Switch Theme:

MtG meets D&D Pt 2 - Planeshift Innistrad  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
[MOD]
Solahma






RVA

Get yer free PDF here:

http://www.dragonmag.com/5.0/#!/article/106375/102161027

   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

nice-- thanks !

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
Incorporating Wet-Blending





Houston, TX

That's pretty cool. I always really liked Innistrad (and definitely saw the parallels with Ravenloft), but was disappointed with the whole introduction of the Eldrazi as they are less Cthulhu and more Shuma Gorath (ie less cosmic/psychological horror and more superhero fighty stuff). Kind of the same problem I have with D&D, actually.

This message was edited 1 time. Last update was at 2016/07/25 18:30:47


-James
 
   
Made in us
Longtime Dakkanaut





I actually really liked the feel of the Innistrad setting as they introduced it in the first set. The whole humans banding together, finding strength from faith in their absent god, fighting an uphill battle against the literal monsters that inhabit the darkness of the night was super cool to me. However the more they developed the setting the crappier it got. By the time they got around to the whole your god is a secret vampire invention secretly invented by a vampire I was so done.

This message was edited 1 time. Last update was at 2016/07/25 19:47:04


 
   
Made in us
Incorporating Wet-Blending





Houston, TX

I think the problem is that there is an inherent conflict between a gothic (or cosmic) horror setting which really needs to be pretty low fantasy to work and super high fantasy planeswalkers which are much more like superheroes (or gods).

So a grim world where superstitious folk struggle against the horrors of the night is engaging because it is a very human struggle for survival. But how do you mesh that with a game full of beings who can summon legendary monsters, hurl arcane energies powerful enough to devastate regions, and travel between worlds? It's two wildly different tones.

It's why cosmic horror fell flat, too. Emrakul is not Lovecraftian, it is comic book. If it was Lovecraftian, the entity would probably be largely unaware and indifferent to what was happening, not fleeing for survival or seeking sustenance. And it would likely just be a portion or herald of something much worse (that is probably equally indifferent). There would be no fighting or victory. Any engaging such a horror would be irrevocably scarred, their understanding of reality completely upended. Magic would be no better as, at best, it would require dealing with such alien forces as to drive all humanity from a practitioner. At worst, it's just another conduit and might draw the being's momentary attention, resulting in utter ruin. Cosmic horror is generally not full of happy endings- at best you can pull the door shut and get somewhat back to the status quo (that is living in denial), though usually only at great cost. There is no "winning".

Such a setting does not jive with planeswalkers and the like, so you get just another big bad with tentacles glued on.

-James
 
   
Made in us
[MOD]
Solahma






RVA

Well said, jmurph. I'll repost my take here: MtG fluff is okay scattered across fragmentary quotations or in artwork; it is not so good when conceived of as a narrative.

   
 
Forum Index » Board Games, Roleplaying Games & Card Games
Go to: