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In my overwrought manifesto I
set out a goal to:
Break the
barriers between your imagination and your game.
The
spirit of this is to tap into the essence of what draws us to games in the
first place by removing those strange rules and restrictions that might serve a
purpose, but can also provide friction when trying to engage with that exciting
core.
RPGs are
full of these, and I'll resist naming culprits for now.
I've
recently been dipping back into Magic: the Gathering, and met with a
friend to play some games. Like me, he played a little as a teenager but not
really since. We both had the same shared memory of the game. As he put it in a
message sent to me on the morning of our game:
"Can't
wait to sit around and not draw the cards I need, then lose before I get to do
anything!"
It's been
at least twenty years since he played, but the scars of being mana screwed never fully heal.
In short
- in Magic you need to first play land cards in order to cast creatures and
other spells. You start with seven cards in hand and draw one each turn, so
sometimes you just won't draw enough lands to actually do anything before your
opponent beats you with no resistance. Worse still, instead of drawing no Lands
you can end up with nothing but Lands, again leaving you little in the way of
options.
The
veterans among you will point out that there are ways to mitigate this by
building your deck a certain way. Some creatures and spells help you get lands
directly from your deck to your hands, others let you just draw more cards to
increase your chances of getting what you need. There's a whole concept of a
deck's "mana curve" that aims to maximise its ability to play
appropriately powered spells at all stages of the game.
Still,
you're never 100% safe from getting hosed by the draw, and even if the risk is
just 1%, that's going to happen to somebody. Maybe it happens on their very
first game.
It's a
quick game, you just shrug it off and play again, right? Not like we're running
a tournament here at my mate's kitchen table. At worst it's a minor waste of
time.
But it
doesn't stick with you because it's a minor waste of time. It sticks with you
because it's a barrier standing in the way between you and the game.
When I
got excited about Magic as a teenager I wasn't excited about optimising a deck
so that I'd draw enough lands, but not too many lands. I was excited
about casting spells and summoning creatures. Optimisation can be fun, but I
want to feel like I'm fine-tuning a race, not just trying to get an old banger
to stop stalling and spewing smoke in my face.
Every
card I have to put in the deck just to allow the game to happen is one
less exciting spell I have the option to cast. Looking even closer, the very
fact that a third of my deck is made up of beautifully illustrated, but largely
uninteresting land cards feels a bit like paying a 33% tax on my fun.
Let me
cast spells. Let me summon creatures. Get these barriers out of my way and let
me play the game.
This
leads onto one of the things that I like a lot about Magic. It isn't just one
game. It's hundreds of variants of the same game, some with mass support, some
just a set of house rules. Yes there's a Standard format, but even that
has its own specific rules.
So we
didn't play Standard Magic. We played a bit of Jumpstart and a bit of the more radical Cubelet.
Cubelet's
concept is that you can play any card face-down as a land.
That's
the sound of a barrier being smashed.
With no
lands, every card in the deck was something exciting. A creature, a spell, an
artifact. Yet they were all also within my grasp. I drew some giant gorilla
king that would cost nine lands to summon and I knew that I could bring
him to the battlefield if I could hang on until the ninth turn. I didn't have
to accept that I was at the whim of the draw. I could actually make a plan and
see it through. I lost, but I did so doing in the manner that I signed up for.
It was
great fun, and I'd absolutely recommend that anybody interested in the game try
out this format.
Even if Magic isn't your thing, think about what barriers exist in your own games, and how they might be broken down.