Magic: The Gathering Drive to Work Podcast - #821: Kaladesh with Shawn Main
Episode Date: April 2, 2021I sit down with former Magic designer Shawn Main to talk about the design of Kaladesh. ...
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I'm not pulling out of my driveway. We all know what that means. It's time for the Drive to Work Coronavirus Edition.
Okay, so I've been getting together with different designers and talking about sets we've worked on together.
So today, I've pulled someone from the past. So Sean Main is here to talk about the design of Kaladesh. Hey, Sean!
Hey, nice to be here.
So let me give a little background for the audience.
So Sean came in second in the second grade designer search.
From that, got an internship.
From the internship, ended up getting a full-time job.
And how long did you work at Wizards?
Six years, exactly.
Six years, exactly.
So he's off designing games at other places. We're coming up on the anniversary of that right now in just about three weeks.
Oh, is it? Okay.
So I miss Brooklyn with you, Sean.
Yeah, I
miss you and everyone else there. It was
good times, and it seems
so weird to have been gone for a few years now.
I know, I know.
So anyway, we're going to go back
in the...
Okay, so let me set up Kaladesh.
And then I'm interested.
They've heard my take on Kaladesh,
so I'm more interested in your take on it,
and then I'll jump in.
So this product,
so this was, I think,
your first time leading a large set,
a large,
you'd led Magic Origins before this, right?
Yes, I've led Originsins and then Conspiracy.
This was the first outside of Origins.
Right.
So this was the first sort of premiere non-core set.
And so you and I actually did it together.
So the way is I sort of led it for the first half.
It was a year-long design. I led it for the first six months and you were on the team.
And then we swapped off and you led it for the second six months and you were on the team, and then we swapped off and you led for the second six months
and I was still on the team. But sort of the leadership
changed
because it was your first time doing a premiere set.
That was how we did it.
What are your memories of the making of
Kaladesh?
My memory is
well, I remember way back
when we were doing the block
planning for the Bolas arc and we had penciled in, I think, just artifact world.
And I'm not sure if we had too much other than that.
But pretty early on, we kind of had the two themes that we were working with of like you wanted to revisit energy.
of like you wanted to revisit energy and creative was interested
in kind of positive inventor world
kind of as a flavor.
And then I think we are also just kind of
fundamentally aware of some of the challenges
of artifacts given kind of Mirrodin and things
and like having too many colorless cards
in the course of a book.
So by the way, I think the original pitch original pitch was i mean was not technically artifact world it was
steampunk world right oh was it specific yeah so the idea was we had never done steampunk although
the irony is uh as uh jeremy jarvis used to joke it was steampunk without the steam or the punk
um but i think it started as a steampunk set now which implied artifacts i mean
there was it definitely was started being an artifact heavy thing but i think it started
from steampunk being the the impetus i believe okay yeah i can remember some conversations with
like kelly diggs where like you know before we'd really figured it out where it was possibly like
more focused on kind of tapping into the energy supply and stealing it from the...
I guess we kept the theme of really the renegades versus the government.
So it was punk-esque.
The other thing, because you did Magic Origins,
so one of the things that happened very early on
was the idea of this being Kaladesh.
Now, you actually had done the set that first introduced Kaladesh.
So let's talk a smidgen about that.
So Magic Origins, how did Kaladesh end up in Magic Origins?
Yeah, so as part of the Planeswalkers' backstories,
we needed to figure out what worlds they came from.
And it's one of those where we see far enough into the future
that you know this thing is coming.
And it was a challenge for us because we knew so little about it, both creatively and mechanically at that point.
But we kind of took those really early kind of explorations of what it might be and started seeding in some things. And that's where kind of the Thoktor theme in Magic Origins came from.
It's like, well, we don't know much about Kaladesh,
but we're confident we're going to do
some artifact creatures.
We're going to lean into these little flying gizmos.
So that's what people understand the timeline.
So you had made Magic Origins.
We had kind of decided while Magic Origins was being made
that Kaladesh would be the steampunk plane.
We had very lightly penciled in steampunk plane
and then Chandra's home world being that plane,
it all sort of started coming together.
And then extra work was done during Magic Origins.
More work was done on Kaladesh than normally we would have put on it
because we were throwing forward for ourselves.
We decided during Magic Origins that the steampunk set was going to be kaladesh yeah i'm trying to remember
if there's like the timelines blur together in my head um because we we had a very long
pre-design period where we were looking at the mechanics of kaladesh and i can't remember if
that actually overlapped origins or or whether it
was all kind of this speculative do you remember yeah it was all posts so okay kaladesh had this
weird thing that we we don't normally have it was a brand new world but we had a style guide done
like before we started design oh i forgot about that and that that i mean that net for this for
the audience that never ever happens like normally, normally, it's not until Vision finishes
that the style guide
even gets made.
You know what I'm saying?
Like,
normally we do work
and the style guide gets made
after the work that we do,
not before it.
So,
like,
we didn't know 100%
that energy was going to be
in the set.
So,
when we sat down in,
when we were doing
exploratory,
in fact,
real quickly, so, the set was, real quickly, so the set was
originally, the slot of the set was originally going to be what Amonkhet, it's going to be
Amonkhet, and then halfway into Exploratory, we swapped it.
Do you remember this?
I had forgotten that, but you're right, because I remember those real early explorations of
what Amonkhet was going to be, and then suddenly everything changed.
Well, you had signed up for Amonkhet because you had actually spent time growing up in Egypt, right?
I had pitched doing an Egypt set.
Right.
That's why you were in this slot, because you were supposed to be leading the Egypt set.
And then it changed on us, but we were already sort of midway into it.
And so you got Kaladesh instead of the Egypt set.
That's right. I'd forgotten that entirely. Yeah.
So I think in exploratory design, we talked about energy and we talked about vehicles.
Both of those got brought up in exploratory.
Yeah, I believe we solved for both of them in exploratory design. Well, we solved for
energy mostly, because there's like three ways to do energy. Do you remember all this? And we like
walked through all the different ways? Oh, I remember, yes, making a lot of charts with like,
you know, here's the pros and cons of each of these approaches. Have you talked about that
on the podcast? No, we can talk. I mean, I haven't gone in depth on that, so we can talk a little about that.
Do you remember the three different ways?
Oh, yeah.
So we had the three... I don't remember what we called them,
but there was a little bit more like Mirrodin
where kind of you had charge counters,
but you could spend them freely
between your different artifacts.
And then there was energy as we did it,
where it just kind of accumulates in a single,
single pile on you,
the player.
And then the third one that at the time I know I really liked was gizmos
where the artifacts were just to artifact tokens that didn't do anything
intrinsically.
And kind of the energy equivalent was like sacrifice artifacts,
which is funny because that, you know,
is so much of what food kind of became.
Yeah.
Yeah.
Yeah, so what happened was,
the real quick version of the story is,
I had put energy in original Mirrodin,
and then there was too much in it,
and Bill Rose told me I had to take something out
and it was the thing that was easiest to take out.
It was the least intertwined with everything.
And so I took it out
and I'd just been waiting for a place to use it.
And then in,
I think like the very first meeting of Exploratory,
I was like,
guys, this could be where we use energy.
Do you remember anything of my pitch of that?
I remember you being excited
and we went off
and we kind of explored those three directions.
I can't remember if there were others
that we explored as part of it.
And I mean, I think we, yeah, we,
who was the team?
Do you remember?
It was me and Ethan, I know.
Me, you and Ethan's all I remember.
Okay.
But yeah, yeah. We did a lot of play tests with the three different versions and a lot of like um pros and cons on
kind of the um yeah the charge counters and spending them across cards which i think has
certain like you know it had certain pluses of like okay you can disrupt your opponent's energy
and there's a lot of like but there was so much micromanagement and so much like challenge to looking across the board and like okay that
card has four counters that card has two counters that that output uses three counters that output
uses four counters and like being able to figure that out was was so complicated that we went with kind of the single reserve of energy.
Yeah, which is, interestingly,
what happened was I knew
how we had done it in Mirrodin.
I didn't tell you guys. I just said,
here are different ways we can do it,
and what do you think is the right way? And then
the team went through the exercise, and in the
end, picked the same way I'd picked originally,
but I didn't tell you, because I didn't want
to, like, sort of sway if another way was the better way um and then vehicles please remember here
so vehicles had been an idea that had come up numerous numerous times and i think when we said
steampunk world i think we're like well how do we not do vehicles so what is your memory of early
exploration of vehicles uh so i know we we went through a lot of iterations there too
with a lot that were focused on um kind of the inverse of equipment where like i'm attaching uh
creatures to the vehicle and therefore they're getting kind of like for every creature attached
to this like they're getting some kind of bonus. Um, I was glancing
back at things this morning and saw, like, a hot air balloon. It was, like, you know, every, every
creature boarded on this has flying, things like that. Um, uh, but, yeah, we, then, then we went
through, through a bunch, because we, we, um, kind of shifted more towards what they became,
but there were huge questions of like is it uh natively an
artifact creature uh is it an artifact that like once you get in the car um now the now the car
has power um so yeah yeah i can't remember all the versions that we went through though i don't
know if you you have memories of other ones well so here's the big one is we came out of Vision with the idea of you somehow crewed the vehicle.
But we really hadn't settled on how that worked quite yet.
And then the main way, the way we turned it off to development was crew N meant you had to tap that many creatures.
Not that much power of creatures, but that many creatures.
Oh, that's right, yep.
And what happened was that was causing some problems
because it made you have to play vehicles that are go-wide deck.
And then in Ixalan, we were trying to make lands.
We wanted to do double-faced lands,
and so we wanted you to somehow, like, conquer
the land or something. We ended up not going that direction,
but some idea of, like, you
find the land or something. I mean, maybe
conquer's the wrong word, but you find the land
and to try to keep it off
of vehicles, we did power
there. That's right.
And then I came back to Ian, who at the time
Eric, Lauer,
and Ian together, just like you and I had co-done
they had co-done the development
and I came to Ian and I said
we're trying
this, you could try this on vehicles
we were trying this here and it seemed
to work well
and Ian was a little skeptical at first
but they tried it and then it worked
so that changed over
The piece that I distinctly remember is at that time to go at first but they tried it and then it worked so um that changed okay yeah the piece
that i distinctly remember is at that time um they were just an artifact not kind of um they
didn't have the or no mechanically we were very interested in uh after that that they were an
artifact creature that was dormant unless you had um uh tapped the the right number the right power of
creatures and um jeremy at that time was like no it shouldn't be an artifact creature it should be
an artifact and we're like oh okay that's uh that might be challenging now we have to hide the power
and toughness box inside the frame of the card um and i i think it was me
although i i hate to steal credit here if it was someone else um said uh well let's let's just put
it on the card anyway we've never done that before that's that's a little bit weird and unique um
that might serve the fact that they're you know, that it's this
special card type a little bit better, because we haven't
done anything quite like that before with
giving power and toughness, even though it's not
natively an artifact creature.
Yeah, I mean, we ended up having to make a frame
for it. Yeah, it...
The version we had talked for a long
time, right, where it was always an artifact creature,
you just couldn't attack or block with it until
you crewed it, and then, right, I don't remember
if that might have been Jeremy.
I don't remember exactly who made it.
Like, it was decided that it should not be a creature
until you sort of turn it on.
And then once someone's driving it,
now it's like a creature.
Yeah, I believe that came from creative
because we had talked about that,
but at the time we'd been kind of nervous
because like, oh, now you get this extra value of like it's protected from sorcery speed removal and things like that.
And I mean, I think it ended up being the right call that just like you end up with something a little bit more unique now.
OK, so let's talk about the other mechanics that we talked about.
Energy, talk about vehicles.
What is your memory of fabricate?
So fabricate,
I don't remember where in the process it came,
but we were looking for sort of modular mechanics that,
you know,
we,
we thought could kind of represent the inventor flavor and let the player be a little
bit clever but um they could like tie into other things and so um we we had fabricate as kind of
this you know um either i've built you know used my my gear to build myself a little buddy or i've
used it to um build myself like a
ray gun or whatever it is and
that that was kind of trying to get at that
core inventor flavor.
I think for a while they
were Thopters to kind of fit in with
the magic origins.
Yeah, they started as
Thopters because they were trying to
match magic origins. But flying
was too good. You always
picked the flying. So here's
what I believe happened.
So we were in a
meeting and we were trying to figure
out what our... We knew we were missing a mechanic.
We thought we were missing a mechanic. And so
I wrote up on the board all the
things... Well, the team. We brainstormed and
wrote up on the board all the things we needed.
So we had a list of all the criteria
that the mechanic needed
to have. And then I was
spitballing in the meeting and I said, how about
this? And then people were like, yeah,
that's pretty good. So it was just me spitballing
in the meeting based on the list of criteria
we'd written on the board.
But
Do you remember
the mechanics that
we didn't end up using
because we had a few that we pursued for a while
well let's talk about those
what mechanics didn't we use Sean
so the two that stand
out in my memory that we've really spent a long
time with
one was reverse engineer
that was really cool
was like as a kicker on, make a temporary copy of an artifact you control, which was a super, super cool mechanic for getting at the feel.
It was just, boy, there were so many levers that we couldn't deal with there.
And, you know, copying inherently is a challenging mechanic to develop.
It kind of became what we did come back to it for Saheeli's ability.
Right, that's exactly.
Saheeli's ability was us making a nod toward,
well, this used to be a whole mechanic,
but I guess we'll just make it one ability on the planeswalker.
And that kind of shows where there were developmental challenges given Saheeli's
history. Yeah.
It was, being on Saheeli
was us making a throw to,
okay, this is a cool ability, maybe we can't
do it as a whole mechanic, but, you know, it'd be cool
on a Planeswalker, so. Yeah, it was a super
fun mechanic
in those early playtests. We just knew, you know.
Oh yeah, it was a really
fun mechanic
it just caused endless headaches for play design so um and then the other one that we spent a lot
of time with um i remember what we called it we called it inventions i believe inventions okay
yeah where you had um kind of a subtype of artifact that would go in your sideboard and you could invent them into your
hand. So it was like, you know, using your sideboard as kind of your, your pool of things
that you could invent. And that was another one that went really, really far into the process.
And I remember it was like really at the handoff with kind of the development team where we were starting to see what those cards were going to need to look like to be at all balanced.
And we had like five mana 2-2s and it was like, oh, this is not getting at the inventor flavor if you're making these really crummy looking cards.
Well, let me explain a little bit for the audience
how it worked.
There were a whole bunch of artifacts
that they didn't need to go in your deck.
Although I think they had mana cost.
You could put them in your deck.
But the idea was, when you invented,
you could go get any one of these
inventions.
And the idea was, the flavor I think was
like, there's all sorts of doodads
and tools and whatever, and you, the inventor,
you can make whatever you need to in the moment
to help you. And so the idea was
that instead of being
a tutor for a specific thing, it was this
broad category of things.
And, by the way,
so it did get handed off. It didn't get cut
till the first month of development.
Because development came to us and said,
energy is very complex.
Inventions is very complex.
We can do one of them.
Which would you prefer?
And then we're like, okay, we have to do energy.
Energy was more core to what was going on than inventions.
Yeah, yeah.
Inventions was a cool idea that um i mean maybe someday we'd be
able to find a version that worked but it was it was a challenging mechanic in that same way and
yeah we had so many things that were kind of high complexity high like um uh like required a lot of
like uh thought from the player and yeah yeah energy was the core thing that the set was about, so.
Yeah, I mean, it's, I will say this,
Inventions was mega cool.
It was, had we, I mean,
what development basically said is
these are both really interesting mechanics,
and we can make one of them work,
and then we were, like, energy, like,
we had woven energy into the creative,
like, energy was so Energy was so key to everything
that there's just no way we could remove energy.
So that wasn't really a decision.
It was the steam part of steampunk.
Yes, it was.
Yeah.
Okay, so we talked about energy.
We talked about vehicles.
We talked about Fabricate.
And then we talked about the two mechanics that didn't make it.
Any other sort of themes on the set you remember?
The other things that, like...
Well, I can remember a couple others that kind of got mostly cut along the way.
We had the flavor of kind of the World's Fair,
and we spent a lot of time trying to do some top-down
designs there that didn't end up making it in, that were like prizes of, you take an
action and you start accumulating, if you take the action enough, you get a prize for
having won the competition.
And I think there's one or two enchantments in the set that are kind of the remnants of that cycle.
But that ended up getting cut
and there was a bounce stuff to my hand theme
that worked really well with Fabricate
and really well with Energy.
And some of that is still there,
but I think Aether Revolt explored that a little bit more in the final version.
Yeah, I mean, some of the ideas that we had got pushed.
Aether Revolt picked up some of the themes that we had played around a little bit.
Oh, here's something else that we tried to put in the set that didn't end up making the set.
Polyphorate.
Okay, yes.
I mean, we explored that for a little while.
Aether Revolt went even further. That I know they explored that for a little while uh either revolt went even further that i
know they they carried through for a long time um but i think they ran into the same problem we did
where it was well this looks cool because you've got all these plus one plus one counters and
energy but like this is a bad way to get energy so it's all about, you know, spread out some plus one plus one counters and
use it that way.
Yeah, I think actually
Fabricate ended up taking the slot that
Polyphorate held. Like, Polyphorate was
in the set for a little while, we pulled it out,
and then the vacuum of that made us make
Fabricate.
Okay, yes. That sounds
correct to me, yeah.
Okay, so what is...
The other interesting thing about Kaladesh was
we were trying to do this inventor's fair.
Like, so early on...
Okay, so for Magic Origins, they had made Kaladesh,
and they had made it very bright.
Like, one of the things that Jeremy Jarvis,
who was the art director at the time,
thought was very important was,
a lot of times when you see steampunk,
it's done very dark and very, like, pessimistically.
And he really wanted to do it optimistically,
not pessimistically.
And Magic had done a lot of really downbeat worlds,
and we kind of felt like it was time for an upbeat world.
And we knew Elman Kett
was coming, so yeah. Yes.
We needed contrast there.
And so one of the things that happened early on
was this idea of
they had come up with this idea of this
inventor's fair and I think from very
very early on, the idea of feel like
an inventor was something that I was pushing from
super early.
And so I also know we spent a lot of time
just trying to come up with individual,
just crazy weird artifacts.
What do you remember of that?
Oh, yeah.
I mean, we spent a bunch of time,
we made kind of like an updated version
of the stations that fit together
and a bunch of just like you know um top down or like you know just mechanically
cool artifacts that i think um the the one that stands out the most that made it into the set was
either flux um reservoir um that i believe was a a a Doug Byer card that just tickled us so much.
That's the one that every time you cast a spell, you gain a life for every spell you've cast.
Yeah.
And then you pay 50 life to deal 50 damage.
And that pay 50 lifeline was just so entertaining to everyone that we fell in love with that card.
Yeah, my...
Go ahead.
Oh, sorry, go ahead.
I was going to say, my contribution, I remember,
the one of the wild...
We made a whole bunch of wild cards.
We made a whole bunch.
Not all of them made it into the set.
The wild card that I made,
that I remember made it into the set,
was Panharmonicon.
Oh, yeah, which is a beautiful card, yeah.
That's one of those, like, wonderful lines
of text that, like,
does all kinds of crazy things and is just
like, yeah, yeah, that's a home run of a card.
Yeah, I just like doubling things,
so. I've heard
that about you.
So what else? I mean, we have a little bit of time left.
What other memories do you have of making
Kaladesh?
So, So what else? I mean, we have a little bit of time left. What other memories do you have of making Kaladesh? So in terms of cards, the other one that kind of stands out in my mind was like kind of fighting for Chandra to be a four ability planeswalker.
to be a four ability planeswalker um that we you know we we had so rarely done that at that point um but because she was kind of the face of the set um i thought that was that was important and i
remember actually for a long time uh she had on her one of her abilities was destroy an artifact
i was like she is from this world but she is like is outside it. Let's have her be the best way that she's in here and wrecking things.
And that didn't survive, but I always was tickled by that line.
So you bring up some of the audience that doesn't know.
Let me expand the story a little bit.
Originally, Chandra was going to be the face of Kaladesh.
But the problem was that Kaladesh was all about, like, invention, right?
And they're like, well, the next set is
about rebellion. Well, that seems
more like it makes sense for Chandra to be the face of the
rebellion set.
And we didn't have, like, we're like, who's,
so we ended up making Saheeli because
we didn't have somebody to be the face
of invention. We wanted a planeswalker
that represented invention.
So when you were, you were talking about how we wanted to have the four Chandra,
because at the time we made that, she was the face of the set, but that changed.
Okay, yes, you're totally right.
I was forgetting that part of it.
But yeah, it was such an inventor world that we needed someone who could more,
you know, represent the local face of invention.
And yeah, that's where Saheeli came from.
Right.
Saheeli literally was, we want an inventor on the box.
It's inventor world.
We need an inventor planeswalker to put on the box.
And Saheeli, I thought was an awesome, I like Saheeli a lot.
Oh, I agree.
Yeah.
Yeah.
Otherwise, I remember, you know, a lot of like
remember a lot
of early card names with terrible
puns in them and
then
Do you remember any of the early puns?
Do you remember any of them?
Oh, um, not
no, I can't, I'm sorry
Yeah, I put a lot of bad
puns in the set, so
not many of them stayed
so
yeah
yeah I will say this
like Kaladesh
is one of my favorite sets I've ever
made
a combination of
A I like the real
upbeat positivity of the world
which not a lot of our worlds have that upbeat
positivity. And it
was really a Johnny-Jenny sort of world.
It really was like a set
all about, like, let's be creative
and see what you can do. And
one of the things that I had said really early on was I
wanted the variance to be a little higher than normal.
Meaning, when you play
Magic, if I play the same deck multiple
times, how different is the
plays of the deck
my goal walking in was
I wanted the variance to be as high as a black bordered set
like silver border we do crazy high
variance because variance is fun
but in black border we
limit about how much variance we have because we want
to make sure that the good players are
winning, we want
skill to matter and if you get variance too high,
skill matters a little bit less.
But I know walking in, we wanted that.
I really sort of enjoyed how
we tapped into that, and in a way, that was really fun to me.
Yeah, I think it's such a...
You mentioned the creative
and the positivity of the world,
and I think there's just so many
cool things about
the Aetherborn as this
really unique take in like how how black operates as a color or the gremlins as kind of you know the
the feeders of the world and just generally like yeah the the inventor flavor was just like
such a delight to get to work with so any final thoughts i I can see my desk here, so we're almost to work,
but any final thoughts
on the making of Kaladesh?
No, it was,
I remember, like,
one thing that tickled us so much
when we had vehicles
was there was a ton of debate
over, like,
whether creatures could get in them as soon as they
hit the board whether the uh vehicle would kind of have haste or natively or not and and when we
finally we you know came to the conclusions that we did about but how those would operate um we
were really entertained by kind of the the vehicles with haste that you kind of had the flavor of like the car drives up and you hop right in
and it takes off.
And those are still some of my favorite vehicles
from the set.
Oh, another, it was funny.
We actually spent a lot of time
talking about whether vehicles were allowed
to get inside the vehicles.
Oh, yes.
The car driving the car was way more of a debate
than, yes, you are right.
I think we ended up saying that it just wasn't worth the words to stop it because it didn't happen much,
and it was kind of novel when it did, so we left it be, but...
Yeah, there's those quirks at the edges of, like, you know, putting boots on your ooze or whatever,
but you kind of embrace that you get into meme territory with those things, and that's okay.
Mechanically, it's doing what you want.
So anyway,
I am now 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.
But Sean, I loved having you on. It was great
talking Kaladesh.
So nice to see you, and thanks so much for having me.
Yeah, so anyway, guys, I'll see you and thanks so much for having me. Yeah, so anyway guys,
I'll see you all next time.
Bye-bye.