Magic: The Gathering Drive to Work Podcast - #1173: Duskmourn Set Design with Jules Robins
Episode Date: September 20, 2024In this podcast, I sit down with Jules Robins, lead set designer of Duskmourn: House of Horror, to talk about the design of the set. ...
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I'm not pulling out of the driveway. We all know what that means. It's time for another drive to work at home edition
Well, I use my a lot of time at home. I interview people and today
We have Jules Robbins the lead set designer for Dusk Mourn to talk all about Dusk Mourn
Hey, hey, thanks for having me Mark. Okay, so
I already talked with Annie and so we talked about all the stuff we did in Vision.
So I want to start our story at what we call the Vision Design
Summit.
So for those out there that might not know what that is,
near the end of Vision, we have a meeting
where lots of people from R&D come.
We play with the set.
And we just get lots of notes from lots
of different people downstream about where the set is at. And when we did that for this set, we got a bunch of notes that this like the the enchantment
theme was there, some early version of rooms was there, but we definitely got some notes that we
needed to do some fiddling with the set. So you and I think Brian Hawley, a few people joined the design
team for the month before the handoff. And for example, during that month is when we
made, I keep calling it Dread Evil, but it's Manifest Evil, but it's Manifest Dread. That's
when we made Manifest Dread. Okay, so basically when the set gets handed off to
you as the set designer, there is an early version of rooms in the set. The enchantment
theme is very much in the set. There's an early version of Eerie called Afraid in the
set. Manifest Red was in the set. So let's talk about when you first got the set,
your thought on where to go next.
Yeah, so I think our big problem we were tackling at that point was like,
the vision team had been working on all of these enchantment themes
and the feedback at the summit was very much like,
reading all these cards telling me I'm caring about my enchantments didn't evoke the feelings of modern horror we
were going for. The enchantments themselves were doing a great job of
being these like thematic set pieces and setting ambiance and atmosphere but how
we were connecting to them wasn't carrying through. So our early versions
of Geary we were trying a lot to figure out
how to tie the enchantments in with something else that would easily make them feel like
part of the horror aesthetic. And so we had a lot of versions that were backing, like,
we had a lot of versions that were bashing, like for example, Historic, caring about multiple things
with enchantments being one of them. Just for the audience, what we handed off was called Afraid, and Afraid was a batch as well, and it cared about whenever an enchantment,
a nightmare, or a horror either entered the battlefield or attack. That's what we got handed off.
Yeah. So we went through a ton of iterations on that space before getting to Yuri.
We had that first one that was
carrying about nightmares and horrors, and then as world building progressed and
we talked with the creative team, we realized those creature types we were already going
to put all on enchantment creatures, so that didn't actually mean anything anymore.
And so then we tried to tie it into the face down creatures coming from manifest dread and kept ending up in awkward spots
as we progressed iterating on the room mechanic where unlocking the second door of a room
really felt like you were getting a new enchantment, but didn't
figure the thing. And so at some point we had this huge collaboration of like,
when an enchantment you control enters or enchantment or fits down from you control enters or unlocks or turns face up.
And it was just way too many things and pulling in a lot of directions.
So at the same time, we're doing all this exploration trying to figure out how to get
this to work. We're re-examining some of where we're sitting is
world buildings going on. Right, very early on, we were cognizant
of trying to make sure that the set felt really distinct from
Innistrad.
I think that was some of your inspiration for the Enchantment focus to begin with.
But we were still hammering on trying to really get the
baseline feeling of horror to come through in the gameplay.
And the element that play testers kept calling out
as weirdly missing was the graveyard.
That just felt so thematically
cult and sinister and deadly
that it felt weird to people.
We weren't doing anything with it in the set.
Yeah, and once again, just to stress,
the reason we didn't do the graveyard is we were,
because Innistrad was so graveyard focused,
and we were trying not to be Innistrad,
we were trying to see if we could get away without it.
But I think sort of what happened eventually was
we were far enough away that I think you guys
felt comfortable going back to the graveyard.
Right, so we first started on like,
okay, well, how can we do the graveyard,
but not like Innistrad, how can we do the graveyard, but not
like Innistrad, but as we kept talking through approaches we would want to take, we were
like, well, we don't want to do something that's a manasync out of the graveyard, like
flashback or, sorry, my brain's not delivering the words,balm because we already have that sort of gameplay
off of rooms that you're sort of casting a spell by unlocking one side and then you
have mana available later. And we didn't want a lot of repeated triggers coming off things
going to the graveyard because we already were using a lot of that effect based on all the various versions of Eerie that we were trying out. So what we really wanted was a
threshold mechanic. And we talked about doing literal threshold that Bloomberg had right
before us, but it felt like such a big missed opportunity not to use delirium gear when
the set naturally was going to be full of tons of artifact creatures
and enchantment creatures just based off of the creative elements of the set.
And as more and more world building exploration was coming in, we became pretty confident
the set was really going to feel like its own thing.
And so even though delirium had appeared in Astrod previously,
we were not worried about having the own identity, having its own identity and so went for the better
gameplay there. Okay so that is how Delirium entered. So let's talk a little bit about
Manifest Red. So we did hand over Manifest Red from
Vision Design, but there are a few big changes. One was we had you look at three cards, not two
cards, and we had you put the cards on the bottom of your library. So let's talk about the changes that you guys made with Manifest Dread.
Yeah.
So the putting cards into Graveyard was actually the last change we made. So I'm going to talk about the, these two, I guess, together in part.
When we were building set, we thought it was very cool that Manifest Dread was sort
of a very subtle graveyard enabler, even when it was putting cards on the bottom of your
library.
Because you would put it on lots of effects that might otherwise generate a token, but
instead of the token just vanishing from the game when your creature died, if you didn't
turn it face up, it would die and end up in your graveyard.
And it might be any card type for
Illyrium. But consistently, playtesters were not really
feeling that connection. It was too many degrees away from
reading the cards. And so the color pairs in
green weren't meshing very well, because people weren't taking
manifest cards to enable their delirium cards. And that color
was kind of bifurcating into cards that were not getting
played together. And so we asked ourselves, well, could we put
the manifest cards into the graveyard,
both to be a stronger enabler here and more obvious that there's synergy between these
two things.
But when we tried to look at that with three cards, it was just way too much graveyard
enabling.
You would play one sorcery that manifested dread and suddenly that card on its own might turn on
Delirium by itself and
If that's happening all the time then a lot of the fun gameplay of delirium
I'm like trying to figure out how you can create off your cards and find that missing card type disappears
So we ended up making both of these changes
kind of in concert.
We had originally in vision had three cards on manifest dread.
We were trying really hard to avoid the problem manifest
had in its first incarnation,
which was it promised all this cool stuff
about turning your awesome features face up
and surprising your opponent.
And it just didn't happen most of the time.
Even when your limited deck is really creature focused, generally
less than half creatures.
And, you know, some of those are going to be random two drops that are basically
a two, two anyway, and there just weren't enough opportunities
to do the thing the mechanic promised you. So we wanted to make sure you could see more
cards and have that really come up. But the more we playtested, the more we realized the
odds were really cranked up a lot by even seeing two cards, independent of all the delirium stuff.
We had some number of playtesters noting it was just too difficult to play against
manifest dread because it almost always was something that was going to blow you
out and attacking into open mana and the manifest dread just felt too intimidating for them to do. So these things happily lined up so that we could get manifest dread into a spot
where you think it'll probably be fine but often your opponent with a manifest
dread card is going to be able to flip some things, carry up and get you. And at the same time,
it can enable delirium pretty well, but not take away all of the fun of trying to piece the elements
together. Yeah, I saw someone online who did the math. And I think like, in sealed, for example,
you have like a 67% of hitting a creature or something. So it isn't a sweet spot where you kind of wanted to hit a lot of the time, but not all
the time.
Like you, it's important that occasionally you miss, you know, so I think it got to a
good place.
Yeah.
And there's a lot of new ones there too on like how good a creature you're hitting.
A lot of the problem with looking at three cards was like, well, often you'll hit two
creatures and so it's very frequently something hyper impactful.
But it's a lot more fun when your opponent has this little mini game on thinking, well,
if I outsized the manifest by a lot, it'll probably be fine.
If I block this with my five, five, you know, maybe they got three, three creature, but
I'm going to be okay.
And it allows for more opportunities
for the awesome moments of flipping up your 5-6
to actually occur if your opponent thinks that you're not
going to be able to do so.
Yeah, one of my favorite things to do with Manifest Dread
is discard a scary creature.
So my opponent goes, what did they keep?
Ha ha ha.
Ha ha ha.
OK.
Yeah, I enjoy that a lot, too.
OK, let's move on to rooms.
So in vision design, and Anne and I talked about this in our podcast, we went through
infinite things with rooms and tried a lot of pretty crazy things.
I think when we handed them off, we had gotten them down to the point where there were multiple
things going on, I think two things per card.
But they were not in the state
that, you know, the locks that happened during set design. So let's talk about the evolution of rooms
from when you got them. Yeah, I'm trying to remember exactly where they were at handoff
because I was on the tail end of the vision team too, but a lot of the... Yeah, go ahead. My memory was... So originally they started outside... There was a mansion deck. They
had their own thing. And then we had like a little meeple and you would like... They
represented different rooms and you would move around from room to room. And first there
was one room per card. But then we added the meeple. So only where the meeple was was effective. And then we made multiple rooms per card. So there was more ability per card and but then we added the meeples so only where the meeples was was effective and then we made multiple rooms per card so there's
more ability to move around between rooms. I think what we did during that
month after the vision design is we got it back into the deck so the rooms were
not in the deck and I think the idea of multiple rooms was still being played
around with but we didn but we didn't quite
have the right, how exactly do you access them?
I think when we got handed off, I think you guys did the lot unlock thing.
I think that happened in Set Design.
Yeah.
Okay.
So maybe we were at the step with the three rooms per card and moving the Meeple across cards.
Yeah, I think, right, when we handed it off, the Meeple might have still been there.
I'm not 100%, but I think the Meeple might have still been there.
Well, I'll talk about this vague time period anyway, whether or not it was exactly at the start of set design. But right, we moved from the
previous incarnations of rooms that had a room deck or rooms that were a single
room on a double-faced card and turned into the scary monster inside afterwards
or a lot of things in that vein. We decided we really needed to figure out
how to get multiple rooms per card because it just didn't feel like you
were exploring a house when you had like two rooms on the battlefield. But games of limited magic just
don't really work if you're trying to play four different non-creature permanents because you just
don't have enough room in your deck for all of those cards to
don't have enough room in your deck for all of those cards to take up slots that are not like creatures or removal spells or pump spells or the sorts of bread and butter of limited.
But if we're trying to eat up all your spell slots with these rooms on top of having a bunch
of creatures, then the battlefield just gets too crowded to track reasonably,
instead, every card you play is sticking on the board. So we
said, well, if you can draw fewer total cards that are rooms,
but still get enough rooms on the battlefield to feel like a
house, that's how we can really capture the emotion we're going
for and still have the gameplay worked out. And yeah, so we I remember trying a lot of different things on having
players literally step between rooms and there was a lot of cool movement element there.
But we just found it too complicated on top of the already fairly complicated manifest thread.
And we're looking for ways to simplify it.
And at some point we took a step back and went,
okay, well, let's just start with what is the simplest way
we can have multiple permanents on the same card,
and then we'll figure out what we need to add from there.
And I guess with the caveat,
we didn't wanna use double-faced cards
because that along with manifest turning face up
is a very weird dichotomy.
And so we looked to split cards
as the simplest version of this for non-permanence
and asked, well, can we just be it's room A or room B, but that still didn't feel like
enough of them were really on the board as separate spaces to hit that threshold of four
different rooms feeling like a house. And we still had this problem of needing to indicate
which one was actually active on the battlefield. So that got us to this sort of unlocking space
that you see on the final rooms where we went, okay, well, we'll have some
sort of marker, a closed door, a lock or something to cover up the room that you don't have active.
But once we have that, we can let you remove it and just have both of them active.
And that way, having even two room cards you draw can build you up to something that feels
like a house.
And just for the audience to understand, while this is the simplest form of what you guys
explored, it is by far the most rules complicated thing in the set.
Yeah, Magic has this very interesting distinction between, I guess, like rockability in the
complexity sense, and then all the nitty gritty details. There's
right, a large section of the player base that is not familiar
with all of the intricacies of the comprehensive rules and just
reads their cards plays them as they make sense.
And we try pretty hard to make sure that that usually lines up with how the rules actually
work.
And so a lot of our focus goes into trying to make sure that that basic idea of the functionality
is pretty grockable to a huge section of the audience.
And sometimes that doesn't line up with something
that cleanly fits inside the exacting rules of Magic the Gathering. And so a lot of interactions
and corner cases can still end up pretty weird. I think maybe the poster child for all of
this came in I corIA with mutate.
You can describe basically what it does to someone
in one sentence, but trying to figure out all the details
and how that interacts with magic rules is a long endeavor
and rooms aren't quite that far, but we definitely spent
a lot of time in set design ironing out all of the details
of how these should actually
interact if you flicker them or reanimate them or copy them.
Yeah, being lower than mutating complications is an easy bar to clear.
But yeah, for example, we're not getting into the rules a lot, but like here's a simple example of
some complexity is if you flicker a room when it comes back both sides are locked for example
I don't know how intuitive that is
Yeah, we tried convincing a lot of people and got pretty split opinions on whether people thought you would get to choose which side
was unlocked or both would be unlocked or just one would be and we decided if
there was not an intuitive enough answer to people to
Get a big win by matching player intuition here and we should instead go for what was going to result in
Gameplay that turned out best. And if we let you choose
which room unlocked or unlock both of them, it was just going
to make it way, way, way more powerful to try to flicker your
rooms and get the very high mana cost sides of the rooms then do
anything else with the cards, which would
leave us either having to make them very weak or not get to do any cool big rooms because
that interaction would be so much stronger than the base use case of play. So we decided
to weaken that interaction so that the rooms themselves had a lot more room to do strong
and exciting things.
Okay, we move on to the next mechanic. So, so far we've been talking about sort of the
house, right? There's all these horrors of the house and all these creepy things, but
there was another important aspect to the house, which was the survivors! What's the
haunted horror story without the people the haunted house is acting against? So, let's
talk a little bit about survival.
How did survival come about?
Exactly, yeah.
So, right, we knew we wanted to let players
play as the survivors,
but for people who are not as big a fan
of the imagery of the horror genre
and would like a lot more of their cards to look
less intimidating to them them and for people who
just love the fantasy of scrapping out an existence against all odds and as we
thought about what we should do for them became pretty obvious that their core
tenant here was not going to be any of the cool technology they made or
secret signs they put up to illustrate safety. It was just
the desperate struggle to stay alive. So we started trying to
think through what mechanical executions could capture that.
We looked at ideas like surviving your opponents targeting them or surviving being dealt damage
like ley line phantasm. I think you've been has reminder text that tells you it only triggers
if it survives. This is a card from all the way back in, I want to say, a crash that returned to your hand if it was dealt damage.
And so we tried some stuff in those spaces but found that a lot of the most straightforward
ways to check for survival required your opponent trying to kill the creature and they just weren't going to opt in to doing that if you were going to get strong effects out of it
when you had built your deck to make them fail at killing the creature. So we
were looking for a way you could proactively get your creature into
danger in order to have it survive. And the obvious time that happens by default
in magic gameplay is in combat.
When you attack with your creature,
very often your opponent tries to block and kill it.
And it also gives a great way to tie enabling survival
into the sorts of magic cards that are going to be useful
in your deck even when you don't draw a creature that has survival on things
like combat tricks that they'll pump. So we looked at that space and it felt
appropriate but kind of one note to have just I'm going to try to attack with my
creatures and have them make it through combat. And writing the
literal word attack in the rules text led a lot of people to say
like, this doesn't feel like they're outclassed and scrappy enough.
It feels like the survivors are on the front
foot. And so we've found a solution to both of these approaches at once in checking for
the creature being tapped after you finish combat, both helping it feel like the creatures
in a precarious situation instead of on the front foot and also enabling lots of
sneaky ways to attack your creatures so they can survive not just by killing the monsters but
hiding out somehow. Yeah I like how survival plays and it definitely
it's pretty interesting that we could like one of the things that you want to do whenever we make
a mechanic is do something that the creative team can then flavor in fun and interesting
ways.
And it definitely, like, it could show someone being good at combat, but it also could show
somebody hiding.
And the fact that that one mechanic can be represented by that all, I thought was really
cool.
Yeah, I'm really happy with how that one turned out.
Okay, there's one last named mechanic that we've not talked about yet.
It's only on five cards.
That's something we do a lot.
So let's talk impending.
So impending is a mechanic on five mythic rares? Or rares? I forget.
Yeah, mythic rares.
And so it is kind of a tweak on suspend, kind of.
How did Impending come to be?
Yeah, Impending was actually the last mechanic added to the set and pretty far along in set
design too.
We, in fact, I think already commissioned Art for the Overlords before we came up with
the Impending mechanic. We'd known that we wanted some really big creatures in the set, not
just these small cellar spawns scheduling everywhere. And we'd talked with the creative
team and they'd come up with this idea of sort of beings in charge of the various
sections of the house spawn from the Alkabach. And we were trying to come up with an awesome
through line for this mythic cycle. And as we were iterating, we felt like we had suspense in the set from Manifest Dread,
not knowing if this creature was going to turn into something scary later.
But what we were really missing as an emotion from the modern horror genre
was this frequent sense of like, inevitable doom, this
implacable killer just docking towards you and no matter what
you do, they don't stop that sort of emotion. And so we
thought maybe we can capture that on these are just
creatures. And in our early exploration of how to do that, we went, Oh, well,
suspend is the magic mechanic that captures this really well, but it's really
complicated. It has a lot of unintuitive pieces and it just takes up so much of
the text box. We have a hard time writing anything mythic worthy on these.
And so we sort of left that aside
and iterated through a ton of other approaches
to what this cycle could be,
but just weren't able to satisfyingly
hit that sort of note we were going for.
And eventually, as we were working through the set, and we had the rare cycle
of glimmers like enduring curiosity that when they die returned as a non creature enchantment. Some playtester had noted, like, really loving that for the set
and getting a great enchantment-y feel. And someone asked about the reverse and it just
kind of clicked in my head. This was the way to make a simpler version of suspend and one that really tied into the set themes was using
the enchantmentness. And so impending was born and yeah, had we come up with it earlier,
maybe it would have had a larger footprint in the set, but it has well being simpler
than suspend still a lot of
tracking complexity and we just weren't confident that far along in the process
on wanting players to have multiple impending cards that they were tracking
at the same time. So, five mythic rares all in different colors seemed like the
right space to look at, at least for our first outing, so that players would very
likely just have
one sort of impending tracker at a time.
And the fact you named it was kind of the implication
that you think it had a lot of reuse potential.
Yeah, we definitely were very excited about this
when coming up with it and wanted to make sure
that places besides Dusk Mourn could use the mechanic.
Yeah, well it's a very cool mechanic. It's a lot of fun.
So, okay, so we're almost out of time here.
I can see my desk. So we've talked through all the individual mechanics.
Any larger thoughts about the set before we wrap up?
Yeah, I think one of our, I guess, biggest focuses and thoughts of difficulty working
on this set was just trying to balance all of the elements of evoking this genre.
Like the set has tons and tons and tons of individual top-down designs really
trying to capture things that we thought were awesome in the set, or awesome in the genre,
and it also has lots of parts trying to evoke the wider aesthetic and emotions of the genre beyond being individual references.
And a lot of that stuff was lending the set
a very dark tone, so trying to balance out
how much we wanted the set to represent glimmers of hope
and survivors and humor versus making sure we did have stuff that felt really gross
and unsettling and sadistic with a really difficult ongoing push and pull as we made
the set. Some people absolutely love the horror genre and want nothing more than a set full of cards that
freak them out. And some people say, if I see my very specific fear represented on a magic card,
I'm not sure I'm going to be able to play with that set at all. And we did a ton of tuning on
what scooter shouldn't chill up
here and in what degree to really try to get a spot where
there is a lot of horror and misery, but also a lot of
levity and bite spots to hopefully make this a set
everyone can enjoy if they can long on to the part that
most speaks to them.
Well, I have to say, going into this year, this was the set I was most worried about
because it had the most unknown factors to it. We were messing in modern space, we were trying
to do a theme we'd done before, but we wanted to do it different. It was a brand new world,
it was all inside. There's all sorts of things we were trying that were really different.
And I have to say, I really, really liked how it came out.
I think that you and your team did an amazing job
and that the finished product is really, really cool.
Yeah, thank you.
Well, definitely hats off to more departments
than just my team.
A lot of these shelves were great and came out of vision design and a lot of
stuff from the world building team to it was really a group
effort to I agree get all of these difficult constraints on
what we were working with to turn into something I'm really
happy with.
Well, I want to thank you for being here today. Jules, it was
fun talking to us morning.
Yeah, thanks for having me.
Good to be here.
And everybody else, I'm at my desk.
So we all know what that means.
It means it's the end of my drive to work.
So instead of talking magic, it's time for me to be making magic.
I'll see you guys all next time.
Bye-bye.