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<blockquote data-quote="Bagpuss" data-source="post: 3705828" data-attributes="member: 3987"><p>It was on another press release.</p><p></p><p></p><p></p><p>See a unique serial number would be a deal breaker for me, say as DM I bought the Eberron 4E campaign guide, I want to be able to give that code to my players and then they enter it (for a nominal fee) and they can use the online content of the book. If it's unique then everyone of my players needs to buy the Eberron 4E Campaign guide before we can even start a campaign.</p><p></p><p>Currently we tend to share books in our group, so we might have a few of copies of the Complete Warrior, Divine, etc. Everyone has a players handbook, the GM will have the setting guide. <strong>In your model everyone would have to have every book before we could use the DnDInsider for our game at all.</strong></p><p></p><p></p><p></p><p>How about the players who rightly say "But I don't have a DnDInsider account and we only play with real dice and paper and pencils, why should I be paying for digital content I will never use?" If it's like a $1 extra for digital content with the code would it be so bad?</p><p></p><p>This way I buy the campaign book and give the code to my mates, the spend the dollar, and can read the bits they need to design there characters using the DnDInsider account and character generator they are paying for monthly. We can then all either play online or print out our character sheets to use at the table.</p><p></p><p>I can bring my copy of the book to the table but in the down time everyone can access the online version to prepare. You end up creating a gaming group virtual library.</p><p></p><p>My way works out cheaper for the group as a whole, and will incourage them to sign up to DnDInsider for the content. Your way will probably stop groups using the DnDInsider at all.</p></blockquote><p></p>
[QUOTE="Bagpuss, post: 3705828, member: 3987"] It was on another press release. See a unique serial number would be a deal breaker for me, say as DM I bought the Eberron 4E campaign guide, I want to be able to give that code to my players and then they enter it (for a nominal fee) and they can use the online content of the book. If it's unique then everyone of my players needs to buy the Eberron 4E Campaign guide before we can even start a campaign. Currently we tend to share books in our group, so we might have a few of copies of the Complete Warrior, Divine, etc. Everyone has a players handbook, the GM will have the setting guide. [B]In your model everyone would have to have every book before we could use the DnDInsider for our game at all.[/B] How about the players who rightly say "But I don't have a DnDInsider account and we only play with real dice and paper and pencils, why should I be paying for digital content I will never use?" If it's like a $1 extra for digital content with the code would it be so bad? This way I buy the campaign book and give the code to my mates, the spend the dollar, and can read the bits they need to design there characters using the DnDInsider account and character generator they are paying for monthly. We can then all either play online or print out our character sheets to use at the table. I can bring my copy of the book to the table but in the down time everyone can access the online version to prepare. You end up creating a gaming group virtual library. My way works out cheaper for the group as a whole, and will incourage them to sign up to DnDInsider for the content. Your way will probably stop groups using the DnDInsider at all. [/QUOTE]
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