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Review of Karma Deck & Booster Pack: Requiem by Creation’s Edge Games
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<blockquote data-quote="Alphastream" data-source="post: 7647679" data-attributes="member: 11365"><p>We're coming up on a year of the experiment know as Fortune Cards. Clearly these were an attempt to change how for most RPGs (including D&D) there is one person at the table that buys all the stuff. Fortune Cards were a way to test how players might be willing to buy a few things that influence the game.</p><p></p><p>The first thing that is apparent is that the game remains completely the same. Some like the cards, some find they take up more time than they are worth, but the game remains D&D and any cards are just a sideline option. </p><p></p><p>I suspect the cards have provided the company with some revenue (the similar <a href="http://www.rpg.net/columns/designers-and-dragons/designers-and-dragons4.phtml" target="_blank">Gamma World booster packs ranked surprisingly high at EndGame</a>). I would guess they aren't ultimately what any RPG company is looking for, but perhaps they will help develop that. I'm ultimately pleased that Wizards is willing to try things to improve revenue but by all accounts really want to preserve a classic gaming experience as much as possible.</p><p></p><p>These cards seem cool, and I like the extra thought behind different ways to use them. I've long felt that Wizards should have gone beyond a single way they can be used in play. They seem to be best, for me, as DM tools. And I think they could also have been designed so as to further story and not just crunch. The cards reviewed above could likely also use that enhancement. I like Paizo's Harrow Deck and Savage Worlds' Deadland decks better for how they tell a story while also giving the player an advantage.</p></blockquote><p></p>
[QUOTE="Alphastream, post: 7647679, member: 11365"] We're coming up on a year of the experiment know as Fortune Cards. Clearly these were an attempt to change how for most RPGs (including D&D) there is one person at the table that buys all the stuff. Fortune Cards were a way to test how players might be willing to buy a few things that influence the game. The first thing that is apparent is that the game remains completely the same. Some like the cards, some find they take up more time than they are worth, but the game remains D&D and any cards are just a sideline option. I suspect the cards have provided the company with some revenue (the similar [URL="http://www.rpg.net/columns/designers-and-dragons/designers-and-dragons4.phtml"]Gamma World booster packs ranked surprisingly high at EndGame[/URL]). I would guess they aren't ultimately what any RPG company is looking for, but perhaps they will help develop that. I'm ultimately pleased that Wizards is willing to try things to improve revenue but by all accounts really want to preserve a classic gaming experience as much as possible. These cards seem cool, and I like the extra thought behind different ways to use them. I've long felt that Wizards should have gone beyond a single way they can be used in play. They seem to be best, for me, as DM tools. And I think they could also have been designed so as to further story and not just crunch. The cards reviewed above could likely also use that enhancement. I like Paizo's Harrow Deck and Savage Worlds' Deadland decks better for how they tell a story while also giving the player an advantage. [/QUOTE]
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