![]() The Creative team would have enough time to adapt a new theme to it. That would require the least amount of worldbuilding. What if we just stayed on Innistrad for a second set? We like to occasionally remain on the same plane for consecutive sets. Even adapting an existing plane for a new set would be challenging in that time frame. That meant that the Creative team wouldn't have any time for exploratory worldbuilding, which meant creating a new plane was off the table. However, we wouldn't have any time for exploratory design. There was a little bit of wiggle room in the schedule to push back the rest of Kamigawa: Neon Dynasty vision design by a few months, meaning we could give the new set the full allotment of vision design, set design, and play design. If we were going to add a set in between Innistrad: Midnight Hunt and Kamigawa: Neon Dynasty, we had to move fast. But we figured this out while we were doing vision design on Kamigawa: Neon Dynasty, the early winter set of the next year. ![]() If we moved up our fall set, we'd have space to put out a second one closer to the end of the year. And when we were rethinking that, we started rethinking our schedule in general (note: I'm using northern hemisphere seasons) and decided that we'd rather put other products out during the summer. Once that core set went away, we realized that maybe we just wanted to return to four non-core premier sets a year. We decided to theme the next core set with Dungeons & Dragons to give it some extra flair, but the more we worked on the set, the more it was clear it should be a regular Magic set rather than a core set. We'd stopped making core sets, then we brought them back, but it was a struggle. Innistrad: Midnight Hunt was codenamed "Golf," and Kamigawa: Neon Dynasty was codenamed "Hockey." ( Innistrad: Crimson Vow's codename is "Clubs" to go with "Golf.") In fact, the design for Kamigawa: Neon Dynasty started before the design of Innistrad: Crimson Vow. Innistrad: Crimson Vow was not originally on the schedule. Lesson: "There's not always the perfect solution." ![]() Last time, I got to Strixhaven: School of Mages, so I'm up to Innistrad: Crimson Vow. Here are the previous six "Lessons Learned" articles: Starting earlier this year, I've been doing written versions of this series, complete with links to the podcast where I go into greater detail. (Most podcasts are only 30 minutes-the length of my drive to work-so it's an easy podcast to sample to see if you like it.) A recurring series from Drive to Work is one I call "Lessons Learned," where I go through every set for which I've led or co-led the design and talk about what I learned from the experience. If you've never listened to it, I record it on my drive to work, and I talk about various Magic design issues. Every week after I sign off, I post links to my podcast Drive to Work.
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