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Magic: The Gathering Drive to Work Podcast

#625: Lessons Learned – GRN & RNA

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

4.8 β€’ 743 Ratings

πŸ—“οΈ 5 April 2019

⏱️ 31 minutes

🧾️ Download transcript

Summary

This is another in my "Lessons Learned" series where I talk about the lessons I've picked up from sets I've led or co-led. In this podcast, I talk about Guilds of Ravnica and Ravnica Allegiance (as the vision design for them was done together).

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling out the parking lot. We all know what that means. It's time for the drive to work.

0:06.5

And it's Valentine's Day when I recorded this, so I had to get some sweets from my sweets.

0:11.2

Anyway, today is another in my lessons learn podcast, where I talk about a set that I led or co-led and talk about the things that I learned from it.

0:21.7

So I decided I'm going to do a combined podcast on Guilds of Ravenica and on Ravenica

0:27.4

Allegiance. It had one shared vision team, so even though it ended up being two sets,

0:34.3

kind of I worked on it all at once, so it didn't really seem to make a lot of sense

0:38.0

to have two different podcasts about it. So I thought I would just combine it into one.

0:44.4

So first off, let me talk a little bit about the first thing I learned about this was we were

0:50.3

doing something a little bigger at the time, which was we had this three-year

0:56.8

story arc, the bolus arc that we had planned, where it started in Kaladesh and then it

1:04.0

was going to end in War of the Spark.

1:06.5

And so we knew that for the finale of the story, we wanted this giant plainswalker war.

1:14.6

And so the question was where to put it.

1:18.2

And we knew what we wanted it, we wanted to be someplace the audience knew and loved.

1:23.0

Because part of having a giant war is you want there to be jeopardy.

1:26.6

And so obviously the characters were in jeopardy and we wanted a world to to be jeopardy. And so obviously the characters

1:27.7

were in jeopardy and we wanted a world to be in jeopardy. So we wanted a world the players

1:31.8

cared about. It just made it, you know, the big finale being someplace the audience already knew

1:36.5

just gave it a little extra something. So we looked at a different worlds and decided that

1:40.8

the clear choice should be Ravnika. Ravnika is a very, very popular world.

1:47.3

And it just made a lot of sense.

1:49.2

You know, there's a lot of storylines that weave through there.

...

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