Renaissance Italy Themed Set Design

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Comments

  • @modnation675 Asking what kind of set is this is very relevant, I think your question is important and has to be on the table and considered! ^^ Do we mimick a standard set? Do we do something different like a multiplayer set? Do we take into consideration this is actually not gonna be played on paper and remove everything that can't be done online? As I said I'm not super fond of designing a multiplayer set because we have no example of real two-headed giant set to use as a baseline, but it's a very relevant question and we should consider it among other options ^^
  • edited May 2017
    @ningyounk
    Yeah, I was just meaning that I'd prefer the two of you to make the decision.

    Although, keep in mind I work best when not worrying about making commons/uncommons in Standard. Mainly as I don't like Standard outside of the drafting format. (The cards tend to be artificially dampened in quality beyond a reasonable level.)
  • @ningyounk
    You can try mixing it with the Barbs, or Anglos...those that were classified as 'barbarian' because they wore pants.
    Obviously there needs to be some pattern and format, but you should definitely keep all doors open for the design and creativity.

    Let me know if you need any help with anything (design/story/etc) I have a lot of free time at work. I can even do simple art if needed (I'm practicing but not good)
  • @Everybody: I like the directions this set is going in. However, we are focusing too much on art. I think the other big theme that easily could be implemented is exploration. It has many opportunities for a mechanic, AND it can provide another set theme, especially since some seem to be thinking that the set is too narrow. Here's how it could work: Our normal, old, mundane society plods along in its version of the feudal system while culture dies out. Then, an explorer returns, after years of traveling. Few even remember he'd left in the first place. He brings word of other lands with new, exciting ideas. However, the monarch/leader knows that change will undermine his power, and does his best to stifle these dangerous ideas. The explorer leads a cultural revolution to rediscover creativity. The set becomes a battle between the old and mundane and the new and creative.
    I think that it should take place in an archipelago that is all the people there know of the world (are there more lands beyond the islands, beyond the open sea? We will never know.). Once, the islands prospered in their alliances and artistic ways. But then a war tears through the archipelago and rips apart the islands' trust in each other. It was instrumented by the ancestor of our tyrant, who sought to become emperor of all of the isles. Now they are all separated and suspicious of one another, with their respective rulers striving to keep new ideas out and their people in.
    @ningyounk, @OneBigBlueSky
    Again, I think we need to consider the two different creature-making mechanics. Ability counters versus Sculpting.
    I consider Sculpting to be better because you make creatures fresh off the bat, without changing the intent of real creatures. However, the extra complications may overcome that. What to you think?
  • I agree with you, I was just wondering about power levels as I essentially can't make Standard legal commons/uncommons without feeling a lack of creativity. (Unless Standard becomes better in that regard overall!)
  • @modnation675, haha that's a problem with us cardsmiths; we only want to make interesting cards.
  • edited May 2017
    I don't mind making commons and uncommons, personally. I enjoy the inherent design restriction. My bigger concern is finding enough art. As long as we have a design skeleton and the art's flowing, I can work to crank them out.
  • edited May 2017
    Commons and uncommon are fun. I can handle a few.
    @MagicChess , great ideas!
  • edited May 2017
    Okay, just make sure to mention when the Google Drive is ready. Then I'll post a ton of artwork within the next two days. (Referenced w/ sources)

    Is it okay, if I refrain from commenting for awhile today so that I can gather artwork?

    Also, please leave comments on what animals/creatures you want to see. Then I know everyone's preferences.
  • edited May 2017
    @Modnation The antropomorphized is still another idea we may use or not though ^^ I think it's interesting from a Renaissance point of view as it shows a humanist point of view to have animals be humans as well ^^ But keep in mind the focus is still Renaissance, antorpomorphized animals are just a lead to broaden the possibility of artworks to use.

    @MagicChess Yes I agree right now the discussion has been mostly about art and need to be broaden. I do think it's the most important aspect of Renaissance, but we also need to brainstorm ideas for other stuff. My Colour Pie philosophy of art was actually to mimick the Colour Pie philosophy of Energy from Kaladesh ^^

    I still don't get your Sculpt mechanic, could you give one or more detailed examples as I just did with ability counters? Right now I still have trouble seeing the advantage of it over simple token creation.
  • edited May 2017
    @ningyounk
    I agree, I just know that I'd like to get some artwork for demonstrating ideas. But in order to do so, I need to know if someone outwardly disapproves of an idea. (At least for placeholders of similar artwork!)

    Keep in mind that I design rare and mythics with the artwork in mind. Otherwise, I feel the mechanics tend to be less suiting. (Basically generalized.)
  • @ningyounk

    Step 1:
    Master Artist {2}{u}
    Creature - Human Artist
    When Master Artist enters the battlefield, create a colorless 0/0 Sculpture creature token in your command zone.
    Step 2:
    Sculpture
    Token Sculpted Creature
    You may cast this token any time you could cast a sorcery for {some cost, I'm not sure yet} from your command zone.
    Step 3:
    Elegant Carvings
    Instant
    Put a flight counter on target sculpted creature in your command zone. It has flying for as long as it has a flight counter on it.
    Masterwork Commission
    Put a +1/+1 counter each Sculpted creature in your command zone.
    Step 4:
    Pay {the cost I haven't determined yet}: "cast" a finished sculpted creature.
  • edited May 2017
    I like the theme of it, although it still seems incomplete. (But you have admitted that!)
  • XD Yes. Anyone have any ideas for the cost? I'm thinking either {3} (like morph) because the better it gets, the longer you have to wait before casting it or something based off of its stats like equal to its power. The only problem with that is that the abilities matter too. A 3/3 flyer is worth more than just a 3/3.
  • edited May 2017
    @MagicChess
    I just don't want to take part in the balancing of that ability, because It has way to many rules outside of reminder text to convey the message to the user.

    This is why I mentioned taking a similar approach, but comparing them to Golem tribal. Thus specific cards could apply the anthem effect permanently to all Sculpture's in the command zone.

    I know how to design that very easily in terms of mechanics. Then you could also change the idea a bit by being able to have multiple sculptures in the command zone somehow.
  • @modnation675
    So you're suggesting a creature type (probably Sculpture) that automatically entails certain things? While I like the idea, I think that it also would need to have lots of reminder text. Sculptures would need to say everything about what can be done to them, just in unconnected reminder text, unlike Vehicles, which have the self-explanatory Crew ability. I think that it could turn out even more complicated than the original idea.

    Truthfully, I would probably go with @ningyounks ability counters if not for the fact that they could ruin the intention of certain creatures. Again, I will use my Glistener Elf example: just pop in a playset of cheap "target creature gets a flight counter" cards and you essentially get another Blighted Agent.
  • @MagicChess
    I meant in the sense that certain creatures will provide certain benefits... and yes all creatures should have one creature type at least.

    As for the crew comparison, crewing is very low on the complexity compared to what were looking at. Crew wasn't vary complex, where this is at the level of obscure unless we re-model the implementation for it.
  • @MagicChess
    Considering there's no infect in the set, we're probably alright. After all, that's what eternal format banlists are for.
  • edited May 2017
    @Lujikul, XD
    @modnation675, @ningyounk, @OneBigBlueSky
    Here's a proposal: COMPROMISE!!!!! *happy music. Rainbows and unicorns parade across the sky as candy rains from the clouds*
    How does this sound: You create a 1/1 colorless Sculpture artifact creature token. Cards let you put ability counters and +1/+1 counters on Sculptures.
    A smooth combination of everybody's ideas.
  • And @OneBigBlueSky, you should probably move this to the Custom Card Sets section, as it's definitely not a contest anymore!
  • @everyone, I have moved the discussion to the custom card sets section. I actually did a while ago.
  • Is there a new thread or did you move it? Because it says it's in the contests and challenges section.
  • @MagicChess, while I'm not opposed to your idea on paper, I think that the idea is a little too complicated when compared to the relative simplicity of @ningyounk's idea. In order to allow for more design around the mechanics, rather than strictly for the mechanics, I think the ability counters would work a lot better.

    However, I still would be open to the creation of some sort of sculpture/golem tribal creatures package. We could even alter the theme slightly so that some of the art comes alive when "infused with mana". This would lead us to potentially having something similar to the manlands except most if not all of them would be artifacts that turn into artifact creatures if a certain cost is paid. I would use the term Awaken for this mechanic had it not already been used in Zendikar...
  • edited May 2017
    Here's an example of how I did something like that.

    Each card has it's own requirements and balancing to make them feel different.

    image
  • @MagicChess, I also like the bit of lore you cooked up. We can definitely consider it when further brainstorming the sets backstory. In terms of the incorporation of exploration as a theme, that is definitely something I have considered an essential part of the final set since the beginning if we want to stick to the historical source material. If you have any ideas as to what kind of a mechanic would fit this theme (something green/red/white maybe?) please let everyone know so we can provide you with some feedback.
  • Also, is the Google Drive setup permissions-wise? As well as in terms of folders?
  • @OneBigBlueSky, thanks in regards to the lore!
    However, I think you might have missed my last post where I propose an alternate method to Sculpt/ability counters. I think that this new way is much less complicated and also removes the flaw in @ningyounk 's original design.
  • edited May 2017
    I just set up the drive folder @modnation675. I am going to message it to you, @ningyounk, @MagicChess, @obsidianhoax, @HenryTheHatter, and @Lujikul so that not just anyone can edit it.
  • edited May 2017
    Yeah, that's what I was just concerned about as it may be easier to account for the images. As for theme, where do we stand? It would be nice to decide what we'll start with. (Even if we revise them afterwards!)
This discussion has been closed.