This article has a lot of good advice for people making classes and playbooks.

This article has a lot of good advice for people making classes and playbooks.

This article has a lot of good advice for people making classes and playbooks.

https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/293&utm_content=buffer6257b&utm_medium=social&utm_source=plus.google.com&utm_campaign=buffer

After all, what is a class-move but a small node of options and complexity in a character class?

https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/293&utm_content=buffer6257b&utm_medium=social&utm_source=plus.google.com&utm_campaign=buffer

5 thoughts on “This article has a lot of good advice for people making classes and playbooks.”

  1. Tim Franzke You should.

    I am not sure how complex DW moves can be in terms of the board (tactics) or strategy. For me the beauty of a move lies in its ability to create a mechanical framework for interesting/awesome fiction.

    So I would love to hear your take on it!

  2. The text on that Dead Ringers card is terrible! I don’t usually follow game design outside of rpgs, but the takeaway of this article should be that game design is about shaping player behaviour. I liked the section on the 2/2 creatures and how beginners and vets think about them differently.

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