If Magic's planes were D&D worlds...

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Dion of the Fraternity
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If Magic's planes were D&D worlds...

Post by Dion of the Fraternity »

...where/when do you think would be a great place/time to game in?

I personally would want to game in Mirrodin and Kamigawa. :)
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Post by Dr Bloodworth »

That's the same two I would pick. Mirrodin especially, though.
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Post by Charney »

I really have no idea what you mean by magic planes and the two you just named :?
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Post by Catman Jim »

The worlds of the collectible card game "Magic: The Gathering". I played from about "Ice Age" till "Urza's whatever", then sold it all (about 11K cards) on Ebay. I haven't followed it at all since.
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Post by Desertrising »

I think I wouldn't mind Mirrodon, but I don't like Kamiqawa at all as a set though the world is kind of kewl, so I htink I would also have to pick dominia.
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Post by Le Noir Faineant »

Definitely, I'd pick the HOMELANDS, or even the FALLEN EMPIRES.

I liked that style. It's what I think of when I think of MtG.
The later editions didn't appeal to me, and I switched to MECG.

:D
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Post by Coan »

Fallen Empires.
Phyrexia (the best place to live).
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RE

Post by Dark Whisper »

I, too, would pick Homelands - although it would probably become a variant Ravenloft, thinking of the Sengir-family...
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Post by Dion of the Fraternity »

Both Mirrodin and Kamigawa are one-shot worlds, meaning that unlike DnD worlds which have hundreds of stories they only have one main story going on for them, e.g., Mirrodin's secret history and Kamigawa's war with the spirit world.

So I guess the best way to game in these worlds is to I guess substitute main protagonists (Mirrodin: Glyssa, Slobad et al; Kamigawa: Umezawa, Michiko, Sachi et al) with your own. :)

The upcoming world of Ravnica (a planet covered entirely by a single city) would seem to follow the one-shot storyline system.

Dominaria on the other hand functions much like a standard DnD world, as there are continents to explore, timelines to exploit and stories to be told. And it all depends on when: the Brother's War, the Weatherlight Saga, the Rathi overlay, or even after the apocalypse.

Mercadia seems okay, if you're into Eberron-type adventuring. :)
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Post by Le Noir Faineant »

Is there any info on the planes except what was written on the cards?
-Not a MtG expert at all, but really liked the Homelands... :wink:
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Post by Dion of the Fraternity »

Not much written in the cards per se, but I actually buy the cards more for the storylines and the art and less on the gaming. Much of the world info comes from the "Fat Packs" that include the novels.
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Post by Le Noir Faineant »

What are those Fat Packs? :shock: Keep in mind that the last time I bought a MtG supplement was about 96... :lol:

:)
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Re: If Magic's planes were D&D worlds...

Post by Catman Jim »

Dion of the Fraternity wrote:If Magic's planes were D&D worlds.....where/when do you think would be a great place/time to game in?
Eberron. :lol:
(is there really any difference?)
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Post by Coan »

Desdichado wrote:What are those Fat Packs? :shock: Keep in mind that the last time I bought a MtG supplement was about 96... :lol:

:)
Fat packs are basically intro packs to the setting and story. Each pack contains boosters, starter pack and the expansion's novel (might contain more but I think that is it).

I liked magic better when the cards and story were a lot more intertwined.
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Post by Le Noir Faineant »

So, there are novels about *Homelands*? :D Will eventually check them out!
- Although I promised to myself not to read *trash literature* any more... *Hides I, Strahd behind his back*

I am fighting with myself not to start magic again, but it seems that, at the long hand, I'll loose that fight... Too many of my friends play, still...
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