Fortune cards.

Dungeoneer

First Post
WotC has said players will "purchase" (not use) and "will" be a requirement (not might be a requirement).
The more I think about it, the more I think this is really strange. So they're planning a new kind of organized play event that requires a buy-in? And that buy-in is fortune cards?!?
 

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Shazman

Banned
Banned
(Emphasis added)

True, but here's WotC's relevant quote:



WotC has said players will "purchase" (not use) and "will" be a requirement (not might be a requirement).

So these card will most likely end up as a way to "charge" players to play LFR, and maybe other organized play systems? I wish I could say that I was surprised, but I'm not. Another thinly disguised money grab courtesy of WotC.
 

shadzar

Banned
Banned
(Emphasis added)

True, but here's WotC's relevant quote:



WotC has said players will "purchase" (not use) and "will" be a requirement (not might be a requirement).

Experienced players will no longer be allowed to play freely in these "events" as they are generating no money for WotC or the store they are played in and must pay-to-play, while new players that may not own core product yet to play by themselves may play in free "events" as they are more likely to make a purchase from playing?

Shouldnt the burden of choice of who to allow to play freely (monetarily) in "open gaming" areas be left up to the stores themselves, rather than WotC dictate and risk the store losing its "experienced" players due to not having space to play, and likewise losing those players purchases?

Are not "experienced" player what you need to introduce new player to the game so that they can learn it, and watching experienced players, MTG D&D etc, enjoying the game has greater potential to sell merchandise in the store itself?

I am just confused at how this type of thing could make any sense at all as these cards are only to be sold from event location stores and thus must be some attempt at making more for the event location, but risks so much having the opposite effect and very little says it would help the event location itself.

A new product you have to educate staff about, so that people dont complain when they purchase what they think to be a D&D based CCG, customers you have to explain the product to that is sitting on your shelves, but Gamma World may already have taken care of that as I think about it.
 

cignus_pfaccari

First Post
Each time a new edition comes around, you hear how D&D is ending. When pre-painted miniatures came along, you heard it. And now you hear the same wailing over the Fortune Cards. Can't wait to see what the next thing is that is an "attack" on the true fans and will destroy D&D, except that it won't.

But...that's 1 of the 4 reasons why I come to ENworld, to see the hyperventilating!

Brad
 

pukunui

Legend
I still prefer the more generic Whimsy Cards from Lion Rampant. Whimsy Cards has a list of the effects.

Neither collectible nor covered in art, the effects are usable across genre and game system and have held up well in play for a 15 years or so.
Hey those are pretty cool! Thanks for the link. Is it still possible to get the actual cards?

[MENTION=30936]Krensky[/MENTION]: I considered getting the Plot Twist cards for my Star Wars Saga Edition game, but even though the narrative effects are system-neutral, the cards just have too much of a fantasy theme look to them for my taste. It's too bad there's never been a similar set of cards with a sci-fi theme.
 

pedr

Explorer
So these card will most likely end up as a way to "charge" players to play LFR, and maybe other organized play systems? I wish I could say that I was surprised, but I'm not. Another thinly disguised money grab courtesy of WotC.
Given that there is now unlimited private play of Living Forgotten Realms, which you do not (in fact cannot) report to WotC, there's no way you could 'enforce' a rule which says you must buy cards to play LFR.

I expect that WotC have a new programme in development - and I seem to recall some hints a while back - though to be honest I'm not sure what format that programme could take. I don't know that there are any additional organised play 'needs' which aren't covered by LFR and Encounters.

A store which wants to charge for LFR can do so already, of course, and a store which didn't want to charge players anything at the Gamma World day could have ignored the 'buy two boosters to play' rule and had all the players use the GM's cards. Given that Fortune Cards are less closely tied to the narrative content of D&D than the Gamma World cards are to the in-game story, I also find it difficult to see how you could create a D&D adventure (etc) which would not work without Fortune Cards, so I expect that some stores will ignore the 'must buy cards' rule in any future programme where that's listed as a requirement.

It does help stores to see some direct revenue from hosting WPN events, if they choose to make use of it, though, and it's clear that WotC is quite keen to be seen to be supporting retailers.
 
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Nagol

Unimportant
Hey those are pretty cool! Thanks for the link. Is it still possible to get the actual cards?

[MENTION=30936]Krensky[/MENTION]: I considered getting the Plot Twist cards for my Star Wars Saga Edition game, but even though the narrative effects are system-neutral, the cards just have too much of a fantasy theme look to them for my taste. It's too bad there's never been a similar set of cards with a sci-fi theme.

Alas, I doubt it. Lion Rampart was sold to White Wolf and they mutated the cards into storypath cards which I didn't like though I recall little about them. 3 Guys Gaming made a different story path card set for use at teh table that I heard good things aout, but I think you've been gone 10+ years as well.

Savage Worlds has an adventure deck, but I think it's tied to the mechanics.
 

I'm A Banana

Potassium-Rich
CharlesRyan said:
A lot of people seem really hung up on the word "collectible." Instead of looking at the booster pack as a collectibility mechanism, look at it as a randomization mechanism.

As one of those people, I find that "I give you $8 for randomness!!!" gives an abysmal return on investment.

"Do I hit the orc or not?"
"Give me a dollar, and I'll tell you."

No thanks.

Someone said there was no reason for these to be sold in random booster packs (other than crass commercialism). They're wrong: The booster format allows you, for the cost of a few bucks, to dip into a random assortment of hundreds of potential results, without having to buy the whole lot.

Right. But randomization from the provider here actually reduces the value of the whole lot, since I pay over and over again for the chance to get something I want.

Versus paying once for something I definitely want.

The truth is, a mechanism that lets a game have hundreds of random elements with a relatively small consumer buy-in, and creates a situation in which players may frequently encounter effects they've never come across before, is a really interest game mechanic. The fact that it's been used before by CCGs doesn't change that.

Encountering effects they've never come across before is what personalization brings to D&D. This has been true since OD&D. Bored with kobolds, the DM comes up with something new (or comes up with Tucker's Kobolds). Something uniquely suited to the predilections of the players at the table.

I'd say that customizability of existing game mechanics is a much more interesting -- and much more PnP-unique -- gameplay mode than "Booster Packs."

Finding ways to cram that customizability against itself -- to get the fanbase sprinkling ideas amongst themselves -- has at least as much potential for new exposures than WotC selling you a pack of cardboard.

If this doesn't sound like it'll float your boat, don't buy it--just like you might not buy any other D&D supplement that doesn't interest you. But getting all bent out of shape because it resembles the CCG model says more about your hangups than WotC's.

We all come to this game from a variety of different places, all of us with our own hang-ups and expectations. From Drow fanboys to Tolkein scholars to dudes brought up on Conan to girls brought up on Anime, D&D casts a broad net. The reason we like or dislike anything is always a personal reason, a personal choice, based on our personal histories.

There's nothing odd or unusual or "hung-up" about any of that. That's how capitalism works. That's how people work. That's the system functioning as it should. The people with strong opinions should voice them and let them be known with their wallets.

Asking people to sit down and shut up and keep their opinions to themselves (or, worse, shaming them into it by telling them that they have a problem because of their feelings) ensures only that nothing changes.

Expressing your opinion on gaming products is what about 90% of ENWorld is, and no one should feel like they have "hang-ups" just because they like or dislike a certain product, any more than they should feel like they have "hang-ups" because they like or dislike Lady Gaga. Some people don't like Lady Gaga, for entirely valid reasons. That's just something that the Lady Gaga fans have to deal with. Some people will find collectible elements in D&D distasteful. That's just something that those who like those elements will have to deal with. In general, when someone has a different opinion, it's not a good idea to assume it's because they have some "hang-up" that you don't have (because clearly those who disagree with you are deficient!).
 

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