Commander Adventures - Free EDH Quest Variant

Commander / EDH CommanderAdventures

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Anarrandir

Here's the new Quest Template Link

Chat is enabled :)

Will take a look tomorrow after university!

November 1, 2017 5:42 p.m.

Draglord_Sim There has been a small update to make some quests more feasible, you can get the 10 updated quests here.

Please tell me how your group dealt with the quests and if you ran into any problems! :) Updated the Rules / FAQ too - if there are any open questions just ask!

November 2, 2017 4:13 p.m.

Thanks for the shoutout man, I'll take the updated quests to the next time we play, and let you know how it works.

November 2, 2017 9:02 p.m.

So from what I gathered here, it's another layer of play on Commander like Planechase or Archenemy with massive upsides to completing the quests? Sounds more solid than Planechase that's for sure, because for the most part Planechase can have situations where nobody rolls the planar die due to the plane being beneficial to all players. With this system, it can penalize you for dismissing a quest making it much more engaging as a variant on Commander.

November 4, 2017 2:14 p.m.

A friend and I saw this and we printed them all very excitedly and brought it to the play group. It certainly Will be amazing once it's finalised but We found that they are too difficult or take too long to complete, not a single quest got completed in two 4 player games.

We do have quite competitive (combos banned) decks though so maybe we need to change our focus from winning A.S.A.P ( in a fun way of course)to to more focusd on the quests.

My syggestions are to make them a bit easier and/or to increase the rewards and motivation to complete them in order to make them a key aspect of the game rather than side feature. Maybe making it harder to win conventionally could be a good route, iether through the rewards for completing quests or through additional rules, like higher starting life totals or more commander damage needed to K.O. An opponent.

We love the idea and will continue to follow it and print out new versions as well as give our feedback.

Keep it up, we can't wait for more!

November 5, 2017 5:58 a.m.

Anarrandir says... #6

I think Splinterdmytwin has a point. Since this does change the dynamic of EDH greatly, it may as well be diversified from the existing format with higher life totals. My play group is half and half competitive, with one person (ironically) doing Riku Twin, one person doing Saskia Hate-Bears, One doing Blink that's slowly becoming Rhino tribal, and myself, playing either Boros Angels or WG Graveyard.

Some extra starting life would definitely allow for more time to complete quests.

November 5, 2017 10:14 a.m.

cgomes says... #7

I've got to say that this idea has a lot of potential. The only problem I see is that unless the quests take the spotlight, there isn't a good enough incentive to try and complete them, and in order to do that, you'd need a different set of rules. For instance, a player has to complete x numbers of quests in order to win, killing another opponent without completing x-y quests make you lose the game instead, and then increase the stakes (e.g., failing some quests make you lose the game; completing difficult quests count as 2, or quests give points and then it's a total points rather than quests that people need to achieve, and so on). Otherwise, what you have here is a less powerful sort of planechase-EDH hybrid. Your idea is awesome though, and I hope you'll continue developing it.

November 6, 2017 5:21 a.m.

@Averymk9

Thanks. Yeah, we had a lot of fun with planechase but in my opinion it lacks flavor and is too random. My aim was to push the Commander Format more towards a pen&paper theme. Playgroups can embark on quests, trade with vendors and (soonTM) encounter boss fights. It should overall have a more adventurous boardgame feel. I will dive more deeper into this in upcomming expansions moving on from the color-archetypes focused starter edition.

@Splinterdmytwin

Thanks for your suggestion. I have to admit that I tuned the quest with PreCon Decks respectively Casual Decks in my mind with a big focus on each colors archetypes. I think reducing the quest difficulty further would make them too easy and people would be completing quests too frequently (And the impact on the match would be too big). It should be something meaningful and fun for everyone. I don't want the rewards to be too powerful, since this would discourage players that don't have the chance to complete a quest in the first few turns. (Of course playgroups tend to balance out themselves when one person gets too powerful, but advantages can get overwhelming very fast as you probably know yourself.)

I don't want to suggest that you play more casual decks (as you most likely tend to play your favorite decks which happen to be your competitive combo decks) - extending the match-duration by increasing the starting life and commander-damage-needed-for-K.O. is the best way to make quests more attractive in a competitive environment.

It would be awesome to know which quests you struggled with when playtesting (What quests happen to be in your starting quest log?) so I can take a closer look at these quests. But overall I already made several of them alot easier. Tuning quests for 20 minute matches wasn't my goal - I aimed for 60 minute to 120 minute matches which are more common in casual 4-player groups.

I will have to playtest myself a bit more so I can create a framework of rules that supports more playgroup tier-metas.

November 6, 2017 5:27 a.m.

@cgomes

Thanks for your suggestion. I will have a look at the Adventures-WinCondition. I am considering to give points per Quest-Difficulty. So a player who completes a mythic quest (4 points), two uncommon quests (2x2 points), one common quest (1 point) and two rare quest (2x3 points) would win the game since he has 15+ quest reward points.

I didn't want to force the quests on players with the starter edition. Most EDH decks aren't tuned for this kind of Format and making them lose by not completing quest would double their drawbacks.

Overall players who don't go for quests have a certain disadvantage. Completing a Open-Quest rewards a player not only with a baseline Reward but also with a personal reward-quest that can extend your advantage further in the upcomming turns.

I created Adventures to be more of a supplementary side-thing, but the upcomming expansion will push it more into the center of attention. The new Quests will be more engaging for the whole playgroup and need everyone to participate.

November 6, 2017 5:37 a.m. Edited.

bushido_man96 says... #10

This looks like it would be interesting! Thanks for taking the time to lay all of this out here!

November 6, 2017 8:26 p.m.

Papy says... #11

Hi, I really like the idea of quest winning, so I'll try with some friends. (We are playing a lot of Treachery variant)

But, I was wondering, since the rules says "Quest Progress is tracked for each player separately", for Quest like Way of the Samura, is it four progress counters in total (and if so, I don't understand why track it separately) or is it four of one player counters ?Because English is not my mothertongue and I'm not sure of how you mean it.

Anyway, thanks for the work, and I'm already waiting for the D&D Expansion :)

November 8, 2017 9:20 p.m.

Papy Hey thanks for testing. Tracking separatly means for each player. If one player has the necessary progress Counters to complete a quest only he / she can claim the reward.

November 9, 2017 6:58 a.m.

Namelyss says... #13

Just a formatting tip. I sent this to a lot of my friends, and the less tech savvy ones glanced at it and said "oh, cool I guess?" and it wasn't until I told them to click on the black bars to see more that they got interested. I'll even admit I looked at it and was like "it'd be cool if there was more information" and just happened to think to click on the bar. Maybe have V arrows or something to signify clicking there, etc. Dunno. I love the idea though!

November 10, 2017 1:17 p.m.

madzoze says... #15

Greetings from Brazil!

Today I fell onto your page today and have to say I LOVED IT! Been playing MTG for a couple months now and became a commander player freak. I'm always looking for things to spice up my game (k)nights (cheers Command Zone!) a bit. I Will certainly present this to my group and hope to play with them

Congratulations on all your work, it looks balanced, beautiful and well designed!

Cheers

November 10, 2017 7:32 p.m.

Namelyss Haha, ok mate. Didn't thought of that. Thanks for spreading the word!

madzoze Hey, greetings back from germany! :) Hope you like it. Tell me how it worked for you and your playgroup!

November 10, 2017 7:59 p.m. Edited.

AstrisJanus says... #17

This looks like an amazing idea for an alternative format. Love the concept and the execution and can't wait to print it off and play. My only critique is that some of the wording in both the rules and the cards themselves is a bit off compared to regular card formatting. I'd like to give it a pass to try and clean it up a bit for myself, and I can send you the results if you'd like.But overall, I love this. Keep up the good work, looking forward to the next expansion! :D

November 10, 2017 10:28 p.m.

AstrisJanus Sure man! Happy for any improvements we can make!

November 11, 2017 4:15 a.m.

Hmmm, this looks very interesting! I have a decent sized play-group amongst my friends and I'd be more than willing to test this out. We have been looking for some neat commander variants after Archenemy, and Conspiracy. Thank you for all the hard work you've put into this! I'll let you know how it goes when we play.

November 11, 2017 6:42 a.m.

AstrisJanus says... #20

CommanderAdventures just one question about your template: how do you get mana costs into the text boxes?

November 11, 2017 7:14 a.m.

Pickacantaloupe I am glad you like it. Great!

AstrisJanus I google for .png of respective mana cost / symbol and import / resize it into photoshop. If you have suggestions you can also just send them to me via .doc file. Will take any good changes into consideration. I enabled chat for you.

November 11, 2017 7:31 a.m. Edited.

ofekon11 says... #22

I played with these quests and it was truly great (at first I asked if it was an official product). I haven't encountered all quests yet but I have one suggestion for Embrace Chaos: I think the dismiss penalty should be separating your nonland into 4 piles instead of 3 otherwise no player has any motivation to dismiss it other than taking one for the group (since the dismiss penalty is the same as the negative affect if someone other than yourself completes the quest only you're the only player sacrificing permanents).

November 12, 2017 9:39 a.m.

ofekon11 says... #23

Oh and also I think that The Walking Dead should be a rare instead of a mythic since creatures returning from yards to the field in EDH is pretty common and besides the reward feels more like a rare than a mythic.

November 12, 2017 9:44 a.m.

ofekon11 says... #24

And maybe make Ready?Fire!Aim! a mythic instead

November 12, 2017 9:46 a.m.

ofekon11 That's great to hear!

Yeah I'll probably nerf the Embrace Chaos penalty a bit. Good point!

The Walking Dead quest is relying heavily on the black archetype so it's marked as mythic. The reward can go insane very fast depending on the situation. We had this quest zombify nearly the whole battlefield within three turns.For now the difficulties are fine within their environment. There will be a set of new Mythic quests with the upcomming expansion. (Spoiler Alert: They are going to be pure madness!) :)

November 12, 2017 3:39 p.m. Edited.

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