So today WoTC did something that may have at the same time thrilled half the gaming world and Terrified the other. They Released a small 38 page PDF of called PLANE SHIFT:ZENDIKAR. Including within was a beautiful world and all that would have any real adventure drooling with anticipation.
That’s when the sense of wonder and potential dread begins to creep in. If this is widely well received. Might we be on the verge of a D&D cultural shift to MTG worlds in a bid to pull more gamers into the fold from the card flipping hobby?
Might the WoTC be testing the waters to finally forget the Forgotten Realms? Honestly, It might be just the breath of life that the company needs to firmly set it back on top of the industry.
What comes next ? We shall only see.
You can think of Plane Shift: Zendikar as a sort of supplement to The Art of Magic: The Gathering—Zendikar, designed to help you take the world details and story seeds contained in that book and turn them into an exciting D&D campaign. The easiest way to approach a D&D campaign set on Zendikar is to use the rules that D&D provides mostly as written: a druid on Zendikar might call on green mana and cast spells like giant growth, but she’s still just a druid in the D&D rules (perhaps casting giant insect).
Plane Shift: Zendikar was made using the fifth edition of the D&D rules. D&D is a flexible rules system designed to model any kind of fantasy world. The D&D magic system doesn’t involve five colors of mana or a ramping-up to your most powerful spells, but the goal isn’t to mirror the experience of playing Magic in your role-playing game. The point is to experience the worlds of Magic in a new way, through the lens of the D&D rules. All you really need is races for the characters, monsters for them to face, and some ideas to build a campaign.
You can read the whole release here.