Fortune Cards: and randomized collectible cards come to D&D

My major problem with the cards is a very specific one, actually, and not exactly this one. I'm not too worried about little Peter Moneybags having The Best Deck and leaving everyone in the dust (it's a distant concern, one that the information about the cards does much to dispel). The pleasure release isn't about the success, really. Compulsive gamblers like to win, sure, but it's not about the winning. It's about the playing. The chance element. That's the element that randomized card packs exploit. That's the thing that leads to "addictive" behavior. That's what doesn't add anything at the table. That's the predatory business practice. That was also my major issue with the minis.

If they simply dropped the randomized booster aspect of the cards, I pretty much have no problem with them (and in fact think they're a keen idea -- the TORG drama deck is plenty fun).

$4 or $5 or $3.45 (which is really seems like splitting hairs to me, but whatever) for a a booster pack may or may not reflect that pack's true value to you. A slot machine only costs $.50. Buying it is a gamble. And that's when it becomes kind of exploitative. And that's what makes it unwelcome for me.
I do think that you are overstating the addictive nature of the fortune card mechanic. If as they say, that there is going to be no advatage to creating a deck out of multiple packs before the game over buying one for the game then i have difficulty in comparing it to magic, WoW or gambling. In Magic there is a payoff in buying as many boosters as you can, both in the game result of aquiring rares and in the collector scavenger hunt thrill of getting a rare. In WoW there is a benefit of levels and gear of playing longer. Gambling will make payouts if you keep playing (not enough in general to allow you to break even but some payouts will occur)

Even if someone buys a booster per session, there is only so many sessions of D&D they play in a week and from what I understand in pretty short order they would have aquired all possible cards.

In the early days of magic I knew people who were spending pretty much of all their spare income after food, clothing and rent on cards.
 

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At this time, you are correct which is why my comment was phrased as a question rather than a statement. However:

Originally Posted by TirionAnthion
"PRODUCTS REQUIRED TO PLAY
Each table participating in the D&D GAMMA WORLD Game Day will need the following products, in addition to the materials provided in this kit:

One (1) D&D GAMMA WORLD roleplaying game boxed set – the DM uses the rulebook and tokens from the set during play.

Two (2) D&D GAMMA WORLD booster packs for each player participating in the game. Players should purchase these booster packs at their local
game store prior to sitting down to play."
[END QUOTE]

If this list of required materials is accurate and proves to be a success then there is no reason to believe that making cards an integral part of other games such as D&D all that far fetched.

Fortune cards are purely optional as presented for the moment. How long will this be the case?

I have nothing against card games, board games, or whatever people enjoy for amusement. What I find dissappointing is the transformation of an RPG into a CCG just to grab some revenue. This is a classic example of the industry serving it's own interests at the expense of the hobby.

If this is true, it has got to be one of the most wrong-headed things I've seen WotC do... especially if this is suppose to get new people interested in Gamma World. Why on earth would someone who has never played GW before buy 2 packs of boosters, that have no purpose outside the game... in order to try out the game? This just doesn't make sense unless they are only targetting current GW players.
 


At this time, you are correct which is why my comment was phrased as a question rather than a statement. However:

TirionAnthion said:

"PRODUCTS REQUIRED TO PLAY
Each table participating in the D&D GAMMA WORLD Game Day will need the following products, in addition to the materials provided in this kit:

One (1) D&D GAMMA WORLD roleplaying game boxed set – the DM uses the rulebook and tokens from the set during play.

Two (2) D&D GAMMA WORLD booster packs for each player participating in the game. Players should purchase these booster packs at their local
game store prior to sitting down to play."

If this list of required materials is accurate and proves to be a success then there is no reason to believe that making cards an integral part of other games such as D&D all that far fetched.

Fortune cards are purely optional as presented for the moment. How long will this be the case?

I have nothing against card games, board games, or whatever people enjoy for amusement. What I find dissappointing is the transformation of an RPG into a CCG just to grab some revenue. This is a classic example of the industry serving it's own interests at the expense of the hobby.

Note that those are to play in the Gamma World GD sessions. That is completely different from playing the game at home with friends. WotC has a way that they think, for an initial exposure to the game, the game should be experienced, and they are setting up the Game Day sessions to provide that experience. There is nothing wrong with that, and there is no indication that people need to have new booster backs for each game.
 

The cards integrate with the system, not the other way around. This optional addition is just that-- optional. To say otherwise is speculating on any given outcome based on any number of variables. Some are looking for any reason to hate the game or any products that come out.

The sky is blue and blueberries are blue, therefore the sky tastes like blueberries.

Imagine if the same venom was showed by the gaming community when Gary Gygax and Dave Arneson introduced dice other than the d6 to a game.

Oh my god! Gary Gygax and his team of goons over at TSR are just trying to get us to spend more money by forcing us to buy these funny-sided dice! Screw TSR and their money-grubbing ways!

:eek:
Didn't wotc also claim that playing with maps and minis was optional, it can be done but the system doesn't support it. They are writing the system to make money rather than creating a system which makes money because it's great. People will see through what it is - a push from the share holders and the hasbro big wigs to make DND more profitible before they either get rid of the license or ax the management.
 

At this time, you are correct which is why my comment was phrased as a question rather than a statement. However:

TirionAnthion said:

"PRODUCTS REQUIRED TO PLAY
Each table participating in the D&D GAMMA WORLD Game Day will need the following products, in addition to the materials provided in this kit:

One (1) D&D GAMMA WORLD roleplaying game boxed set – the DM uses the rulebook and tokens from the set during play.

Two (2) D&D GAMMA WORLD booster packs for each player participating in the game. Players should purchase these booster packs at their local
game store prior to sitting down to play."


Note that those are to play in the Gamma World GD sessions. That is completely different from playing the game at home with friends. WotC has a way that they think, for an initial exposure to the game, the game should be experienced, and they are setting up the Game Day sessions to provide that experience. There is nothing wrong with that, and there is no indication that people need to have new booster backs for each game.

Yes but if this is to get new people to try the game for the first time... Why would they want to be forced to buy stuff for it and there's no guarantee they will like it enough to want to pursue the actual game?

EDIT: And this actually supports what most have been claiming is the default way the game should be played. No one is going to hold a gun to your head and force you to buy more GW cards... but apparently the first impression they want people to have of the game session is that it is played with two unopened boosters.
 

A Magic booster pack is currently $3.75 for 15 cards or 25 cents per card. Just to provide a point of reference. This model, if applied to Fortune cards, allows a small buy-in for card expansions.

Paizo's Plot Twist deck is $10.99 for 51 cards or 21.5 cents per card. This model creates a static deck until Plot Twist 2 is released for an additional $10.99, if such a product were to ever exist at all.

Actually, if it's true that normally the Paizo Plot Twist pack isn't available in the hobby channel (unless you specifically order it from your FLGS), the Paizo deck is more expensive. Even at the cheapest shipping, the deck, pre-tax is $14.92, or 29.2 cents per card.

In a Collectible Card Game, or a slot machine as you mention, the system is set up so that if you keep playing, you have a chance at greater success.

"If I just put in another quarter I'll get the big payout."

"If I just buy another booster I'll get that super great card."

They exploit your desire to win by letting you buy more and more to increase your odds.

This isn't true in this case. You have the same chance of drawing an "awesome card" with one pack as you do with 100 packs.
This is how I see it. I am the kind of guy that gets caught up in the "just one more, and it'll be more awesome" draw of a slot machine or a CCG that can give you better play by getting the better cards.

But I can see how a single Fortune card booster is just as good a Bill's mega deck of fortune cards, so I am not drawn to "more, more, more".

Though, I appreciate KM's concern. Taking advantage of another's weaknesses is troubling. In this case, though I am not sure if the weakness trigger is as strong as a CCG or slot machine.
 

Yes but if this is to get new people to try the game for the first time... Why would they want to be forced to buy stuff for it and there's no guarantee they will like it enough to want to pursue the actual game?

The requirements simply state that there needs to be 2 packs per player. It says that the players should buy it, but that doesn't mean that, to get players to play the game, the FLGS couldn't simply open a couple of packs and have them at each table for players to use.
 


If this is directed at me... My problem was mostly with your analogy that was comparing apples and oranges.

I wouldn't say apples and oranges.

Both are add on products that are designed to enhance your game experience.
While true, you have no idea the exact nature of the cards you are buying, their effect on your game will be the same no matter which pack you buy.

It would be similar to if you just bought dice, and they sent you a dice set of a random color.

Sure- not being able to choose the color is a drawback, but not of the level that effects your game, and not of the level some people seem to be indicating about the cards.
 

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