@ Mown:
Re the "that doesn't work" line:
I believe what I meant was that you already have the ability to play in a Magic setting and didn't need to make an RPG system for it, but after sleeping on it I am not sure what I was trying to get at. The best I can come up with is that there's a general lack of interest because if there was interest in playing an M:tG RPG there theoretically already would have been a game or two started up.
Re adapting Magic into the D&D system:
Okay, obviously I'm not familiar with the D&D rules system to properly speak of this, but I know of at least one person who has tried adapting parts of the D&D ruleset to a Magic setting, and I know I've heard of other people doing similar things with other IP. That tells me it can at least be done, even if it wouldn't be simple enough to do in an afternoon.
Re my problems with RP threads:
I'll admit I phrased that poorly, but I was referring to this from my earlier post:
On that note, there is an entirely separate issue of trepidation on my part due to the games I have or have tried to be a part of. Tevish already noted the Coalition Wargame, which I would like to note did get reincarnated on these forums but died due to reasons I can't fully wrap my head around but which I'm positive had to do with negligent GMs. A freeform RP that I tried to get into on the Map of the Planes group back on the mothership died after a few posts because of the GM disappearing. Yxoque tried to start an hybrid RP of some kind that was going to use stats but in an undefined way, but they never followed through and I still have a character sheet stashed away for a game that never got out of the concept stage. As I already said, the only forum games I've ever been a part of -- the "flavorful voting games" that were once run by Skibo_the_First on the mothership, plus one which Yanmato and I successfully ran -- were designed to run smoothly without a GM as long as players kept up with their moves and posted an updated game board as it were (that is, the life points of the factions). The point I am trying to make is that I don't really trust anything that is supposed to need a singular person to act as an overseer for when or how things happen.
So a quick question for the Magic players. What, exactly, can a planeswalker do that a powerful wizard couldn't? That is to say what do the planeswalking spark give you? As far as I am aware it let's you jump between planes right? Is that it? Cause if that's it I could make up planeswalkers for a half-dozen systems in like 10 minutes.
Just because you can mechanically fit a setting into a roleplaying system doesn't necessarily make it a good idea.
While I will side with Mown on this one (there are flavorful reasons some games wouldn't work without a mess of tweaking), I'll try to answer the question as best I can.
Pre-Mending planeswalkers were much closer to gods than what we see now. There was, I believe, a bit of a power creep over time compared to the original conception of planeswalkers, but a lot of oldwalkers ended up just being, essentially, beings of pure mana. They could shapeshift at will, channel entire worlds of mana to destroy entire planes or create artificial planes in the aether, they were ageless and nigh on impossible to kill, they could use planeswalking as teleportation within a plane, and at least some were able to open portals to other planes which mortals could walk through.
The Mending took a lot of that away, essentially making them mortal again. I believe there was an article when Nicol Bolas got his first planeswalker card about the basic effects: their bodies became fallible again, memories fading, time catching up to them, mana bonds leaving them, planeswalking within planes becoming impossible, becoming stuck in whatever shape they were at the time, etc. Many pre-Mending planeswalkers are still close to godlike in power due to their advanced age and huge number of mana bonds, but they are still fallible again and must take care in most situations -- as such, a lot of oldwalkers are out searching for ways to regain their lost power or at least a way to stay immortal.
Post-Mending planeswalkers (neowalkers or Bradywalkers) are another matter entirely. The gift of the spark tends to make the bearer a bit of a prodigy at something, with that something
usually being spellcasting, but can be anything magic-related (and I think in some cases not-magic related). Besides that, neowalkers tend to reach a higher-than-average power level just by sampling spells from different planes, but they still have to bond to lands and learn spells the same way most mages do (with some individual exceptions, of course). So, in essence, a neowalker
would just be a mage with the ability to planeswalk.