Se o seu tempo estiver certo e a sua terminologia estiver próxima, então o que você pode ter visto é um sourcebook Everway . O Everway foi um RPG baseado em cartas lançado pela Wizards of the Coast sobre pessoas conhecidas como esféricas que podem viajar de mundo a mundo. Poderia ser facilmente confundido com um RPG Magic: the Gathering.
Para ser claro, no entanto: nenhum Magic RPG oficial existe ou já existiu. O departamento de marketing da Wizards of the Coast reforçou um silo rigoroso entre as divisões de desenvolvimento do TCG e do RPG.
Ryan S. Dancey escreveu, no Reddit, postou o que pode ser visto como um suplemento abrangente para esta resposta .
Hi! I was the brand manager for Dungeons & Dragons and the VP of Tabletop RPGs at Wizards of the Coast from 1998 to 2000. I can answer this question.
There were plans to do a Magic RPG and several iterations of such a game were developed at various times. After Wizards of the Coast bought TSR, there were discussions about making a Magic campaign setting for D&D.
After the release of 3rd edition, we had planned to do a Monstrous Compendium for Magic monsters which would have been a tentative cross-over product to see what the interest level was for such a book.
In the end, the company made the decision to keep the brands totally separate. Here's the logic.
D&D and Magic have fundamentally incompatible brand strategies. This is was once expressed as "asses, monsters & friends".
- D&D is the game where you and your friends kick the asses of monsters.
- Magic is the game where you kick your friends' asses with monsters.
- (Pokemon, btw, was the game where the monsters, who were your friends, kicked each-other's asses.)
There was no good reason to believe that a D&D/Magic crossover book would sell demonstrably more than a comparable non crossover book. And such a book should be priced higher than a generic D&D book - in the way that Forgotten Realms books cost more than generic D&D books (that's the price premium for the brand). There's a fear in sales that the higher the price, the less volume you sell.
The brand team for Magic didn't want to dilute the very honed brand positioning for Magic as a competitive brand, and the brand team for D&D didn't want to try and make some kind of competitive game extension for D&D.
In the end, I think the company was well served by this decision. It eliminated a lot of distraction and inter-team squabbling at a time when neither team had the resources to fight those battles.
Today you might argue there's a different reason. The #1 hobby CCG doesn't want to be entangled with the problems within the D&D brand.
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