It’s a new month, and we have a new month’s Adventure Seeds! At a reader’s request I decided to give sci-fi a spin, specifically adventures one could find in a futuristic city or metropolis. Fantasy is definitely more of my specialty, so this was a fun challenge and a good nudge for me to maybe dust off that copy of Starfinder I have on the shelf and give it a go!
The challenges here were that, being in such a fantasy mindset, the limitations of complications of life in the future escaped me. I know what is possible in a medieval setting (which, accompanied by MAGIC!, makes for easy parameters) but the seemingly more complicated world of sci-fi through me for a hyperloop. I’m definitely going to crack open a sci-fi novel or two and refresh myself on some great aspects of the genre!
I’ve been thinking about this for about a week or so, and when I woke up this morning, I decided that now was the time to write it. Here are five reasons why I play Old School MTG 93/94 (and why you should, too!)
The fledgling Alpha 40 format (minimum of forty cards and any number of the same named card) does not use the decisive rule which renders Plague Rats unplayable (“100.2a …A constructed deck may contain… no more than four of any card with a particular English name other than basic land cards…”). Therefore, with an average opening hand (2-3 Swamps and 4-5 rats), average draws (two rats for every three cards drawn), and no opposing board-sweepers, you can expect five 5/5 Plague Rats on turn six.
Greven il-Vec had better watch his back, because there’s another Spinal Villain in town. Now that I got all of my skeletal puns out of the way, let’s see why I think Spinal Villain might be a budget King Suleiman. Unfortunately, due to a buyout around Amonkhet, this little guy skyrocketed from $10 to $40. That’s still a lot better than the $200 that the King has been sitting at for quite some time.
Also, in case you missed it, check out last week’s Knowledge Vault on Hand of Justice!
New Year, New You… New Campaign? Whether you’re rolling up a fresh character or reviving an old favorite, the start of a campaign has a certain magic to it! And with this month’s Adventure Seeds I aim to give DMs a jump start on how to start off that sometimes awkward first session.
I thoroughly enjoyed coming up with these Adventure Seeds- my only problem now is I want to run them all! Some of them focus on a story element that could translate into a larger story arc, while others provide easy ways to suddenly make the group work together!