My Magic set: Details
Jul. 10th, 2010 02:25 amWhat I did do:
1. I tried to keep the set on a consistent theme: almost everything fits naturally into the world (with the exception of some general utility spells), and humans and weird-beasts are represented on the less-common types of card, to try to give it a "here's what's normal, here's what's special" feel.
2. I tried to tie in to a number of mechanical themes, intending that there would be at least some hope of actually playing with the set in theory, and making sure that each "X matters" sort of card had enough X or "X matters" cards around to make it worthwhile.
3. I tried to write in an approximation to the official style (but I know often I deliberately cut corners). I tried to make cards which were not horribly more or less powerful than average, but to have them vary in both directions. Inevitably, with no testing, many will be broken, but if no-one else ever needs to play with them, this hopefully won't matter.
4. I gave cards names, costs, rules text and rarities. Some I gave pictures and flavour text, but most I didn't bother with.
5. I used the free generator (MtgGenerator proxy generator at slightlymagic) to produce images for the cards, and tweaked the code a bit to make some variations I wanted.
What I did NOT do:
1. Playtest in any way, shape or form.
2. Refrain from things that made me smile, even if they were silly.
3. Add flavour text, standardised wording for rules text, or images for all cards. Or make up decent names rather than "rabbit scout" "rabbit captain", etc.
1. I tried to keep the set on a consistent theme: almost everything fits naturally into the world (with the exception of some general utility spells), and humans and weird-beasts are represented on the less-common types of card, to try to give it a "here's what's normal, here's what's special" feel.
2. I tried to tie in to a number of mechanical themes, intending that there would be at least some hope of actually playing with the set in theory, and making sure that each "X matters" sort of card had enough X or "X matters" cards around to make it worthwhile.
3. I tried to write in an approximation to the official style (but I know often I deliberately cut corners). I tried to make cards which were not horribly more or less powerful than average, but to have them vary in both directions. Inevitably, with no testing, many will be broken, but if no-one else ever needs to play with them, this hopefully won't matter.
4. I gave cards names, costs, rules text and rarities. Some I gave pictures and flavour text, but most I didn't bother with.
5. I used the free generator (MtgGenerator proxy generator at slightlymagic) to produce images for the cards, and tweaked the code a bit to make some variations I wanted.
What I did NOT do:
1. Playtest in any way, shape or form.
2. Refrain from things that made me smile, even if they were silly.
3. Add flavour text, standardised wording for rules text, or images for all cards. Or make up decent names rather than "rabbit scout" "rabbit captain", etc.