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!).