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<blockquote data-quote="Wofano Wotanto" data-source="post: 9331191" data-attributes="member: 7044704"><p>That's an interesting approach to charging a table fee, with the store effectively profiting by close 50% of that $10 a head fee. The store credit will mostly be used on stuff that they should be getting ~40% of on from the distributors, with some credit inevitably going unused (there's always someone who forgets/doesn't bother/moves out of the area with it unused/etc.) and some of it being spent on things the store got at a much better rate - often used games/books/cards/comics or swaps with other stores if the owner networks competently. So overall they probably wind up ahead by about $5 per player while also sweetening the deal for gamerunners and feeling a bit less grabby to players than just flat-out taking $5 in cash to sign up for would. </p><p></p><p>Setting it at $10 is steep enough that I wonder if they settled on it as a number to help deal with excess demand they couldn't meet anyway. A store only has just so much room for tables, time for events, and extra staff/security to deal with a packed shop and the accompanying risks of shrinkage. Have to play a balancing act.</p><p></p><p>Not a bad income stream if you have enough volume and aren't having problems getting in stock (insert my usual complaint about ungodly incompetent US distributors here) that make store credit less attractive to people.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9331191, member: 7044704"] That's an interesting approach to charging a table fee, with the store effectively profiting by close 50% of that $10 a head fee. The store credit will mostly be used on stuff that they should be getting ~40% of on from the distributors, with some credit inevitably going unused (there's always someone who forgets/doesn't bother/moves out of the area with it unused/etc.) and some of it being spent on things the store got at a much better rate - often used games/books/cards/comics or swaps with other stores if the owner networks competently. So overall they probably wind up ahead by about $5 per player while also sweetening the deal for gamerunners and feeling a bit less grabby to players than just flat-out taking $5 in cash to sign up for would. Setting it at $10 is steep enough that I wonder if they settled on it as a number to help deal with excess demand they couldn't meet anyway. A store only has just so much room for tables, time for events, and extra staff/security to deal with a packed shop and the accompanying risks of shrinkage. Have to play a balancing act. Not a bad income stream if you have enough volume and aren't having problems getting in stock (insert my usual complaint about ungodly incompetent US distributors here) that make store credit less attractive to people. [/QUOTE]
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