
By the time Plane Shift: Zendikar saw the light of day, the game and story of Magic: The Gathering had moved on from Zendikar and started the tale of Shadows over Innistrad. I had already finished writing The Art of Magic: The Gathering—Innistrad by the time Curse of Strahd, a horror-themed adventure for Dungeons & Dragons, was on the shelves. All this meant that I turned my attention pretty quickly to the next installment, Plane Shift: Innistrad! The starting point for this document was The Art of Magic: The Gathering—Innistrad . Consider that book to be a useful resource in creating your Innistrad campaign, but not strictly necessary. An abundance of lore about Innistrad can be found on the Innistrad plane page . This document is designed to help you turn the book's adventure hooks and story seeds into a resource for your campaign with a minimum of changes to the fifth edition D&D rules. D&D uses 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 ramping up to your most powerful spells, but the goal isn't to mirror the experience of playing Magic in your roleplaying game. The point is to experience the worlds of Magic in a new way, through the lens of the D&D rules. This document also contains guidelines for adapting the Curse of Strahd adventure to set it in Innistrad. With a bit of creative improvisation, these tips should get you on your way.
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