I am disappointed by the fact that you intend to have no antagonist, because Nightmare was made for the part. Also, can I just express my displeasure at the fact they haven't reprinted Thundermare?
I'll save that for the sequel, Horsepower, a 150 page mile-a-minute heart-pounding adventure of danger and despair, with lots of explosions and partial nudity.
I am disappointed by the fact that you intend to have no antagonist, because Nightmare was made for the part. Also, can I just express my displeasure at the fact they haven't reprinted Thundermare?
I'll save that for the sequel, Horsepower, a 150 page mile-a-minute heart-pounding adventure of danger and despair, with lots of explosions and partial nudity.
At twilight's end, the shadow's crossed / a new world birthed, the elder lost. Yet on the morn we wake to find / that mem'ry left so far behind. To deafened ears we ask, unseen / "Which is life and which the dream?"
I am disappointed by the fact that you intend to have no antagonist, because Nightmare was made for the part. Also, can I just express my displeasure at the fact they haven't reprinted Thundermare?
I'll save that for the sequel, Horsepower, a 150 page mile-a-minute heart-pounding adventure of danger and despair, with lots of explosions and partial nudity.
Oh, yeah. He'll be suiting up to defend the innocent Tarpans from the menace of in-equine Bronze Horses and their frightening new chrome allies. Meanwhile, one determined Trenching Steed tries desperately to find the serial killing Fleshmad Steed before it's too late, but is he the next victim?
Yeah letting that card slide was a real... Blundermare.
Why haven't they reprinted it?
I Wondermare.
(This was funnier a few minutes ago before my internet died and prevented me from posting it in a timely fashion >_<)
Ah, puns... In the short space of a few seconds I had at least five god awful ones all but demand to be posted. I barely escaped the enmaring nature of these puns.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
This might be the right group to ask: Does anyone have the info for the Coalition War game? I was curious about it, but the only site I could find with it seem to have broken links everywhere.
the curent map site: http://cwg.derxis.ro/ Though broken links abound, this thread has some good info: http://community.wizards.com/content/forum-topic/2353991 A version of the proper rulebook, though not updated for the Round 6 map changes, can be found from here: http://cwg.derxis.ro/old/round5/ So it;s missing some late additions like VP and (functional) portals, but frankly is the rulebook for the wargame at its height. I've copy-pasted that text below.
for posterity
Coalition - Phyrexia War Game Rulebook
The Coalition/Phyrexian War Game, is based upon the conflict of these two military forces for control of the planes. Phyrexia, under the rule of Yawgmoth and his generals, advance through interplanar portals to take their rightful lands and remove the weak blight of flesh. The Coalition consists of native inhabitants, joined under one banner in a fight to survive against the Phyrexian hordes and push them back through the portals.
The War Game continues the 'what if,' where Urza and the Weatherlight did not stick their noses in and ruin everything. Who will be victorious, the Phyrexia war machine, or the Coalition's desperate fight for survival?
1 Sides
2 Structure
3 Armies
4 Movement
5 Healing
6 Control
7 Strategies
1 Sides
Picking a side is as simple as posting a request in the associated boards, the Council of All for the Coalition, or the Phyrexian Council for Phyrexia.
1.1 The Coalition
The Coalition consists of 7 factions; the 5 colours of magic (White, Blue, Black, Red, Green), 5-Colour, and Artifact. These represent the various groups under the Coalition flag and determine matters of healing and troop choice for armies. Each member of The Coalition is able to pick 1 primary faction where they will hold rank (this may be changed at a later point), and 2 secondary factions (also able to be changed).
Each faction has its own Base, as placed upon the map indicated by their respective colour. Also each faction has its own set of ranks (1 Captain, 1 Commander and 2 Lt Commanders per faction).
The Coalition Rank structure is as follows: 1 General, 2 Admirals, 7 Captains, 7 Commanders, 14 Lieutenant Commanders and any number of Lieutenants.
1.2 Phyrexia
Unlike The Coalition, the rival Phyrexia consists of only one single group. Phyrexia has 5 Portals and no faction differences, but otherwise the rank structure is equivalent: 1 Chief Praetor, 2 Praetors, 7 Evincars, 7 Plaguelords, 14 Centurian Plaguelords and any number of Centurions.
1.3 The Mercenaries
This group cannot be joined by players at any time, but exist only to protect the townships. Once a Coalition or Phyrexian army has healed in their associated town, the mercenary army disbands; otherwise, they attack their town every turn.
1.4 The Judges
As a neutral unbiased controller, the judge's job is to deal with movement, judging of strategies, and generally make sure that everything is running smoothly. Generally what the judge says goes, but civilized discussion is encouraged. As any other human being, the judge is capable of making mistakes so any constructive feedback is appreciated.
2 Structure
2.1 The Map
Most interaction between players happens on the Wizards of the Coast Community Boards, however play takes place upon a separate web-site. All information pertaining to battles, squares, armies, and bases can be found there.
Squares are indicated by a grid system, from 1 - 38 columns, and A - N rows. Hovering over a map square will indicate the current position, as well as any information about the square such as terrain or features.
2.2 Armies
Armies are represented by symbols on the map, the Coalition uses the faction symbols (as can be seen on cards such as Coalition Relic), Phyrexia uses the Mask of Yawgmoth, and Mercenaries are represented by a helm. It is at the discretion of the leaders to assign armies to players.
In order to see the makeup of an army, selecting it will bring up a box with all pertinent information.
2.3 Turns
The start of each turn is announced by the Battle Judge in the Battle Announcements thread. This post will include all the battles for the current turn as well as the deadline before which the strategies are to be submited in order to be valid. The deadline timestamp is currently at 5PM GMT, so be sure not to ommit time conversions as late strategies will be discarded.
The same post also includes the movement deadline, which unless specifically mentioned is the same as the strategy deadline. All movement must be sent by that time or will be discarded.
Once the deadline has passed, the player's responsibilities have ended. It is now up to the judge to go through the strategies and movement, posting the results of each in the Battle Results and Movement threads respectively. Then, finally, to post any new battles from that turn in the Battle Announcements thread, starting the cycle again.
For an in-game time frame for armies to move and fight, each turn is defined as 6 in-game days. The number of actual days this translates to out of game is variable, but can expect anywhere from one to two weeks per turn.
During each turn, the players have to fullfil their requirements. Sending the strategies that they are assigned and moving the armies that are under their control is what defines the wargame and must be done every single turn.
2.4 Rounds
A round can take as long as necessary for one side to win as per the win conditions determined at the beginning of the round. It is also possible to end a round early if one side concedes, or an alterative ending is arranged.
2.5 Winning
There are two possible ways of winning. By destroying all appointed win condition structures or by killing the top 10 ranked armies of the other side. Currently, the win conditions are the 5 portals for Phyrexia and the Keresta (Red Base), Naideia (Blue Base), Frank (Black Base), White Base and Tovarna (Artifice Base) for the Coalition.
3 Armies
3.1 Army Creation
No new armies can be placed on the map while the round is in progress. However, if a new player achieves at least two official battles, they may contact their side leader about getting an existing army changed to one of their choosing. Design itself is generally handled by the leaders of each side and they are expected to guide new players in this regard.
Each army consists of one legend and 4 slots based on the army rank.
Any creature is acceptable, as long as it is represented by a Magic: The Gathering card. By necessity, some creature abilities must be scaled down for balance reasons.
3.2.1 Power/Toughness
Creature slots apply only to the maximum of that creature's power and toughness. For example; 3/3, 3/2, 3/1, 3/0, 2/3, 1/3, or 0/3 creatures all fall into the 3/3 slot and as far as rules go there is no meaningful difference between them.
Permanent power/toughness changing effects, such as +1/+1 counters, or creatures with power and/or toughness defined as * can be used in any slot that they could naturally fall into. For example, Dracoplasm, as a */* creature can fill any slot from 1/1 to 9/9, whereas a Vampiric Dragon starts as a 5/5 creature that gets +1/+1 counters, so it can only be used in slots 5/5 and higher.
3.2.2 Restrictions
There are a few restrictions as to which creatures are allowed into armies.
Phyrexia cannot use white, green or multicolour creatures that are exclusively white and green.
Each Coalition army can only include units from their chosen factions (factions cannot be changed mid-round). For example, if Frank, the Intergalactic Space Toad has selected primary of Green, and secondary colours Blue and Red, he can only use green, blue, and/or red units in his army. Multicoloured creatures are only usable if 5-Colour is chosen as one of the factions (primary or secondary), and the creatures are not required to match any of the other colours. The same way. artifact creatures are only usable if Artifact is chosen as one of the factions, whether it has a colour or not.
As every army is composed out of it's 4 slots. each slot may be split into different creatures. However, no army is allowed to have more than 6 different creatures in it's composition and no creature can be used in two different slots. Shortly put, an individual army can only have up to 6 unique units at any one time.
No other restrictions exist and all creatures that fit these army requirements are free for use.
3.2.3 Legends
Each army will have a legend, this is generally one from Magic: the Gathering, but a personal design may be submitted to the judge if so inclined. These units have no perceivable impact in most battles and have no restrictions placed on size or colour. Their purpose only applies in kill strategies (See 7.4 Killing).
3.2.4 Colour Bonus
If all units in an army share a colour (white, blue, black, red, green) and/or are all artifacts they receive a +1 bonus on all rolls. Non-coloured and non-artifact units do not have an associated colour bonus, but are still freely available to all armies.
4 Movement
Movement must be done in the following format:
Army Name: Start > Next > Next > End - Order
Army Name: the name of the moving army. The name must be of an army under the control of the player sending the movement (See 6 Control) and be recognizable as an existing army;
Start: this is the position the army currently occupies on the map;
Next: entirely optional and generally not included, this is only to map out a particular route, otherwise this is determined randomly;
End: the destination square for the respective army.
Order: any applicable orders (See 4.1 Orders).
Failure to use this format, or to use the orders incorrectly, will result in the move not taking place.
An army can only move three squares, and each square takes 2 days to cross at normal marching speed; this does not include diagonal, but it does not need to be in a straight line. Other armies, battles, or healing points do not act as obstacles for movement. It is not possible to move off the edges of the map. All moves are enacted at the same time.
4.1 Orders
It is acceptable to give ‘no movement’ orders to armies. Such orders have no format, so feel free to be creative. If an army is in battle, it cannot receive movemevemt orders for as long as it is engaged.
4.1.1 Engage
This is used when an enemy army is in the End square. The order must include the name of the enemy army. If the opposing army does not move, a battle will result, otherwise, the army will take the place of the leaving enemy. Format: Frank, the Intergalatic Space Toad: 3A > 2B - engage The Frogettes.
4.1.2 Replace
When an allied army is in the End square this command is required. It must include the name of the allied army. If the ally does not move, then nor will the moving army, otherwise, the army will take the place of the leaving ally. Format: Frank, the Intergalatic Space Toad: 3A > 2B - replace The Frogettes.
4.1.3 Intercept
This order requires the army to not move (yet still needs the Start square); however, any enemy army that would otherwise move through that square is stopped and a battle results instead. The first army passing over (unless indicated otherwise) will be the one intercepted. If multiple armies pass over this square a joint engage will not result (See 4.3 Joint engage). Furthermore, if the intercepting army is attacked by a closer army, it will no longer intercept armies passing through. Format: Frank, the Intergalatic Space Toad: 3A - intercept.
4.1.4 Transfer
Transfers allow for troops to be sent between allied armies. It requires that both armies are adjacent, do not move, and that the transferring army is not in a healing point at the time. There is no specific format for this order but the transfer must be announced as well as which troops and how many of which will be transfered to an allied army.
4.1.5 Raids
Each side is able to change movement of any two armies from the bottom two ranks after the movement lock as long as that army would not be in battle that turn. This move must be legal given the new state of the map and move to engage an opposing army not at a healing point. The raiding army must have at least 500 units in its top rank, and the opposing army must have less than 5000 units overall. This move cannot be intercepted. The raiding army must enact a kill strategy (See 7.4 Killing) and receives an additional bonus in this attempt.
These moves should be posted within the Movement thread within three days of a new turn starting.
4.1.6 No order
When none of the above orders apply, the Order field can be left empty.
4.2 Partial Moves
When two allied armies attempt to move into the same square and the conditions for a joint engage are not met, a partial move may result. The closer army - or failing that the one with the earlier time stamp - will move to the desired square. The other will move as close as possible; after taking into account all other moves. Generally, attempts will be made to avoid a battle resulting from a partial move, but this is not always possible.
4.3 Joint engage
In some cases, it is possible for more than two armies to be fighting in a square at once. These are restricted to only one for each side per turn and can contain up to four armies in one battle. As long as all moves into any non-healing point square are legal, this may occur. Armies Captain/Evincar and higher cannot be part of joint engagements.
5 Healing
Once an army reaches any point at which they may heal, they begin counting turns. This value accumulates at any point at which an army could move (it is not in combat that turn). Once the required number has been reached, they heal up to full, minus any loses sustained in the last day of healing. This healing occurs automatically at the end of a turn.
5.1 Healing in Portals
Only Phyrexia armies may heal inside a portal and it takes any army 2 turns to do so. The are no differences between the portals for healing purposes.
5.2 Healing in Bases
Only Coalition armies may heal inside a base, and then only at a base that they are a member of (primary faction, or one of the two secondary factions). If not a member of the base, they do not heal no matter how many turns are counted.
If the army is a primary member (as indicated by its symbol), then healing will only take one turn. If the army is a secondary member, healing to full takes two turns.
5.3 Healing in Towns
Any armiy of the bottom two ranks of each side may heal inside a town and it takes them two turns to do so. Mercenary armies also heal in towns, but they only recover 500 units each turn, starting with the lowest slot.
5.4 Army changes
When an army is at a healing point it could heal at, a player may request a troop change. This takes two turns and counts turns in the same manner as healing, with the army healing to full at the end of the two turns with the different units. In most cases, this is no different to the usual process of healing and does not need to be requested until the same turn the army would otherwise heal. A special note must be made for Coalition armies attempting to change troops at their primary base, as they will not both heal and change troops. The troop change turn count starts when the request is made.
6 Control
6.1 Proxy List
The controller of any given army is determined by the Proxy List. This list includes all armies and which players are able to give movement orders and send strategies for them. There is no official format for the proxy list, so this may differ across the sides. The only requirement is that it is clear which player controls which army.
This list is maintained by the battle judge, and any change must be accepted by the judge. The time stamp of the request is what determines when control changes, not when the list is updated. Only two players on each side can make these requests, whom they are is determined by the highest ranking player on that side.
The Proxy List also grants a player for each side the title of Movement Tertiary.
6.2 Contingency
For each player, a contingency may be assigned. This contingency is effectively the ‘backup’ player for the player. The contingency may send strategies instead of the original controller. If a strategy is sent by the original controller, then these take precedence over contingency strategies.
6.3 Movement Tertiary
This player, designated by the proxy list, may be changed each turn and has the responsibility to cover for the movement of his side. This player sends in contingency moves which are to be taken into consideration only if the controller of that army failed to specify a movement for the army in cause. Orders like "hold position" will not be overwritten this way.
7 Strategies
A strategy is the orders a player gives to the army when in combat, there are few explicit rules, and what is presented here are closer to guidelines than hard and fast rules. Creature abilities, terrain, weather, everything is available for interpretation. There are no explicit restrictions and players can find/wait for the a desired state to present itself. There are implicit restrictions on some abilities for balance reasons which are based on the interpretation of the judge.
All battles will be posted in the Battle Announcements thread with the following format:
Army Name battle type Army Name, Square (Weather)
Before the battle deadline all strategies must be sent to the battle judge using the given e-mail address; the strategies must be in the body of the e-mail and not attachments. The name of the e-mail must have the following format:
Player: Army 1 Battle information Army 2.
Ex: MonkeyMan: The Monkettes attacks Phyrexian Horde
'The strategy title can include labels to minimise the chance of oversights. Examples of these are "Kill Attempt", "Joint Engage", and "Contingency". Not using these titles might result in your strategy not having the desired effect.
7.1 Battle States
An entire battle can last up to six days, most can be completed within a few hours or a day, but additional options exist.
7.1.1 Type and positioning
How a battle arises will determine the positioning of the armies at the start of the battle. In the case of a no attacker, designated by "vs.", the armies start within visible range. This range is determined by factors such as weather, terrain, nature of the opposing army, how the army advances, and various potential factors. This type of battle arises when two opposing armies move into the same square at once.
The second major type is that of an attacker/defender battle, this is designated by "attacks" and is the result of the engage order. The attacking army starts (always the first named army) starts at the edge of the square, while the defending army (always after the battle type) begins in the centre of the square. It is highly recommended than armies designated as attacking do actually attack.
The last big type is intercepts, this is in practice similar to a no attacker battle with each army starting within visible range. However in this case, the first named army is moving to prevent the opposing army from passing through the area - as resulting from the Intercept order. The intercepting army should ensure that they do move to engage the intercepted army.
There are two more types of battles.
Sieges, which are more likely when defendable areas are present, only follow from previous battles and result when an army only partially captures an area, or is unable to entirely out the opponent. Positioning and other information is provided on a case by case basis.
Raids are the result of the attacking army using a ‘raider’ move to engage a heavily damaged target. The armies start within visible range with the second named army taken almost entirely by surprise. (See 4.1.3 Intercept and 4.1.5 Raids)
7.1.2 Terrain
The terrain can be determined from the square designated in the announcement made in the Battle Annoucements thread. There are six possible types: plains, islands, swamp, mountains, forest, and ocean. Each can be thought of as simply the most stereotypical state (eg; forest: lots of trees, mountains: rocky mountain ranges). If desired, a specific feature can be searched for, the more common the feature the less time it takes to find (eg; looking for pine trees in a forest will be quick, finding a ravine in a forest may take the better part of a day).
For ocean and islands battles, armies can advance via any relatively simple boat existing in the dark to middle ages (war galleys are fine, iron plated turtles not so much).
7.1.3 Weather
This is determined by rolls and given with announcement in the Battle Announcements thread. What the rolls mean can be found in the Weather thread. As with terrain, the description given applies to the stereotypical state of weather and only applies to the average over the entire duration of the battle. Again, one can wait for a particular type of weather, with the more likely it is given the average, the quicker it will result (eg; in overcast waiting for light rain will not take long, whereas waiting for a downpour may take most of the day and may not last for longer than a few minutes).
7.1.4 Joint
When a joint battle ensues, how it is written is entirely up to the players. It can be combined into a single strategy or sent as two separate ones. However, the armies win or lose together. The player has the option of deciding which army remains inside the square in the event of victory but if that that right is forfeit, the larger or higher ranked army remaining in the square at the end of the battle.
In order to make a specific joint engage bump request (decide which army leaves the square) this has to be announced by movement PM or by movement post in the Movement thread before the deadline. This request has to be made by the same player (or one of the players in the event each strat is written by a different controller) that is writing the specific strategy and there is no contingency for it. The request should be made in the following format:
Joint engage bump request: Army to Location
Army represents which of the two armies will leave the square in the event that the battle is won and Location represents the new adjacent destination for that army. If the destination is not valid, one will be chosen at random.
7.2 Equipment
Armies start battle with the equipment presented in their artwork(s), flavour text, or implied by ability text. Additional equipment is only that which would be present in the average medieval army (no magical equipment, nothing technologically advanced, no siege weapons, among others). All other equipment must be made or found. The only exception to this is when fighting at a Healing Point.
7.3 Victory
The winner of the battle is given by the battle judge based on relative bonuses (size, strategy, numbers, etc) and random rolls. The winner and losses for each army are supplied by the judge, this is one case where the judge call is law and is not up for debate.
The winning army remains in the square, while the losing army is forced out to one of the surrounding squares (determined randomly). If all of these squares are occupied, the army may be either bumped into an enemy army (making an intercept battle), or the next set of squares out (if all the surrounding squares are occupied by either allied armies or battles take place in them).
7.4 Killing
When writing a kill strategy the first requirement is to make it obvious that it is a kill strategy. Putting this into the title line of the strategy e-mail is recommended.
To make a kill, an army needs 500 units in its top rank, which will act as the kill squad. These creatures do not participate in the battle itself, only the kill attempt which uses a separate roll. Any extras beyond this can be used within the strategy and provide a bonus to the kill attempt.
In order to make the kill, the army must first win the battle. Then, a second roll ensues, matching the army’s kill attempt to the opponent’s escape (or protection) attempt, much like an internal mini-strategy. If this roll is successful, the enemy army is killed, if it fails, there is a chance that the kill squad will be lost (if the battle is lost, the kill squad is lost regardless). A raider has an inreased chance of succeeding in his kill attempt (See 4.1.5 Raids)
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Thanks for that, Tevish! The concept of bringing it back has come up a few times, but I don't know how I'd implement the map other than a Google Docs spreadsheet.
Status update about how my current writing process is going:
About the only thing coming together okay is From the Vault... but that's likely because it's already in pieces.
_________________
At twilight's end, the shadow's crossed / a new world birthed, the elder lost. Yet on the morn we wake to find / that mem'ry left so far behind. To deafened ears we ask, unseen / "Which is life and which the dream?"
@ Barinellos - It seems beyond tacky to quote my own signature line, but I'll do it anyway. Remember, I'm pullin' for ya, 'cause we're all in this together!
_________________
"And remember, I'm pullin' for ya, 'cause we're all in this together." - Red Green
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
OL, thanks for giving me something else to put in my signature.
So, here's a small status update on what's going on with me:
Viewing and funeral went over as well as expected. Good turnout. Mentally exhausting.
Teacher told me that she'd let me make-up the time I missed because of the funeral. Not sure how that's going to go down yet.
I actually have around a month of off-time between semesters, so I'll be visiting my brother in Las Vegas during that time. Need to start looking at flight tickets.
Meatspace friend stopped by for the weekend. Helped a bit.
Spent 1200 bucks to fix things that had been wrong with my truck, including both the front and back brakes.
Went to a pool party thing yesterday. I really hate children.
Steam is having a summer sale and I'm completely torn. Steam has been doing a lot of crappy things lately to the point that I haven't even wanted to use Steam to play games I already own. Plus the way that they specifically say that some of the games I have my eyes on aren't optimized for Windows 8 which has a probability to mean this game will not work on Windows 8, so I'm hesitant to say the least.
EDIT (4-hours-later-edition): I should also note that I've been making a bit of progress into that Lyssia Crutoriae story, the supposed second chapter which I've just labeled "Movement B" for now since I've had issues in the past numbering the things.
@ Lord Luna - always glad to contribute some fuzzies!
Re: Truck repair, as a fake American who lives in a coastal city and does not own a vehicle, I confess to some amount of ignorance as to the specifics of car care. But - and I'm just taking a stab in the dark here - if you have to part with ludicrous amounts of American dollars in order to keep part of the car working, the brakes seem like an awfully solid choice.
Brief off-topic update:
Spoiler
Wear sunscreen, kiddos. Mrs. OL and I went to a wedding this weekend, without realizing that the ceremony would be (a) outdoors and (b) long. I look like a lobster, and every single inch of my exposed skin hurts.
I'm just going to pencil "skin cancer" in on the calendar for, oh, let's say, 2044.
Advice for life: Sunscreen!
_________________
"And remember, I'm pullin' for ya, 'cause we're all in this together." - Red Green
@OL's tangent: Console yourself with the thought that it cannot be worse than the burn I got last summer. While in California, someone invited the wife and I to go to a beach in Malibu. Pretty cool. Except for the part where we realized that the sunscreen bottle was empty, and we couldn't get another one. I foolishly figured I'd be okay. I wasn't. I'm a blue-eyed, blond Scandinavian, I'm not built for Malibu. The end result was kinda gross, so I'll be kind to you: I got two blisters. One covered my entire right shoulder, the other covered my entire left shoulder. I was sore and sticky for weeks. It was one of the worst things I've ever experienced.
Now that this poll is officially over, it's time to congratulate Aaarrrgh for designing Hill, which has been decided by popular vote to be the Card of the Month for October 2013!
Joined: Oct 17, 2013 Posts: 3486
Preferred Pronoun Set: He
So, I've been puttering around and I think I may have found an idea worth tackling, but I want to kick around a few ideas before I start, you know, writing.
The basic premise is that I want to follow the story of a pair of rings that allow a planeswalker to take a companion with them when they planeswalk. I imagine such devices would be incredibly useful and I imagine a series of vignettes detailing how different people use them for their own ends (and also how these rings end up changing hands).
I have a couple of story ideas already, but I wanted to open the floor up to some other ideas before I box myself into a corner by actually defining the rings (? Maybe some other kind of artifacts) power. What kind of uses to you imagine planeswalkers/non-planeswalkers would have with this kind of thing, and what stories do you think would be interesting to tell?
I think the main thing would be to make it clear that it's a significant rarity--really one of a kind. Otherwise storylines where the inability to get a non-'walker off world is a significant plot point would feel less meaningful. It's a tricky situation...
I could definitely see them being useful for Agmund, who runs an interplanar jail. We never did figure out how he moves prisoners to his prison plane...
I think the main thing would be to make it clear that it's a significant rarity--really one of a kind. Otherwise storylines where the inability to get a non-'walker off world is a significant plot point would feel less meaningful. It's a tricky situation...
I could definitely see them being useful for Agmund, who runs an interplanar jail. We never did figure out how he moves prisoners to his prison plane...
Yeah, I always sort of wondered about that, too...
I mean, we know there are multiple ways to move from one plane to another besides planeswalking, but they're all pretty rare. The Phyrexians had portable planar portals appearing pretty perpetually (I swear, that sentence started out innocently). The Weatherlight could do it, and there are several portals through worlds, both natural and unnatural. But, in a setting where planeswalkers are typically a featured element, it should be TOO easy for non-'walkers to transcend their planes.
Of course, we know of at least one M:EM planeswalker who can do what these rings do without any outside help, so there is that.
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