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<blockquote data-quote="Kwalish Kid" data-source="post: 3835803" data-attributes="member: 446"><p>Oh, I agree with your take, as well. The creation of a consumer culture is not about exalting the consumer, it's about creating a culture where people are more likely to be consumers or more likely to be higher consumers of a certain product or of products in general. As The Cardinal points out, Magic is a perfect example of a game that creates it's consumer culture. The original rules promote such a culture (whether or not Richard Garfield realized it) and subsequent tournament rules changes only add to the effect.</p><p></p><p>In D&D (and many other RPGs), there is also a consumer culture created by the nature of the rules. In previous editions, the access to new character classes, monsters, weapons, spells, and magic items encouraged players to buy new books (not counting adventure modules). Now the addition of prestige classes and feats only encourages consumption and, in turn, encourages the inclusion of these as rules through the continued success of the company that offers such rules.</p><p></p><p>It's not that these are bad rules. It's not even that the steady stream of new rules is bad. It's just that it is part of a consumer culture.</p></blockquote><p></p>
[QUOTE="Kwalish Kid, post: 3835803, member: 446"] Oh, I agree with your take, as well. The creation of a consumer culture is not about exalting the consumer, it's about creating a culture where people are more likely to be consumers or more likely to be higher consumers of a certain product or of products in general. As The Cardinal points out, Magic is a perfect example of a game that creates it's consumer culture. The original rules promote such a culture (whether or not Richard Garfield realized it) and subsequent tournament rules changes only add to the effect. In D&D (and many other RPGs), there is also a consumer culture created by the nature of the rules. In previous editions, the access to new character classes, monsters, weapons, spells, and magic items encouraged players to buy new books (not counting adventure modules). Now the addition of prestige classes and feats only encourages consumption and, in turn, encourages the inclusion of these as rules through the continued success of the company that offers such rules. It's not that these are bad rules. It's not even that the steady stream of new rules is bad. It's just that it is part of a consumer culture. [/QUOTE]
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