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PostPosted: Tue Oct 31, 2017 10:23 pm 
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Traditional blocks are pretty much dead. Act as though we live in the future world of mostly one-set "blocks" and that you have not been cleared for you set to extend beyond one large set.

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You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"


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PostPosted: Wed Nov 01, 2017 3:36 am 
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I have to rethink the story a bit :D Can we assume 8-10 story chapters from which will be inspired the 5 spotlights? Or should we double them to 15-20 with the same 5 spotlights? We may not be the writers for the lore part, but having a known structure to toy with might help.

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PostPosted: Wed Nov 01, 2017 3:43 am 
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I'm in a pickle in that my central character is a new one and I've been laying out the story and central players.
But I've not actually nailed down a gender for the pov.
So, I'm going group consensus, what do you want to see?
M or F?

Yes, I considered a third option, but THAT would pull focus onto identity politics and virtue signalling, which rather undercuts the bloody story.

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PostPosted: Wed Nov 01, 2017 3:54 am 
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If there are no relevant repercussions or lore bindings, I'm always up for more heroic women. If there is already a majority of female characters you should consider making the remaining character a man to round up the numbers, though.

Barinellos wrote:
Yes, I considered a third option, but THAT would pull focus onto identity politics and virtue signalling, which rather undercuts the bloody story.

I thought the Aetherborn were handled well in the Kaladesh story without drawing too much attention to the nonbinary/genderless part, but I get your point.

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PostPosted: Wed Nov 01, 2017 7:07 pm 
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Spotlight 1: Deep Fracture/"Gazing into the Abyss"

Spotlight 2: Carnival Herald/"A Little Imagination Never Hurt Anyone"

Spotlight 3: Carnival of Terrors/"The Most Terrifying Show in the Multiverse"

Spotlight 4: Ambition's Cost/"Means, Motive, and Opportunity"

Spotlight 5: ???/"Behind the Curtain"

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PostPosted: Wed Nov 01, 2017 7:49 pm 
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Story Spotlight cards are things that are done as the set goes on, not about things in the past...

I need some thought for this.

Consolation
(1.) Domri sees Rodon, crying in the middle of a group of coral, over a makeshift graveyard.

Trespasser's Capture
(2.) Kaya and Domri were captured by the Riftwor faction, both for trespassing.

Suffocating Escape
(3.) Domri planeswalks out of R.A. captivity, dumbfounding them.
Promotional - A version of the card showing Domri's leave from Ravnica.

Sediment Leak
(4.) Rodon slips in and grabs Kaya from the sand with the intent of escorting her through an underground tunnel to the outside. Obviously, the "land shark" motif would be nice here.

Petition for Peace
(5.) Kaya tries to play peacekeeper.


Last edited by preadatordetector on Sun Nov 05, 2017 11:20 am, edited 7 times in total.

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PostPosted: Thu Nov 02, 2017 1:37 am 
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Other than 1 and 2, these are meant to work in a general order. 1 and 2 can be flipped as the story sees fit.

Tamiyo's Arrival


Ob Nixilus' Arrival


A Visible Shift in Power


An Uneasy Council


Adamant Refusal


Edit: this is finished.

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Last edited by Shockwave07 on Fri Nov 03, 2017 1:02 am, edited 2 times in total.

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PostPosted: Thu Nov 02, 2017 7:49 am 
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AzureShade wrote:
Traditional blocks are pretty much dead. Act as though we live in the future world of mostly one-set "blocks" and that you have not been cleared for you set to extend beyond one large set.

Oh dear. I completely ignored describing the invaders in round two because I had been thinking that was better to reveal in a second or even third set. Whelp.

plot points


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PostPosted: Fri Nov 03, 2017 10:53 pm 
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Hey, I'm not sure about the deadline, but I've had to backburner this for most of the week, so I'm just tonight getting the chance to take a run at it.

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Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Sat Nov 04, 2017 7:44 am 
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You're good. I'm not posting the next round until Monday.

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magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"


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PostPosted: Mon Nov 06, 2017 2:46 am 
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Understandably, while this falls outside of the purview of the challenge, as I'm the only one to have apparently elected to use a new character as the core of my story, it becomes essential to introduce the players involved, as until now, they've not been presented on the stage, as the stage itself was the focus before. So, while unorthodox, I must prelude the challenge with those who are to take part in the plot.

The primary cast:
Lieutenant Alexandra Celsi
Alexandra is the sole survivor of a wave of chaos that swept through her town a few years ago, killing most everyone she's known, including her wife. The trauma had a deep impact on her, and even though she was a promising young officer, her career has stalled as she's become further detached from those around her. Weeks were spent trying to ascertain why she was immune to the vanishing effect, but the studies were ultimately fruitless and she chose a station at the walls of the Edgelands after insisting on returning to duty against protests. Following her arrival at the outpost, she remained aloof from the others in her command and any of the townsfolk in the surrounding settlements.

Even after the tragedy, or maybe because of it, she throws herself into her work, not just in defending the citizens from bandits and fiends, but also from the oncoming tide of oblivion. Her experience has given her a sixth sense, an attunement with the chaos and the very fabric of the world. She can sense when the walls of reality are weakened and has successfully evacuated several villages and townships, sparing them the ordeal she'd been forced to live with.

Nissa
Wounded, soul deep, by her battle with Bolas, Nissa collapsed upon the world, falling in from the oblivion that consumes the Edgelands. Such an occurrence is, understandably, noteworthy. Despite the grievous wounds of Amonkhet's necrotic touch, she was escorted to the outpost nearest her arrival by ruin divers hoping the oddity of her appearance could earn them something.

The First

The Second

The Third

The Fourth

The Fifth

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At twilight's end, the shadow's crossed / a new world birthed, the elder lost.
Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Mon Nov 06, 2017 10:30 am 
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Round Five!


Okay! With your story beats set aside for the future where they will have awesome cards attached to them, we now turn back to the work of set creation. Design has finished its playtest of your set and passed it off to Development with some notes. The Creative team member you have attached to Development just got back from the last Development meeting and has this to report:

Preadatordetactor


Huey Nomure


Lord LunaEquie is me


Barinellos


Tevish Szat


Shockwave07


Your goal this week is to make the needed adjustments to the flavor of your set and then we will move into sending out the first wave of art descriptions for some cards next Monday!

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magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"


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PostPosted: Mon Nov 06, 2017 12:32 pm 
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Champion

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PostPosted: Mon Nov 06, 2017 4:54 pm 
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AzureShade wrote:
Round Five!


Okay! With your story beats set aside for the future where they will have awesome cards attached to them, we now turn back to the work of set creation. Design has finished its playtest of your set and passed it off to Development with some notes. The Creative team member you have attached to Development just got back from the last Development meeting and has this to report:

Barinellos



I don't have to marry haunt with the art assets at all, just use them elsewhere as part of the visual identity for the Council's forces. Haunt has nothing to do with a visual cue anyway. The problem you have now is a bunch of creature art and a mechanic expressly forbidden to go on creatures in this set.

As to haunt, I can MAYBE make it work, but I have to ask:
Did you choose that as a SPECIFIC way to clash with a stated goal of the world? I explicitly stated no spirits or the like for the world with the exact intention not to draw attention to what happens after death. So, was this a coincidence or did you go out of your way for it?

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At twilight's end, the shadow's crossed / a new world birthed, the elder lost.
Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Mon Nov 06, 2017 5:02 pm 
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It seems like everyone is getting stuff that contradicts their earlier criterion and are around just to make things harder.

Luckily, my themes work perfectly with Level Up. I'll have something on Sunday.


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PostPosted: Mon Nov 06, 2017 5:23 pm 
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It seems like everyone is getting stuff that contradicts their earlier criterion and are around just to make things harder.


Barinellos wrote:
As to haunt, I can MAYBE make it work, but I have to ask:
Did you choose that as a SPECIFIC way to clash with a stated goal of the world? I explicitly stated no spirits or the like for the world with the exact intention not to draw attention to what happens after death. So, was this a coincidence or did you go out of your way for it?

To answer you both: The RNG is a dick and your set's mechanics as well as their failing mechanic and its replacement were actually picked before you made your pitches in round one but were then messaged slightly by making sure at least one starting mechanic actually fit your world. Naturally, depending on some outcomes in the previous rounds, this round's twist does hit some contestants harder than others.

This round is meant to represent major curve-balls that get dropped into Creative's lap when things go south and a whole mechanic just doesn't work out mid-process. At Doug's panel, he pulled our spell mechanic out from under us and added Cascade even though it really had no flavor relevance to the set in any way. We then had to work out how to fit it in there and make it feel natural to the set.

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magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"


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PostPosted: Mon Nov 06, 2017 5:31 pm 
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AzureShade wrote:
To answer you both: The RNG is a dick and your set's mechanics as well as their failing mechanic and its replacement were actually picked before you made your pitches in round one but were then messaged slightly by making sure at least one starting mechanic actually fit your world. Naturally, depending on some outcomes in the previous rounds, this round's twist does hit some contestants harder than others.

Well, luckily enough haunt works mechanically with things like vanishing at least.
But yeah, it'll be flavored more metaphorically than literally. I HAVE to make it spell specific to avoid the can of worms it would present.

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Yet on the morn we wake to find / that mem'ry left so far behind.
To deafened ears we ask, unseen / "Which is life and which the dream?"


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PostPosted: Mon Nov 06, 2017 5:35 pm 
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It's a heck of a curveball to go from Phasing (Which worked perfectly with tons of versatility) to Champion (a fairly narrow drawback that has a similar creative space to Monstrous), bit I think I can manage.

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PostPosted: Tue Nov 07, 2017 1:22 pm 
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AzureShade wrote:
To answer you both: The RNG is a dick and your set's mechanics as well as their failing mechanic and its replacement were actually picked before you made your pitches in round one but were then messaged slightly by making sure at least one starting mechanic actually fit your world. Naturally, depending on some outcomes in the previous rounds, this round's twist does hit some contestants harder than others.

I have some questions that I will hold until this game is over.


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PostPosted: Thu Nov 09, 2017 2:16 pm 
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AzureShade wrote:
The Design playtest determined that Hideaway just did not have the range and density that is needed in a mechanic that would be propping up a set. While the Development team is still on board with maybe making a cycle of Hideaway lands again at Rare (or maybe Hideaway artifacts or Enchantments?), they are adding Explore to the set as well since it utilizes the +1/+1 counters that Unleash was already offering. They need the Creative team to thematically fit in Explore somehow.

Well, they're the pros, am I right? *glares at the Design team*

(I joke, of course, but in a real life situation I'd probably ask for a in-depth explanation; I'll continue supposing the Lead Designer abundantly satisfied my perplexities)

entry completed

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Last edited by Huey Nomure on Thu Nov 09, 2017 6:20 pm, edited 1 time in total.

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