Wayward Sons: A Middle-Manager

My character took pretty bad hits again during our Wayward Sons session last Friday. This means its time to start thinking about a plan B in case my character happens to die (although I did write-up a hacker character I would probably enjoy playing, but which might be a bit too on the nose). Obviously, in most games the players don’t come up with the playbooks as they go, but this is still a game in development, so I have pretty free hands to do what I want.

Lauri has tried his best to emphasize that the playbooks should be normal people (although their stats say they are pretty good at what they are doing). They just happen to have strange experiences and want to act on them for whatever reasons.

So here’s one pretty normal person: a middle-manager. You know… someone who thinks (or used to think) he’s important because he has a few underlings below him, but isn’t actually that competent, except maybe in office politics. You know, a good old-fashioned yuppie.

Let’s see what Lauri says.

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Vikings: Subtheme for Combat

So, I took part in Grand Prix Valencia last weekend. My first GP, actually. I went 5-4 and I’m pretty happy with that. It was a sealed/draft event with sealed on Saturday and draft on Sunday. Obviously I didn’t make Sunday. Anyway, I’ve now played Theros sealed quite a bit by my usual standards. Three times live and twice on MTGO. Granted, that’s not that much overall, but I have some insight into the format.

What I like is that its very complicated. To make the heroic abilities worthwhile, the set needs plenty of tricks and it has those. Quite a few of them actually. I’m not very good at chess as I don’t play enough, but its basically a game about making the board as complicated as you can handle and then you wish your opponents can’t handle the same amount of complexity you can. Theros limited feels the same way. Obviously there’s the added lack of information not present in chess, bringing a whole different level of intelligence and counterintelligence into the game, although only the best players generally utilize counterintelligence (like Kenji).

Based on this experience, I wanted my set to bring something new to combat. I decided to mess with the rules a bit. To do that, I needed to find a place where the rules hadn’t been messed with. That place is damage order assignment. For those of you who don’t know the exact rules, here’s the gist of it: When blockers have been assigned, if there are more than one blockers (or in some cases blocked), the controller of the creature decides the order in which his creature assigns damage. After that, when the actual damage is assigned, the controller needs to assign enough damage to each creature to kill it before moving on to the next creature and assigning damage.
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Demonic Possession, Part 2 – The Inspiration

It isn’t really demon week anymore but as Halloween (weekend) is here I decided to “wrap up” what I started back then.

Previously I discussed a little about demonic possession and how it was handled in a couple of games I have played or read. This time it I plan to give you some pointers of what to watch for inspiration.

Movies and TV have given us a wide variety of examples of demonic possession. Mainly this works (for those who make them) because it present an opportunity to play up a wide range of our fears with little financial cost. Ie. it does not cost as to get someone to play possessed as it would cost to get someone in a suitable mask to play a space alien (or create a believable monster with CGI).

The effect of possession in roleplaying games is not as strong as in visual media. Most players can relate to their characters and into some extent to the NPCs but I doubt it is likely they will be as intimidated or related as they would be while watching what is actually going on. (I am not saying this is the case always. I am just using this assumption as the basis of choosing what movies to discuss.)

Spoilers from movies will follow.

possessionThe latest movie I watched in this genre was the Possession. It is not very imaginative when it comes to script but it does present an interesting MacGuffin to be used – the Dybbuk Box. In essence the box works as a demon prison. It demon is trapped in the box with personal items and it is forced to look at itself from a mirror for all eternity. Now I don’t get why the demon needs the personal items or why it is necessary to make its imprisonment torture but a similar item could easily be used in supernatural/horror games. An insane demon that can be freed to cause havoc is always fun.

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Vikings: Althing

One of those things I find interesting in Viking society, was the Althing. This is probably a romanticized version of what actually happened. It was (actually still existing in a different form) a meeting of all the men in the land, who would come together to a large field and settle all the things that needed to be settled. This would include all sorts of legal disputes and define the law more or less democratically, but it was also the biggest social happening around. Everyone would come. Whole families were camped out there to have fun while the men debated issues (and probably got drunk).

Several interesting concepts here, like Lawrock, which will obviously receive its own card at some point, but right now I’m just thinking of the Althing itself. What should that be like as a card? I want it to be a land, since this is supposed to be a land set. I’m thinking, a land that can produce any color of mana.

In any case, the card should produce one colorless mana. It just makes lands that much more useful and takes away some of the variance of the land, especially since I’m going to limit its use otherwise, like lands of this sort should be limited. Here, I have two ideas. One which would work gameplay-wise, one which is more flavorful.

The gameplay version would require you to tap a creature as part of the activation cost to produce the mana. This is sometimes better than [scryfall]Shimmering Grotto[/scryfall], but generally probably worse. Actually, it might be very good in the early game, if you take this into account in your deck. I’d probably gladly use my [scryfall]Judge’s Familiar[/scryfall] to produce mana this way in the early game.

The more flavorful version would return to your hand after you tap it for any color of mana. This is more flavorful, because the assembly would disperse after its business was done. It would only exist part of the time. From a gameplay point of view, this would mean the land is pretty bad in the early game, as it eats the land drops you need so desperately, but later on in the game, when you probably don’t hit your land drops with the same frequency, you might be happy with it.

On the other hand, it could even save players who miss land drops in the early game. Just return the card to your hand and play it again. This isn’t true ramp, but it can save you.

Probably I’ll include both in the set, but the latter gets to be the Althing or at least the site of the Althing. Maybe the other card can be a common and the place where the local Thing is held.