic land seems to have vanished. Is this intentional, or am I simply overlooking it?
As a completely unbiased person, I'd think a veteran bonus of +1 free 4-cast of an extended spell would be fair, yes?
Um this seems a bit over the top, at level one we get approximately 50 GP for a quest the cost of buying a 4-cast extended common is 130 GP, essentially you are getting the rewards of two quests for free. Or another way of looking at it is that is 6 satchel points for free, you get only 3-4 points to spend on your satchel when you undergo a training quest.
This would give the older characters a huge advantage, over newer characters.
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Smile your day could be worse, so I did smile and it was worse.
Um this seems a bit over the top, at level one we get approximately 50 GP for a quest the cost of buying a 4-cast extended common is 130 GP, essentially you are getting the rewards of two quests for free. Or another way of looking at it is that is 6 satchel points for free, you get only 3-4 points to spend on your satchel when you undergo a training quest.
This would give the older characters a huge advantage, over newer characters.
Off the top of my head (these are not final just what may be considered):
The land not being included was in fact a mistake on my part when I rewrote that section. I think the WPLs and I will end up putting in a clause about choosing 1 land uncommon or below from Xth edition that the player will get 4 castings of.
Spell names instead of spell types if a good observation, we should end up using that phrasing as it sounds better and gets the same idea across in a better manner.
Race is purely for flavor reasons, but yes you can have your character's race play a role in future abilities that your character develops.
One of the goals with the compensation that we are shooting for is something that can make sense in the game. A bunch of characters all randomly getting these new gems would not make too much sense. Veteran players being a bit more experienced in storing their spells is far more believable.
To be clear, these points are for character creation only. We are not handing out 5 points for everyone to use. Those 5 points in character creation can only be spent on Xth edition spells.
Any spell can be sold at stores for gold which can then be spent on whatever you wish to get.
When I hit level 2 and am allowed to add a set I am planning on choosing Eventide.
Now do I need to know both white and black magic to cast a spell like Batwing Brume? Also I feel like this should be obvious be those spells cost more right?(that`s what the extended spells cost more in the shop is talking about?)
and if I hit myself with a card that says to discard one I don`t have to do it randomly out of 5 spells?
EDIT: I am quite excited by the new possible mulligan rules.
If mods posted as often as I would like to (about once every three days, more often if I have a partner or don't have to figure out a strategy), my two-year-old character would be level eight or nine, Alara and maybe Zendikar would be unlocked, and we'd be arguing about balancing all the ways I can figure out first-turn wins with Legacy spells. But that just isn't how it goes with this game.
I suppose the message is, have patience. then if it gets to be a month and there hasn't been a reply, then I recommend going nova about it.
The best bet is to check their last actvity on the forum then if they have been active since you last posted, send them a PM telling you are waiting for a response in [insert thread link here].
Starting satchels start with 5 points that can be used to purchase Xth edition spells. (Artificers, mages who can only work colorless mana, start with more points send a PM to a WPL for more information.)
1x Common costs .25 points.
1x Uncommon costs .5 points.
1x Rare costs .75 points.
*These reflect the amount of points that must be spent to obtain a single cast of the spell.*
Using this system one could have a satchel as big as 20 common spells or as small as 7 spells, 6 rare and 1 uncommon. Variety and customization is encouraged. Highlander style satchels are allowed, this is where the satchel consists of only singleton spells. You are still limited to 4 of the same type of spell as your maximum unless you are getting a spell like Relentless Rats which allows for an exception to the rules.
Dont forget that Mending Hands, Shatter, Trained Armodon, Twiddle, Sacred Nectar, and Raise Dead have been added to Tenth Edition for this game.
Your satchel is kept a secret between you, and all the WPLs. DO NOT post it in public (unless you don't care, several players prefer to keep their satchels out in the open so they can be updated easily enough).
Players start with 50 gold.
You start out as a Hanin, or a mage without a house.
Your character may be of any race as long as the WPLs approve it. However, your race will not help you in combat, it is solely for role playing.
Players also start with a 1/0 weapon. The starting weapon is typically a dagger, but you may make it whatever you want. This weapon costs one spell per turn to use when drawn. It cannot be upgraded and cannot be sold.
In order to start, you must post the following information in the Character Creation thread, which will allow you to enter Estark, and the Active Characters thread. Also, you must PM your satchel to all of the WPLs (Qfx, Cyouni, Nai, GigaGuess, Caex Kothar, RedDwarfian, Murphy, and Yukora) for approval. Wait to start playing until one of the WPLs approves your character and satchel.
New Mages are required to provide the following information:
Name:
Age:
Gender:
Height:
Weight:
Appearance:
After getting approved, you will enter Estark, City of Kush. All buildings in Estark can be found in its sub-forum. If you join a quest, that will happen in the main forum. Once you level up a sufficient amount, you will be permitted to enter Ravnica.
You must keep your information up to date on the Active Characters thread or else you won't get experience. This includes sending updated character sheets to your WPLs when anything about your character changes.
Now we understand that a lot of you had to go through the grind of level 1. Several of the WPLs have mentioned that there will be a desire for compensation. In this regard we are also considering a veteran bonus to all current level 2 and higher players in the project. It's a small compensation of 1 bonus Satchel Point our way of saying, "Sorry you had to deal with that flawed system."
Also, does this system mean that it costs 1 point to get 4x of a common, or does .25 points get you 4x a common? I'm assuming it's the latter, but it should be stated explicitly for clarity.
Read closer in the post:
In case that is unclear a single cast of a spell counts as a one casting available for that spell. So .25 points buys you 1 single common spell from Xth edition. To get 4x of the same common would cost you a total of 1 point, 4*.25=1, leaving you with 4 more points to spend on the rest of your satchel.
If you look closely and read the end you will also notice the Taking a Mulligan Spoiler. Inside it details just how it effects the current level 1s.
I see the trading existing cards for new ones; my bad. When PMs should be sent out and whatnot - can I do it now, or after finishing the quest?
Trades must be done in character at the respective houses, and that's if we implement this change. So by the end of your quest if the change occurs then you will be able to do the exchange after the quest inside of your character's House.
RPG character/deth gawthrech
Thanks to damation studio and SGT_Chubbz for the amazing avatar.
If so, that'd be pretty sweet :p. I already regret some of the decisions I made with my starting satchel because I misunderstood some of the rules :p.
I apologize for any inconvenience this may have caused and I appreciate your patience as my fellow WPLs and I come to a final conclusion before further discussion of this can continue.
Yukora makes a very important point here. What I showed you was merely the concept development that we are considering as all of you should notice was posted before any of the ideas. When we're doing design and development in the project we like to collect feedback. Nothing in my post is finalized as we are still discussing the potential change.
Right now all we're looking for is first impressions, what you like or dislike, and any confusion you have on the wording so we can think of how to better phrase the potential change. So if you hate or like something about the potential change let us know so we can think about it in our design.
Been stuck with your satchel after that feels like if someone intriduced you to magic, let you build your first deck and then told you couldn't change it for 6 months despite learning flaws with play.
The way the mulligan rules are worded makes it look like high level characters can trash 4 commons for a rare, is this right?
Since rares are 0.75 satchel points, I'm hoping that it's 3 commons for a rare, and that newcomers can make this particular trade, too :p.
But seriously, the rules as Murphy had them are clearer and cleaner, and I support that, though I also have a few questions. Much as the above posts ask, will the Mulligan Company Spell Traders deal with those of higher than level 1, or is this a new player only bonus?
Also, when it says only colors of the appropriate house and artifacts, does that mean that one could, for instance, trade .5 worth of black commons in Shimia for a .5 uncommon artifact, then head over to a the silly nature-lovers and get .5 worth of elf? Though of course they wouldn't be able to cast them, there are a few... potential shenanigans this could lead to.
I would also, in that particular block, change the phrase 'type of spell' to 'spells with the same name', to be more accurate.
I would also change the bit about race not having a combat effect to something to indicate that one would not start with any effect, as I'm fairly certain that I've seen one or two players who had the race of their character lead to minor abilities that they developed over the course of their lives. I think. Wasn't there a vampire with something like that?
Oh, and the nonbasic land seems to have vanished. Is this intentional, or am I simply overlooking it?
And thus do empires and settlements fall
True, I meant 3
Um this seems a bit over the top, at level one we get approximately 50 GP for a quest the cost of buying a 4-cast extended common is 130 GP, essentially you are getting the rewards of two quests for free. Or another way of looking at it is that is 6 satchel points for free, you get only 3-4 points to spend on your satchel when you undergo a training quest.
This would give the older characters a huge advantage, over newer characters.
I have the same questions as AoL, though.
RPG character/deth gawthrech
Thanks to damation studio and SGT_Chubbz for the amazing avatar.
RPG character/deth gawthrech
Thanks to damation studio and SGT_Chubbz for the amazing avatar.
The land not being included was in fact a mistake on my part when I rewrote that section. I think the WPLs and I will end up putting in a clause about choosing 1 land uncommon or below from Xth edition that the player will get 4 castings of.
Spell names instead of spell types if a good observation, we should end up using that phrasing as it sounds better and gets the same idea across in a better manner.
Race is purely for flavor reasons, but yes you can have your character's race play a role in future abilities that your character develops.
One of the goals with the compensation that we are shooting for is something that can make sense in the game. A bunch of characters all randomly getting these new gems would not make too much sense. Veteran players being a bit more experienced in storing their spells is far more believable.
To be clear, these points are for character creation only. We are not handing out 5 points for everyone to use. Those 5 points in character creation can only be spent on Xth edition spells.
Any spell can be sold at stores for gold which can then be spent on whatever you wish to get.
When I hit level 2 and am allowed to add a set I am planning on choosing Eventide.
Now do I need to know both white and black magic to cast a spell like Batwing Brume? Also I feel like this should be obvious be those spells cost more right?(that`s what the extended spells cost more in the shop is talking about?)
and if I hit myself with a card that says to discard one I don`t have to do it randomly out of 5 spells?
EDIT: I am quite excited by the new possible mulligan rules.
[Mafia Stats] Mafia MVP: 1/3 Basic #29,Co-[CCMV]