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

Now, Dire Bare, that is a very, very good reason to pan the product. If it's crap, then it's crap. All this hand wringing about bringing in cards to the game is not going to get anywhere.
 

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Think about it like this: your FLGS is considering hosting the Gamma World Game Day, and they've set aside room in their store for 10-20 people to try out the game. With WotC requiring that each participant purchase two packs of cards, they will then be buying at least ~$5 worth of product while they are in the store.

In some ways, it's an attempt to provide that the store gets at least a minimum amount of income from the people coming to the Game Day... in the same way that some CCG/CMG debut events have random booster tourneys.

Ok, I understand what you're getting at... but they are trying to make (or STRONGLY suggest) people purchase optional components for a game they don't own and have never played... in order to give their product a chance to be marketed to said people. Personally I just feel the implementation is all wrong. The point of the store demoing the game is that they are carrying GW and want you to purchase it from them, if the demo goes well and it's a fun game... they will get their money in on the spot purchases of the game.

The other reason I don't like this setup is that those cards are worthless to me if I decide not to purchase the game... or if I discover I really don't like GW and it'smoney I could've still spent in the store... on something I actually could use or want. In the end I am now much more likely to just wait for a couple of reviews on the game and buy it online (or not) than to spend money on stuff, I may or may not have a use for, in order to demo the game.
 

Then create a game that does exactly that and have at it. No need to morph a game that works fine as is into such a beast.
But what about people who want an optional add-on supplement to D&D? Some people won't buy a separate game, but they'll buy an optional supplement.

It seems to me that this plan is the best of both worlds: Wizards create san optional supplement so people who like the idea can buy it and people who don't like the idea won't. It's like a campaign world. There's no need to make a separate game for Dark Sun, you just create a separate add-on product for the existing game.

Your way creates a separate product that requires more time and energy to develop and market, which would make it more costly to Wizards and less attractive to potential customers.
 




Hrm, WOTC's owned D&D for what, twelve years now? Just about anyway. Despite the constant doom and gloom predictions of WOTC turning D&D into just another CCG, it hasn't happened yet. Do you really think adding something like this is the thin edge of the wedge? Really?

I think I'll hold off on this one. Considering how many games now use cards in some form, I'm thinking they're just borrowing an idea from a bunch of other games.
 

I'll say I definitely think that sales of this and the GW boosters will be looked at closely to see how well they perform and what they're feasability for implementation in 5e will be.


Bingo! We have a winner. Traditionally, TSR/WotC have used other, non-D&D lines to test the waters for mechanical changes to future D&D edition changes. They used GW 4th ed and Star Wars Saga Edition, just off the top of my head. If this model works even marginally, you'd better believe 5th ed will have randomized, multi-rarity tiered booster cards built in to the system.

And for every person that says "no one is FORCING you to use these cards", I would agree, in the sense that the WotC secret police won't bust down the door of your home game and point a gun at your head and MAKE you do anything. But if they create an environment where the player that does use their "optional add-on cards" gets a power boost that you cannot match without your own set of cards, it's effectively the same thing. It would be like the 3.5 splatbook arms race all over again.
 

But what about people who want an optional add-on supplement to D&D? Some people won't buy a separate game, but they'll buy an optional supplement.

Options have a nasty habit of becoming core later.

So, if a store charged you play the demo and then gave you two free booster packs, you'd be OK with that?

I was not referring to demos of any kind. Pay to play, not to try out new product. Big difference.

Do you really believe that this optional add-on is going to 'morph the game'? Really?

The magic 8 ball says: " it is entirely possible".

I'll say I definitely think that sales of this and the GW boosters will be looked at closely to see how well they perform and what they're feasability for implementation in 5e will be.

The tried and true go-to plan. If GW and the fortune cards are huge hits then I see D&D becoming at least partially a CCG i the future. This is why I wish they would just make the thing, and leave the rpg as an actual rpg.

An rpg with a collectible booster element integrated into the content of the game is no longer an rpg that I would like to play.
 

Ok, I understand what you're getting at... but they are trying to make (or STRONGLY suggest) people purchase optional components for a game they don't own and have never played... in order to give their product a chance to be marketed to said people. Personally I just feel the implementation is all wrong. The point of the store demoing the game is that they are carrying GW and want you to purchase it from them, if the demo goes well and it's a fun game... they will get their money in on the spot purchases of the game.

The other reason I don't like this setup is that those cards are worthless to me if I decide not to purchase the game... or if I discover I really don't like GW and it'smoney I could've still spent in the store... on something I actually could use or want. In the end I am now much more likely to just wait for a couple of reviews on the game and buy it online (or not) than to spend money on stuff, I may or may not have a use for, in order to demo the game.
Let's assume a pack is somewhere around $3.

$3 won't buy you a decent cup of coffee in a lot of places.

Being out that much to test out a new game? Trivial. If you don't like it, you say to yourself, "Well, I learned something useful today, and I'm only out $3." That's a win.

Then you ask if anyone at the table intends to actually buy the game, and would they like your cards.

You get an afternoon's diversion that taught you not to purchase an expensive game, and some other lucky soul gets an extra pack of cards. Congratulations, Karma +1 and you killed an afternoon for $3, maybe $6. Heck, I live pretty cheaply, but I can't think of much of anything I can do with an afternoon out that doesn't cost at least that much.

My god, fairly casual hobbyists along the gadget-y end of the spectrum spend $300 to "try something out" and often laugh their asses off if the item in question crashes, blows up, or melts. But PnP "hobbyists" can't even contemplate floating a couple packs of cards to try out a game?

No wonder WotC feels the need to broaden the customer base.
 

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