Why was the
Magic storyline spread out over so many mediums? Well, let's take a look at the
different approaches Wizards of the Coast and other companies have had towards
the storyline. Currently we are in a time when storyline and cards are very
closely related, but in the past the level of connectivity between the two has
fluctuated quite a bit. I hope this article will give you some insight into why
the stories of Magic ended up spread out over novels, comics, games, websites,
magazines and more in a manner that can be very confusing for new readers.
AND YEA HE DOTH SPAKE: "LET THERE BE
MAGIC"
Our story
begins, as they all do, with Richard Garfield. When creating Magic, he came up with
the idea of planeswalkers and the multiverse. In the first issue of Duelist magazine he explained how to him, the set up of mages constantly discovering new world
seemed like a perfect fit for a collectable card game. He didn't come up with much more lore however. During playtesting most cards
had very dull names: Skeleton, Angel, Troll, etcetera. When Garfield realised he might want to make
other, similar creatures in later expansions he and the playtesters made up a whole bunch of
names that just sounded cool. So while Alpha introduced familiar Magic names like Urza, Serra, Sengir, Hurloon, Benalish and Keldon, they really had no meaningat the time. Then when the first
expansion rolled around, mister Garfield took inspiration in a real life
source. So while Arabian Nights features some more
cool-sounding-but-meaningless names (Serendib, Juzám), it also brought in
actual characters from the stories of 1001 nights, such as Aladdin and Ali
Baba. Clearly there was not much thought put into coming up with a coherent
story for Magic.
That would change with Antiquities. The head designer, Skaff Elias, explained it in an article printed in the comic Urza-Mishra War #1. The team wanted a theme for their set, and to explore to differences between the five colors more in depth. For their theme they decided on artifacts, and the story would revolve around a war between the artificer brothers Urza and Mishra, set in a long gone era, before the colors of Magic were clearly differentiated. That differentiation would then happen as a reaction to the devastation of the Brother's War. Skaff and his team went very deep with their story. They drew up maps, strategies, troop movements even. (Yes, the design team was mostly wargamers. Why do you ask?) From the story they drew up their cards, but not all of the story made it into the set. Antiquities only has 100 cards after all, and this was the time when a simple "Sacrifice an artifact" needed 7 lines of text to explain so not every card had room for flavor. The result was a set with a very archaeological feel. By buying packs you were digging up facts about the ancient history of Magic.
Part of me really likes the approach. It's a great way to tell a story in a non-linear medium like a collectible card game. But as a completist at heart I find it frustrating that you could never complete the story that way. Luckily that was a magazine called The Duelist at the time. It was an official Wizards of the Coast publication, and among its articles were features detailing the history of Antiquites and other early sets. Just articles though, actual stories wouldn't come till later.
Up to Ice
Age the story behind the cards was in the hands of the set designers
themselves. The Skaff Elias/Jim Lin team kept using the technique described
above, but found that as they became more experienced designers they had plenty
of card ideas on their own and didn't need an intricate story for inspiration. The
team behind Homelands, for contrast, went all out, coming up with stories for every
single card in the set. The team behind Legends didn't need to come up with any
story, they simply imported all their Dungeons & Dragons characters into Magic.
While this
was going on, Wizards of the Coast was growing fast. From Alliances onwards the
story became overseen by the new Continuity Department, headed by Pete Venters.
That team, as Pete puts it on his LinkedIn page "generated a cohesive and rich world derived from
several disparate and occasionally contradictory stories that had been the
product's only significant story output to date." Those occasional contradictions were to be expected, since Wizards hadn't been the only one publishing stories..
THE ROMANCES OF THE
THREE COMPANIES
Magic was a runaway
success from the start, so plenty of companies were interesting in putting out
some merchandise. Wizards of the Coast was only releasing small handfuls of
story through The Duelist, so the market for stories was wide open. Harper
Prism got their hands on the rights to produce novels and Acclaim Comics got
the rights to make comic books. You can probably see where this is going. Three
companies that are not in constant communication with one another, coupled with
not all the story ending up on the cards... indeed, the results were disparate and
occasionally contradictory.
The Harper
Prism novels started out mostly separate from the game. The earliest Magic expansions all
stayed in the past, chronicling the events on the plane of Dominaria from the
Brother's War, through the Dark and the Ice Age. The novels all happened in the
present as it was introduced in Alpha. So those words Richard Garfield had come
up with, like Benalish, Keldon and Hurloon got their definitions here. In
addition to that Harper Prism came up with a lot of mythology of its own,
introducing new places and peoples that never made it into the card sets. Only
with the later novels did they turn to the expansion stories, featuring the stories
of The Dark and Fallen Empires.
Acclaim
Comics, in their ARMADA imprint, began with taking a page from the book of the
Legends
designers. Yes, straight from writer Jeff Gomez's D&D campaigns came the
continent of Corondor and its inhabitants. The comics got closer to the sets
much sooner than the novels though. The second miniseries released was Ice Age,
telling of characters such as Freyalise and Lim-Dûl, which had already appeared in the card
set. Over time ARMADA published the stories of almost every set out at the time
(except poor The Dark), usually tying the events to their own overarching story
about the planeswalker Ravidel and all the grudges he build up over the
centuries.
Wizards had
some plans for merchandise of its own. A big coffee table book called "Encyclopaedia
Dominaria" was in the works for a while, which is where Pete Venters got
his start working with the Magic continuity. The book never materialized, but
you can see some of the entries on this old site. Another project that
apparently was proposed several times but never made it full term was the Magic
RPG. In the end Wizards gave up on these side projects, but they had been in
development long enough for loads and loads of background info on Dominaria to
come into existence. Some small entries have been posted on various forums by people like Pete Venters or the later head of continuity Brady Dommermuth, but the vast
majority (including a complete globe of Dominaria!) are still lying around the
Wizard's archive somewhere, tantalizing and frustrating storyline fans by there
mere existence.
We only ever got glimpses of the globe, never the whole thing. |
This period
was not to last. The coffee table book and the RPG were eventually discontinued
for unknown reasons. Acclaim's comic sales steadily dropped, and they eventually
ceased publication. A videogame was released that should've wrapped up the
story of Ravidel, but as the progress of the campaign depends on which
character you select, on how you play and on random encounters, the story was effectively never finished.
Harper Prism simply didn't get their license renewed. Most of their later publications had been stand alone books. Only Song of Time
was intended as the start of a trilogy, so that's the one victim of the
license ending. From now on Wizards was going to publish their own novels which would be in line with the
tighter continuity set up by Pete Venters and his team.
THE
WEATHERLIGHT SAGA
Ah, the
Weatherlight Saga. For many of the old hands in the storyline community still
the Golden Age of the MTG canon. It sprung from the mind of designer, face of the
company and Magic jack-of-all-trades Mark Rosewater and editor Michael Ryan.
The two writers thought it odd that Magic didn't have an overarching story,
continually moving on and introducing new settings and characters while
discarding the older ones. With both of them being writers they came up with anidea for a story. Originally it was pitched as stretching three blocks, each
of which would feature a different setting. This was still a game about
hopping between planes after all. Continuity would be provided by the main
characters travelling between these planes. But they couldn't be
planeswalkers. Those were far to powerful to feature as main characters. So
instead they took a minor characters from Visions, Captain Sisay, and turned
her flying ship the Weatherlight into a flying planeswalking ship. Yes, the
comparisons to Star Trek have often been made.
The most
significant difference between the Weatherlight Saga and what came before
wasn't in the story itself though, but in the way it was presented. Not only
were there articles and stories in The Duelist this time around, but the
entire story was laid out in the cards itself! Every twist and turn, every
random monster the crew fought, all of it ended up in the cards of Tempest
block. Immediately people made familiar with Sisay, Gerrard, Tahngarth, Karn,
Hannah and the others, as the were featured on about half the cards in each
booster pack.
The
eagle-eyed and magic-educated among you may be wondering about something I
wrote eleven sentences previous: the saga was pitched as a trilogy. But it
ended up covering four blocks. What happened? Well, that's not entirely clear.
Misters Rosewater and Ryan were taken off of the project even before Exodus
came around, we know that, but we don't know why. MaRo has talked about it on
his Tumblr, but he apparently isn't allowed to give to many details. I guess
Wizards doesn't want their in-office politics made public, not even seventeen
years after the fact. Others got the job of finishing the story and made some
alterations. Suddenly Urza, one of the brother's from way back in Antiquities,
popped up. Turns out he was now a planeswalker, and he was manipulating events
from behind the scenes. All the adventures of the Weatherlight crew were just
one facet of a protracted conflict between Urza and the forces of Phyrexia. The
next block wouldn't even feature the Weatherlight crew, but became a flashback
telling of what Urza had done since Antiquities.
Waiting, apparently |
The new
approach to the story had proved popular enough that Wizards had decided to
take another step: they moved into book publishing themselves. Rath & Storm
was an anthology that told the story of Tempest block, previously covered in
part in The Duelist and in full in the sets themselves. The Brother's War
retold the story of Antiquities to reintroduce us to Urza. This was the first
time we got to know the ending of that story for definite. The Acclaim comics
had taken a stab at it, but the series was cancelled before they could finish the story.
The Brother's War would explicitly replace the Acclaim comics, the introduction of the novel made that abundantly clear. "The reader should trust this version, and no
other", it said. This caused a lot of grumbling in the community. Storyline fans of
the first hour began to make a distinction between the new releases and the
old, "prerevisionist" ones. The old stuff was still considered in
continuity if possible, unless they were directly contradicted by a newer
source.
From Urza's
Saga onward every new set was accompanied by a novel. In addition to those books Wizards released trilogies covering the stories of older sets and anthologies
that told short stories from all over Magic's continuity, which by this time
had already become quite extensive.
The
Weatherlight Saga concluded in Invasion block, which featured the invasion of
Domnaria by the Phyrexians and the all out war that followed. In the next block
Wizards introduced us to Otaria, a continent of Dominaria somewhere on its
southern hemisphere and mostly unhurt by the Invasion. If this story was
successful, claimed a FAQ released around this time, they would extend it to
another saga rivalling the Weatherlight in scope. But that wasn't what
happened. Big changes were coming in the focus of the story, in the way Wizards
published books and in story/gameplay integration.
Yeah,
compared to the previous cards I used for illustrations that last one has very
little to do with my actual story. Which is fitting, since story and cards
quickly grew apart following the end of the Weatherlight Saga. Wizards found
that using Gerrard in the art of every third card was a bit much. Gerrard-fatigue
set in. Already in Masques and Invasion blocks you can see that they stuck to
just showing the biggest events from the story rather than every single time
the characters fought a monster, travelled to a new location or picked their
noses. In Odyssey block we just got to see main characters like Kamahl and the
Cabal Patriarch a few times, but from memory Breaking Point is the only card in the entire block that shows a specific story event.
With cards and story
detached the story seemed to fall on the list of Wizards' priorities. Creative
started focussing almost entirely on worldbuilding, and the stories were left
to the writers of the novels. The most extreme example of this disconnect was
Onslaught block. While the set featured refugees from the Invasion coming to
Otaria, the Mirari's excess energy mutating the populace and a Sliver invasion,
the Legions novel focussed on the rebirth of three ancient wizards called the
Numena, and Scourge was all about Karona going on a journey and meeting
characters like Serra and Teferi. Not a Sliver in sight. Only a handful of
legendary creatures appeared in both the novel and in cardboard form. No wonder
that around this time the Continuity Department was renamed the Creative Department.
Perhaps,
but I must admit this is pure speculation on my part, this lack of coordination
of book and set was the result of the creative team taking on a new, more
demanding task. By this time Brady Dommermuth had become head of the creative team,
and he raised an interesting point: why are so many sets based on Dominaria,
when this game is about planeswalkers, well, planeswalking? Ever since Skaff
Elias' team had charted the history of Dominaria in Antiquities, The Dark and
Ice Age creative had stayed married to this one world, preferring to introduce
new continents (Jamuura for Mirage, Otaria for Odyssey) rather than new planes.
Which is indeed odd in hindsight. On top of being odd though, mister Dommermuth
brought up that new planes allowed for more creative freedom. Odyssey had a
strong graveyard theme, which would have been perfect for a gothic horror
themed setting (Flash forward to Innistrad...) but instead it had been set on a
fairly standard elf-goblin-wizard-squidfolk region of Dominaria. His plans got
the go ahead and creative created the unique sci-fiesque world of Mirrodin to
go along with an artifact-themed block. It was a runaway success, and we have
been hopping from plane to plane with each new block ever since.
Continuing the trend of cards barely being related to the story... |
The
hardcore storyline fans were not in any mood to appreciate the hard work
creative was putting into this new venue. Not only were the cards reflecting
the story less and less, there was also less story altogether. Due to poor
sales both the anthologies and the books about older sets had ceased
publication. I'm not sure what caused the decline in sales, or even if there
even had been a decline or if the sales had always been low but Wizards' had
just stuck with the books for a while to see if they would improve. Most likely
a loss in book sales was simply a knock-on effect of the general exodus of
players after the one-two punch of the horribly overpowered Urza's block and
the terribly power-deficient Masques block. Slightly
making up for the disappearance of al these books were online publications, like the Kamigawa vignettes and the new
Taste the Magic feature on Magicthegathering.com. These were the first forays
of the move to telling the story through the website- but I'm getting ahead of
myself. First we must discuss probably the biggest change in the history of the
Magic storyline: the Mending (dun dun duuuuun)
Planes were
now a regular feature of the cardgame, but what about the other big part of
Richard Garfield's original idea: planeswalkers? Conventional wisdom still said
they couldn't be made into cards simply because they were to powerful. Matt
Cavotta, the art director of Magic at the time, reasoned that this didn't need
to be the case, just around the time when design for Time Spiral block was
under way and it dawned on people they needed something exciting and future-y
for the third set. At the same time Creative was also unhappy with the way
planeswalkers worked. Planeswalkers were immensely powerful, virtually immortal
and acted more like gods than normal people, which made it difficult to write
stories about them. Case in point: Odyssey, the Legends I cycle, Kamigawa and Ravnica didn't
feature any planeswalkers at all. In Onslaught, the Ice Age cycle and Mirrodin they featured
only as plot instigators and deus ex machinae. Legends II had a planeswalker as
the big bad, but of all the books since the revision, only the Urza parts of
the Weatherlight Saga featured a planeswalker as the hero. (And even there
large parts of the novels were written from the point of view of people around
him like Xantcha or Barrin.) With all these forces aligning against them,
planeswalkers were in for a major change.
Meet the new face of the company |
With Time
Spiral we returned to Dominaria. The story revolved around the Rifts, great big
gaps in the space-time continuum left by the endless array of disasters that
had befallen the plane through the years, from the Brother's War in Antiquities
to the Phyrexian Invasion. Dominaria was dying, and it would take the
Multiverse down with it. Cue a whole bunch of characters from the storylines of
old, ready to make the ultimate sacrifice to prevent all this. One
slaughter/depowering of a whole bunch of planeswalkers later the world was
saved, but the nature of the planeswalker Spark had changed forever. Gone were
the godlike powers and the body of pure energy. The new planeswalkers were
"just" mortal wizards, their ability to jump between worlds their only
unique trait.
Obviously
the storyline community was not amused. Change is always something that invites
grumbling, but when that change is kicked of with a culling of old school
characters? It's like they were asking for a torrent of fan rage. Personally, I
don't have much of a problem with the Mending, certainly not in hindsight. I fully understand wanting to make the planeswalkers
main characters. They are after all, one of the most unique aspects of Magic. I
also fully understand that they needed to be powered down to be effective in
their new main character role. I'm a bit saddened that the story that provided
this powered down also involved the sacrifice of almost all the old 'walkers. I had
much rather seen them either depowered or staying on as the background
manipulators and cataclysm-causers they had been. (Funnily enough, pretty much
directly after the Mending we got a plot about one of the few surviving
old-walkers, Nicol Bolas, regaining his immense powers, after which he took up
the role of resident plot instigator.) The one thing that did really piss me off
was a single throwaway line that mentioned one of the coolest oldwalkers dying off
camera, but there is only so much anger I can muster over a fictional universe.
Magic has always been about change, no one was using the old planeswalkers
anyway (characters just stopped appearing in stories after their ascendance) and in the end you just have to accept that the needs of the card game, and the
franchise as a whole, take precedence over the storyline.
INTO REALMS UNCHARTED
After Time
Spiral block came Lorwyn, which introduced us to the new planeswalkers in the
cards, but not in the story. Creative was probably still working on the
characters while the books were written. So Lorwyn was a continuation of the
planeswalkerless planehopping that had been going on for a while. Shards of
Alara was the true start of this new era, kicking off the first of a number of plot
threads we are still following today. The way stories were published also got a
huge overhaul in that year, unfortunately one that turned out to be a big misfire.
The idea was as follows: rather than one book for each set of Alara block, we would get one book covering all of Alara block, one so called "Planeswalker Novel" about Jace, and one "Planeswalkers' Guide to Alara". Next year there would be a new guide, a new block book and a new planeswalker novel. In addition we would get sporadic online comics, illustrated by actual Magic artists, which served as teasers for the books. It was not to be though. The Guide must've sold pretty abysmally, since from the next block on the Guides were all just released on Magicthegathering.com, rather than printed in book form. The block and planeswalker series each stumbled on for three more volumes before being discontinued. The webcomics died with them. Apparently there was rising interest in the storyline, but people were just not buying books. For me personally the main reason I stopped buying books at the time was that they were no longer made available in fat packs. I can't speak for the rest of the player base. Whatever the reason, in 2011, after 17 years of publication, the last regular Magic novel was published. From now on, the story had gone entirely digital.
Paradoxically, while the book series were being cancelled, Wizards was taking interest in the storyline in a manner not seen since
the Weatherlight Saga. This was first apparent with the planeswalker novels.
While previously it seemed Wizards had been content to let writers do what they
wanted in the novels (Like leaving Mirrodin a barren wasteland and having the
Guilds of Ravnica fall, which lead to some problems when Wizards wished to
return to those planes later on), now the main characters were also the faces
of the entire brand, and thus their appearances needed to be managed. As a
result, the novel The Purifying Fire went through extensive rewrites, while
Curse of the Chain Veil was cancelled (sorry, "postponed indefinitely")
for not matching what Wizards wanted to publish.
In
addition, Creative was getting more and more involved with the making of the
cards themselves. Starting with Scars of Mirrodin block Mark Rosewater
announced the Fifth Age of Design. No longer was the main aim of a block to just
show off new mechanics. Instead the aim was to create a feeling and to tell a
story. The mechanics were now tools to accomplish this task, rather than a task
in an of itself. This meant that now a Creative Team representative would
always be present in a design team. On top of that, they were also taking on
the role of writer, previously left to freelancers. With the ending of the
novel line, Wizards tried their hand on E-books for a while, written by
creative team members. In addition to that the flavor column on the website was
relaunched to be a weekly vignette rather than a regular column that occasionally
featured a story. We have even been seeing storyline events pop up in card arts again!
Which
brings us up to the current situation. Cards and storyline are being more and
more integrated, and the stories are now told to us through one single source,
the Uncharted Realms articles. (Well, plus maybe a few odd things like the
Duels of the Planeswalker games, but if last year is any indication those will
be heavily referenced in UR anyway) Everything is now made by
members of the creative team, which should help with keeping continuity
straight. We're coming of a period of upheaval, renewal and experimentation,
both in the way in which stories are published and in how they are linked to
the sets, but we seem to have finally ended up with a stable system of
production. With the new Two Set Paradigm coming up, it even looks like the somewhat glacial pace of the ongoing stories will be picking up! I am very excited for what the future will bring!
Having said
all of that... lets go back to the very beginning. Track that entire
history again, but this time in-story rather than out. Check back shortly for
the very first actual review of my product, in which we take a look at the
oldest storyline source you can image, straight from the Alpha rule book!
"The one thing that did really piss me off was a single throwaway line that mentioned one of the coolest oldwalkers dying off camera".
ReplyDeleteWho was that?
Great overview by the way, really nice to see what WotC continuity has been up to since I stopped caring around Kamigawa block.
Thank you for the kind words!
ReplyDeleteI'm afraid the character I was talking about was Jaya-freaking-Ballard, fan favorite snarky pyromancer.
And it now appears that Jaya is still alive, and will be returning in the upcoming Dominaria set.
DeleteThis comment has been removed by the author.
ReplyDeleteWhat?! Noez!! Jaya >>> Chandra.
ReplyDeleteI enjoyed reading the article. Nice job, Squirle.
ReplyDeleteMending... I still think it wasn't really necessary. But it was easier to make a statement and a focus shift that way, than to explain all that with in-world references and compatibility... Also, probably genocide is the best way to keep continuity mistakes at bay. Kill off all the stuff, and it's far less likely someone in the Creative, or an author of a novel will even have any chance to reference it.
The site of Allen Varney you brought up (haven't seen that one before :). Didn't go through all of it yet...) is another place referencing the flavor of Antiquities' focus on artifacts and native wizards not knowing of colors of mana. Also confirms yet again the early usage of Dominia as a single plane. Cool.
Good job sir. Really enjoy your blog
ReplyDeleteI will have to start reading this now :)
ReplyDeleteDear Sir Squirle, I wonder how your view the four pcs of Top Deck comics,namely,Mercadian Masques, Nemesis, Prophecy and Invasion. I have recently volunteered with friends on the Chinese translation of them and we didn't find much background info about them from MTGS wiki or elsewhere when comes to introduce them to Chinese Vorthoses. Hopefully we can benefit from your knowledge in that regard.
ReplyDeleteBTW, as I have said, I am keeping, or rather, trying to keep catalogs on all MTG fictions and settings (aka Filigree Text and Vesuva respectively due to my Vorthosian obsession :-p), Now I started to use Facebook for this endeavor under the name of "Barrin Alo" to attract more attention and revision, that will be wonderful if those catalogs can be on your radar for scrutiny. I will make that catalog (more) bilingual on 8th Feb as part of routine update. Again, thank you for your looooong-time Argivian archaeological endeavour which really really inspires and benefits me very much! I thank you!
ReplyDeleteSo, doing the track down all the links thing again. Well, not all of them. But a non-0 amount!
ReplyDeleteAnyway, it seems like the relevant bit of the Richard Garfield interview is quoted here: https://archive.fo/RhLCz (going off the 'b' in the original url, it's possible that this is what it was originally pointing to (it's the second footnote), but I'm not certain)
I can't say this for certain either, but this Making Magic column is my best guess as to what the Weatherlight link was to, since a broken link in 'Three Hundred and Counting' to 'One Hundred and Counting' indicates that the number after 'mr' in broken links is offset by 2 or so, this was the only applicable Making Magic column I could find, and it's number 310: http://magic.wizards.com/en/articles/archive/making-magic/weatherlight-report-2007-12-03 (archive link: http://archive.is/2WX3j)
The Storyline FAQ disappeared from the main website some time ago, but the internet has a long memory: https://web.archive.org/web/20150923235818/http://archive.wizards.com/Magic/tcg/article.aspx?x=magic/products/storylinefaq
Likewise, the Kamigawa Vignettes also have a home: http://web.archive.org/web/20080314191532/http://www.wizards.com/default.asp?x=magic/kamigawa/vignettes
It seems like MaRo announced the 'Fifth Age of Design' in his 2011 State of Design: http://magic.wizards.com/en/articles/archive/making-magic/state-design-2011-2011-08-22 (archive link: http://archive.is/Sx7pt)
I should have said this in my first comment, but good work on this entire project, by the way!
I am very, very thankful for this blog. I got into MTG when I was 10 or so but unlike you I lost interest after a year. Still searching my parents' house for those old cards! I got back into it in 2013 briefly, lost my *new* collection in a breakup (and there were some pretty dang sweet cards in there), and am now getting back into it because the collector in me just can't stay away. Which is all a long way of saying, I'm in serious need for a good understanding of the back story and the history of MTG lore. I'm pretty amazed at all of the work you have put into this blog, and I envy the fact you stuck with MTG from the very beginning. Well done! I'm also a big fan of your articles on Gathering Magic. I tried to send you an email on all this but could not find your contact info, so it looks like a public comment will have to do!
ReplyDelete