Om din timing är rätt och din terminologi stänger, så är det som du kanske sett sett en Everway sourcebook. Everway var ett kortbaserat rollspel som släpptes av Wizards of the Coast om människor som kallas spherewalkers som kan resa från värld till värld. Det kan lätt misstas för en Magic: The Gathering RPG.
För att vara tydlig, finns dock ingen officiell Magic RPG, eller har existerat. Trollkarlens marknadsföringsavdelning har verkställt en strikt silo mellan TCG och RPG: s utvecklingsavdelningar.
Ryan S. Dancey har på Reddit postat vad som kan ses som ett omfattande komplement till detta svar .
Hi! I was the brand manager for Dungeons & Dragons and the VP of Tabletop RPGs at Wizards of the Coast from 1998 to 2000. I can answer this question.
There were plans to do a Magic RPG and several iterations of such a game were developed at various times. After Wizards of the Coast bought TSR, there were discussions about making a Magic campaign setting for D&D.
After the release of 3rd edition, we had planned to do a Monstrous Compendium for Magic monsters which would have been a tentative cross-over product to see what the interest level was for such a book.
In the end, the company made the decision to keep the brands totally separate. Here's the logic.
D&D and Magic have fundamentally incompatible brand strategies. This is was once expressed as "asses, monsters & friends".
- D&D is the game where you and your friends kick the asses of monsters.
- Magic is the game where you kick your friends' asses with monsters.
- (Pokemon, btw, was the game where the monsters, who were your friends, kicked each-other's asses.)
There was no good reason to believe that a D&D/Magic crossover book would sell demonstrably more than a comparable non crossover book. And such a book should be priced higher than a generic D&D book - in the way that Forgotten Realms books cost more than generic D&D books (that's the price premium for the brand). There's a fear in sales that the higher the price, the less volume you sell.
The brand team for Magic didn't want to dilute the very honed brand positioning for Magic as a competitive brand, and the brand team for D&D didn't want to try and make some kind of competitive game extension for D&D.
In the end, I think the company was well served by this decision. It eliminated a lot of distraction and inter-team squabbling at a time when neither team had the resources to fight those battles.
Today you might argue there's a different reason. The #1 hobby CCG doesn't want to be entangled with the problems within the D&D brand.
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