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PostPosted: Tue Jul 29, 2014 7:04 pm 
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So I've got it in my head to make Planeswalkers the RPG. I've heard that it's been attempted here and there, but not with any significant amount of success. I think I have an idea that will work well enough: Using Savage Worlds Superpowers Companion.

The trick is that I'm trying to figure out how to separate the different powers by color. Does anybody have some experience with Savage Worlds and Magic the Gathering and be willing to help?


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PostPosted: Wed Jul 30, 2014 12:21 am 
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M:tG, yes. Salvage Worlds, no.

Got a link to a SRD that I could look through to help?

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PostPosted: Wed Jul 30, 2014 4:10 am 
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Test Drive rules are pretty close

Savage Worlds isn't d20, it differs in a lot of ways, but is similar in some ways. Unfortunately, there isn't a document like that for the SPC, though I might be able to find something that will give you an idea of how it works.


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PostPosted: Thu Aug 07, 2014 1:35 pm 
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I have always been surprised, especially since the acquisition of DnD, that this hasn't existed as an official release. The shifting sands of MTG (which is way too much for me to keep up with to be honest) might be a big part of that though.


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PostPosted: Fri Aug 08, 2014 10:45 pm 
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MtG purposefully wants to maintain distinction from D&D.


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PostPosted: Sat Aug 09, 2014 3:46 pm 
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Yeah its always felt that way. Its mostly the fans that convert MtG stuff to an RPG... or through things like Terisia.

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PostPosted: Sat Aug 09, 2014 4:13 pm 
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I think with an MtG RPG, if you are designing it for people to play planeswalkers, the power scale is so different from most RPGs. Like an instant death spell is powerful stuff in most RPGs, but black planeswalkers can throw Dark Banishings and Murders around and that is on the cheap end.

I think Mage the Ascension may be closer to the power scale of planeswalkers but even then, Mages are balanced by Paradox but planeswalkers don't need to conceal their magic.


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PostPosted: Sat Aug 09, 2014 4:21 pm 
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Obvious choice is to have people not be planeswalkers and just tinker around in the setting... but that might rub players the wrong way.

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PostPosted: Sat Aug 09, 2014 4:23 pm 
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So I'm not really up on the whole fluff side of MTG but what exactly is it that a planeswalker can do that a normal wizard can't? I always just assumed it was jumping from plane to plane. Are there additional benefits?

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PostPosted: Sat Aug 09, 2014 4:38 pm 
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You're immune to outright Murder (unless you take on the Form of the Squirrel).

In the serious way, planeswalkers used to be immensely powerful beings capable of shapeshifting and immune to age. Since Time Spiral, or in-universe, since the Mending, planeswalkers are no more or less powerful than other spellcasters. They just have the innate ability to travel across planes. So in that sense, the power scale has shrunk. It's just very different balancing around casters being able to more easily kill people or send them into the AEther than in other settings.


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PostPosted: Sat Aug 09, 2014 4:56 pm 
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I see what you did there...

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PostPosted: Thu Aug 14, 2014 1:45 pm 
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One thing I think I'm going to say is something like Doom Blade is ranged attack and deals a lot of damage, but doesn't just plain kill something, Murder might be an upgrade to it. Really though, I'm not going to convert cards, I'm planning on seeing what people would like to play and building from there. That seems to be the easiest thing to do, though it's tough because I'm relying on them to come up with stuff and sometimes people (GMs and Players alike) have a hard time doing that. As far as unsummon kind of effects go, that always seemed to me like it was limited to things that were summoned, and you couldn't just unsummon any person on the plane without more power (like Into the Roil or something) and even then, it's more of a temporary thing. Unsummoning another mage's summoned creature would make them recast it, but wouldn't get rid of them forever.

I think I've settled on using the Savage Worlds Superpowers Companion, it should be able to more or less replicate what I want. Alternatively, I might try to make a Dungeon Worlds game, but I don't know if that's necessary.


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PostPosted: Fri Aug 15, 2014 3:06 am 
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I think a Magic-flavored *World variant would be amazing.

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