We have like 10% of the work done so it's mostly wide open.
Start to think about a storyline and some colors you want to play with. We will do one block that focuses on two colors and then continue the story into a block that focuses on three colors, so if you can think up a story that has both then that's great.
@Scott_Anderson, I wasn't sure about having a definitive story; rather just a showcase of the world as is made through the minds of us Cardsmiths. Also could you make a second one for the second block that has the 3-color islands?
@Scott_Anderson Yea, in the end we do need a story if possible. I agree with you
What @Ranshi was referring to is that we just had a small story to explain things, which was the story of Creation I made, and that's it. Then, you can add lore to your personal islands but it doesn't matter too much to the actual set. It's just your personal inspiration and motivation to make cards.
But, I did this because I didn't want to do actual lore and fully organize the set; I just didn't find it that interesting personally. If someone actually likes doing it or doesn't mind, then that's great for us! It will make the set even better.
It a huge set, so organization could be even more important.
I guess Ranshi and I liked the same idea; just make cards we like and put them together and see if they fit in somehow. A public display to the world of Cardsmith creativity.
But, I support what you people are doing to make an actual set. It will be better in the long run. It also seems to be attracting more people in than the original design format.
@Scott_Anderson So I make a character and then a story for it, like you're doing with Antoneta, or I just continue the story of someone else, like Antoneta?
Oh gosh! No write something you like. If you have an idea for someone else, pass it along. But write your own!
@KorandAngels perhaps so. My brain doesn't have a lot of working memory so I rely on procedures to get from A to B to C rather than just remembering stuff.
Would you like to either edit my process or offer a different one? I am very happy to hear about it.
The second block is tricky because putting ten three-color tribes coherently into even a large expansion is going to be just impossible (emphasis on coherently), which is not the case for the two-color tribes.
Do folks think we should cut it to five three-color tribes? Do folks think we should spread out the three-color cards over the second block? Or over both blocks? Or something else?
All those links at the front take you to separate parts of the MTG timeline, and currently what we are adding parts of the 'fanon' timeline that have shown to be the most cohesive.
This includes the events on Stitia, New-Tommia, Lakas, and the Colonizers series, in addition to a plane called Clancularis, Rehia, and Abaddon!
You guys can use this for your lore needs! We need to add to it anyways!
@EnvyReaper So when is Lakas? Cannonically, there is massive crossover from Lakas to Stitia, with the Maviol and most of the Berians traveling there. Plane ripped also isn't mentioned, although it would have to happen before Colonizers of Mistyk, as Pederan is in both but is the leader in Mistyk of the Banned Ones
We never really got down to that, Lakas is kind of weird on the timeline, also I personally didn't get a mention of Plane Ripped, if you want, I can add a note to remind me to add that!
Okay here’s another issue we will need to discuss before we start making a lot of cards.
Everyone has their pet keyword abilities. But not all of them are evergreen. What that means is some keyword abilities come and go rather than being available in every set. I call these Decidious abilities, as in they grow, fall off, die and then regrow later.
Deciduous keyword abilities:
There are 103 (!) of them, although some are essentially copies (fading/vanishing for instance.)
We need to pick 3 for the first block, 3 for the second block, and 3 for all sets. That’s a total of 9 out of 103.
New Keyword Abilities
Additionally we will have to make up or choose new mechanics. Two for the first block and two for the second block. A total of four.
This means a block will have six old and two new keyword mechanics.
Any more than that (8 per block) and the themes will be hard to follow.
There are also 17 (really 15) evergreen keywords that we can use on any cards.
Maybe I should find a polling site so we can give our opinions in data form?
Or maybe we won’t have any disagreements.
Here is a list of keyword abilities. Check out the second part to see the ones we can choose from. Then give us your opinion on which ones you really want!
@WarriorCatInAhat, are you joking? Infect was one of the glorious mistakes of Wizards! Yes, it was flavorful, but it is an entire mechanic that they took an already poorly received mechanic, Poisonous, and mixed with a fairly well received mechanic, Wither.
It sounds like we must have some give and take on this, meaning accepting some choices from other cardsmiths we don't like a lot and having those cardsmiths play with something they may not like.
Can we eliminate from our consideration any mechanics? Again, check link on page 8.
I'm thinking that since this is bound to have some degrees of a menagerie feel to it, we don't need to have specific mechanics that are present; because it is a patchwork of islands, the variety can be explained by different cultures and species arising on different islands.
Comments
We have like 10% of the work done so it's mostly wide open.
Start to think about a storyline and some colors you want to play with. We will do one block that focuses on two colors and then continue the story into a block that focuses on three colors, so if you can think up a story that has both then that's great.
If not that's okay too.
Has there been a proper set without a story outside of anthology sets?
EDIT: yes, Legends didn’t really have a story. What about from modern times?
Yes I will fill out the spreadsheet as we go so we can begin to slot cards. I will do some work on that tonight.
What @Ranshi was referring to is that we just had a small story to explain things, which was the story of Creation I made, and that's it. Then, you can add lore to your personal islands but it doesn't matter too much to the actual set. It's just your personal inspiration and motivation to make cards.
But, I did this because I didn't want to do actual lore and fully organize the set; I just didn't find it that interesting personally. If someone actually likes doing it or doesn't mind, then that's great for us! It will make the set even better.
It a huge set, so organization could be even more important.
I guess Ranshi and I liked the same idea; just make cards we like and put them together and see if they fit in somehow. A public display to the world of Cardsmith creativity.
But, I support what you people are doing to make an actual set. It will be better in the long run. It also seems to be attracting more people in than the original design format.
So I make a character and then a story for it, like you're doing with Antoneta, or I just continue the story of someone else, like Antoneta?
(Sorry... It's a little confusing)
If a bunch of people make their own stories, will it really be one set?
We need characters to build a story if that makes sense. Were still on that step. Someone already contributed to help do the lore.
Just make a small story for your character.
The set is so big that a bunch of different stories would make up one set.
Okay, Thanks
Oh gosh! No write something you like. If you have an idea for someone else, pass it along. But write your own!
@KorandAngels perhaps so. My brain doesn't have a lot of working memory so I rely on procedures to get from A to B to C rather than just remembering stuff.
Would you like to either edit my process or offer a different one? I am very happy to hear about it.
The second block is tricky because putting ten three-color tribes coherently into even a large expansion is going to be just impossible (emphasis on coherently), which is not the case for the two-color tribes.
Do folks think we should cut it to five three-color tribes?
Do folks think we should spread out the three-color cards over the second block?
Or over both blocks?
Or something else?
Right now we are just fleshing out the sets and creating characters/lore right?
https://docs.google.com/document/d/1hpFQEeLsAgpedVuWxcgUbcLsLZTShVxk02kICL9EZ3o/edit?usp=sharing
Here is a big bucket of lore!
All those links at the front take you to separate parts of the MTG timeline, and currently what we are adding parts of the 'fanon' timeline that have shown to be the most cohesive.
This includes the events on Stitia, New-Tommia, Lakas, and the Colonizers series, in addition to a plane called Clancularis, Rehia, and Abaddon!
You guys can use this for your lore needs! We need to add to it anyways!
So when is Lakas? Cannonically, there is massive crossover from Lakas to Stitia, with the Maviol and most of the Berians traveling there. Plane ripped also isn't mentioned, although it would have to happen before Colonizers of Mistyk, as Pederan is in both but is the leader in Mistyk of the Banned Ones
wow thanks! this makes it a lot easier.
Thanks! We have been working for a long time on it
@DrakeGladis
We never really got down to that, Lakas is kind of weird on the timeline, also I personally didn't get a mention of Plane Ripped, if you want, I can add a note to remind me to add that!
https://drive.google.com/file/d/1BnhSRV88l1vWkxMvMrqfQ9Ib4PUNqFKI/view?usp=sharing
As we go along I am going to attempt to slot up all 1,000 cards over the six sets.
Right now I have the two big sets mostly done. The cards are not in the slots but the slots are there so we know what we need to work on.
Tomorrow I will start working on filling in the blanks in small sets 2 and 3 and small sets 5 and 6.
Everyone has their pet keyword abilities. But not all of them are evergreen. What that means is some keyword abilities come and go rather than being available in every set. I call these Decidious abilities, as in they grow, fall off, die and then regrow later.
Deciduous keyword abilities:
There are 103 (!) of them, although some are essentially copies (fading/vanishing for instance.)
We need to pick 3 for the first block, 3 for the second block, and 3 for all sets. That’s a total of 9 out of 103.
New Keyword Abilities
Additionally we will have to make up or choose new mechanics. Two for the first block and two for the second block. A total of four.
This means a block will have six old and two new keyword mechanics.
Any more than that (8 per block) and the themes will be hard to follow.
There are also 17 (really 15) evergreen keywords that we can use on any cards.
Or maybe we won’t have any disagreements.
Here is a list of keyword abilities. Check out the second part to see the ones we can choose from. Then give us your opinion on which ones you really want!
https://mtg.fandom.com/wiki/Keyword_Abilities
Like, those are the mechanics that I know I didn't want to see... Well, those and infect.
What's wrong with infect?
Can we eliminate from our consideration any mechanics? Again, check link on page 8.