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<blockquote data-quote="MerricB" data-source="post: 5254404" data-attributes="member: 3586"><p>As a Magic player, it is interesting to see how Wizards have changed their handling of the game in recent years. I would say that it's travelling very well, which is no mean feat for a game of its type and age.</p><p></p><p>What are the changes they're talking about? From what I can see:</p><p></p><p>* A new core set every year with 50% new cards to attract older and newer players</p><p>* More integrated blocks from year to year, so cards aren't so caught up as only being playable with cards from its set.</p><p>* A greater emphasis on promoting store-play magic</p><p>* More support for multiplayer magic (Planechase, Archenemy)</p><p>* A big clean-up of the rules with M10.</p><p>* The Deckbuilder's Toolkit to help people starting Magic (too much of a success - it sold out too fast!)</p><p></p><p>This isn't to say that everything has been a success (the Worldwake set, for instance!) but the game is doing pretty well.</p><p></p><p>With relation to D&D, we do know that they're just moving into their "Acquire New Players" phase with Essentials. There has been an increased emphasis on supporting casual store play (D&D Encounters), although the success of that program is, in my opinion, mixed. The RPGA's "Living Forgotten Realms" program is at present at a turning point, and it's uncertain as to how it will progress into the future.</p><p></p><p>Conversely, 4E just in itself did some fairly major changes to the rules that haven't been seen in Magic. (M10 cleaned up a lot of rules, but didn't really change that much in how you play the game). 4E is a lot, lot more controversial as a result, and I'm not 100% convinced that every design decision made was the right one. (For instance, while I like combat in 4E, I think it runs too long - and this is without grind issues).</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5254404, member: 3586"] As a Magic player, it is interesting to see how Wizards have changed their handling of the game in recent years. I would say that it's travelling very well, which is no mean feat for a game of its type and age. What are the changes they're talking about? From what I can see: * A new core set every year with 50% new cards to attract older and newer players * More integrated blocks from year to year, so cards aren't so caught up as only being playable with cards from its set. * A greater emphasis on promoting store-play magic * More support for multiplayer magic (Planechase, Archenemy) * A big clean-up of the rules with M10. * The Deckbuilder's Toolkit to help people starting Magic (too much of a success - it sold out too fast!) This isn't to say that everything has been a success (the Worldwake set, for instance!) but the game is doing pretty well. With relation to D&D, we do know that they're just moving into their "Acquire New Players" phase with Essentials. There has been an increased emphasis on supporting casual store play (D&D Encounters), although the success of that program is, in my opinion, mixed. The RPGA's "Living Forgotten Realms" program is at present at a turning point, and it's uncertain as to how it will progress into the future. Conversely, 4E just in itself did some fairly major changes to the rules that haven't been seen in Magic. (M10 cleaned up a lot of rules, but didn't really change that much in how you play the game). 4E is a lot, lot more controversial as a result, and I'm not 100% convinced that every design decision made was the right one. (For instance, while I like combat in 4E, I think it runs too long - and this is without grind issues). Cheers! [/QUOTE]
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