My D&D group recently decided on playing a Magic: the Gathering campaign, where the players are all planeswalkers, and I was looking for any advice other DMs out there might have. I have the initial encounter decided: the four PCs are going about their business on their home plane when they suddenly find themselved whisked into the Blind Eternities and they are drawn to Ravnica, during the War of the Spark. This is their first time planeswalking. After doing battle with some eternals, Nicol Bolas is defeated by the Gatewatch, and the party finds themselves in unfamiliar territory on the city plane. I plan on them meeting an established planeswalker who explains what happened to them, and how to planeswalk, but then what keeps the party members from all just heading to their respective homes?
Also, I intend on the Phyrexians being the major villains of the campaign, and was wondering how to work them in? I'd also like to have Marit Lage being the final boss, and was wondering how to get there.
I know this might be a few years too late, but I hope some other person who is just as curious finds this and might be able to use it someday.
Ultimately, what should keep the players together should be a natural desire to work together. If the players are being whisked away to Ravnica by force, does this mean they were dormant planeswalkers or active planeswalkers?
If they're already active planeswalkers, then they should know that an event like War of the Spark would necessitate working together.
If they awaken as planeswalkers because of this event and they manage to stay alive, then even if you have to give the players a nudge and emphasize it, they should still stick together since they're all in unfamiliar territory with no idea how to control their planeswalking abilities.
Tie each of their home planes to the plot, if they're all from one plane, good! Insinuate some threat to their home from people who don't visibly show that they have been corrupted by The Oil...
If they're from multiple planes, have some plot that leads them by a thread to each of their worlds that the characters would never have noticed before. An NPC from their backstory sporting new heraldry, a strange creature in a jar that their mentor has been studying, stuff like that. It all begins with your players' buy-in. Tell them the kind of story you'd like to run, and what measure of tie-in each character should have with the others. At the very least, they should be able to work well together and be able to use that as common ground to stick together for safety.
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**Spoilers for War of the Spark**
My D&D group recently decided on playing a Magic: the Gathering campaign, where the players are all planeswalkers, and I was looking for any advice other DMs out there might have. I have the initial encounter decided: the four PCs are going about their business on their home plane when they suddenly find themselved whisked into the Blind Eternities and they are drawn to Ravnica, during the War of the Spark. This is their first time planeswalking. After doing battle with some eternals, Nicol Bolas is defeated by the Gatewatch, and the party finds themselves in unfamiliar territory on the city plane. I plan on them meeting an established planeswalker who explains what happened to them, and how to planeswalk, but then what keeps the party members from all just heading to their respective homes?
Also, I intend on the Phyrexians being the major villains of the campaign, and was wondering how to work them in? I'd also like to have Marit Lage being the final boss, and was wondering how to get there.
I know this might be a few years too late, but I hope some other person who is just as curious finds this and might be able to use it someday.
Ultimately, what should keep the players together should be a natural desire to work together. If the players are being whisked away to Ravnica by force, does this mean they were dormant planeswalkers or active planeswalkers?
If they're already active planeswalkers, then they should know that an event like War of the Spark would necessitate working together.
If they awaken as planeswalkers because of this event and they manage to stay alive, then even if you have to give the players a nudge and emphasize it, they should still stick together since they're all in unfamiliar territory with no idea how to control their planeswalking abilities.
Tie each of their home planes to the plot, if they're all from one plane, good! Insinuate some threat to their home from people who don't visibly show that they have been corrupted by The Oil...
If they're from multiple planes, have some plot that leads them by a thread to each of their worlds that the characters would never have noticed before. An NPC from their backstory sporting new heraldry, a strange creature in a jar that their mentor has been studying, stuff like that. It all begins with your players' buy-in. Tell them the kind of story you'd like to run, and what measure of tie-in each character should have with the others. At the very least, they should be able to work well together and be able to use that as common ground to stick together for safety.