So Veeky Forums how would you DM a Magic: the Gathering ttrpg campaign?

So Veeky Forums how would you DM a Magic: the Gathering ttrpg campaign?

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Poorly

Use a pre-existing system and maybe give the PCs the ability to traverse planes, using canon MtG planes as backdrops and settings to use/steal from.

For D&D 5E, there's official setting PDFs for Zendikar and Innistrad. Running a D&D party of mortals for those is thereby easy. I don't think playing a game of PC Planeswalkers, oldwalker or neowalker, would be feasible, since they at the very minimum would need Plane Shift (anywhere familiar) as a 1/day natural ability.

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Nigga you're not even memeing correctly at this point, nobody's complaining. This is just empty D&D hate.

Pick a plane that's interesting, and if you let your players be planeswalkers, let them know that if they walk away you're going to roll a dice to see if they can ever find their way back, and if so how long it'd take in days. This is because the story isn't following them, and because planeswalking is so strong it needs penalty. Flavourfully, they got lost, they couldn't remember exactly how to get back, they walked out of the frying pan and into a fire, or any other feasible mistake/misfortune.

What if you use it as an excuse to DM a crossover campaign

Like, start at some mtg plane with all neowalker PCs and then plot plot plot they have to plane shift to somewhere else because reasons, they misjump and end up in Tamriel or something

1d4chan.org/wiki/Magic:_the_Gathering_RPG

This is a fan made system that actually uses M:tG cards for abilities. I've never played it, but it always seemed fun.

heh

No planeswalker PCs.

Set before Apocalypse with the Dominaria as the main plain and phyrexia as the big bads dynamic. Old style planeswalkers.

is a system for making Planeswalkers.

this does sounds like it could be super cool if the group can pull it out, tho

you could do a tournament style RPG, similar to the original Dragon Ball, and let your players use actual magic decks

Personality I would use gurps just for ease of stating diverse creatures and planes walkers. Mabie let the players stat their own abilitys

It's not complete and could use some work. Non-combat a shit at this point.

Play mutants and masterminds giving the players a dimensional travel power limited as per planeswalking.

From there on out, it's as simple as using the Magic power template to create their powers within the set point value. Obviously a special race or equipment would be derived from their points as well.

I have a friend who plans on running a game using The Strange, which is based off of the cypher system.

Players shouldn't be neo-planeswalkers. They are cancerous.

Go cry about the story in one of the eight million mtg threads; nobody cares.

Not in D&D

>planeswalking is so strong it needs penalty

Why? It's a game about people who shift between planes on cosmos spanning quests... will the NPC's be offended that you're breaking the rules?

That'd be like penalizing a Traveller group because "having a space ship is OP, so there's a 10% chance it'll blow up"

Give them a Planeswalker template that grants them Planeshift 1/day and maybe summon monster as a spell like.