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Magic: The Gathering Drive to Work Podcast

#1008: Die Rolling

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Duels Of The Planeswalkers, Games, Magic The Gathering, Leisure, Game Design, Mtg, Ccg, Mark Rosewater

4.8743 Ratings

🗓️ 10 February 2023

⏱️ 32 minutes

🧾️ Download transcript

Summary

In this podcast, I look at the history of die-rolling cards.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm not pulling my driveway. We all know what that means. It's time to drive to work at home edition.

0:07.4

Okay, guys, today I'm going to talk all about die rolling, dice. So I'm going to talk sort of about

0:14.1

where dice came from and how dice have gotten used in Magic the Gathering. So, um, so die rolling, I don't know the true

0:23.5

history of die rolling, but I, I know when they have done like ancient, you know, digging up ancient

0:28.9

civilizations, they've found dice, it's going way, way back. It has been something that has been

0:34.7

part of gaming for a long time. Like Backammon, for example, is a pretty ancient game.

0:40.3

It has a die rolling of a key component of it.

0:43.3

So anyway, so the first die rolling that ever happened were in unglued.

0:48.3

So one of the challenges with making unsets, especially unglued, was I wasn't allowed to make anything that we

0:57.2

would normally make. And so one of the things that that led me to is the idea of, and this is

1:03.0

something that all the unsets have kind of done, is high variance, right? Magic because it's a tournament

1:08.4

game and that we want to sort of make sure that people can play

1:11.5

competitively. We're kind of careful about how much variance we put in. And what I mean by that is

1:18.6

like in any one individual card, how strong it can be, what is the weakest it can be to the

1:24.2

strongest it can be in the moment, not necessarily synergistically, but like,

1:29.1

how powerful is the card? And rolling dice is definitely one of those things where, well,

1:33.9

if you think of a six-sided die, which is sort of the traditional die, well, there's a lot of

1:37.7

variance between rolling a one and rolling a six. And so, and it required another, you know, it required something you might not necessarily have

1:47.3

with you in a game, although a lot of players use dice to keep track of things. So it's actually

1:52.0

decently common for people that have dice with them. But anyway, the first unset was trying to do

1:58.3

unglued was trying to do weird things, and I was trying to sort

2:01.5

raise the variance a little bit. And so magic had, most of the variants in early magic had been

...

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