Community Design a Set Project

Custom Cards forum

Posted on March 19, 2015, 5:18 a.m. by Maltanis

Hey guys. I thought it might be cool if we worked as a community to design our own set!

From the world itself, to the characters within it, I thought this would be a great idea, especially having seen the "Create a Card" thread pick up some life recently.

Whose game?

GhostChieftain says... #1

Ok, I havent read all of the comments (but I read a fair amount) but I feel like I can add a decent idea. Instead of having golgari graveyard and orzhov exile, you could do golgari fatties and ramp, and orzhov graveyard

March 19, 2015 10:42 a.m.

Femme_Fatale says... #2

Reading through, here are some ideas that could be used that could have relevance to your tribal idea.

Burrow/Bury: Puts the creature in a unblockable, untargetable, can't-block state, but halves power and toughness, rounded down. This will require an activation cost.

Resilient: Prevents all damage (or just combat damage) that would be dealt to the creature it is on. This is sort of like a pseudo indestructible. This is a static ability.

Accelerate (X): Creatures with this ability will have high toughness, but as Y event occurs, X +1/-1 counters will be placed on this creature. This is a pseudo, triggered ability.

Gravitational Pull: When this ability is triggered (or could be a static ability) all creatures must block it if able and it can block all creatures, even flying ones (but not unblockable ones).

March 19, 2015 10:42 a.m.

Maltanis says... #3

The thing is if you look at the snow lands its all Snow-Covered Island and Snow-Covered Plains etc. I'd want the names to be uniform like that.

Although, you could have;

"Sweltering Plains" - Basic Tropical Land - Plains

"Scalding Island" - Basic Tropical Land - Island

"Boiling Mountain" - Basic Tropical Land - Mountain

"Steaming Forest" - Basic Tropical Land - Forest

"Melting Swamp" - Basic Tropical Land - Swamp

The words at the front all being steamy kind of words.

Awesome, knowing about each others strengths and weakness's is great! I'm an office worker, but I did maths at university and keep pretty active with my own personal projects, so I've done some design work in my own time on little things myself.

March 19, 2015 10:47 a.m.

KalvinHobbez says... #4

Golgari probably could utilize ramp with the zone transfer mechanic it currently has. Orzhov I still feel like I need something more than just the graveyard though...

Bury was the original term for destroying without regeneration so I don't know if that could be used, but it does seem like an interesting ability. Moreso something that wouldn't have a name though, like how mill never really got a name but is always said as a sentence.

Resilient seems kind just an odd child of indestructible that wouldn't need a separate name. I'm not sure where I'd use the mechanic much either.

Accelerate seems like reverse Bolster on the creature itself in a way. I actually already messed with a mechanic called Accelerate that you pay an additional cost to cast something as if it had flash.

Gravitational Pull in flavor is an odd term, but something like Taunt could make more sense. I've wanted to mess with taunt more often anyways, so this one I might try out a bit.

Sorry if I'm pretty rejecting of mechanic ideas given, but I guess I'm hesitant on accepting new ideas a times >~<

March 19, 2015 10:49 a.m.

Maltanis says... #5

With focused on movement between zones, ramp could easily be done with a move zone, gain x mana style of card. So fatties makes sense, especially with treefolk, plus we still have black to make some shenanigans.

We want the mechanics to be flavorful, so this stuff doesn't seem so great at the moment. I like the Gravitational Pull mechanic, could work with the Phantasms as a lure kind of mechanic, using ghostly possesion to lure the target away so you can swing or block etc. This helps as were missing something there mechanic wise atm.

March 19, 2015 10:54 a.m.

Femme_Fatale says... #6

OH OH! Figured one out for the Spirits! Obviously needs some tweaking to become less wordy, but this is the general idea.

Possess: When this creature enters the battlefield, it becomes an Enchantment Aura with Enchant noncreature nonland permanent and "Enchanted permanent becomes a creature with P/T equal to its converted mana cost + the P/T of this card."

When this card becomes unattached from anything, exile it. Return it to the battlefield at the beginning of your next upkeep.

March 19, 2015 10:55 a.m.

KalvinHobbez says... #7

Oh yeah specialized names like that could be interesting. Just Snow-Covered as kind of blatant and boring anyways. Might be hard to remember which ones are Tropical by name, but you have the hint that it has the basic land in the name and when in play it will look just like a normal land. Here's an example:

Steaming Forest

March 19, 2015 10:55 a.m.

KalvinHobbez says... #8

Wouldn't Possess kind of be like Bestow in that case? I did have the idea of possession being a mechanic, but it seems like Haunt already did that well in Ravnica D:

March 19, 2015 10:56 a.m.

Maltanis says... #9

I can see a possess mechanic working more like this

Haunting Spectre -

Flying

Possess , - You may cast this card for it's possess cost. If you do exile it and place 2 time counters on it. Gain control of target creature for as long as Haunting Spectre is exiled, it get's -4/-4 as long as you do. When Haunting Spectre has no time counters on it, place it onto the battlefield.

Obviously you could shorten all that, but it lets you take control of creatures and the like, you can easily make reasons to possess your own creatures. Even Humans that gain abilities of buffs when Possessed. A little complex due to time counters and gaining control. But this aint no core set!

March 19, 2015 11:04 a.m.

Femme_Fatale says... #10

These would all require names though. As they would be keywords that you can interact with like

Fungal Growth - Enchantment

  • All creatures you control with borrow gain +1/+1. If they are burried, they get +2/+2 and have "this creature can block creatures as though it didn't have burrow."

CARDNAME - Creature - Air Elemental

  • Whenever a counter gets placed on a Fire Elemental you control, put twice that many counters on it instead.

If you noticed, I incorporated your RW air and fire elementals theme. The air elementals would increase the growth of your fire elementals. The accelerate name could be changed to Kindle in this case. The Fungal Growth and Burrow keyword is for your BG fungal theme.

Resilient would be for the izzet artifacts, since they are made of metal and stone and those are kinda hard to destroy. Alternatively you could give them the gravitational pull, as they'd create materials that could control gravity. In fact ... that could very well be the flavour for izzet artifacts! Gravitational control!

March 19, 2015 11:05 a.m.

Maltanis says... #11

See now when you explain things like this it makes MUCH more sense. Just random mechanics alone don't seem overly great. The gravity thing for artifacts is too sciency for my liking, this seems a very myth based world, not technical. Plus I think we have some sort of theme of sacrificing artifacts going on (maybe a recycling mechanic/theme as well, as they have limited resources due to island)

I like the RW air and fire giving buffs to each other. I think this is a +1/+1 counter set over a -1/-1 set. So the counter idea could work well.

The BG theme has been mentioned before on the idea of moving zones. I don't think we want to make a burrow zone to be fair.

March 19, 2015 11:10 a.m.

Femme_Fatale says... #12

The thing is, these spirits possess things. And if we want to separate the spirits from this set from the ravnica set, it needs to do something different. And this something different is possessing noncreature permanents. Very much like classical spirits used to do.

Possess is very different from bestow. Bestow was only ever on your own creatures. Though I just realized this, but possess should say "Gain control of enchanted permanent" as well. This way, you use it mainly on your opponents noncreatures when they have them, or on your own. It keeps the original abilities they have, but becomes a body. When it becomes unattached somehow, it gets "slow blinked" instead of being put into the graveyard. This follows the flavour that even if you destroy the object that the spirit is possessing, the spirit can still continue on to possess something else. Finally, this satisfies your desire to have both blink and exile effects along with being different from Orzhov's spirits.

March 19, 2015 11:11 a.m.

Maltanis says... #13

Seems weird for spirits to be possessing ONLY non-creature permanents though.

I just went back and re-read what was originally said about them. I had this whole idea in my head of the spirits using their ancestors and possessing them to do their will over just possessing objects.

March 19, 2015 11:15 a.m.

KalvinHobbez says... #14

Possess seems like it would be a bit complicated to utilize, though it would be interesting to mess with time counters outside of Planar Chaos and such.

The fungus is already in a corpse that is their new home, why would they really need to burrow? I'd imagine something based on spores could maybe make sense. Like putting spores on a creature and once there are enough of them the creature is destroyed by that Thanatak. Probably not the best idea but just an idea.

Air and Fire aren't creature types though, would be odd to suddenly introduce them AND a mechanic that would only affect them. Also Boros seems a bit odd to have an ability that Corpsejack Menace has. Maybe instead of creature types, they have two mechanics instead?

Kindle R (R, Tap: Deal 1 damage to target creature. If that creature has Fiery, it gets +2/+0.)

Damage due to the flavor of kindling. +X/+0 more oriented towards Boros.

Fiery - This creature can deal it's damage as if it weren't blocked.

I always found this mechanic interesting when it was on older green cards, but Boros could possibly utilize its heavy aggro style.

Gravitational Pull seems so out of flavor for a tropical island, though D: I mean yeah Steelkin make contraptions, but out of stone and metal that they find in the earth. They could maybe have something about magnetism, but that might be pushing it.

March 19, 2015 11:17 a.m.

KalvinHobbez says... #15

The Orzhov Phantasms do need to be reworked a bit. I didn't mention this but when making these creature types I legitimately imagined their colored lands as locations and what would be between them. Otters would be in a Forest-Island, fungus in a Swamp-Forest, and Island-Mountain for Steelkin would be how they are atop mountains for forging and use rivers to cool off. It just made the themes fit better.

I guess for Phantasms I imagined a swamp next to plains and that would result in a dense fog nearby that would make wisps and things of the such be seen. I could possibly have a theme like illusions creatures have had, but then it'd be Orzhov aggro when I want the Phantasms to be the control tribe... Maybe something like:

Possess enchantment (When this creature enters the battlefield you may exile another target enchantment for as long as you control this creature.)This creature gets +X/+X, where X is the exiled enchantment's converted mana cost.

A bit of bringing back the Champion mechanic they had back in the day maybe?

March 19, 2015 11:20 a.m.

ChiefBell says... #16

I've been tagged but I don't know why and there is WAY too much text here to read.

March 19, 2015 11:22 a.m.

Maltanis says... #17

There was mention of a vote for an active Tappedout member to be a planeswalker. I mentioned you for .

Yeah, I think the spirits need work more than anything else. The other guys seem pretty solid so far.

So what are the origins of the spirits? My thought was ancestors of the islands original inhabitants, who now control the group through possession thus allowing the original leadership to continue control of the group. They look out for the greater good of their group, hence the white, but use dark means to do so, thus the black.

March 19, 2015 11:30 a.m.

yeaGO says... #18

squire1 was also interested in this. don't know if he joined the convo yet or not.

March 19, 2015 11:32 a.m.

squire1 says... #19

this has been done before. Tappedout had a full community set developed. It took the main team about two years to complete it because the whole thing was community driven. It is a lot of had work and time.

March 19, 2015 11:38 a.m.

Maltanis says... #20

We'll we're doing it again! I'm not expecting this to be done and dusted in 2 weeks or anything.

I was interested in designing, knew I could never do all the work myself, so thought I'd get it out into the community.

At the moment we're just in the beginning stages, we have some cards mocked up by KalvinHobbez alongside his story which we are currently adapting and making more robust.

It's a long term project, but that shouldn't dissuade us from doing it!

March 19, 2015 11:43 a.m.

Femme_Fatale says... #21

Okay, lore time. The reason why the 5 tribes are hunting down this flower? They are all dying out. The Izzet people are running out of resources. Mana is becoming scarce and unstable weakening the elementals. As a result of the scarcity of mana and the artificers constantly trying to find new resources, the land, water and the life on it becomes polluted and poisoned, making the otters die out in plagues and diseases. The fungi will experience test-tube syndrome where all of this death will increase their growth as it is a food source, but they will realize that they will abruptly die out if the life forms on this plane die out. The spirits require objects to animate and stay in contact with reality, without the artificers or the otters, they will no longer have the ability to stay in contact with reality and seize to exist.

All this conflict and turmoil brings the already weakened tribes to war with each other, as they strive to gain the power of the flower to be able to live on in this dying world. But this war is just making them die even faster and they are blind to see it.

Entering the scene are our main characters (these could turn into planeswalkers later), 5 young friends at an orphanage. The orphanage is on a little island in the middle of a (lake? vast ocean?). One of each of these friends is a member of one of the 5 tribes. They represent the tribes ability to coexist in harmony. On this island lies a flower. They do not know what this flower is, but only are told by the wise mother who is raising the friends that it must be guarded.

Inevitably, war comes to the island and destroys the orphanage, tossing the kids out into the world, each one of them being separated by the tribes they are from. Time passes, the war rages on, and the friends, who haven't seen each other in years, learns the true meaning of the flower. They all, on their own, go to retrieve this flower for their own tribe. They meet for the first time in years on the very island they grew up on. But conflict grows between them as each one realizes that the others plan to take the flower for themselves. Soon a fight breaks out between all five, and as the fight progresses, each of their lives become in peril. The wise mother, who they all thought had died, runs out and puts a stop to the fight saying that nothing will come out of selfishly claiming the flower for yourselves.

The 5 friends realize that they must find out some way to share the flower, but the flower won't grant enough power for the tribes to survive if it is split in 5 different ways. The part ways again, looking to find out how to solve this dilemma. As it turns out, in the heart of where each of the tribes resides, is a flower representing each of them. But they are wilting. They are to bring the tribal flower to the one on the island, and only when they are all assembled will the flowers grow back to full vigor and grant the tribes back the land, energy and mana for them to survive.

After being successful in doing this (and getting pretty high statuses within their tribes), they think it is all over, but each tribe, now thinking that they have more power over the others, attempt to gain control of all the land by eliminating the other tribes. After being in war for so many years, so much conflict, discrimination and hatred has grown between the 5 tribes that they can't bring themselves to stop the war. It is up to the 5 friends to unite as they did as children and put a stop to the wars and conflicts and demonstrate that the only way to survive is to coexist in harmony and peace.

End.

March 19, 2015 11:49 a.m.

squire1 says... #22

Go for it. I would look at the archived articles if they exist still. yeaGO might have to get them to you. I can also give you some stuff we learned last time.

March 19, 2015 11:52 a.m.

squire1 says... #23

You guys are jumping right in though. You might want to throw a lot of ideas around before you go into it. Have you voted on top down/bottom up design. Have you voted on what the set will be. Have you developed the action/project plan. Just a lot to think about.

March 19, 2015 11:54 a.m.

Maltanis says... #24

I think it's top-down? We're starting with the story and lore and going from there so far.

I'm actually at work at the moment, so not able to devote 100% of my time, once I'm home I plan on setting up a much more robust idea of what/when we are doing things. I just chucked this up to get the ball rolling and seeing who was interested.

Femme_Fatale - if you go back we already had an idea in place about the flower and how it is currently lost to legend, rumor spreads, its obtained , but it turns out a demon has been manipulating things.

We obviously need some kind of main character, but I have to be honest the whole orphanage thing is a bit cliche for my liking. I'd rather have some unique characters working together to get there, but maybe with their own personal agenda's.

I guess the 2nd set actually ends with the demon winning, as he takes the flower and is able to control the plane.

March 19, 2015 12:06 p.m.

Femme_Fatale says... #25

You can make creature types KalvinHobbez. Or just make identity factors. The elementals that have red mana are fire elementals, the elementals that have white mana are air elementals. And you need some sort of mechanic that they both interact with, otherwise there is no point in putting the lore as air and fire elementals co-existing. It has to work in mechanic as it does in lore.

And no, Corpsejack Menace's ability does not have to be constrained to its colours. The whole idea of this set is to remake the tribal themes. Meaning we need to toss out the notion that certain mechanics are restricted to certain colours. The reason why I suggest the +1/-1 mechanic on the fire elementals is that they would be considered to start out young, and then as time passes, their fire grows larger till it becomes too large for the elemental to contain. They would probably have some sort of explosive effect upon death. The air elementals would never have this growth process and instead their mere presence around the fire elementals speeds up their growth.

For a bit of lore, the fire elementals growth and passing are the air elementals reason for living. They love and care for the fire elementals as they would have no other reason to exist without them. You could probably extend the lore in that the explosive death of a fire elemental would kill off the air elemental, thus preventing the "immortality makes one scoff at mortality" thing that would eventually come up if the air elementals didn't die off.

March 19, 2015 12:11 p.m.

Maltanis says... #26

That's some really sweet lore! I love that whole co-existence of the elementals idea, you really made it feel real!

March 19, 2015 12:18 p.m.

Femme_Fatale says... #27

Just because it may be cliche doesn't mean that it isn't a bad story Maltanis. And I did read about a demon, however that just seemed to be a small idea, and it is much harder to develop a good story around it. What I mean is that it is more of a feature, something that influences the main story line, but doesn't drive it. In the lay out I provided the demon could be the one plotting for control of the world by eliminating the power of each of the tribes by fostering the hatred and war between each of them. The 5 friends could have easily figured this out with their new gained status and will join together to face off the demon and ultimately defeat it.

March 19, 2015 12:20 p.m.

Maltanis says... #28

The idea was to present a kind of exploring/discovery style of story. Having to travel across the plane to this secret isle, seeing all the different places and people along the way, at least in my mind.

The idea was after the demon takes control he uses his power to corrupt people on the planet, which changes their colour orientation (due to the power of the flower being based in all 5 colours) this is what leads to the main conflict. Before hand the world is in relative peace, it is the demon leaking information on the flowers location that causes tension as each tribe sends out followers to obtain the flower.

I guess through all this we could have a group of friends, grown up together who travel the world. Rouge and vagabond types who have long abandoned the normal world that is un-accepting of their friendship among each other (despite each tribe trading freely among each other, they don't care if it's profitable)

They decide to go for the flower themselves, to prevent their people from destroying each other as they can see this will happen. It is their friendship that will inspire others to work together and fight towards taking back their world in the 2nd set.

March 19, 2015 12:28 p.m.

Femme_Fatale says... #29

We can also incorporate the tribal identity change idea that was tossed around when the flowers are introduced. Go from dual colour to tri colour. I'm kinda iffy on how we should go about the tri colour thing if we are to. I'm thinking sort of half wedge half shard with the use of hybrid mana. But this is just me trying to incorporate ideas that were presented earlier.

  • The spirits could gain blue and/or green as they become the historians and protectors of the various ancient artifacts that they possess.
  • The steamkin could gain black and/or white as they realize that some of them were created with a darker purpose and some of them were created with a lighter purpose. They sort of become the embodiment of yin/yang, an attempt to create artificial life.
  • The otters could gain white/red as they dabble in other materials of creation (like rock) and develop a sense of chivalry for warfare.
  • The fungi could gain red/blue as the very nature of the spores change. Some become volatile, violently erupting their husk and spreading more spores where as others become more mind controlling, taking over their host even while they are alive without them realizing it.
  • The elementals could gain blue/green, as they try and find forms of enlightenment and pleasures in the natural world to try and counter act the depressing notion that their desire to forge relationships with each other is the very reason that causes them to die out.
March 19, 2015 12:41 p.m.

Femme_Fatale says... #30

I did a goof. Giving two tribes green and blue isn't a good idea. Okay, the elementals could gain green/black as they try and find forms of prolonging, reversing or preventing their inevitable demise.

March 19, 2015 12:49 p.m.

Maltanis says... #31

I think we had an idea of morphing from the 5 guilds into the other. I don't want to get involved in tri-colour. Seems risky business for a community set!

I thought something like

otters - go from UG into UB - keep the blue as the water, but the black to make them more sneaky and tricksy

I hadn't looked at the rest yet, but I think staying away from 3-colour is a smart idea. Epecially as we've just had Khans and I don't want to see loads leaking in from that!

March 19, 2015 12:57 p.m.

Femme_Fatale says... #32

Oh, I just realized that I hadn't actually read the 2nd page. I jumped from 1st to 3rd somehow.

March 19, 2015 1:03 p.m.

nighthawk101 says... #33

Just a quick post, but this definitely seems interesting.

I'll brainstorm some mechanics later.

March 19, 2015 1:09 p.m.

KalvinHobbez says... #34

Oh I'm gone for a bit and a buncha stuff happens.

Now with the lore changes I appreciate that, but I guess I'd feel biased when saying I don't really like it. I mean first off I don't exactly want main characters outside of the leaders of the tribes (Nokalus, Armedias, Wilky, Luya & Jaha, and Willow) and maybe planeswalkers. Speaking of Planeswalkers, I had the concept of a Bant one that was based on a dragon serpent that watched over the island as long as the Phantasms have been alive. Johl, Serpent of the Skies~ Just an idea after all.

The color change thing I had the idea of it becoming an enemy wedge, but not have any cards specifically for it. Think of it like a reverse form of how the colors changed from Khans into Dragons. Simic Lutrins possibly became Gruul Lutrins, thus making the entire set benefit them as Temur Lutrins in this way. Either that or Selesnya Lutrins to make them Bant. Probably going to go Bant as Khans has recently done enemy wedges.

The Boros Solas were originally just fire elementals as they got their power from their sun and praised that sun. I do like the idea of them living in harmony as air and fire, but they would lose the aspect that made them a religious group and they'd now have to have an entirely new theme.

Also when it comes to dependency on each other, one thing I forgot to mention (which is something I seem to say a lot...) is that the Izzet Steelkin come in two forms. Big brutes and thinner artificers. They can be compared as male and female forms, but don't have legitimate genders. The red mana using Big brutes are the aggressive natured protectors of the tribe. The blue mana using smaller artificers are what were made to continue the race of Steelkin on their own and are quite fragile. So thus that concept is a bit in use with the Steelkin right now.

March 19, 2015 2:32 p.m.

NOW, we're getting somewhere! The changing colors is definitely a good idea, as it differentiates from Ravnica. A couple things:

Are you making a block or a set, because there's a huge difference. If you're making a block, will it have two or three sets?

Also, I'm a bit iffy on the otters. MTG tribes tend to be menacing or dangerous creatures (elementals, knights, elves), so otters... I mean, they're really nice but I can't get an image of an otter with a sword into my head.

Finally, if we're going to do this, a ton of organization is needed. I propose that we make multiple threads. One would be dedicated to lore, one would be dedicated to the actual cards, one would be dedicated to new and returning mechanics, and card design, and this one would be dedicated to organizing all this. Since Maltanis you seem to be the boss here, could I start and possibly be in charge of the card creation thread? Or is there already someone doing this?

March 19, 2015 2:38 p.m.

Maltanis says... #36

We do need a set of characters for the story however. The leaders aren't going to be the ones going out to find the flower, it's going to be their followers. It's through these guys we will see the story unfold, so we will need some main characters to follow.

KalvinHobbez I think it's kind of coming to the point where you need to either pull your idea out or accept that this is a community project and as such your idea will be subject to change. Either way I hope you stay on board, as I've really enjoyed all your input, but I'm worried your holding too much control over the idea which will be negative for the project in the long run. I hope you get where I'm coming from and this has not come across badly.

I'd still like to include the Otter people as that idea is freaking sweet!

March 19, 2015 2:40 p.m.

KalvinHobbez says... #37

Well Isle of Moti is one of the sets but the name of the block. The second and final set is Lotus' Calamity, but there is possibility of a name change. It will be two sets due to the change in set number of official blocks in the future.

Well Squirrel decks are a thing, and I'd say a otter is much scarier than a squirrel. You ever heard of giant river otters in the amazon? Vicious creatures that hunt in packs and grow to be about 8 feet long. But I feel like Magic needs more characters of small stature that can pack a big punch. There will be mutated, beastly otters anyways. I was thinking of doing something like scientific experimentation to make this happen and cause the Living Land stuff as well, but I then felt that mutations would be too much like the Simic Combine themselves, so that'll be changed around.

Yeah, we probably need separate threads for different things. Or even just a chat room for certain stuff. Like I use Skype if anyone is willing to go with that or something. We can stick to threads here if you prefer.

I'm sorry that I'm so fixated on the original idea, I just feel like the story I made is just taking such a drastic turn from what I wanted to be. I mean I probably would agree on a story if I felt like it stayed true to my original vision, but I'll try to cope with changes for now, it's gonna be hard but I'll try >~<

March 19, 2015 2:47 p.m.

Maltanis says... #38

The plan is to do 2 sets, following the new block structure.

Think of them as Otter/Human hybrids. I see them as quite tall and lanky, using spears etc. If anyone has read the Redwall books that's what I'm thinking. If you haven't, take a look and you'll get the idea.

The plan is to get multiple threads going, at the moment I'd like to keep things here until we get some more people involved and we have a more solid idea of what we are doing.

My idea is to start with the lore. Once we have a world going, we can start on card design, potential reprints, further story etc.

FAMOUSWATERMELON - I plan on taking the role of Big Boss in this, but I'd like to get a Lead Developer, Lead Designer etc in place once things are more solid. Obviously all these guys will need to be active members who have been involved, so if you're interested in taking up a role just keep it in mind for now and once things are more solid I'll chuck something up and we can have a vote/discussion on who will do what. I don't see the issue of us having Joint Leaders either, so that could work even if 2 people want to do the same thing.

March 19, 2015 2:47 p.m.

Well if we have all the strings going at the same time, things will go much more quickly.

March 19, 2015 2:48 p.m.

Maltanis says... #40

I think KalvinHobbez is taking Lead Story Developer by the way guys, if he can manage to let the community get involved with his precious idea ;)

Seriously thanks though for being understanding, I'm sure we all get how tough it can be to watch something personal move on and take a new form.

I also thought we could use decks as areas for discussion, so we can keep all the information on the site. This will allow users to look at discussions we have had in the future and thus keeps all the information in the public space. Seems better for development if we all have access to the information.

March 19, 2015 2:52 p.m.

Maltanis says... #41

What do you mean FAMOUSWATERMELON?

March 19, 2015 2:52 p.m.

Maltanis

I mean that we already have the very basic lore, right? So now, some people can already start designing new mechanics based on the different tribes (otter-people could have something like "dive" or whatever, etc...) while the others work on the rest of the lore. That way, we can 2-for-1 things and get this done faster and more efficiently. And if the lore people have something that they want to change, they can communicate that with the mechanics people and things will run smoothly. There would be a couple users that would be at the top of each section and manage everything. Otherwise, it will take much longer.

Also, we're going to need many more people.

March 19, 2015 3 p.m.

Maltanis says... #43

Ok. Cool. We'll we shall make this the main thread then. Any discussion either side has that would effect the other should be communicated here.

Card design guys should be reading all the lore, or a good chunk, so they can design appropriatly. And I'm sure the lore guys can going some inspiration from the mechanics.

I'll try and make sure that everything is being communicated between the 2 groups and any further parts we get set up.

FAMOUSWATERMELON - If you want to start up the card thread and get some ideas going then that's great. We need all the current information layed out on what we have such as the idea for basic tropical lands, the different mechanics and any other ideas. It might be worth putting this in the information section of a deck and linking to it, so this can be updated and things confirmed in the future.

KalvinHobbez - If you get a lore thread set up and lay out everything we've got in place so far. Again, using a deck description here would be good so you can change information in the future.

So is there any other threads people think we should be setting up? Or other users interested in taking on roles?

March 19, 2015 3:11 p.m.

OK great, I'll start that right asap.

And one final question. Are the colors going to be dual colors (like a U/G) or different colors, like in RTR?

March 19, 2015 3:16 p.m.

KalvinHobbez says... #45

Well with the lore stuff a lot of stuff doesn't seem too settled, but I could probably post a condensed concept of each thing. Got a friend drawing the designs of each tribe currently so I can have a little image guide introduction to the tribes maybe :3

Also what do you mean by using a deck description?

March 19, 2015 3:18 p.m.

Maltanis says... #46

What do you mean Watermelon? As in hybrid mana etc or with symbols like etc? I don't think we had really discussed if we would use hybrid. I'd personally like to keep hyrid out at the moment, it doesn't feel like hybrid would add anything to the set.

When I say a deck description, I mean setting up a deck, but using the deck information section to write things out. You can then link to it at the beginning of a thread and update it as needed. Plus decks have updates you can write, so you can log the progress that is being made

March 19, 2015 3:26 p.m.

KalvinHobbez says... #47

Oh okay that could possibly work. Once the drawings are done and stuff I'll get the thread ready.

March 19, 2015 3:31 p.m.

Femme_Fatale says... #48

I think it is important to note that this project doesn't have to replace your own KalvinHobbez. You can keep your ideas and storyline for your own personal project and have this one have a separate identity. We are going quite far away from what you intended after all.

March 19, 2015 3:47 p.m.

Femme_Fatale, KalvinHobbez, Maltanis, squire1 , nighthawk101, and biggestmtgnerd.

Alright, the design page is up and going!

Community Design a Set Project - DESIGN PAGE

I've tagged all of you. Three things (and post the answers in the comment section of the deck):

What is the status on the different abilities and other designs so far? I looked through all of them but it was very confusing so I preferred to wait on it.

Could somebody else start the Lore page so that the story is very clear? Right now, it's very confusing what happens.

Femme_Fatale probably knows how to do this, but how can I make it so that certain people can change the deck description? Or is it just admins that can get and/or give that kind of permission?

March 19, 2015 4:52 p.m.

Maltanis says... #50

IMPORTANT NOTICE

Although this page will still be active, in the effort of keeping all information available to the community on tappedout, the main information thread can be found here CDaSP - Project Developmet.

This page has further links within it to other areas of the project, and will be updated as things expand and we continue forward with the project.

IMPORTANT NOTICE

March 19, 2015 5:36 p.m.

This discussion has been closed