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MDV Featured Article - Set Design 101 - in the beginning... - by thegeneralpublic - posted 11/9/05 - discuss here

A quick 'hello'!

I’ll come up front and admit to you: I LOVE designing magic cards. I have a friend who shall be dubbed “da wayfarer,” and him and I have designed and planned many a set together. But none of them ever got completed. I have files upon files of cards that should be in a set right now but have died in design. And that is something I don’t like happening. After hyping it with each other for a month and tons of deigning, it dies. And there is a reason for this: we didn’t design these sets properly. And that is something I am determined to rectify. This column is something of a culmination of what I have learned while trying and failing. I hope to inspire future designers not to fall into the same pits that I have.

What this will look like.

This column will eventually cover all important aspects of set design as I have found them. My methods may be different from others, but it helps me very much. The most important aspects as I see them are:

-Storyline/Tribal and Locales
-Theme
-Layout and Balance
-Mechanics

This column will help you future designers in how to create a set. And, to make things interesting, I will be using your comments and designing a set parallel to what the readers say. When I finish an article, people can write to me and give suggestions for where to go with this set. You will be able to see the completed set as we move along and I will show you the set as we finish it. That way, you can see how the other general public approaches set design.

The first thing you need to have.

The first thing any set will need is a storyline. The first question I expect will be asked is “What if I don’t feel like writing a novel?! I want to create cards!!!” The main thing that aspiring designers need to understand is that it need not be a fancy, 300-page work of art. A storyline could be a short paragraph or even just a 1-2 sentence summary of the set’s plot. This way, you don’t start churning out vanilla cards. When you have your storyline.

These are some examples of a concise storyline:

“A green-aligned wizard is the lone survivor of a total genocide of his race and he seeks revenge.”

“Agatha is the ruler of the plane Servuium. She is the absolute ruler; a dictator; tyrant. But there is a movement starting. Those servants under her have received a glimmer of hope in the form of the legendary planeswalker Thrune.”

“The council ruling the sky-city has recently started abusing power; overlooking crimes and misdemeanors; removing laws from the code; abusing immunity. And the city is thinking it’s time to fight back.”

As you can see, a storyline doesn’t need to be big and huge. The cards you make should more or less be a part of your story line to give your set/block more flavor. The occasional random card is fine, but I find that without following the storyline, I always wind up with 70% random cards. If you do create a literal work of art of your story line, it only makes it easier to do that and the second part of today’s column.

Placenames and Adjectives: "Plane-ing" your cards.

When you create a set, it always helps to have a list of adjectives, place names, and plane-specific words. This helps you when you move into individual card design and start to create more cards based on your storyline. For example, a small “lexicon” for your set might look like:

Tyrek Fields-The large expanse of plains that cover part of the plane.
Magnamius Sea-
A large ocean that spans the entire plane.
Gnor Range-
A huge range of mountains that crosses the northern part of the plain.
Moonbark Woods-
The largest forest on the plane.
Murkwood Shallows-
A rotting section of the Moonbark woods flooded by the ocean.
Eon Peak-
A mysterious mountain in the Gnor Range that is shrouded in secrets.
Hintus Tribe-
A tribe of moonfolk residing in the Eon Peak.

…etc., etc., etc. That helps you relate your cards and flavor text to your plane to give it more life and flavor. This helps your set create a more organized feel and make it easier to relate too. A set without some commonality between the cards is either A) A core set, B) An old set, or C) Reeeeeeeeealy unorganized. To avoid being unorganized, the tribal terms help tie the set together.


That’s this week’s space. If you would like to contribute to the set TGP is creating via your input, drop a line to epsilonforce(at)hotmail(dot)com. Include your idea for the storyline, a “lexicon” for your set, and your “name” (not your real one, please). [Oh No!  Real Names!  Eek! ~Streetz~]

Ciao,

-thegeneralpublic

You can discuss this article in the MDV forums here.

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