UPDATE: Quests have not been forgotten about; I realize that I posted a timeline of by the end of the week, and they still have not been deployed. Currently the WPLs are in the midst of a discussion that could alter the game, and we haven't made arrangements to start the quests until this issue has been sorted (which shouldn't be much longer at this point). Please continue to be patient
How exactly do Spirit Guides work? Based on the Gully v. Ultima arena thread, they don't appear to count toward spells per turn, which means that in theory a level 1 character could cast a 9cmc spell on turn 1. That seems...kinda broken.
Edited to add: Also based on Gully's satchel, it appears that players have infinite basic lands in their hand at all times?
Well Gear isn't going anywhere anytime soon so I'm not worried. Granted for 4 guys you sure move slowly. Just kidding I know how long this stuff can take. Especially as things aren't as they were all those years ago when we really had time to freely work on projects such as these.
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Originally commissioned through High~Light Studios
We're not actually on four people, especially considering Qfx isn't an actual WPL for the RPG (more an "overseer to the project" kind of guy?). But regardless, we do apologize for the delays. Everything is ready to be deployed, but we held off in favor of balancing the RPG, which is currently not where we want it to be.
I won't speak in detail on his behalf, but Giga has voluntarily stepped down from his position as WPL due to not having the time he'd like to devote to the project.
In terms of tasking, we shouldn't need any more WPLs to progress. Truth be told, the only thing we're waiting on at the moment is Qfx's opinion on some things, but he won't be free and ready until around the 5th or so (tomorrow). After he provides his opinions, we're going to deploy the changes and the quests at roughly the same time.
I don't really have a cool saying or inspiring speech to start us off here, so I'll just dive into what's gonna happen.
The following changes to the RPG will apply starting today as of this post:
+ Starting satchel sizes have been reduced from 32 purchasing points (PP) to 20. Those who started characters in the old RPG may remember that the sizes of starting satchels were relatively limited. This wasn't to punish newer players; quite the opposite, we wanted players to relate their growths in the RPG to expanding their satchel to their own tastes. People actively participated in quests because they looked forward to expanding their satchels and adding that next spell.
The problem with when we converted the older satchel system to the new RPG is that we didn't take into account how easily one could expand their satchel (and how quickly). There are at least two characters in the RPG right now who have almost maxed out their satchel points with quality spells they probably won't change in the near future, and yet we haven't even gone on a single quest. This is bad for the health of the RPG - if you already have your satchel filled out, what incentive do you have to participate in more quests?
The decision to reduce starting satchels to 20 PP seems a little harsh (20 PP only accounts for five sets of common spells, for reference), but the fact that gold is more plentiful in the new RPG thanks to House allowances makes it easier to buy spells inbetween quests. We believe that having access to more gold will balance out the smaller starting satchel size, and reflects the starting satchels of the original RPG a little better (as they had four to five sets of commons to start as well).
Unfortunately, this leads to the following nerf:
+ Characters will be requested to cut some spells from their satchels to fall under the new 20 PP satchel limit. A nerf to the satchels means very little if we don't actually pursue the matter on those who are already members. As stated above, some brand new players actively have most of their satchel maxed out already, and others have been submitted that could potentially be unhealthy to the RPG as a whole; it's our goal to try and balance this out before it becomes a further problem. A silver lining, however: those who have spent gold to buy spells for their satchels prior to these changes will have their gold refunded at a 100% rate. We realize that it's not fair to see you spend your starting gold (and any you've earned so far) on new spells for a satchel that's now being cut, and don't want to rob you of your gold alongside everything else. This also gives players some flexibility to expand their satchel a bit to compensate for the loss in spells before quests start.
The following gold will be refunded to players:
Walker Boh - 80g
Diluvian Primordial - 120g
Kai - 80g
Ultima - 80g
If Gully and Cyouni wish to have refunds on their latest purchases due to the changes (being new game + characters), they may exchange their purchases for the gold spent on them as well in the interests of being fair. This leads to:
Gully - up to 200g
Cyouni - up to 26g
When you convert your satchel to the new changes, please state what spells will be purchased with PP and if you will be using any of your refunded gold so that we know what your intentions are.
+ Going along with the PP changes, starting satchels are also to choose cards from only the following sets:
M10
M11
M12
M13
M14
Zendikar (first and second set)
Scars of Mirrodin (first and second set)
Innistrad (first and second set)
Return to Ravnica (first and second set)
A few sets (noticeably, the Time Spiral, Lorwyn/Shadowmoor, and the original Ravnica blocks) have been removed from starting satchels in an attempt to regulate the power level of starting players. This is another move to try and keep things similar to the old RPG, which was rather underpowered in the beginning but had a bigger sense of accomplishment in fleshing out your satchels to the power levels you're more accustomed to.
Spells purchased from shops will be unchanged and can be purchased from plane-centric blocks in the Modern-legal spectrum as usual, which gives players access to the Time Spiral and Ravnica blocks depending on which plane your character exists on.
We apologize for the work that this causes for players, but in the interests of keeping the RPG as healthy as possible moving forward, it is sadly necessary. If you have any concerns or questions, please feel free to voice them to us.
Card Balancing Changes
+ The following cards will be changed / nerfed moving forward:
Elixir of Immortality is restricted to 2-cast, similar to Extirpate. We felt that moving forward, Elixir of Immortality would be an auto-include in every deck (similar to the next card on the list), and creates situations where players can double, triple, or even quadruple the size of their satchels simply by recycling their used spells. Unlike cards like Reminisce, however, Elixir of Immortality is colorless and has five life tacked on as an additional bonus, making it superior to even the blue recycling spells. Simply put, the card needed to be restricted.
Spirit guides, in a similar vein, are now also officially restricted to one per turn and, more importantly, locked from use until the third turn cycle. If anyone was watching the arena battle between Gully/Qfx and Ultima, it was clearly shown that there is no reason not to have as many spirit guides as possible in your deck, and causes board states that are simply ridiculous and rival Legacy and even some Vintage decks. By the third turn cycle, they become useful without becoming overpowering, and restricting to one per turn keeps players from dropping cards like Primeval Titan or Bogardan Hellkite on turn 4 with no other assistance.
+ The rest of the cards on this list are balanced to fit the RPG:
You might notice that all of these cards are actually on the Modern banlist; this isn't a coincidence. We wanted to incorporate the Modern banlist into our RPG, as the RPG uses only Modern-legal cards anyways and the banlist gives a good baseline as to what other cards could potentially be an issue in the future. Rite of Flame and Seething Song, in particular, was creating problems, which was what caused the banlist analysis. (Congratulations on breaking the RPG in half, though! )
This covers all the changes that will be incorporated into the RPG. Now, for the good stuff:
+ Quests will be introduced into the RPG either later tonight or tomorrow, depending on how much more time I have available tonight. Yay! Here are the introductory details:
Quest #1
[Bounty] Kill the rogue thief!
Information: Reports have indicated a thief running amok in the various market stalls of Dominaria. Find the one responsible.
Quest #2
[Bounty] Eliminate the wild menace!
Information: On the outskirts of the city, wild animals have been ravaging the local farmlands. Find them and kill them.
Both of these quests will be posted up in the Dominaria tavern relatively shortly; sign-ups will be posted at that time with a party size limit of 3. Once your satchels are revised and accepted, you're free to enlist for the quest you'd like to participate in. There are no additional rewards for one quest over another, so participate in the one you feel you'd enjoy more.
+ There are currently plans for one to two more quests as needed in case we see an influx of participants in Dominaria or Ravnica and there aren't enough quests to go around. Remember, it's possible to have a character on each plane now, so don't be shy about creating a second character if you wish.
Well, I'm glad I waited for the promised balance patch before creating my character -- half my satchel would have had to be thrown out!
I'm surprised that Time Reversal survived the patch unscathed, since it is a draw 7 that any starting character can have access to. Was the 5cmc considered sufficient to prevent it from breaking the game with one-turn combo kills?
Well, I'm glad I waited for the promised balance patch before creating my character -- half my satchel would have had to be thrown out!
I'm surprised that Time Reversal survived the patch unscathed, since it is a draw 7 that any starting character can have access to. Was the 5cmc considered sufficient to prevent it from breaking the game with one-turn combo kills?
The land cap in the RPG plays a major factor as to why some of the more expensive cards that may create combo possibilities are still allowed. Most players are stuck at around 6 to 8 lands; spending five mana to Time Reversal leaves not much room to "go off", so to speak. Couple with the fact that it's a mythic rare (which requires two separate traits to even use) and our banning of several key rituals (Rite of Flame and Seething Song), and it becomes a card that we may watch, but are not currently thinking is necessary to ban - yet.
Quests are now up! Apologies for the delay; internet company can't understand basic English when I tell them I'm NOT moving until the end of the month. :X
Hm... In light of the new satchel system, I might decide to do away with my current character idea. At least a part of it, anyway. The backstory will change, obviously, but the motivation and endgame could conceivably stay the same.
Related question: When are we going to have the plane of Innistrad available? I'm thinking a B/W necromancer might be a more interesting character to play than a U/B mind mage.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
OK, I'm not speaking for the WPLs here, but I THINK they're going to balance the RPG until they think it's totally balanced, then get the plane storyline fixed up, then introduce more planes. Was I right, WPLs?
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A scientist turned wizard.
Though the winds are cold, I fly on.
A learning eagle in a sky of knowledge.
The chilly academic of Ravenclaw.
-Pottermore
Guess what? That bear is an illusion INSIDE an illusion.
-Ultima, Dominarian illusionist, MTGRPG
+ Going along with the PP changes, starting satchels are also to choose cards from only the following sets:
M10
M11
M12
M13
M14
Zendikar (first and second set)
Scars of Mirrodin (first and second set)
Innistrad (first and second set)
Return to Ravnica (first and second set)
Does the "character's home plane" rule still apply? (e.g. if I want to take a spell from RTR, my character has to start on Ravnica instead of Dominaria?)
From what I saw, yes. The thing is, Dominarians only get the core sets until you start buying spells. Hey small, does any plane get the core sets?
Anyway, I saw something cool. Assuming that question I just asked gets a yes, Ravnicans can have a Wind Drake and it shouldn't count as a Dragon's Maze card because it was in a core set. Is that accurate?
Private Mod Note
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Rollback Post to RevisionRollBack
A scientist turned wizard.
Though the winds are cold, I fly on.
A learning eagle in a sky of knowledge.
The chilly academic of Ravenclaw.
-Pottermore
Guess what? That bear is an illusion INSIDE an illusion.
-Ultima, Dominarian illusionist, MTGRPG
Related question: When are we going to have the plane of Innistrad available? I'm thinking a B/W necromancer might be a more interesting character to play than a U/B mind mage.
While the plane itself is locked, Innistrad and Dark Ascension have been available for spell choice since the first reboot. And to echo what Ultima stated, balancing issues come first. The plan for introducing the other planes mostly ties in with the main storyline quest that we'll be starting in the near future. We have the basis of the storyline, but we're working on the finer details at the moment - the smaller quests we're running now, actually, are designed to entertain you all, get familiar with your characters, and give us some extra time to work on the rest of our main story.
Does the "character's home plane" rule still apply? (e.g. if I want to take a spell from RTR, my character has to start on Ravnica instead of Dominaria?)
Yes, the starting plane rule still applies; I'm sorry that I didn't reinforce that point when I mentioned the starting sets. I should have. There are plans underway for cross-realm spells, though, so don't feel as though you will never have access to the spells from another plane.
From what I saw, yes. The thing is, Dominarians only get the core sets until you start buying spells. Hey small, does any plane get the core sets?
Yes, every plane has access to the core sets.
Anyway, I saw something cool. Assuming that question I just asked gets a yes, Ravnicans can have a Wind Drake and it shouldn't count as a Dragon's Maze card because it was in a core set. Is that accurate?
100% bonafide accuracy right there. Any card that's been reprinted in another set legal to your plane is fair game (Giant Growth, for instance, also fits the bill for Dominarians).
So where exactly with all of these changes does that leave Gear. Because I am a bit confused at the moment what changes I need to make. We still have our old time spiral stuff right? I just need to know because I think I might be one of the characters with way to large of a spell satchel.
Also before I forget whats the deal on the artifact lands?
==Edit==
Also Can I get an Artificer house to be part of because I don't do the whole colored association thing. Or heck even a Unaffiliated house.
Yup although amusingly It was easier to cut down than I expected although all artifact satchels really are heavy on the uncommon/rare market you know. Still whats the deal with the artifact lands?
Also since for some reason I just read character bio's and such when will we add Alara because with Gears Knowledge of how to get there combined with a few characters story ties could make for some interesting times.
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Originally commissioned through High~Light Studios
While the plane itself is locked, Innistrad and Dark Ascension have been available for spell choice since the first reboot.
Yes, the starting plane rule still applies; I'm sorry that I didn't reinforce that point when I mentioned the starting sets. I should have. There are plans underway for cross-realm spells, though, so don't feel as though you will never have access to the spells from another plane.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Yup although amusingly It was easier to cut down than I expected although all artifact satchels really are heavy on the uncommon/rare market you know. Still whats the deal with the artifact lands?
What's the deal with them as in why were they banned? I would think that would be obvious - they lead to absolutely broken starts in affinity decks. It's the same reason as to why they're banned in Modern for the actual paper M:tG game.
Also since for some reason I just read character bio's and such when will we add Alara because with Gears Knowledge of how to get there combined with a few characters story ties could make for some interesting times.
Alara is already unlocked; it simply hasn't been added as a subforum yet.
Going on that, let me try to clear up some confusion. When a new character's satchel is created, the player is allowed to pick a "starting plane" by which their spells come from in addition to the core sets. Many of the planes - say, Alara or Innistrad - are available to choose as a starting plane even though some of them haven't been created as a subforum yet. Normally a character would then START in that plane via the appropriate subforum, but since we currently only have Dominaria and Ravnica subforums at the moment (and because we don't have enough players to reasonably suggest that there would be enough interaction if everyone spread out), characters from the planes like Alara or Innistrad just start on Dominaria. But since realms are locked for spell purchasing within their own plane (i.e. only Dominarian spells from Dominaria, Ravnican spells from Ravnica, etc.), characters from, say, Innistrad can't actually buy more of their own spells - yet.
The Arcane Research trait handles things in a similar vein - it chooses from all available sets and planes, not just the one you're currently a part of, so it circumvents the spell purchase rule.
It's a system that's not without its problems, admittedly, but we were more focused on getting the quests set up and getting the RPG balanced. One of the "to-do" items we're transitioning to will be the cross-realm spell problem, and achieve a balanced way for characters to buy spells from any plane instead of just the one they're in. It wasn't incorporated into the satchel reboot because the WPLs as a whole want to keep as much of the setup from the old RPG intact - one of those qualities was the choice of a starting plane + the core sets for starting satchels.
If there are any suggestions on what you'd like to see with anything in the RPG, including this, feel free to comment with your suggestions - we certainly won't ignore you, though we can't guarantee we'll implement everything
Hey, is Theros a starting plane yet? And is Journey into Nyx, assuming Theros is a start plane, available for spell choice? Because I saw another cool thing. If the second question is answered with a no, then a Theros character could get Bladetusk Boar anyway, since it was in M13. Right?
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A scientist turned wizard.
Though the winds are cold, I fly on.
A learning eagle in a sky of knowledge.
The chilly academic of Ravenclaw.
-Pottermore
Guess what? That bear is an illusion INSIDE an illusion.
-Ultima, Dominarian illusionist, MTGRPG
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MtG:RPG - Kai
Edited to add: Also based on Gully's satchel, it appears that players have infinite basic lands in their hand at all times?
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Regarding lands, that's effectively correct for the purposes of putting lands into play. Don't expect something like Seismic Assault to work, however.
MtG:RPG - Kai
MtG:RPG - Kai
MtG:RPG - Kai
+ Starting satchel sizes have been reduced from 32 purchasing points (PP) to 20. Those who started characters in the old RPG may remember that the sizes of starting satchels were relatively limited. This wasn't to punish newer players; quite the opposite, we wanted players to relate their growths in the RPG to expanding their satchel to their own tastes. People actively participated in quests because they looked forward to expanding their satchels and adding that next spell.
The problem with when we converted the older satchel system to the new RPG is that we didn't take into account how easily one could expand their satchel (and how quickly). There are at least two characters in the RPG right now who have almost maxed out their satchel points with quality spells they probably won't change in the near future, and yet we haven't even gone on a single quest. This is bad for the health of the RPG - if you already have your satchel filled out, what incentive do you have to participate in more quests?
The decision to reduce starting satchels to 20 PP seems a little harsh (20 PP only accounts for five sets of common spells, for reference), but the fact that gold is more plentiful in the new RPG thanks to House allowances makes it easier to buy spells inbetween quests. We believe that having access to more gold will balance out the smaller starting satchel size, and reflects the starting satchels of the original RPG a little better (as they had four to five sets of commons to start as well).
Unfortunately, this leads to the following nerf:
+ Characters will be requested to cut some spells from their satchels to fall under the new 20 PP satchel limit. A nerf to the satchels means very little if we don't actually pursue the matter on those who are already members. As stated above, some brand new players actively have most of their satchel maxed out already, and others have been submitted that could potentially be unhealthy to the RPG as a whole; it's our goal to try and balance this out before it becomes a further problem. A silver lining, however: those who have spent gold to buy spells for their satchels prior to these changes will have their gold refunded at a 100% rate. We realize that it's not fair to see you spend your starting gold (and any you've earned so far) on new spells for a satchel that's now being cut, and don't want to rob you of your gold alongside everything else. This also gives players some flexibility to expand their satchel a bit to compensate for the loss in spells before quests start.
The following gold will be refunded to players:
Walker Boh - 80g
Diluvian Primordial - 120g
Kai - 80g
Ultima - 80g
If Gully and Cyouni wish to have refunds on their latest purchases due to the changes (being new game + characters), they may exchange their purchases for the gold spent on them as well in the interests of being fair. This leads to:
Gully - up to 200g
Cyouni - up to 26g
When you convert your satchel to the new changes, please state what spells will be purchased with PP and if you will be using any of your refunded gold so that we know what your intentions are.
+ Going along with the PP changes, starting satchels are also to choose cards from only the following sets:
A few sets (noticeably, the Time Spiral, Lorwyn/Shadowmoor, and the original Ravnica blocks) have been removed from starting satchels in an attempt to regulate the power level of starting players. This is another move to try and keep things similar to the old RPG, which was rather underpowered in the beginning but had a bigger sense of accomplishment in fleshing out your satchels to the power levels you're more accustomed to.
Spells purchased from shops will be unchanged and can be purchased from plane-centric blocks in the Modern-legal spectrum as usual, which gives players access to the Time Spiral and Ravnica blocks depending on which plane your character exists on.
We apologize for the work that this causes for players, but in the interests of keeping the RPG as healthy as possible moving forward, it is sadly necessary. If you have any concerns or questions, please feel free to voice them to us.
Card Balancing Changes
+ The following cards will be changed / nerfed moving forward:
+ The rest of the cards on this list are balanced to fit the RPG:
You might notice that all of these cards are actually on the Modern banlist; this isn't a coincidence. We wanted to incorporate the Modern banlist into our RPG, as the RPG uses only Modern-legal cards anyways and the banlist gives a good baseline as to what other cards could potentially be an issue in the future. Rite of Flame and Seething Song, in particular, was creating problems, which was what caused the banlist analysis. (Congratulations on breaking the RPG in half, though! )
This covers all the changes that will be incorporated into the RPG. Now, for the good stuff:
+ Quests will be introduced into the RPG either later tonight or tomorrow, depending on how much more time I have available tonight. Yay! Here are the introductory details:
Quest #1
[Bounty] Kill the rogue thief!
Information: Reports have indicated a thief running amok in the various market stalls of Dominaria. Find the one responsible.
Quest #2
[Bounty] Eliminate the wild menace!
Information: On the outskirts of the city, wild animals have been ravaging the local farmlands. Find them and kill them.
Both of these quests will be posted up in the Dominaria tavern relatively shortly; sign-ups will be posted at that time with a party size limit of 3. Once your satchels are revised and accepted, you're free to enlist for the quest you'd like to participate in. There are no additional rewards for one quest over another, so participate in the one you feel you'd enjoy more.
+ There are currently plans for one to two more quests as needed in case we see an influx of participants in Dominaria or Ravnica and there aren't enough quests to go around. Remember, it's possible to have a character on each plane now, so don't be shy about creating a second character if you wish.
MtG:RPG - Kai
I'm surprised that Time Reversal survived the patch unscathed, since it is a draw 7 that any starting character can have access to. Was the 5cmc considered sufficient to prevent it from breaking the game with one-turn combo kills?
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
MtG: RPG - Luu Sihner
The land cap in the RPG plays a major factor as to why some of the more expensive cards that may create combo possibilities are still allowed. Most players are stuck at around 6 to 8 lands; spending five mana to Time Reversal leaves not much room to "go off", so to speak. Couple with the fact that it's a mythic rare (which requires two separate traits to even use) and our banning of several key rituals (Rite of Flame and Seething Song), and it becomes a card that we may watch, but are not currently thinking is necessary to ban - yet.
I see no reason why not, given that we're shaking up the RPG in (potentially) satchel-breaking ways.
MtG:RPG - Kai
MtG:RPG - Kai
Related question: When are we going to have the plane of Innistrad available? I'm thinking a B/W necromancer might be a more interesting character to play than a U/B mind mage.
{Magic: The RPG}
Though the winds are cold, I fly on.
A learning eagle in a sky of knowledge.
The chilly academic of Ravenclaw.
-Pottermore
Guess what? That bear is an illusion INSIDE an illusion.
-Ultima, Dominarian illusionist, MTGRPG
Does the "character's home plane" rule still apply? (e.g. if I want to take a spell from RTR, my character has to start on Ravnica instead of Dominaria?)
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Anyway, I saw something cool. Assuming that question I just asked gets a yes, Ravnicans can have a Wind Drake and it shouldn't count as a Dragon's Maze card because it was in a core set. Is that accurate?
Though the winds are cold, I fly on.
A learning eagle in a sky of knowledge.
The chilly academic of Ravenclaw.
-Pottermore
Guess what? That bear is an illusion INSIDE an illusion.
-Ultima, Dominarian illusionist, MTGRPG
While the plane itself is locked, Innistrad and Dark Ascension have been available for spell choice since the first reboot. And to echo what Ultima stated, balancing issues come first. The plan for introducing the other planes mostly ties in with the main storyline quest that we'll be starting in the near future. We have the basis of the storyline, but we're working on the finer details at the moment - the smaller quests we're running now, actually, are designed to entertain you all, get familiar with your characters, and give us some extra time to work on the rest of our main story.
We'll have updates as it progresses, no worries.
Yes, the starting plane rule still applies; I'm sorry that I didn't reinforce that point when I mentioned the starting sets. I should have. There are plans underway for cross-realm spells, though, so don't feel as though you will never have access to the spells from another plane.
Yes, every plane has access to the core sets.
100% bonafide accuracy right there. Any card that's been reprinted in another set legal to your plane is fair game (Giant Growth, for instance, also fits the bill for Dominarians).
MtG:RPG - Kai
Also before I forget whats the deal on the artifact lands?
==Edit==
Also Can I get an Artificer house to be part of because I don't do the whole colored association thing. Or heck even a Unaffiliated house.
On a slightly different note, you still do have too large of a satchel anyways.
Also since for some reason I just read character bio's and such when will we add Alara because with Gears Knowledge of how to get there combined with a few characters story ties could make for some interesting times.
{Magic: The RPG}
What's the deal with them as in why were they banned? I would think that would be obvious - they lead to absolutely broken starts in affinity decks. It's the same reason as to why they're banned in Modern for the actual paper M:tG game.
Alara is already unlocked; it simply hasn't been added as a subforum yet.
Going on that, let me try to clear up some confusion. When a new character's satchel is created, the player is allowed to pick a "starting plane" by which their spells come from in addition to the core sets. Many of the planes - say, Alara or Innistrad - are available to choose as a starting plane even though some of them haven't been created as a subforum yet. Normally a character would then START in that plane via the appropriate subforum, but since we currently only have Dominaria and Ravnica subforums at the moment (and because we don't have enough players to reasonably suggest that there would be enough interaction if everyone spread out), characters from the planes like Alara or Innistrad just start on Dominaria. But since realms are locked for spell purchasing within their own plane (i.e. only Dominarian spells from Dominaria, Ravnican spells from Ravnica, etc.), characters from, say, Innistrad can't actually buy more of their own spells - yet.
The Arcane Research trait handles things in a similar vein - it chooses from all available sets and planes, not just the one you're currently a part of, so it circumvents the spell purchase rule.
It's a system that's not without its problems, admittedly, but we were more focused on getting the quests set up and getting the RPG balanced. One of the "to-do" items we're transitioning to will be the cross-realm spell problem, and achieve a balanced way for characters to buy spells from any plane instead of just the one they're in. It wasn't incorporated into the satchel reboot because the WPLs as a whole want to keep as much of the setup from the old RPG intact - one of those qualities was the choice of a starting plane + the core sets for starting satchels.
If there are any suggestions on what you'd like to see with anything in the RPG, including this, feel free to comment with your suggestions - we certainly won't ignore you, though we can't guarantee we'll implement everything
MtG:RPG - Kai
Though the winds are cold, I fly on.
A learning eagle in a sky of knowledge.
The chilly academic of Ravenclaw.
-Pottermore
Guess what? That bear is an illusion INSIDE an illusion.
-Ultima, Dominarian illusionist, MTGRPG