Magic the Gathering kvetch
@DialMforMara This actually makes me wonder about the potential for playing more or less the same game but optimized for storytelling. Narrating the actions of the game as in-world rather than just "tap, tap, swing for 5". Would be really long and complicated in, say, a Commander game, but might be amusing to have some role-play elements in Unstable, or even one of the regular lore-heavy sets.
Magic the Gathering kvetch
@DialMforMara That's a good point, yeah. You don't have to start with a preconceived story for a deck at least. I know of storytelling games that /are/ just "play from a hand and narrate what feels right.
Mtg on top of that has some definite constraints, but there might be some interesting middle ground.
Magic the Gathering kvetch
@emanate
That's something I like about tribal/faction-heavy sets--it's easy to make a deck with something like narrative cohesion. And in Commander, if I had the money, I'd make a deck of all the spells my fanwalker knows. I believe this is a "Johnny" strategy.
The problem, as Mark Rosewater has pointed out, with telling a story through a card game is the inherent randomness. Things won't usually happen in the order you want them.