D&D INSIDER CLARIFICATION...e-books/extras

Sounds like a plan I certainly enjoy, but I'd be worried about folks grabbing a book off the shelf, jotting down the key, and then putting the book back on the shelf... and even more worried about the honest person that buys it, goes home, and finds his key has already been used. Any ideas how this sort of thing can be prevented?
 

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Terraism said:
Sounds like a plan I certainly enjoy, but I'd be worried about folks grabbing a book off the shelf, jotting down the key, and then putting the book back on the shelf... and even more worried about the honest person that buys it, goes home, and finds his key has already been used. Any ideas how this sort of thing can be prevented?

I've thought about this problem as well. I don't have any solutions right now either.

*ponders*
 

Solution 1: Code is not visible by simply flipping to back of book, rather it is under a "tear off". This would require you to actually "damage" a book you haven't paid for to get it. You get caught, that's destruction of property.

Solution 2: Code is on a mini-CD, so unless you either steal the disc, or brought a lap-top, you're not going to be able to get the code without buying the book and taking it home.

Solution 3: each book has an identifiable scan code so that WotC knows when it has _actually_ been purchased. You write down the code and attempt to use it and it won't work unless book has been scanned by retailer.

Solution 4: unlocking book with code also requires input of code or information from the receipt. No receipt, no working code.

Solution 5: Explosive Runes

I think the real question is, how many D&D players are thieves? Because if you don't pay, and you use that code, that's what you are. I think the people who would be willing to do that will likely find it easier to wait for someone else to post the info online some where to download.
 

Scott_Rouse said:
1) unlock a PDF (or similar file type) version of the book you just bought. To do this you need to have an account where you provided name, address, and verifiable email. You'll also need to pay a nominal fee to activate the book. Likely $1-$2. The account and fee are protection steps in place to verify the purchaser and create a barrier against piracy.

Scott,
Is it known yet, and can you reveal, whether we will need internet access to use the pdf (or similar) e-book files? I, personally, would love to lug my laptop around at conventions instead of all of my books, but internet access is an issue.

Either way, thanks for putting up with the slings and arrows outrageous gamers and keeping us updated. :)

Thaumaturge.
 

Scott_Rouse said:
There will be a code key in the back of the book that will do two things:

1) unlock a PDF (or similar file type) version of the book you just bought. To do this you need to have an account where you provided name, address, and verifiable email. You'll also need to pay a nominal fee to activate the book. Likely $1-$2. The account and fee are protection steps in place to verify the purchaser and create a barrier against piracy.

2) the second thing the code will do is populate database content in the account if you are a D&D Insider subscribers providing full descriptions of feats, items, abilities etc, for the character creator.

The are related but somewhat mutually exclusive in the sense that you don't need the full insider subscription to take advantage of the code.

This is a brief non-technical description of how it will work but I think it answers the OPs question

It does. Thank you for your input Scott :)

And everyone elses input as well! :D
 

I imagine that the code might be like the gift cards you can get at the grocery store, for amazon, B&N, Starbucks, etc.

They are activated by the sales staff at the store, and then registering will unlock the content. Though, this begs to ask, what about online purchases like Amazon? Do they unlock the code when they scan the barcode during fulfillment?
 

Malchior said:
I think the real question is, how many D&D players are thieves? Because if you don't pay, and you use that code, that's what you are. I think the people who would be willing to do that will likely find it easier to wait for someone else to post the info online some where to download.
First off, good list of methods, Malchior - thanks. Gives something to think about.

As far as "how many D&D players are thieves," I don't know exactly how to answer that. I do know, though, that we get a post or two about pirating PDFs of books every few months, and that's just the folks who don't have the sense to not bring it up. So I suspect the number is larger than anyone would really like it to be - say, somewhere along the same level of "how many people are thieves." Really, my concern was less for them than the poor fellow who could be getting screwed by buying an already activated book - I know I'm jumping for joy at this "$2 PDF if you've purchased a hard copy" thing, and I'd be really upset if I couldn't take advantage of it 'cause of some scumbag.
 

Scott_Rouse said:
There will be a code key in the back of the book that will do two things:

1) unlock a PDF (or similar file type) version of the book you just bought. To do this you need to have an account where you provided name, address, and verifiable email. You'll also need to pay a nominal fee to activate the book. Likely $1-$2. The account and fee are protection steps in place to verify the purchaser and create a barrier against piracy.

2) the second thing the code will do is populate database content in the account if you are a D&D Insider subscribers providing full descriptions of feats, items, abilities etc, for the character creator.

Awesomeness. That's pretty much exactly the answer I was hoping for. I'm a bit concerned about protecting the code, but I'll leave that to you smart guys.

Thanks for popping in and answering the questions.
 

Terraism said:
As far as "how many D&D players are thieves," I don't know exactly how to answer that.

The name is probably accurate, but watch downloaders get defensive about the label anyway. I game with numerous people who download. I don't. As a (really minor) published author, I dislike it. That's neither here nor there of course. I'll be curious to see what the security measure winds up being for the code, but it's good to get answers.
 

Malchior said:
Solution 1: Code is not visible by simply flipping to back of book, rather it is under a "tear off". This would require you to actually "damage" a book you haven't paid for to get it. You get caught, that's destruction of property.

Solution 2: Code is on a mini-CD, so unless you either steal the disc, or brought a lap-top, you're not going to be able to get the code without buying the book and taking it home.

Solution 3: each book has an identifiable scan code so that WotC knows when it has _actually_ been purchased. You write down the code and attempt to use it and it won't work unless book has been scanned by retailer.

Solution 4: unlocking book with code also requires input of code or information from the receipt. No receipt, no working code.

Solution 5: Explosive Runes
Solution 6: When inputting the code online, you have to put in a keyword from the actual book "Third word, paragraph 7 on page 98". The keyword which is requested is randomly determined each time the registration screen is pulled up.

Solution 7: Combination of the above.

Though I really like Solution 5 :D
 

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