bigantennaemay1
Aspie social drifter without purpose or home
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Or more specifically, the Hero's Path set of single-player Magic the Gathering decks from said block? Details here: Hero's Path MtG Fandom
I built a couple of my own Magic single player rulesets inspired by these three decks, the "Face the Hydra," "Battle the Horde," and "Defeat a God" decks, which were meant to make you feel like you're some hero going up against some great trouble or evil in the land and defeat it. Instead of using a deck of cards meant to represent an autonomous opponent, I used dice rolls each turn and a sheet with rules to determine what happens for the opponent. Basically shit like I roll a die at the beginning of my opponent's turn, let's say I roll a 3, and the rules I wrote state that on a roll of 3 the opponent creates 2 1/1 white Spirit creature tokens with flying and "This creature attacks each combat if able", that sort of thing. Well, I had a new idea I wanted to try.
I basically want to do this, the dice roll thing, and set up rules for an opponent that essentially amounts to a foid, who I have to defeat, generating an army of simps, cucks, and orbiters to protect "muh kween " and attack in and destroy me, the "dirty inkler ". Only I'm going to win, because I have some pretty fun decks that should trounce these fuckers. And we're the good guys, so we should be winning, anyway, because this is fantasy, where the good guys win, and the bad guys lose (unlike reality, where it's the opposite ). Any of you got any good ideas for this? I'm running blank on ideas, unfortunately. My brain only went so far as this theme. Also, should I use standard 6-sided dice, or incorporate a d20? I do have a couple of those on hand.
I built a couple of my own Magic single player rulesets inspired by these three decks, the "Face the Hydra," "Battle the Horde," and "Defeat a God" decks, which were meant to make you feel like you're some hero going up against some great trouble or evil in the land and defeat it. Instead of using a deck of cards meant to represent an autonomous opponent, I used dice rolls each turn and a sheet with rules to determine what happens for the opponent. Basically shit like I roll a die at the beginning of my opponent's turn, let's say I roll a 3, and the rules I wrote state that on a roll of 3 the opponent creates 2 1/1 white Spirit creature tokens with flying and "This creature attacks each combat if able", that sort of thing. Well, I had a new idea I wanted to try.
I basically want to do this, the dice roll thing, and set up rules for an opponent that essentially amounts to a foid, who I have to defeat, generating an army of simps, cucks, and orbiters to protect "muh kween " and attack in and destroy me, the "dirty inkler ". Only I'm going to win, because I have some pretty fun decks that should trounce these fuckers. And we're the good guys, so we should be winning, anyway, because this is fantasy, where the good guys win, and the bad guys lose (unlike reality, where it's the opposite ). Any of you got any good ideas for this? I'm running blank on ideas, unfortunately. My brain only went so far as this theme. Also, should I use standard 6-sided dice, or incorporate a d20? I do have a couple of those on hand.
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