Mtg RPG?

The Kitchen Table forum

Posted on Sept. 3, 2016, 1:51 a.m. by rpshea14

Hey everyone,I've been tinkering with a super casual deck idea for magic... As an edh player, I tend to see a lot of salt and power creeping going on. So I've been tinkering with the idea of a DND style campaign of magic the gathering. I think i may have an idea that works, but I want your thoughts and ideas and any similar attempts or experiences with this type of thing.

Commander RPG Mtg

Commander creation - Each player makes a planeswalker, with a name, and 4 colorless + 1 hybrid mana of your choosing, you should create a backstory for them if you wish and perhaps a title, such as "Logan the undiscovered prodigy". The planeswalkers have +1 draw a card, then discard a card. And start with 4 loyalty.

Each player creates a deck based on the planeswalker in the colors they chose. The deck has 99 cards + the planeswalker.

Level up - As a player gets better, they excel in certain areas. Certain dungeons give bonuses to commander planeswalkers with that color.Once a commander has so many total points, they gain access to a new ability. However, if they gain enough experience in a certain dungeon color, they will either gain a new skill, refine a skill, or become awesome in some way.If a planeswalker has more than three abilities, they can only choose three at each dungeon.

Limited resources - players only have access to commons at the beginning of the game. Certain dungeons give bonuses for uncommon or rare card slots.Completing quests and tasks will also give you resources and tasks.

Each player starts with 40 life. Certain bonuses allow for higher life, and curses cause less life. Players may pay any amount of life whenever a player dies. If they do, that player gains that much life and continues the game, as if they were still alive, but receives no experience that battle.If a player dies in a dungeon and isn't revived, roll a d6, if the result is a 1-2, they receive serious wound, lose a random item, and their current experience goes to zero for that level. If it is a 3-5, they receive minor injuries. They receive no experience for the battle, and lose 10% of their current experience. If the result is a 6, they are mocked by anyone in the dungeon because it is a jammed finger and you are a pansy.

Dungeons - even though this is a free to move world, players test their might in dungeons, where they fight a master as well as his army of evil. If or when the master is destroyed, each player gains 10x the level of the master. If that player does not share a color of the dungeon, they multiply this number by .25, if they share one color, it is multiplied by .50 instead. This number is then multiplied by your life total divided by 100

Moving in the main world - players may freely move around the free world by moving 1d6 tiles at a time. Surprise attacks may appear without notice. Also, if a player takes too long in the main word on yellow "danger tiles" they risk wounding themselves. Moving is seat order, starting from the left of the game master, and goes around the table away from the game master. If a player is in a dungeon, he fights in turn order even with those who are outside the dungeon.

How to beat a dungeon - magic. Each master has a life total. When they are reduced to zero life, they are defeated and all surviving players gain victory.

Campaign background - players start in a small town in the middle of the desert. Town has a graveyard, 7 citizens, and a few alleys. There are three dungeons close by. The area is known to be home to the goblin king, who is extremely arrogant and mean.

freakman13 says... #2

Do you have more details or a more refined ruleset? Itsounds interesting, but I'm not seeing how it would work off the bat.

September 3, 2016 2:38 a.m.

rpshea14 says... #3

I don't have anything more written yet, it's still a very much work in progress. There's a main board, kind of like a checkers board. Some spaces have caves, where players face the dungeon master who plays as a cave master, and when he dies, the other players get experience and more abilities. Some mainboard spaces have traps that hurt the players in future games

September 3, 2016 4:14 a.m.

Souljacker says... #4

You should take a look at


QUEST MAGIC: The Mtg RPG!

Quest Magic RPG* Askani28

SCORE: 755 | 341 COMMENTS | 100247 VIEWS | IN 211 FOLDERS


September 3, 2016 5:43 a.m.

Althredore says... #5

I would honestly recommend a more classic D&D setting, with the access uncommon, rare, mythics, and legendaries coming at later levels, and have any combat become an EDH type battle with the enemy commander being the boss. This could be a HUGE effort for the game master however, so I'm not entirely sure how it would work.

September 5, 2016 1:35 a.m.

This discussion has been closed