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CardName: Vote 2 - Results! Cost: Type: Result Pow/Tgh: / Rules Text: Results from vote 2; comment below to work out our next step. Flavour Text: Set/Rarity: [Democracy: Bottom-up Set] None

Vote 2 - Results!
 
Result
Results from vote 2; comment below to work out our next step.
Updated on 01 Apr 2014 by cmeister2

Code: VR01

History: [-]

2014-04-01 12:28:45: cmeister2 created and commented on the card Vote 2 - Results!

Results from Vote 2 - Bottom up ideas: 2 1 -1 Major Minor Not at all Score Quests 4 8 Morph / Spellmorph 1.5 0.5 3.5 Control Matters 1 2 1 3 Keyword Tribal 1 2 Multicolour 1 2 Tribal Variant 1 2 Hybrid 1 2 Tribal creatures, 5 race 5 1 2 Traps 1 2 Enchantments Matter 1 1 1 Luck Counters 1 1 1 Tapped / Untapped matters 1 1 Legends Matter 1 -1 New card type 1 -1 Creatureless block 1 -1 Guilds/Shard/Wedge colours 1 -1 Dual Faced Cards 1 -1 Landfall 1 -1 Planeswalkers Matter 2 -2 Alternate Colour Pie 2 -2

So, it looks like:

  • Quests are going to be a big part of the set
  • Morph / Spellmorph (if we can sort out the Comprehensive Rules)
  • Control Matters as a subtheme

Then we have some minor themes to work in: ­

    ­
  • Some manner of tribal:
  • ­
    • ­
    • Keyword tribal
    • ­
    • 5 race 5 creature tribal
    • ­
  • ­
  • Hybrid (if possible) ­
  • ­
  • Traps (if possible) ­
  • ­

So, what's the next step in the democratic process? Suggestions below.

2014-04-01 12:41:38: cmeister2 edited Vote 2 - Results!

Mechanics for the themes? I suggest, run each theme concurrently; everyone suggesting any mechanic they can that fits one or more of those - sample cards welcome. Once we've got a bunch of ideas, do a vote to cull some out for further dev and more sample cards.

Then we should probably start on assigning a skeleton.

Why would you make voting "for" worth 2 and against only -1? Seems like they should have been worth the same value so that it actually mattered to vote against something.
I think the next step for me would be to come up with some sort of flavor, even if it's rather vague, in order to help us guide the rest of the design process.

I think I'd say hold off flavour for a moment, Link - I think we still need to figure out what other themes we're going to pair with quests, and how we can do that. Once we have an idea for a couple of the key mechanics, then it's time to let flavour give us some more ideas.

We've started a discussion about what quest counters as a major mechanic can do over on Discussion: Quest Mechanic. Someone should probably start an analogous discussion about tribal, which was the other word to crop up in multiple positive votes. It looks like people were wanting a few different variations on what tribal might mean, so we should figure out what we're wanting to collaborate on.

Once we know what kind of quests we're having, and what kind of tribal lines the set might divide along, I think that's the time to establish a flavour. Democratically, of course :)

I had to pick some values; due to the relative paucity of votes I wanted to emphasise what was most popular.

FWIW, setting the values to 1, 0.5 and -1 gives much the same ordering, except Control Matters is pushed down a bit.

Fair enough.
I'll note that Morph has a bit of anti-synergy with both kinds of Tribal and any sort of color-matters, unless we make colorless, typeless creatures their own "tribe."

I dunno; proposing a bit of flavour as you propose mechanics helps cement them a bit, I think.

But it did get voted on as bottom up. So concentrating mainly on mechanics first is sorta obligated. Still, having decided that this is the "Questy morphy tribal set, with hybrid control traps in it" (bit of a mouthful, that) maybe a bit of tuning flavourwise is needed :)

Ok - I agree that we need some flavour voting, but after working through the mechanics.

I'm going to post a Request thread for Quests (I can be persuaded to run multiple Request threads per theme if people want).

I think it's fine to suggest ideas, because often that lead to good ideas for mechanics, but we shouldn't decide anything until after we've an idea which mechanical themes we're doing.

I got it. The flavor shall be MMO parody. I assume most/all of us has played some MMOs before (or still play.) I'm not just talking about WOW here, even though I know they made both an MMO and CCG. I haven't played the CCG but I've some idea of how it works. Nevertheless, this is not WOW style CCG; it's Magic style MMO.

Anyway, what connected me to MMO was that we have Quests and possibly Tribal. The tribes here represent the main races and classes found in most MMOs / RPGs. Naturally they join together to form parties and go on quests. I know, I know, it sounds a lot like Zendikar on the surface. But obviously the mechanical focus is very different than Zendikar, which had landfall and generic ally subtype. We won't have Ally; instead, the popular creature types come to the forefront. It's like an MMO where you choose your toon's race and class. Each race and class has their own special abilities and perks. Tribal spells related to the races and classes seem a good fit; but some of you may have reservations about using Tribal card type.

So then a party of creatures may venture on Quests. Some are cheesy generic quests, and some are difficult raids and possibly PVP skirmishes and sieges and such. Naturally we represent them on the Quests cards in some form of hardship and rewards.

Then morph represents the NPCs / mobs that we find in MMOs. Sort of like random encounters. You don't always know what will spawn.

These could be part of the control theme:

  • New land type: Dungeon (comes under opponent's control, or swap control for some effect)
  • New keyword ability found on Quests: Raid boss (ala Hunted Dragon cycle--opponent gets a free token. if token dies, you get bonus.)
  • New supertype: Boss
  • New keyword action: Boss fight ( one vs many ala Polukranos, World Eater) or Gang fight (many vs many)

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