Hello, I'm new to this section of the MTG fandom. I've been a big fan of the stories hinted at in flavor texts, especially The Theriad. Since you all have made some fan planes in the past, I'd like to know just what makes a plane an MTG setting. Looking at the cards, it seems like there's a few commonalities between expansions: mana, distinctive races tied into those colors and stringent adherence to the color pie. So would a plane incorporating these things, and using races already present in MTG, automatically be considered an MTG plane?
Welcome to our dingy little corner of cyberspace. Don't mind the blood, Barinellos tends to leave a spectral trail, is all.
Anyways, the main thing that makes a Magic
plane, as opposed to a Magic
story, is the integration of the color pie in some way, shape, or form. This doesn't mean a strict adherence, as you put it, to everything we see from Wizards; everything is flexible to an extent. Creatures can be color-shifted, nations and races don't need a perfect balance of all five colors, lands can be missing some of their normal shape or show influences outside their normal color range -- you can go really crazy and it all really depends on how well you can justify your choices.
Take the plane of
Ihn Gallad, for example. It doesn't feature any listed colors, and several of the intelligent races feel like they've been color-shifted, but it feels like a Magic plane for integrating iconic M:tG creatures and making those color connections bleed through the words rather than symbols. Or take
Arbagoth, a very varied and rich plane that is totally weighted toward the green end of the spectrum. Every feature of the plane is listed by color, and every place has at least a touch of green, but it feels perfectly at home among the many planes we and Wizards has put out over the years.
There are points that we are less flexible with, of course. Too much color-shifting in one plane can be seen as too far from Magic's baseline; we don't allow too many unique fan-made races; and a plane can get "too busy" -- i.e. having too many unique and interesting features for its own good. Generally, the more you push the boundaries, the more you have to balance it out (with "normal" M:tG planar features) and the more you'll have to justify it (like showing how integrated into the planar history, ecology, economy, culture, etc. it is).
Had a question and didn't know where to ask.
I believe M:EM and canon are mutually exclusive from what I've heard, but in what sense are they mutually exclusive?
Is it only that everything in canon happens in M:EM, just that events in M:EM take place elsewhere?
Howdy, storyteller. Nice to see you 'round here.
We generally have to categories of stories: Expanded Canon which explores the official Wizards cards, stories, or settings; and our own Creative Canon which we've developed as a parallel canon with few if any connections to official material.
There have been a number of stories that took a deeper look at a single card (in fact most of the stories in
Flavor of the Week and
Raven's Rhymes do just that and could easily fit into the M:EM) or, like the Ultimatum series that Barinellos is writing (best link to them is
here at the moment), a look at certain characters. We consider those that use prominent official characters with heavy scrutiny; the more prominent the character, the more likely it is that Wizards will be using them in the future, the less likely we will be to accept the story featuring them. (So, don't write a story with the main character being, say, Jace, or the Mirrodin Phyrexians, or other low-hanging fruit like that.)
Using an official plane as a centerpiece can be varying levels of problematic, depending largely on what you're using them for. Barinellos's
Legacies uses Ravnica as a staging ground for the story, and doesn't truly feature any canon characters. Ravnica is a very large setting in particular that lets you get away with smaller-scope stories, plus we know that Barinellos, as resident story guru, knows where the lines are for stepping on canon's toes. Using a plane which is currently in a very well-defined and fluid state, like Zendikar or Mirrodin, is more problematic because it's more likely for Wizards to contradict your story when they revisit them.
Saying a planeswalker of yours is from a canon plane is much more problematic because of two things which are already known: 1. the spark is incredibly rare and ignition into a planeswalker is rarer still, so the number of planeswalkers to come from any one plane is very low, even over a long period of time; 2. Wizards like to pack its planes with 'walkers, like how three came from Ravnica and two from Innistrad. With the multiverse supposedly being infinite, it's not a hard thing to imagine your own plane for a character to come from (it doesn't have to be fully developed -- a name and the importance to your character is all that's needed) or just list "unknown" as their home.
As for using canon planeswalkers or story materials, I believe the best we'll accept are cameos, and even then it's iffy. There was a Jakkard story a while back that used Gideon Jura as a cameo (for a pun using "Gideon's Bible") that pretty much got shot down because of what was already known about Gideon. It never even showed the 'walker, just said that he was in Jakkard and that he left a book, but it was stepping on canon's toes too much, and got the Neguru seal of disapproval.
So while the two aren't mutually exclusive, we try to focus on expanding our own parallel fan canon instead of using official canon.
@LordLuna: I took a look at your project! I'll be willing to provide more feedback on it whenever it gets ported over here.
I, uh, don't know what to say to that. You are an absolute tease. At least tell me how bad my GIMP skills are.
Oh, and maybe you think the name should be changed? I think it could work, considering, but I'm also thinking it might be a little too resonant of its origins.