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12 months ago ::
Jun 08, 2012 - 10:35AM
#1
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Date Joined:
Jan 20, 2011
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Worlds Rankings:
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+017.(02) Post-Apocalyptic +010.(00) Outer Space +004.(03) Desert World +007.(01) Western +003.(01) Waterworld +001.(00) Crystal World +000.(00) Mirror World
Themes Rankings:
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+017.(01) Timing Matters +009.(01) Pirate +009.(00) Gangs +004.(00) Tribal Matters +002.(01) Classical Literature +001.(01) Combat Step Matters +001.(00) Colorless Matters
The obvious favorites are a Post-Apocalyptic world, with a Timing Matters mechanical theme. That said, Runner-ups were Outer Space and a Pirate (Gangs too) mechanical theme. However, the most combined, Desert world, seems to be a common translation for most worlds. My main question now is do you wish to combine these in anywhich way, or leave them separately to flesh out it out on our own? Obvious combinations: + A Post-Apocalyptic world is left in complete shatters, while the survivors look on from another world. They must travel to other worlds to find the source of this destruction, before it is too late. Each other world has its own color identity much like the guilds of Ravnica or the shards of Alara, and there would be space pirates. + A Post-Apocalyptic world is left in turmoil it being a scorching desert, compared to what it used to be. The world contiues to heat up and burn day, after day. Will the survivors of this incident find the source of this heat, this turmoil in time? Will they be able to survive the struggle to live with each other (many becoming pirates to survive)? But most-importantly, will this world be left to die, or will it be actively destroyed for some unknown purpose? Other suggestions are very welcome! Now that we have some crowd favorites we must decided which direction we want to take given these standings. This part of the contest will be very flavorful. Design a world that follows the following criteria (interperet as you will): + It must be a Post-Apocalyptic world (by some means or another) + It must be centered around a Timing Matters theme + It may include the following world themes: +++ Abandoning that world to go to Outer Space; or +++ Surviving on the current world, looking for answers +++ MAKE YOUR OWN + It may include the following mechanical themes: +++ Pirates +++ Color oriented peoples +++ MAKE YOUR OWN Along with your submission of a Flavor Fillings of the world, you may include some example cards, example mechanics, example color combinations etc. IF YOU DO
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Please keep in mind, that these cards, mechanics etc. are NOT final. They will be included merely to help us get a bet vision of what we could do with this set. The MAIN focus of this portion of the contest is fleshing out a world. It will be there to help others better understand your vision. Have fun! Stuff
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Considering we have a fairly concise criteria I feel 48 hours will be an acceptable amount of time to design a flavorful world. If any of you wish for an extension please let me know. I may be inclined to make this 72 hours (3 days) to give people the weekend. However, I also want to start designing the set ASAP for people who are more focused around designing cards. Again, post in THIS thread.
EDIT: If you want to explain how you view this world idea in a block setting that'd be nice too. For example: In set one..., then in the second set etc. That's what I was going to tell you. Also, whether you plan on doing: Large, Small, Small; or Large, Small, Large etc. EDITedit: I still don't know why everything is pseudobolded...
Also, put a name out there rather than saying this world...
For Voting, try to keep the sway of mechnic suggestions to a minimum. I can't say ignore them completely because they will be a big part of the set, but right now try to focus your votes based on the environment and story over mechanical theme. VOTING TALLYTRACKER:Tallied Voters:
Zokorad (missing Zombies vote) Sebanovich (missing Zombies vote) TPmanW (missing Zombies vote) vlord Morgothra (missing Zombie vote) AzureShade zoomzilla (missing Zombie vote) altimis Worlds:028 == A - Death by Dragons 063 == B - Desert World 054 == C - High Noon 043 == D - 5 Moons 051 == E - Drawe & Helios 075 == F - Aztal 035 == G - Desert Pirates 030 == H - Pactance 050 == I - Desert Wonder 004 == J - Zombies
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12 months ago ::
Jun 08, 2012 - 10:39AM
#2
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Date Joined:
Jan 20, 2011
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Still working on this... The plane of NAME was completely devastated by a sudden uprising of dragons. Nobody knows where they came from, but there were hundreds maybe even thousands. Over the course of four days the entire plane was engulfed in flame, and the dragons suffered little, if any, losses. This rapid uprising brings about what caused this devastation? Where did all of the dragons come from? Why would they destroy this world? Timing matters is fit into this similarly to Innistrad, just not with werewolves. I enjoyed the concept of having a "Night/Day" and feel that a majority of the cards should have two sides, one better and one worse. This is NOT transformation though I don't know how to prevent cards like Moonmist from transforming them... you get the idea. Along this line, the thought just came into my head (really crazy) All Double-Face Cards set. Again, not werewolves but cards that symbolize getting weaker at night (for the survivors) and getting stronger during the day. Of course the dragons would either be the opposite or unaffected by night/day entirely. Not only dragons but some creatures could be too tough for the world and be unaffected. Just thought all DFC is rather ridiculous (hello instants and sorceries though they could be affected see example), but having a heavy theme here wouldn't bother me. Examples: (please excuse the names)
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I Ride Griffins --    Creature - Human Knight (U)
Flying As long as it's night, I Ride Griffins loses flying. (It is night if no spells were cast last turn.)
2 / 3
=====xxxxx===== vvv (Night or Day indicator) [D]I Ride Griffins v2--    Creature - Human Knight (U)
Flying When it becomes night, transform I ride Griffins (I use transform for lack of a better term now) (It becomes night if no spells were cast last turn)
This symbolize that the bird does more of the work, when he is mounted on the bird. 2 / 3
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[N]Bye Griffins -- Creature - Human Knight (U)
First Strike When it becomes day, transform Bye Griffins (It becomes day if a player cast two or more spells last turn)
This symbolizes that he prefers to not fly at night, and that without his griffin he is more adept in combat. 3 / 2
=====xxxxx=====
Affected Spell --  Instant (C)
As long as it's day, Affected Spell deals 3 damage to target creature or player. Otherwise, Affected Spell deals 2 damage to target creature or player.
Some fun names to think about... Break of Dawn Howl at Dusk Overbearing Moon Overbearing Sun
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12 months ago ::
Jun 08, 2012 - 11:04AM
#3
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Date Joined:
Jan 30, 2012
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You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!
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12 months ago ::
Jun 08, 2012 - 3:40PM
#4
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Date Joined:
May 19, 2012
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High Noon Spoiler:
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As Grandpapa tells it, everyone once lived on Egretrin. I mean everyone. Hardly anyone had even been to the Seven Spheres. After all, what is there to see here? A huge, hot sandstorm. Grandpapa says that on Egretrin, there used to be cities, and castles, even forests where animals would roam free. And the animals on Egretrin weren't to be feared. They were kept as pets or else they could be seen in the wild - without fear. People would actually go out to the forests just to watch the animals, even without weapons. But then, everything changed.
Grandpapa says that when he was my age a war broke out, and everybody was part of it. It lasted for years, and then one country - I think he called it Pronda - was on the verge of annihilation. Well, they'd prepared for this. They had an Ultimate Weapon - and they decided to use it. Everybody in Pronda died. A lot of others died too. If you look out through the sighting lens at night you can see the hole where Pronda used to be. Well, then everyone who was left gathered together. They had a big talk about where what they should do. The mages decided to try to open portals to the other worlds that were close to us. Some people had already done it - but of course they came back with their shoes soaking wet or filled with sand.
So they sent out explorers to all of these worlds and when they returned empty handed everyone was really mad. They all argued about which world the people should go to. Eventually, they agreed to disagree. My people, the Kolfar, came here, to the planet we named Kolfaris. The other clans and tribes settled the other six worlds. We're the biggest, but the second biggest are the Ullari, on Ullarion - and their planet is filled with water. Not a rock anywhere in the entire planet. Everyone lives on boats all their lives - except for the traders, who come here with water. And in return we give them hide and stone and metal. Of course the gangs don't make it any easier. They're always raiding merchants and stealing from the villages. Some of them are even able to go on raids inside the portals.
Grandpapa says that life is harder now, but that we learned a valuable lesson. I don't know though. The other kids say that soon we'll go to war again. They say that the Ullari charge us to much for the water and fish of their world. And I notice that the Ullari merchants don't talk to us much anymore. They just do their business and leave. It's a tough life being a merchant - sometimes the trip between the portals takes only a day, but sometimes it takes much longer. But that doesn't mean that they have to be angry at us. Grandpapa says that there are no quarrels worth going to war over. I just wonder if he's right or not. . .
That's all I have for now. Maybe some mechanics or a more detailed outline later. Oh, and basically, the portals represent not only travel, but also Suspend.
Whiny weenie and observant aren't the same thing pablo, somehow I thought you'd understand.
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12 months ago ::
Jun 08, 2012 - 4:06PM
#5
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Date Joined:
May 19, 2012
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All I know is that I'm thirsty and my Sand-Walla, Bess, isn't going to make it
Green had cactus people
Both of those, too.
Whiny weenie and observant aren't the same thing pablo, somehow I thought you'd understand.
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12 months ago ::
Jun 08, 2012 - 5:11PM
#6
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Before my submission I need to know exactly what "timing matters" means. We already have instants along with creatures and enchantments with flash. Not to mention creature abilities that manipulate the stack. Doesn't timing matter in every game of every set already?
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12 months ago ::
Jun 08, 2012 - 10:05PM
#7
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Date Joined:
Oct 24, 2010
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I am having serious trouble combining outer space with post-apocolyptic in an interesting way. Your planet went kaboom but some otherwordly folk escued you - sounds like more of an interesting plot that happens to an individual not a plane. Maybe the world is split into seperate planes/ planets or whatever by some apocolyptic event - sounds like Alara. Actually a block about an Alara-style situation coming into being could be neat. How about an Outer Space setup sort of like the one in the illustration of Crucible of Worlds with worlds set up in some sort of planar scale mana-draining contraption or some such? Western style desert didn't win the vote but I got lots of cool ideas.
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12 months ago ::
Jun 08, 2012 - 10:33PM
#8
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Date Joined:
Oct 24, 2010
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High Noon Spoiler:
Show
As Grandpapa tells it, everyone once lived on Egretrin. I mean everyone. Hardly anyone had even been to the Seven Spheres. After all, what is there to see here? A huge, hot sandstorm. Grandpapa says that on Egretrin, there used to be cities, and castles, even forests where animals would roam free. And the animals on Egretrin weren't to be feared. They were kept as pets or else they could be seen in the wild - without fear. People would actually go out to the forests just to watch the animals, even without weapons. But then, everything changed.
Grandpapa says that when he was my age a war broke out, and everybody was part of it. It lasted for years, and then one country - I think he called it Pronda - was on the verge of annihilation. Well, they'd prepared for this. They had an Ultimate Weapon - and they decided to use it. Everybody in Pronda died. A lot of others died too. If you look out through the sighting lens at night you can see the hole where Pronda used to be. Well, then everyone who was left gathered together. They had a big talk about where what they should do. The mages decided to try to open portals to the other worlds that were close to us. Some people had already done it - but of course they came back with their shoes soaking wet or filled with sand.
So they sent out explorers to all of these worlds and when they returned empty handed everyone was really mad. They all argued about which world the people should go to. Eventually, they agreed to disagree. My people, the Kolfar, came here, to the planet we named Kolfaris. The other clans and tribes settled the other six worlds. We're the biggest, but the second biggest are the Ullari, on Ullarion - and their planet is filled with water. Not a rock anywhere in the entire planet. Everyone lives on boats all their lives - except for the traders, who come here with water. And in return we give them hide and stone and metal. Of course the gangs don't make it any easier. They're always raiding merchants and stealing from the villages. Some of them are even able to go on raids inside the portals.
Grandpapa says that life is harder now, but that we learned a valuable lesson. I don't know though. The other kids say that soon we'll go to war again. They say that the Ullari charge us to much for the water and fish of their world. And I notice that the Ullari merchants don't talk to us much anymore. They just do their business and leave. It's a tough life being a merchant - sometimes the trip between the portals takes only a day, but sometimes it takes much longer. But that doesn't mean that they have to be angry at us. Grandpapa says that there are no quarrels worth going to war over. I just wonder if he's right or not. . .
That's all I have for now. Maybe some mechanics or a more detailed outline later. Oh, and basically, the portals represent not only travel, but also Suspend.
I like the feel of this. The "we nearly lost it all in the last big war and now war is looming again" thing is a bit overused though, and "war is looming" isn't a very compelling source of conflict. How about a series of (5?) moons circling the same ruined planet.
Long ago the people of the 5 moons used the world below as the battlefield for their great war (because direct moon-moon travel is difficult for large armies). The world below was laid to waste before the world above made its peace. That was years ago a the comparitively primitive people of the world below have never really recovered from an apocolypse they never really understood. All they know is that the people from above leaave them alone for the most part now, although lately they they have been taking ian unusual intrest in the planet's fire crystals...
This theme includes:
- Pirates! (really more of bandits, but hey I'm willing to compromise) - On the world below the greatest wealth is to be found in the trade caravans of the people of the moons as they travel between the portales that link their lands with the world below. 'Bout time those moonfolk paid us back 'fer what they did to this place.
- Outer space - Dude read the main body of the description, I mention it like five times.
- Post-Apocolypticalness! - Seriously, I didn't go into detail above but those moon people really did number on the planet below.
- Desert- See above.
- Western - The whole gold rush in the desert is going to be played up to be as wild westy as possible. Dueling at high noon goes great with timing matters! Not to mention there's a gold sangrite rush going on.
I see the first set unfolding from the eyes of the planet dwellers. Sort of like in Scars there's a general sense that the enemy's plan has just begun and all the folks on the ground are still trying to figure it out. The main focus is on the planet dwellers and the total wreck their world is. Desert scavengers band together for protection against bandits, lack of resources keeps people at each others throats as stealing is one of the only ways to get ahead and brave individuals try to carve out a place for the law in a savage world. The people from the moons are viewed as distant and mysterious, people best kept away from, people who caused the great disaster, people who are not very well liked. The second set blows open the moonfolks plans for the world and brings them to the forefront. The people of the Low World (I thought sounded better than saying planet all the time) start to think that maybe they'll need to come together to fight the High Worlders. They're tired of getting pushed 'round by these so-fist-o-cated High Worlders and thery're pipin mad about it. Some inventive uses are created for the explosivelypowerful sangrite crystals. Both sides share the spotlight and we learn about the war that ravaged the World Below. Third block = war?
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12 months ago ::
Jun 09, 2012 - 12:09AM
#9
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Date Joined:
Oct 24, 2010
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The Factions: Low Worlders - Everybody who lives on the planet. The low worlders are a ragtag group. Calling them a group is even a stretch, when the story begins they're more concerned with securing their next meal than plotting an offensive against the exploitive High Worlders.
- Pirates/ bandits - Raid High Worlder convoys for their precious loot. Composed mainly of humans and viashino.
- Law Keepers - Obviously white faction. Made up mostly of determined sherifs and supportive townsfolk who uphold their ideals. I'm thinking mostly humans but I want to make an elephant sheriff somehow.
- The Zomandi - Exiles from the Worlds above. Untrusted by their fellow above worlders, their knowledge may be essential to securing victory. These guys also give blue a presence on a planet somewhat less than aligned with blue's philosphy.
- Nomads - Instead of banding together to form settlements these proud people wander from oasis to oasis.
- Goblins need to get worked in here somewhere.
High Worlders - Everybody on the moons. The high worlders are much more sophisticated and oppulent than their counterparts below. The kingdoms of the five moons are always jockeying for position with eachother ignorant of what goes on down below. Each moon has its own people and they are quite distinct from each other (moreso than those rable down below).
- The Blue Moon - Soratami - It seems like a waste not to include moonfolk on a setting with all these moons and any good Western proxy needs a stand in for those fancy folk back east who disdain have so much disdain for the people back West and just want to make a buck off them. Admittedly vedalkin could fill this role too.
- The Red Moon - Largely viashino- Very war like people who despise the below worlders for being weak (as opposed to uncouth and backwards like the soratami). With these guys around you know it's going to come to war.
- I wonder whether we need five moons- one for each color, or whether we could make do with two or three and split the colors between them. Honesstly the moons could even turn into floating islands if that fits better.
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12 months ago ::
Jun 09, 2012 - 1:49AM
#10
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Date Joined:
Jan 20, 2011
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Before my submission I need to know exactly what "timing matters" means. We already have instants along with creatures and enchantments with flash. Not to mention creature abilities that manipulate the stack. Doesn't timing matter in every game of every set already?
Timing matters can be whatever you want. Some examples I've been pondering: + More instants / flash + Really fast format + Cumulative upkeeps (sounds counter intuitive, but it gets worse the longer it stays...) + Fading / Vanishing + Suspend + Phasing (rather counter intuitive, but could symbolize the world going to craps and things just aren't stable anymore...) + Negative upkeep abilities
and more...
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