Magic: The Gathering Drive to Work Podcast - #857: AFR with Jules Robins
Episode Date: August 6, 2021I sit down with Designer Jules Robins to talk about the design of Adventures in the Forgotten Realms. ...
Transcript
Discussion (0)
I'm not pulling on my driveway. We all know what that means. It's time for another drive to work. Coronavirus edition.
So using my time at home to do interviews with people past and present, all about making magic.
So today I have Jules Robbins, and we're going to talk about adventures in the Forgotten Realms.
So welcome, Jules.
Hi. Thanks for having me.
Okay, so you and I, for those that haven't watched it, we did a video together for Comic-Con talking all about the inner working.
So I'm hoping to go a little different. I don't want to repeat things we said in the video.
So let's start with the following question, which is, how much Dungeons & Dragons have you played?
How much Dungeons & Dragons have you played?
Ooh, a pretty fair bit.
And a lot of, you know, spin-off tabletop role-playing as well.
But I think the first D&D I played, I was probably 10 or 11. And got the starter box for 3.5.
And what year would that have been?
I guess 2003, 2004, something like that.
Yeah, I got my first box for my bar mitzvah in 1980.
Ooh, that was hard for me to beat.
It was the blue, it had like, it was blue and white cover. Mitzvah in 1980. Ooh. That was hard for me to beat.
It was the blue, it had like, it was blue, like blue and white cover.
It was monotone, it just was blue.
And like had staples in it.
It wasn't even a book really.
It was just paper with staples in it.
Nice.
So how did you end up leading D&D?
How did that happen?
Basically, once we decided that we wanted to make a Magic and D&D
set, we started looking around the department
for who was both ready
to lead a team and really familiar
with Dungeons & Dragons.
And Andrew Veen and I ended up at the top of the list.
We were even in a D&D campaign together at the time.
Wow, okay.
So, okay, Day One.
So, first thing I want to bring up,
we mentioned this, but I really didn't get into it,
is that one of the weird things about the set was
we didn't quite
know what it was. Like, it was this thing
that kept changing, right?
Indeed.
It went through a lot of iterations.
It ended up being a core set.
Well, it started as a core set, right?
Right.
So how did it end up being what it was?
Like, what got it from being a core set to being
which is a more normal magic set now?
Yeah.
A lot of it was based on consumer testing.
We got small groups of people who played magic and D&D
or magic but not D&D or D&D but not magic or neither
but were kind of interested into rooms and ran a bunch of stuff past them.
And a lot of what we learned was, like,
A, a lot of D&D players who don't play Magic have already heard of Magic.
They know someone who plays it and have come up with whatever reason
that they haven't started playing themselves.
And a lot of that was, you know, some gameplay difference
in where Magic is and where D&D is.
So we realized after a lot of thought on this,
the way we were really going to reach those people
and convince them to give Magic a try
was going to be to bring some element of what they love in their games
into this one. and at the same
time on the magic side it's like nobody was upset at the prospect of uh playing with a fairly normal
magic set but for people who played D&D and magic,
it felt like a letdown when they were excited
to finally see this property they've loved
for however many years appear in a magic set.
And then everything just looked like
kind of normal magic cards for them.
So we realized we were going to need more complexity
to really bring the feeling of D&D out in the Magic gameplay.
So here's a question I've gotten a lot.
I'm curious to get your answer on this one.
Clearly, if you make a D&D set,
we could have just copied the flavor of D&D.
We could have just copied, hey, we're in Forgotten Realms.
Here's all the things from Forgotten Realms.
Here's the characters and the monsters and the items and stuff.
We made a conscious decision, though, to incorporate a lot
of meta things about D&D. There was die-rolling,
there's choice-making. There's a lot of things we did that mimic
the playing of D&D more so than just the world of D&D.
What got us there?
Some of that is the same thing thing where it's like there are elements of the play that we thought were going to draw people in who might not otherwise want to give magic a try.
And a lot of it was just like that was a lot of what resonated with people across a wide swath.
Well, tons of people play D&D in the
Forgotten Realms, lots of people play in other settings or even their own homebrew settings, but
or, you know, their own variant rule sets, etc. But sort of the commonalities of the role-playing experience still spoke really strongly to everyone who had
been involved in it and ultimately it just felt a lot more like capturing dnd playing with those
elements than trying to stay a hundred percent in world yeah one of the things i found very
interesting is like dnd is you, almost 50 years old, right?
It got made back in the 70s, and
role-playing games want content, right?
One of the biggest things about role-playing
games is you want to give the audience
options so they can craft and make the
role-playing game. So,
like, one of the challenges of
making the set is, we have
how many cards were in the set?
260? Okay, so we have how many cards were in the set? Uh, 260.
Okay, so we have like 260-ish cards.
And there's, you know, 40-some
years of content to do.
Um, and
the other big thing about it, like you're pointing out, is
that if I played in a
role-playing, a D&D game, and you played a D&D game,
there might be zero
overlap between my game and your game from
content, right? We might be playing in different realms,
we might encounter different monsters,
we might have different, maybe we're using
different magical spells even.
And that was one of the things I know
when we did some testing that it's hard to say
here's the one thing everybody knows
because everybody doesn't use the same thing.
Yeah, in
fact, we made some conscious effort
to try to get a really broad swap there,
but we made sure we were going to have content
that showed up a lot in very recent books
and stuff from all across the D&D timeline.
We made sure within the fifth edition books,
we tried to have some representative piece from each of them
and also did a bunch of data mining,
trying to figure out, like, what elements of D&D people actually have
show up in their games the most.
So do you remember, like, the most common thing
that people know from D&D?
Do you remember that?
It was somewhat hard to compare across various classes of things, like how much people talk
about a spell versus a monster or whatever, but I think the tops of the lists were like
a dragon,
fireball,
trying to
remember what the gear
list toppers
were.
Yeah, it's funny because when I think back
to my time playing D&D,
and this has happened, when I go on my blog
and people are like, this is the spell I love in D&D, where, and this has happened, when I go on my blog, like, people are like, there's a thing,
this is the spell I love in D&D,
where's this? Or this is the character I love,
where's this? Or this is the monster I love.
Like, the one for me
is, for whatever
reason, I was a wizard in the
longest campaign I played, and one of my
favorite... What? You still are.
I still am. One of my favorite
spells was, I think at the time it was called Bigby's Crushing Hand.
I think it's now just called Bigby's Hand.
But I'm like, where's Bigby's Hand?
There's infinite spells, so all of it doesn't fit.
It's just funny talking to the public how they have something they love that was their favorite,
and we only have 260 cards.
But I know that was a big
challenge of this product for sure yeah and a few more with the commander decks but still just
no way to fit even a small portion of all the things in dnd into a magic set so here's another
thing that that came up i'm curious to get your on, is one of the interesting things is magic sometimes does
the D&D thing, and sometimes
does our own version of the thing, right?
So, like, you know,
we have goblins, and they have goblins,
you know, but, like, for example,
halflings are the D&D thing, and we have Kithkin,
you know, or
tieflings are the D&D thing, and we have Azra.
How did
you find, like, what,
how do you figure out when to use, like, where's the balance there? I mean, obviously you're doing the D&D, you want to do the D&D things, but, like, where was the tension point of figuring out when you could use the magic thing and when you couldn't use the magic thing?
Yeah, there was a lot of debate and back and forth on a lot of these.
debate and back and forth on a lot of these but the main guiding light that we really landed on at the end of the day was like if i know the dnd thing and i pick up this magic card how weird is
it to read these words on it like if i pick up a card that's an illithid and it says it's a horror
in the type line like yeah that makes sense if I
pick up
a tiefling
and it says
it's an Azra
I go
what's an Azra
so I
here's one of the ones
I know you guys
debated a bit
so we'll talk about
we'll talk about
beholders for a second
or not beholders
yeah beholders
okay two things
about beholders
that were big controversies
I know behind the scenes
one is
is it or is it not an eye for the creature type? And the second is, does it or does it not fly? So can we talk about resolving those two issues?
make when figuring out these sorts of flavor elements for the set um and most of where we finally got to here was a combination of like the eye type is thematic to beholders but not quite
accurate they have 11 eyes not one and kind of the shtick is each eye
doing a separate thing and the singular just ended up feeling a little weird on that front without
knowing it was a magic type to begin with and the other element being just Beholder is such a recognizable D&D term.
It carried a lot of weight getting to show up on cards like Xanathar
that weren't going to have the word Beholder in their name.
As for the flying thing, this is a really awkward spot.
As for the flying thing, this is a really awkward spot. In our magic world building, we try to make a big point of making it really clear whether things fly or not.
Either they're soaring through the air or they're on the ground.
But beholders tend to hover a couple feet off the ground and move pretty slowly.
a couple feet off the ground and move pretty slowly and we ultimately decided
it was going to be a lot weirder to have
the beholders jumping up into the sky
to intercept speeding dragons than it was
going to be to have the ground creatures step in the way of a beholder
which you often do when playing D&D than it was going to be to have the ground creature step in the way of a beholder,
which you often do when playing D&D.
Yeah, I mean, I think, interestingly, a lot of it is just sort of working through,
logistically, how does it actually work?
And the idea essentially was, floating is not really flying in a larger sense, right?
You're not going to go and intersect with flying creatures, and a ground creature can't stop you, so
that made a lot of sense.
Right. Yeah, it was definitely
contentious. Through the end, there were
people on both sides
staunchly, and the beholders
should be nowhere near flying, or they
should definitely all fly.
So, just a little tidbit
I find interesting. You bring up Xanathar.
I know one of the things they did is they did a bunch of recognition
to figure out what characters the audience knew.
And I think Xanathar was the most recognized character
just because he has a really famous book in 5th edition
that's named after him.
He's in the name of the book.
Yeah, and the thing a lot of people might not know
when looking at what we're trying to pick for this set
is just how much dnd has exploded
in popularity recently like more dnd players have started playing with fifth edition than there are
playing from all the editions before that yeah because it's interesting if you say the uh so a
longtime dnd player that more people know who xanathar is than dritz you're like what are you
talking about but like dritz are books separate from it and xanathar is than Dritz. You're like, what are you talking about? But like Dritz are books separate from it.
And Xanathar was on a fifth edition book that you would buy, you know?
And I mean, we did Dritz too, actually, but I mean, it's just,
let's talk about Dritz for a second.
Cause he was probably sort of the most famous, like long time, you know,
character novels and things.
How much pressure was there to get Dritz right?
A ton.
This was, I think one of the
first things we started on in vision design and we're still tweaking it to try to get the card
right through ffl it's it was a really hard task there's just so much content about grits like
such a deep characterization there's no way we're going to fit it all onto a magic card. And so we spent a lot of time trying to dig into, like,
what's really important and essential to, like,
the feeling of this being drixed.
Yeah, that's something that the audience,
just to talk a little bit about designing characters.
When we make up a character, whatever,
we can make up whatever we want if we're making the character. But when it's a
known character that you're trying to capture,
one of the tricky parts is, like, what's the most
important? We can't put everything on the card.
What's the most important thing?
And, like, Dritz is like,
what's his cat's name?
Gwynnimer? Right, I mean, like, okay, well,
his cat's pretty iconic. You gotta have a cat, right?
You know, and
he uses two sword. I mean, like, okay, well, his cat's pretty iconic. You gotta have a cat, right? You know, and, you know, he uses two swords.
I mean, like, what's the most important thing?
Like, there's books and books and books about him,
but you have to get, like, what's the essence
of what makes Drift a fun character?
Because one of the things about design in general
is over-designing something
actually makes for a less fun magic card.
Like, being more accurate
does not necessarily make a better card because it doesn't
play as well. Or, you know, there's, I mean, it's tiny text and it's hard to understand what's going
on. And so that's part of making a card is, let's capture the essence in the simplest way we can.
Right. And there's this added layer that can be hard to see thinking about it up front. But when
you're reading a bunch of books about which the most
essential elements will get touched on over and over and over again and the other things show up
once but on a magic card everything has equal weight we're not repeating the important parts
so even without getting confusing or too complicated just adding a less important
part of the character can actually make the card as a whole feel less like them.
Yeah, I know it's tricky. There is a very interesting...
I know I've had to do
some other stuff
designing characters that aren't
our characters. I've had some experience
now doing that, and it's hard!
What is the essence of the character?
I find it a cool design
challenge, but it is something...
Maybe that'll be a podcast at some point.
I'll talk about it down the road
once more Universe of Beyond sets are out.
Okay.
Let's dive a little bit into dice rolling.
This was another contentious thing, right,
that happened.
That's for sure.
How sure were you
that dice rolling should be in the set?
It's, I certainly vacillated a fair amount on how much I thought we should do it.
do it. I was really confident it should show up somewhere, but I,
a lot of it really depended for me on like, once we get everything right, so that this like sort of variance plays out in a way where it's always good for you and somewhat predictable.
And like, we do everything we can to make this a mechanic that you can enjoy
playing with even when trying to compete i wasn't sure where we were going to land at the outset
before we figured all those things out and thought you know maybe this is going to fail and we're
just going to say like we should put some dice rolling cards in the commander decks but there's
no way we can make it fun in the competitive limited environment.
But the more we played with it, the more confident I got it should stick.
It was just like every iteration we had on ironing out how the cards worked.
It got more and more fun to try to compete with.
Yeah, one of the interesting, I mean,
probably as someone who's done more die rolling
than anybody else in the building,
like, one of the things that was really interesting to me
is, like, Unglued had die rolling for the first time,
and one of the weird things was
they were some of the highest rated
and lowest rated cards.
In fact, I didn't put them in Unhinged
because I was like, oh, people don't like die rolling.
But then when I went back and looked at the deck, I was like, oh, wait.
It depends how you roll the die.
The big lesson was
the audience wants to have some understanding
of what's going to happen. We had a bunch of
cards where, like, who knows what's going to happen?
And the audience was like, I can't
put that on my deck. I don't know what's going to happen.
Oh, and also, we had a bunch of, like,
and you get punished.
And they're like, okay, I don't want to, like, I don't know what's going to happen you know oh and i also we had a bunch of like and you get punished and like they're like okay i don't want to like i don't know what's
going to happen sometimes it's bad for me like i i don't want to touch that with a 10-foot pole
but cards were like like i think the one of the popular cards we did uh was a card called uh
elvish impersonators where you rolled uh one die for the power one die for the toughness right
and like you knew you're getting a creature but is it a one one is it six six like there's a lot
of variants um and so it's interesting like one of the you were getting a creature, but is it a 1-1? Is it 6-6? Like, there's a lot of variants. And so,
it was interesting. Like, one of the big lessons for me
on die-rolling is die-rolling can be
a lot of fun,
but, right, the audience wants to have some
expectation of what's going to happen. Like,
one of the things I always joked
about is, you know, here's a game.
I give you a million dollars, or I
chop your head off. Not that fun a game,
you know? But if it's a game where, like, you can win $5 or $10,
hey, that sounds like a fun game, you know.
But as soon as there's, like, some risk involved,
like, oh, I don't want to do things that I don't like the outcome.
Now, one of the big challenges for you guys,
like, the unsets, we embrace variance.
Like, because we're super casual, it's like,
hey, high variance is great you know uh
and you guys couldn't really do that like sort of normal you know standard play you couldn't just say
crazy swings so how did how did you figure out how to balance that yeah the biggest thing was
i think taking some inspiration from coin flipping where like rolling a d6 you've got these
six different outcomes and often scale on it like making a 6-1 is very different from making a 1-1
and hugely disparate in power level but we didn't there was first of all no way we were going to
be able to be that granular with 20 sided dice magic just doesn't have enough things that you
can scale from 1 to 20 and still be playing a game rather than just have this card decided all on its And that meant we were going to have to subdivide somewhere
and we could sort of tone down the usual uncertainty in what was going on,
even when we put a big upside for rolling a 20,
keeping the 1 through 9 and 10 through 19 areas we ended up putting on the cards fairly close together
makes it a lot easier to plan with
what your card's likely to do.
Yeah, that was, I mean, there's some that
deviate from this, but the main model was
1 to 9, effects you can predict
and know it'll happen, and
it's worth playing the card for.
10 through 19 is
like, okay, an upgraded version that
I'd be happy, and it's a little better than the main version.
And then 20 is like, ooh, something very exciting happens.
That seemed to be the model that you guys embraced.
Yeah.
Taking some inspiration from the D&D front on like,
well, normally you have like a DC threshold that determines success or failure,
but actually failing wasn't that much fun when you put it into magic context,
competing against the other players instead of cooperating with them.
Now, you did make one card that had a one.
So what got you to do that?
Why did you decide to make one card?
Treasure chest, right?
Yeah, so treasure chest and the death of many things to some extent both kind of violate
all of these lines I've been talking about with die rolling.
And this is because our main magic sets serve a lot of audiences so a lot of the stuff
i've been talking about is you know uh very important to people trying to win their games
of magic regardless of whether they're competing for something like in a limited tournament or just hoping to win.
But not everybody is coming to their table trying to win.
Lots of people, for instance, play their multiplayer games just as a way to hang out with their friends
and are there for the experience more than the victory.
And the more that you're into that sort of cooperative rather than competitive
mindset the more fun it can be to sort of let go of your fate in the game and get the fun moment
that happens when you open the treasure chest in dnd where you're just like i want to see what
happens there's going to be a moment of tension. Something cool is going to come out of it.
So we tried to capture that feeling in small quantities and high rarities
so that it wouldn't be coming up a bunch in limited games
for people who didn't want it,
but people who did want that opening booster packs
and expecting to get that sort of thing out of die rolling
would have a chance to play with it.
Yeah, I mean, that's one of the...
I mean, I talk about this all the time on this podcast,
is Magic has all these different audiences,
and sometimes they just want opposite things.
Like, some people go,
I don't want die rolling to limit skill in any way,
and other people are like, I want randomness.
Give me exciting tension moments.
But a lot of that, I think, was in what cards you chose,
what rarity you chose.
Like, there's a lot of sort of as-fan placement, if you will,
to sort of limit effects.
Okay, so before we...
I can see my desk here.
We don't have tons of time left.
But I do want to talk about dungeons just a little bit.
That was another...
We have messed around in design with what I'll call outside game elements for quite a while.
Pretty long time, actually.
But this is...
I mean, I don't know whether the Monarch comes just the first time,
but this is kind of the first outside game component being brought in that we've done.
What do you think made this the one we finally did it?
Like what made this the one that, like we've tried a lot,
but why was this the one?
I think at the end of the day,
the reason this one got through when we haven't in the past is like,
there is a lot of overhead to doing these sorts of things.
We have to make sure everyone has access to the external element. It's more stuff to track in the past is like there is a lot of overhead to doing these sorts of things we have to make sure everyone has access to the external element it's more stuff to track in the game
and we we needed it to really make things feel like dnd when we're making a set on a magic plane
we're dictating what it feels like somewhat and it's harder to uh clear the bar for something
like this when we could make another easier to execute mechanic that could also capture
a really cool facet of the setting but here people knew what they expected and
this captured the adventuring feel
that we really knew we needed to get a lot better
than anything else we came up with.
Yeah, I know early on that one of the things,
I remember, I think Andrew was the one that said that.
Andrew Veen led the vision design.
He said, it's Dungeon Dragons.
We have to have Dungeons and Dragons.
Right, we spent some time very early on going like is dungeon like a land subtype and wow did nothing we came up with there
both fit on a magic card and feel like exploring a dungeon yeah it's a it one of the things that's
interesting in design the interesting design challenge is
when you have to match a resonant...
Like, it's a thing.
Okay, people do this.
This is a game thing.
People go through dungeons.
How do we capture that sense?
And, like, I know contraptions.
I had a similar thing where, like,
okay, how do you make contraptions work?
And it was just like...
It had such a...
I had to match a known thing to a certain extent. And, like, it really dictates what you can and can't do.
And I do like, the dungeons do
a great job of making you feel like you're going off on this little quest.
I
knew we were sticking with it when we did our
sort of open company-wide at Wizards
playtest for the first time with the set and saw people who had never seen any of this before
pick up their dungeons and just start
traipsing through and there was a smile on every one of their faces.
Yeah, no, it was, so, just so the audience knows,
like, we will do testing internally,
like, and we'll sometimes do more of what we call
wide testing, where it's people that have never
played the set before, but internal to Wizards,
so, you know, it's within the company.
And we get a lot of great feedback,
because a lot of people who work at Wizards
like Magic, but they're not R&D members,
you know, they're just people who work at Wizards like magic, but they're not R&D members. They're just people who
casually enjoy the game.
And I'm excited
we did dungeons for what it's worth. I'm glad
we did. As someone who's been trying
to do this forever,
it's hilarious to me that the ones that I don't work
on is where it happens.
Don't pretend like you
had no hand. There was a good
attempt at this that you and I
worked on together for War of the Spark
how much did Skirmish
how much did Skirmish influence this? I'm just curious
yeah
definitely
in the back of my mind a lot
I can't say for sure
where I first
got the idea to get
here but I'm not sure if we would have gotten over the finish line without Skirmish,
because the learnings from playing that certainly helped get to
a remotely workable version of the dungeons a lot faster than...
Real quickly for the audience, just so the audience might know,
Skirmish was a mechanic we tried in War of the Spark,
where it represented the fight that was going on, and
you brought this outside component that was kind of this
tug-of-war sort of game, where
as you did damage and stuff, you would move toward your
line, and you sort of...
And you got a prize once you did it, and so
you were fighting the other opponent, but it went...
It was like a metagame that went back and forth as you were playing.
We didn't end up doing it, obviously,
but that's what we're talking about.
Yeah, people have asked me if Skirmish had anything to do
and then I didn't
I thought about it
you were on War of the Spark so that makes some sense
but my answer has been I don't know
yeah I
don't think it was the inspiration but I
can't really tell you the inner
workings of my own subconscious
but it definitely helped figure out the execution of it it was the inspiration, but I can't really tell you the inner workings of my own subconscious.
But it definitely helped figure out the execution of it.
That's very cool. So I'm almost
at my desk here. Any final thoughts
on the making of
Adventures in the Forgotten Realm?
I guess just
you know, Mark, you do a great
job of collating all the audience feedback.
So I would be really excited to know, like, what elements of the set did people feel like were knocked out of the park?
And what from D&D and the Forgotten Realms do people really miss?
I mean, working on this set
was really fun. I hope we'll get to do it
again. Yeah,
it's funny. One of the biggest comments I got
is people who are like,
I'm so excited. I love
the set, but this one
thing that I love about D&D you didn't
do, or like Elminster,
for example, was a character that
commonly comes up that wasn't here. Um, and a few of them, like Elminster
come up a lot, but a lot of them is just, I love this individual thing. Why was this
individual thing that you, you could have printed this thing, you know, just like for
me, it's like, you know, if I was doing this, that Bigby's hand would have been, I love
Bigby's hand, but you know, um, there's just too much, I mean, but the good news is, I say this to the audience
all the time, is
success breeds repetition,
which means if the set does
well, there's a good chance we'll do more,
and so far, so far,
it's looking good, so
I've said this in one of my articles,
that I'm optimistic
that someday we'll do another D&D thing,
only because, hey, our company owns D&D,
and the audience seems to like it.
So anyway, I'm optimistic.
We have to see how the set does, but I am optimistic.
Fingers crossed.
It was a lot of fun to work.
I loved it.
But anyway, I can see 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 my drive to work. So instead of talking to magic,
it's time for me to be making magic.
So thank you, Jules, for being with us.
Thanks for having me.
And everyone, I will see all of you next time.
Bye-bye.