Ravnica (D&D 5e)
Alright, right up front I just want to say, if you're just going to comment to say that you'd be interested and nothing else, you don't need to bother. Fifth edition games here are always barraged with applications, so I'm not concerned about drawing enough applications. I wanted to put this up to get some constructive feedback before I commit to writing anything.
As the title suggests, I'm interested in running a d&d 5e game using the Ravnica setting of M:tG fame published for the game a few months back. I have fond memories of the release of the original Ravnica block, and while I haven't played the tcg in many years, I've been interested enough to keep at least peripherally aware of it when it touches on that old setting.
While I hardly have the book memorized, I actually really enjoyed it, a surprise considering I was somewhat skeptical of actually playing in an Magic setting. I was always concerned that the guilds would simply be too rigid a straitjacket to allow for the sorts of character relationships necessary and interesting for a d&d party. Not only did the book provide prompts that I felt served as good fodder for humanizing protagonists from the different guilds and stretching them outside the stereotypes each encompasses, it gave ideas for bringing these people together.
That said, I have some questions for the community of people potentially interested in something like this:
1) What era of Ravnican history? - The book defaults to post maze new guildpact with an absent Jace, and while I like that option fine, I'm considering others as well. One idea is to go back to original Ravnica block with a hidden Dimir. The city of Ravnica only knows of the other 9 guilds with Dimir existing entirely in the shadows. I wouldn't really stick to any canon progression of plot, and it could well take place in any time of the original guildpact, which leaves a lot of room for different faces to be in charge of some guilds. Alternatively, I could use either the default or original eras and simply mix some details up, changing either key aspects of history to create a blend of the two.
2) What sort of party? - The book provides numerous ideas for cross-guild groups, but I admit to liking the idea of single (or perhaps two allied) guild parties as well; Things like a unit of Azorius lawmages and arresters working to clean up the city and respond to unrest (maybe with Boros assistance). Any of the other guilds provide interesting possibilities as well. There's also the option for cross guild groups, but those would require (to my mind) a more focused throughline to the narrative that is harder to develop without seeing the characters first. Two potential ideas I had were a usual suspects style group all arrested on suspicion of the same crime. The other was a group of people from the same neighborhood, each of whom ended up in different guilds after growing up, only to be bound by common history. What are people's preferences between multi and single guild groups? What guilds do people favor for single guild groups? What ideas do people have for stringing members of multiple guilds together?
That's it for now, though I'll add questions if I think of any more later. As I said before, I'm not really interested in people just chiming in to say that they're interested and would join. Likewise, I don't want people to say they have no preference. I'm hoping to see some actual discussion so that, if I go ahead with this, I'll have some more ideas to pull from and know what people actually want to see.
Thanks,
-Norwood