exploring penumbria
Jonathon Loucks had a troubled trip through the Great Designer Search 2. He set himself up with the difficult task of fitting the concept of "light vs dark" into Magic, which sounds simple in theory but is actually quite difficult in practice. His submissions were often too complex and he was often called out by the judges for submitting cards that players of his caliber would enjoy but that would be too much for more casual players. His final submission abandoned one of his more complicated mechanics, Illuminate, in favor of a new "all colors vs colorless" theme that the judges (correctly, I think) felt was less an embodiment of "light vs dark" than a replacement of it.
So how would I fix it?
One issue that makes light and dark so tricky to represent in a Magic set is that ideally you need your representations to work within all of the colors. For this reason I liked Jonathan's original direction, which was that darkness is represented by hidden information (showcased by Morph) and light was represented by illumination (though, like the judges, I disagreed with the specific implementation of Illuminate). That said, there are some challenges inherent in trying to make revealing cards a theme of your set:
(Morningtide, a set that I lead designed, flirted quite heavily with including a reveal subtheme. More on that in a later blog post.)
- One of the best aspects of Magic is the hidden information. The secrecy of your opponent's hand and draw step adds uncertainty, which makes the game interesting in countless ways. (Try playing Magic with open hands sometime and see how much worse it is.) This is the main reason that Wizards has pretty much never printed a constructed playable card that permanently reveals the opponent's hand.
- Players want to cast their spells. A reveal subtheme naturally leads you to having reveal as a cost, which requires players to hold spells back in order to reveal them at a later date.
- Revealing adds a large memory burden onto the players. I either have to write down what I saw so that I won't forget, or risk walking into it a few turns later and feeling really stupid because I should have known better.
So why do I still want to use revealing?
I think it's because if there is ever a time to make a set themed around revealing, this is it. The light theme is perfect, and I think it needs to be the first set in the block so that everything can be set up to support it. One of the problems in Morningtide was that much of the environment was still made up of Lorwyn cards, and that set wasn't built with a reveal subtheme in mind.
Let's continue down this path, although it's fraught with peril. Here's what I'd do:
- Denote a number of cards in the set as representing darkness or light. White would have more light cards, of course, but would also have some darkness cards as well. I'd start with White at 80/20, Green at 60/40, Blue at 50/50, Red at 40/60, and Black at 20/80. There would a roughly equal number of cards in each color that are unaligned.
- Light cards would revolve around revealing hidden information (but in limited amounts) and then taking advantage of that information. For example, a light-themed spell might ask you to target a facedown card or a card in your opponent's hand and guess the name of it, exiling the card if you're correct. Or another might ask you to choose a card type and you draw cards equal to the number of cards of that type your opponent has in their hand. Predict would be a natural reprint.
- Darkness cards would revolve around Morph and removing or re-hiding known information. Examples would be looting (draw a card and discard a card, allowing you to ditch a card they've seen if you choose), changing your morphs (pick up a facedown card, then put a card facedown from your hand), and shuffling your library.
- There would be reveal triggers sprinkled throughout the set that would do something when the card is revealed. For example, a cycle of common lands that come into play tapped and draw a card for the owner when they're revealed. (You'd probably also have to pay a mana so that they're not broken in half with multi-reveal cards in older formats.) There would also be one or two morph cards that let their owner do something good when they're revealed, so that there's a bit of a risk when using light cards to peek at the darkness morphs. These would also trigger when you flip the morph over naturally.
- I would keep Dig as a mana smoothing mechanic. It fits the world nicely. I like the "bottom of library in a random order" wording too.
- All other mechanics at common would be kept quite simple. Energize (gain a bonus whenever you play a noncreature spell), one of Jonathan's mechanics, would be a good start for light. Shroud is an obvious fit for darkness, although not something you want to use too often. It could be ramped up slightly if there were more non-targeted spells that interact with permanents than usual, though (like edicts).
The goal here would be to provide an ebb and flow of information as the light player reveals cards and the dark player endeavors to use them or hide them again. There also might be space for some darkness cards that reward the player for keeping secrets. Perhaps darkness has a cycle of cards that count the number of facedown cards you control and does something based on that? And then light has a Break Open variant that also deals 3 damage to the creature. (I've always thought that would've been an awesome card for Onslaught block. Usually it's removal, but once in awhile it backfires spectacularly. It's even better in this set since you can set it up with reveal cards sometimes and you only have to cast it blind if you're desperate or want to get lucky.)
Anyway. Am I sure that this is the right direction? Not exactly. I'm starting to wonder if this would work better in an online game, where the computer could keep track of the revealed cards for you. But I do think there's something compelling here. It's part information warfare, part structure for setting up fun combos, and part an excuse to revisit the world of morphs, but this time with a little more interactivity beyond just guessing based on how much mana they have available. I would be excited to try it out!
why i’m skeptical about active reload in SpyParty
Tonight I'm heading over to Chris Hecker's house to playtest a new feature in SpyParty, active reload (in this case, "Action Testing"). SpyParty is an incredible game that I've had the pleasure of playtesting for many hours at this point. If you haven't heard about it, here's a quote from the official site: "SpyParty is an asymmetric multiplayer espionage game, dealing with the subtlety of human behavior, character, personality, and social mores, instead of the usual spy game explosions and car chases."
The easiest way to explain how it plays is to compare it to a reverse Turing test, where instead of an AI pretending to be human, the Spy is pretending to be an AI. The job of the Sniper is to watch for discrepancies in behavior between the AIs who inhabit the party and the Spy who is walking in their midst. This could come through simple mistakes (walking erratically, bumping into things), more subtle behaviors (that guy is spending a lot of time at bookshelves), or seeing mission completions (that guy just reached into a book and removed some microfilm!). These can be categorized as "soft tells" that make you more suspicious but don't confirm anything, and "hard tells" that give the Spy away completely.
Chris has already written a blog on the new feature. Here is his primary reason for wanting to try out the mechanic:
The flaw in the current game is if a merely good Sniper is playing an elite Spy, the Spy player can’t accomplish any missions if the Sniper is looking directly at the Spy, even though he or she is much more skilled. The Spy will still win most of the time, because the merely good Sniper won’t be able to tell which partygoer to watch if the Spy is good enough, but I still consider this a flaw because an elite Spy should be able to perform missions right in front of the less skilled Sniper due to the skill differential.
The source of my skepticism starts here, because I actually disagree with this premise. There are essentially four major levels of suspicion between the Sniper and Spy in the game (with more gradations in between):
- The Sniper has been completely thrown off track and has either marked the Spy as "not suspicious" or is focusing on another suspect closely.
- The Sniper has no idea who the Spy is and is either surveying the whole party or watching a particular objective.
- The Sniper is suspicious of the Spy and is keeping a very close eye on him, either from one or more soft tells, or process of elimination, or a gut feeling.
- The Sniper is "sure" about the Spy, likely from having seen a hard tell.
Once the Sniper reaches the fourth level, the game is essentially lost for the Spy. He is about to shoot. (Although I have won a couple close ones by performing the final mission in full view of the Sniper and then doing my best to hide behind and weave through other partygoers for the final ten seconds, but that won't work against strong players.)
So let's move on to the third level, which is what this mechanic is intended to address. Chris's point is that elite Spies in this situation should be able to perform missions right under the nose of a merely good Sniper, but I disagree. The interesting interplay of the Spy and Sniper is about two things: not letting it get to this point in the first place, and then recognizing when it does and going into damage control mode, blending back into the flow of the party.
There's nothing worse as the Sniper than having a hunch and following it, watching a certain person closely for a good 30 seconds, and nothing happening. A growing panic forms as you wonder if you were correct in the first place, and you start to worry about what missions might have been completed when you weren't paying attention to the others. You have to decide whether or not to cut your losses and abort your close observation or just continue following and hope for the best.
(As an aside, if you're wondering why a Sniper can't just watch the entire party at all times, one integral piece of the design is that there's simply too much going on at any one time to focus on all of it. At least, I certainly can't. If there are Snipers who can I think that'll create even bigger problems, but luckily there's an easy tuning knob, the total number of people at the party, that you can turn to increase the information density.)
Unfortunately, the Action Testing undermines these interactions. Now you really don't have anything to go on, because you might be watching the actual Spy and he's finishing missions right under your nose! My theory is that this will make losing a lot less fun, because it introduces that feeling of "there was nothing I could do." You could be watching the actual Spy for the entire party and still lose. Yeah, even the awesome results are still theoretically noticeable, but remember that the stated goal is to allow the Spy to win while being watched, so I can't imagine it'll be easy. There's a question I've been thinking about a lot recently: "Is your game fun to lose?" I think adding Action Testing risks hurting SpyParty a lot here.
You'll also have the games where the Spy flubs an Action Test for whatever reason. At that point, there should be a good chance that you notice him, and win the game on the spot. Here's another relevant question: "Is your game satisfying to win?" Sure, it's always fun to win, but the brilliance of current SpyParty comes in forcing me to interact competitively in novel ways. When I win it's because I picked up a subtle clue, or outthought my opponent. Winning because my opponent or I were good or bad at a reaction/timing mini-game is something I can find in countless other games.
And finally, there are two aspects of human nature that concern me here:
- Humans aren't that good at properly evaluating risk, especially when randomness is involved.
- Humans tend to overvalue their own abilities.
Both of these point to people trying the Action Tests far more often than they should. The design intent might be to provide a tool for someone under close scrutiny that shouldn't be used otherwise, but my guess is that people are going to use it far more frequently than that. The more people use it, the more the game becomes about the Action Testing and the less it's about its other novel aspects.
With all that said, I love Chris's specific implementation of the active reload system. Randomness in multiple axes should go a long way towards preventing people from mastering it, which was another initial concern. And I'm certainly hoping that I'll be pleasantly surprised tonight. We'll see!
edit: My post-playtest writeup is now up: everything went better than expected.
great designer search: green in epolith
Taking a quick break from the Tiny Adventures posts to talk about the Great Designer Search 2 again. If you're new to the blog, I worked at Wizards of the Coast for five years, and was heavily involved in Magic design during a portion of that time. Reading through Ethan Fleischer's assignment for this week I felt compelled to blog about my reactions to some of the cards from his set, Epolith. I want to stress that I haven't read any of the article comments or any other thoughts on the topic, so apologies in advance if I'm repeating what's been said elsewhere.
Eohippus
Creature - Horse
0/1
Evolve - Whenever a creature with a power greater than CARDNAME's power enters the battlefield under your control, put a +1/+1 counter on CARDNAME.
This is a sexy one drop. Great card to start the set off with, and I'm loving the Evolve mechanic. Rewards you for playing more and bigger creatures but has a built in cap so that it can't get out of control. This is one of my favorite mechanics from the contest so far. The "a" from "a power" can be removed though, and I'd add "you may" to avoid lots of missed trigger disasters during tournaments.
Wandering Elf
Creature — Elf Nomad
1/1
When CARDNAME enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Sure. It's unfortunate that there's no obvious reason for this reprint to be in this set over any other (it's more interesting when the card's value changes in the new set or it feels like it naturally fits in somehow), but it's a fine choice regardless.
Cave Bear
Creature - Bear
2/2
Evolve - Whenever a creature with a power greater than CARDNAME's power enters the battlefield under your control, put a +1/+1 counter on CARDNAME.
This seems reasonable on the surface, but a tad powerful for common. This is a two drop that's going to grow to 4/4 fairly easily. That said, I'm a fan of giving green commons that you're happy to first pick. It's all too easy for red and black to have all the first picks because removal is so obviously a must have.
My other concern is that a plethora of evolve creatures is going to put a huge emphasis on curving out (playing a one mana creature on turn one, a two mana creature on turn two, etc). Missing your four drop could cost you a 4/3 and three +1/+1 counters, which is pretty swingy. One of the worst things about the VS card game was how heavily the design punished players for missing on-curve drops. They ended up having to print a bunch of cheap creatures that let you tutor so that games weren't decided by which player curved out more effectively. But I digress.
Fertility Shaman
Creature - Elf Shaman
2/2
Whenever you cast an Enchantment spell, put a 1/1 green Elf creature token onto the battlefield.
Seems like the set has an enchantment subtheme. It's nice that this creature helps recover the potential card disadvantage of auras in a way that's reasonable at common.
Mischievous Monkey
Creature - Ape
2/2
When CARDNAME enters the battlefield, put target artifact into its owner's library third from the top.
The "third from the top" text is cute, but I like it more in blue or white, since they often focus on dealing with problems temporarily and also on planning for the future. Green's permanent destruction should be more final I think. Wizards did show a willingness to do this in black with Lost Hours, but that was in Future Sight, a set with a focus on time and the future.
Leaping Ornitholestes
Creature - Lizard
3/1
G, Sacrifice CARDNAME: CARDNAME deals 3 damage to target creature with flying.
Ornitholestes is a mouthful, but it's an actual dinosaur name, so I appreciate that Ethan put in some research and is tying his world back to ours. I enjoy the flavor of a small, agile lizard sacrificing itself in an epic leap to take down a small flier, and it's elegant to line up the damage with the power of the creature.
Wing-grabber Tree Spirit
Creature - Plant Spirit
1/3
Reach
Evolve - Whenever a creature with flying enters the battlefield under an opponent's control, put a +1/+1 counter on CARDNAME.
This is the point where I realized that Evolve didn't always trigger off of greater power, and to be honest, I found it disappointing. There is something nice about the flavor here, where your creature is evolving to keep up with what's going on across the table, but I'm not looking forward to stalled board states where I have to keep track of five different triggers on my variety of Evolve creatures. Honestly, the flavor of my weaker creatures evolving to catch up with my stronger ones is good enough. I would strongly consider focusing this mechanic on that one trigger.
Elven Memory Keeper
Creature - Elf Shaman
3/3
When CARDNAME comes into play, you may return an enchantment card from your graveyard to your hand.
Traditionally this line of text belongs on white cards, but it's not unreasonable to put it in green. Rofellos's Gift and Nature's Spiral have paved the way somewhat. I do wonder how White will interact with enchantments in this set however.
Sluggish Sauropod
Creature - Lizard
6/4
Whenever CARDNAME attacks, it doesn't untap during its controller's next untap step.
I think this creature should probably be a 6/5. There aren't any other green commons with toughness above 4, and the drawback is quite significant. I do like the combination of high power with an ability that encourages the opponent to not block and just worry about it later.
Velociraptor Pack
Creature - Lizard
4/3
Flash
VELOCIRAPTOR ENTRY POINT! A fine card. No complaints.
Prosauropod
Creature - Lizard
4/4
Evolve - Whenever a land enters the battlefield under your control, put a +1/+1 counter on CARDNAME.
CARDNAME has trample as long as it has a +1/+1 counter on it.
Not a fan of using Evolve as a Landfall retread, and this makes me dislike this implementation even more. It's becoming more clear that Evolve in this set just means "trigger - get a +1/+1 counter", but that's not tight enough to be a compelling mechanic. Also, what is the flavor of this evolving in response to more friendly lands showing up?
Megalosaurus
Creature - Lizard
7/4
I like it. Craw Wurm has been obsolete for years now, so it's fine to print a creature with strictly better stats. This guy is also almost guaranteed to trigger your greater power Evolve creatures, so he'll be better than he looks at first glance.
Nature's Sacrifice
Instant
Destroy target artifact or enchantment. Its controller may put a +1/+1 counter on a creature he or she controls.
Great card. It fits in the environment, it's possibly exciting to some number of Legacy or Vintage players, and in a pinch it can be used as a combat trick by blowing up one of your own permanents.
Selection Pressure
Instant
Put two +1/+1 counters on target creature.
Seems like a good spot for the common green pump spell.
Heavy Shell
Enchantment - Aura
Enchant creature
You may remove a +1/+1 counter from CARDNAME's target rather than pay CARDNAME's mana cost.
Enchanted creature can't be the target of spells and abilities your opponents control.
: Regenerate enchanted creature.
Great use of an alternate casting cost. Fits the set's theme, isn't anything that's going to be broken in constructed, and has an effect that benefits greatly from occasionally being free. My only critique is that it's too bad it's not slightly more expensive up front so that the alternate cost comes up more often. It might have to do more to justify the added cost though.
...Wait a minute, I just realized this card doesn't have Flash and has no way to get it. My brain simply filled it in because it seems like such a clear fit. I would either add Flash to the card straight up or alternatively just give it Flash if you pay the alternate cost.
Primordial Fog
Instant
Prevent all combat damage that would be dealt this turn.
Gain 1 life for each +1/+1 counter on creatures you control.
Not loving this card. I'm on board with having a common green Fog, but the clause feels tacked on to me and some inconsistent life gain honestly isn't worth an extra two mana. I'd consider adding a mana and having it put a +1/+1 counter on each of your creatures instead, as I think that would a pretty interesting spell that (unlike most Fogs) would be playable. Some other changes would have to be made to the set to make that work, such as moving the life gain to the card below.
Gather
Sorcery
Search your library for a basic land and put it onto the battlefield tapped, then shuffle your library. You may put a +1/+1 counter on a creature you control.
I would try changing the clause here to "Gain a life for each land you control." This ties in the rider to the initial effect and makes for a card that you're happy to draw late game as well as early.
Venom Glands
Enchantment - Aura
Enchant Creature
Flash
You may remove two +1/+1 counters from CARDNAME's target rather than pay CARDNAME's mana cost.
Enchanted creature has deathtouch.
In contrast to the other potentially free Aura, this card needs a lot of work. Let me begin:
- Deathtouch is mostly useful on creatures that are smaller than the creature they're fighting. So in the best case, I'm putting this on a small creature and fighting a large creature. But even in that best case, I've just 2 for 1'd myself. This card doesn't have a lot of upside.
- This card costs four mana to give my creature Deathtouch. That effect is probably worth around one mana. In the past, for four mana, I could both cast a Gorgon Flail and equip it, getting deathtouch, +1/+1, and an equipment.
- The alternate cost is unnecessarily steep. Removing two or more counters should likely be saved for uncommons and rares with strong effects.
- The alternate cost should specify "creature you control" somehow. I don't think you want this and other auras like it being used as strange combat tricks that shrink your opponent's creature.
There are some definite mistakes, but the Green commons are in a solid place overall. I'll be surprised if Ethan isn't still in the competition after this week. And finally, here are some quick thoughts about the other competitor's entries:
Jonathan Loucks - Living Reflection could use a new name. It's too much of a mouthful for a mechanic that's going to be used often. Also, Illuminate cards tend to read very poorly. There's so much text before you get to the payoff, which is a bad sign for a common.
Shawn Main - I love Blight, it's my other favorite mechanic from this round of assignements. It's flavorful and should add a lot of tension and uncertainty to the gameplay.
Devon Rule - Gold is cute, but it's a name you probably don't want to use (thanks to Gold being commonly used to refer to multicolor), and basing an entire color around life payments makes me nervous even if you have a mechanic to mitigate it.
Jay Treat - "You and your allies" is a lot of extra text for something that will only really help in Two Headed Giant. The cards that have it do things like granting first strike until end of turn, which won't help your friends unless they're sharing your attack step. If you do want to go that route, you can probably cut the "you or" and just define "your allies" as including yourself.
Scott Van Essen - Not a big fan of Countercast at first glance. Cost reduction mechanics generally only appeal to Spike. I do like that it interfaces with previous sets and seems exciting with cards like Vivid Grove though.
Daniel Williams - I like the fixed version of Showdown. I think Howling Coyote needs a once per turn restriction or more likely a mana cost on the ability. Right now it disables blocking for your opponent entirely.
Jonathan Woodward - The mechanics seem solid. It saddens me that Graforman Explorer is just Sakura-Tribe Elder with a tap restriction. Maybe the land should come into play untapped.
Disagree with something I said? Let me know in the comments!
kinship and the great designer search
If you follow Magic closely, you're probably aware that The Great Designer Search 2 has just announced its eight finalists. If not, you're probably wondering what The Great Designer Search is. Essentially, it's an online "reality show" design competition that Wizards of the Coast runs when they're light on designers. When the first one completed, all four of the top contestants went on to be hired full time by WotC:
Mark Globus – It was a pleasure to work with him on Uncivilized, and he’s a great manager as well. It’s my understanding that he manages a lot of the Magic designers and developers these days, which frees up Aaron Forsythe for work that he finds more interesting.
Graeme Hopkins – A lot of credit for the success of Tiny Adventures belongs to Graeme. He not only coded most of the app singlehandedly, but was invaluable for making little tweaks to the UI that made the player experience better.
Ken Nagle – By the time that Mark Rosewater finally moves on from his head designer position (I'd guess this is at least five years out), I’ll be surprised if Ken isn’t high on the list to take over. It's clear that this man loves Magic.
Alexis Janson – Out of the four, I’ve worked the least with the winner, Alexis, but she’s a competent Magic player and programmer as well.
So, it’s fair to say that the first GDS was a huge success for WotC, and all eight of the new contestants have a good shot at finding employment as a result of this.
The first round was a series of essays, and since I can’t imagine WotC wanted to read all of them, I’m assuming this was mostly to weed out the people who weren’t serious about the whole thing. This was so that they didn’t pollute the next round, which was a multiple choice test that was automatically graded, with some percentage of the top scores moving on. I question the validity of that test in terms of finding strong designers (and there’ve been plenty of complaints about specific questions), but it did weed out people who don’t know Magic well, and some concessions have to be made to make the whole process realistic.
Now, Wizards has posted the essays for the finalists, and while I haven’t read them all, it did catch my eye that Jonathan Woodward’s answer for “worst mechanic in Extended” was kinship. As the designer of kinship and the lead designer of Morningtide (the set where it premiered), this piqued my interest. I’ve always had a soft spot for kinship and thought it was a reasonably successful mechanic for the “class matters” set that Morningtide was. Anyway, here was Jonathan’s reasoning:
"Of all of the mechanics currently in Extended, kinship is one of the worst. If the top card of the controller's library matches a creature type with the kinship creature, the controller gets a beneficial effect. In theory, this is exciting! In practice, however, there are two problems. The first problem is that the mechanic is very linear; instead of playing cards because they're fun, or good, a player needs to play them because they share a creature type with his or her kinship cards."
To me, this seems akin to saying that kicker is a bad mechanic because it’s very modular and therefore doesn’t give deckbuilders any guidance. Linear versus modular is a spectrum where both sides have their place, depending on the goal of that mechanic within the set. Both have advantages and both have disadvantages, but claiming that a mechanic’s linearity is an inherent problem requires either some specific context or the conclusion that all linear mechanics are bad.
"The second problem with kinship is that the card checked is the same card the controller is about to draw. Assuming that the controller has accepted the linear nature of the mechanic, most of the cards in his or her deck that don't share the kinship creature type are likely to be lands. Therefore, once the player has enough lands, failing to have kinship trigger is likely to be followed by failing to draw a useful spell. This leads to players feeling bad; they see the lands they are about to draw, but can't do anything about it."
While it’s absolutely true that kinship makes the highs a little higher and the lows a little lower when you draw your card for the turn, in my experience, the situation that Jonathan describes doesn’t really happen. Because we intentionally moved the trigger to upkeep, players naturally resolve kinship almost as a side effect of their draw. You look at your card, and either reveal it for kinship, or simply put it into your hand if your Kinship triggers missed. If the trigger was during, say, the attack step (as it was for awhile in development), there would be a lot of time to think about the upcoming land, but with it during upkeep I think it works out nicely.
And, for completeness, here’s a bit of history on kinship since I don’t think I wrote about it while at WotC. Sometime during Lorwyn design, we were looking for a way to separate Lorwyn and Morningtide so that each would have a compelling hook. The fact that most Magic creatures had both a race and a class was fairly new at that point, and I suggested that Lorwyn should focus on race interactions and Morningtide should focus on class. Everyone thought this had potential, so we went forward with that plan, and agreed that we would save themes like “sharing a creature type” for Morningtide. Triggering off of sharing a creature type was a great way to make it suddenly matter that your Goblin is also a Warrior, since it shares a type with that Elf Warrior that you also happen to have.
Kinship was originally designed as something like this:
Synergy – CARDNAME gets +1/+1 until end of turn. (Whenever this creature attacks, reveal the top card of your library. The synergy effect triggers once for each creature type it shares with this creature.)
There were quite a few problems:
- The templating for the mechanic didn’t really work, and if I remember correctly, it wasn’t entirely easy to fix.
- In order to trigger synergy, you had to attack, but in order to be able to attack, you needed the synergy to work. This often led to players just not attacking since they couldn’t be sure.
- It was cool that it rewarded you for matching both type and class, but this was at odds with something that I mentioned in passing above, which is that we wanted you to feel just as good about matching up Warriors as you would with matching up Elves. This made it twice as good to match up both race and class, which took the emphasis away from class sharing across races.
- At first I thought that Changelings revealing other Changelings was awesome, but it became clear that it was awkward that players didn’t really know exactly how many triggers that created (it was equal to the total number of supported creature types, but few people know that number offhand). It also would’ve been an issue for MTGO when that many triggers suddenly popped onto the stack.
- The aforementioned problem of seeing a land during your attack step and then having to “look forward” to drawing it during your opponent’s turn.
We played with this for awhile, and eventually realized that we needed to simplify the mechanic down to more of an all or nothing based on whether or not you shared any creature types at all. This was a lot better, but of course it didn’t solve everything. The next major breakthrough was to move the trigger to upkeep (I have a vivid memory of discussing this with Forsythe in the parking lot of an IHOP…not sure why I remember that), which put the mechanic into a satisfying place. Finally, the name was changed to the much more appropriate kinship, as synergy was flavorless and could describe hundreds of other mechanics. (I’m mediocre at best at naming. My only success at naming a mechanic that I designed was ripple, which somehow remained unchanged in both effect and name throughout development. Of course, that one deservedly gets some hate as well.)
The final interesting point about kinship was that it was one of those mechanics where I ended up pushing for it despite opposition at various points. I know that Rosewater always has epic stories about how he was the only believer in something, and everyone else hated it, and then it all worked out in the end, but this wasn't really like that. There was just some skepticism amongst the team at various points about whether or not the mechanic would end up working out. I always do my best to be objective in these situations, and there were definitely times that I was worried I was clinging to something that wasn't going anywhere, but once everything fell into place I was glad that I did.
Of course, sometimes you have to give up on something even when you still believe in it. My old article The Color Purple is a good example of that happening during Planar Chaos design.
Well, I know I promised more on Tiny Adventures, but life got in the way and then I wanted to comment on the Great Designer Search. Tiny Adventures part two is still coming soon. Oh, and I don’t mean to hate on Jonathan, he’s just the one whose answers I happened to read. I wish him and the rest of the competitors the best of luck. Can’t wait to follow along!