Add ToC and Vorthos explanations

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Joshua Boniface 2024-08-14 19:52:01 -04:00
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Planar Ignition (PI) is a Planechase variant for 3+ players, primarily aimed at Commander games (where "have fun" is king). It is designed to take some of the best aspects from the original Planechase rules and the Planar Map variant, as well as some new aspects, to provide a very flavourful, enjoyable, and practical play experience.
- [What Planar Ignition is trying to do](#what-planar-ignition-is-trying-to-do)
- [How To Play Planar Ignition](#how-to-play-planar-ignition)
- [Planar Card Selection](#planar-card-selection)
- [Pre-Game](#pre-game)
- [Playing the Game](#playing-the-game)
- [Planeswalking](#planeswalking)
- [Example Playthrough](#example-playthrough)
- [The Vorthos (Flavour) Explanation](#the-vorthos-flavour-explanation)
## What Planar Ignition is trying to do
Some of the problems inherent to the original Planechase are...
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Erin passes, and play continues. The process above will repeat on each planeswalk until the game ends.
## The Vorthos (Flavour) Explanation
As a Vorthos (flavour-focused) player at heart, I wanted Planar Ignition to "make sense" from a flavour perspective. Here's a few thoughts on how it does.
* The planar decider is whoever's "home" we start on. It's not necessarily the first player (the one who makes the first move in the battle), but it's where we start. In Archenemy, it's the Archenemy because the Allies must go to where the Archenemy is.
* The planar pool represents the planes you - the planeswalker mage - are most closely tied to, at least right now. Like the Library is your memory/recollection of spells, the planar pool is your memory/recollection of planes.
* The destination row represents the places that each planeswalker is thinking about most closely.
* The decider doesn't get a destination at first because, well, why would they be thinking of going anywhere else when they're at home? Only after the first jump do they think about having somewhere else to go.
* To change planes, you must risk a planeswalk (or chaos) because you have to concentrate *really hard* on the planes to change which plane your thinking about, and doing so might just trigger you (and the battle) to jump - whoops!
* The planar cooldown rule represents your inability to think too hard about the place you just left. Naturally if you left a place, why would you immediately want to go back? That doesn't make any sense! But I'm sure there's also some planeswalker limitations about jumping back and forth so let's go with it.
* Being able to pick other players' destination planes is actually a bit of a flavour fail, but I wanted to let this happen because it improves gameplay choice enough to justify it in my opinion.