I think that by intent, the Fortune cards product may be the next iteration of the RPGA rewards card. Think about it:
1. Wizards announced that they were phasing out rewards cards, with the replacement to be announced near the beginning of this year.
2. If you think about the pros and cons of rewards cards, we have:
Pros:
Players love playing with them.
Gives them something they can give out to reward players who show up for events (or use for promotions at organized play events.
Provides another set of options that players can mess with for their characters.
Promotes Teamwork
Cons:
Unfair (divides players into haves and have-nots).
Unbalancing (when used in adventures that aren't written assuming players will be packing cards)
Badly playtested (the cards were of highly varying quality, and some (Lucky Shot, Snap out of It, the "reroll an at-will" cards) were overpowered.
Costs Wizards money overall, rather than gaining them money.
Now, if you look at the Fortune Cards product, they can presumably avoid all the cons (They're fair because players can simply buy them; by promoting Fortune Cards for specific events and keeping them fair, they can design the event difficulty level assuming players will have cards (or maybe give the GM cards to counterweight the players having them), and because they're official products they can get real playtesting) and hit most of the pros (I'm not sure about teamwork; that was a design feature of the rewards cards they might not have kept).
1. Wizards announced that they were phasing out rewards cards, with the replacement to be announced near the beginning of this year.
2. If you think about the pros and cons of rewards cards, we have:
Pros:
Players love playing with them.
Gives them something they can give out to reward players who show up for events (or use for promotions at organized play events.
Provides another set of options that players can mess with for their characters.
Promotes Teamwork
Cons:
Unfair (divides players into haves and have-nots).
Unbalancing (when used in adventures that aren't written assuming players will be packing cards)
Badly playtested (the cards were of highly varying quality, and some (Lucky Shot, Snap out of It, the "reroll an at-will" cards) were overpowered.
Costs Wizards money overall, rather than gaining them money.
Now, if you look at the Fortune Cards product, they can presumably avoid all the cons (They're fair because players can simply buy them; by promoting Fortune Cards for specific events and keeping them fair, they can design the event difficulty level assuming players will have cards (or maybe give the GM cards to counterweight the players having them), and because they're official products they can get real playtesting) and hit most of the pros (I'm not sure about teamwork; that was a design feature of the rewards cards they might not have kept).