Pocketbooks - the next D&D evolution, ala "deckbuilding"


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Possible product example. Let's call it the D&D Treasure Hunters System, for lack of anything better right now:

Illusionist class, Book A -- quality softbound, 5x8" (or so), color illustrations, packaged with one of three miniatures (wizards, of course!) and two additional "secret bonus" miniatures (a random familiar, for example, or attachable mage staff). ... The book provides a full class progression for this specialist wizard track, including five new spells and feats available only to an illusionist, and statistics for the illusionist's familiar. Three pages of full-color art in the back suggest possible traits to help you envision your unique character. An introductory story chapter provides a detail-packed background of the standard Illusionist's early training. (This product requires Basic Book of Arcane Spells, available separately or with the D&D Treasure Hunters System.)

Illusionist class, Book B -- as above, plus three higher-level spells, a five-level Prestige Class option, and a familiar miniature unavailable anywhere else. "Rare" production run!

(Next month: Illusionist class, Book B, SPECIAL TITANIUM COVER and 'WILD' SURGE DIE - '2' face is actually an extra '19' instead! ... Fully compatable with D&D Treasure Hunters System)

Lest ye nitpickers get tangled up on the specifics, let me state clearly: IT'S JUST AN EXAMPLE. A potential mock-up. I'm sure the pros could come up with something more appropriate and sales-worthy.

Anyway. ... You wouldn't have to foil-wrap the entire book to make it collectable/valuable - just look at toy action figures or Beanie Babies when they were being grabbed directly out of the shipping boxes at store doors.
 

Driddle said:
You list what D&D RPGs are about now, and assumptions about how they should be played.

But times change. Society shifts this way and that on any particular issue. Interest groups spin off into new markets all the time.

I think it's more a definition of what constitutes an RPG as opposed to some other kind of game.

I'm sure you could make a game with collectable elements that resembles or is inspired by an RPG, including D&D, but that won't make it an RPG any more than the D&D Minis game is an RPG.

-- N
 


I can't say I'd buy something like that. I play RPGs because I enjoy roleplaying games, not because they want to buy anything that can be shoehorned into a particular ethos.

As a supplement to the core game, I have doubts about the viability of a highly-specific product. "If you're interested in collectibles, and you like D&D, and you like Illusionists and you are purchasing in the high-end price range, this new product is for you."

I think the key is finding something intrinsic to the game that can enhance the game through its uniqueness. That's the beauty of cards and minis, they appeal to the mechanic and the aesthetic of the game. With D&D, the aesthetic is created by the players. So the question is, what in the game has an aesthetic quality and is a mechanically necessity that can be commoditized? Dice; not much you can do there. Minis, good options but not a required mechanic.

Or, combine mechanic and convenience. I know I'd buy into a line like that. Second edition had the binder pages and reference cards. I thought those were great. Quick reference charts. DM organizational tools. I've even heard suggested a set of compact rulebooks with no art or flavor text--strictly a rule reference. I'd buy that. How about replacement errata sheets? Print updated rulebook pages that could be inserted into the rulebook. Coat the back with Post-It adhesive so you can cover the old page, but still remove it when the next errata comes out. Laminated chart pages, like some of the free reference pages on the web. Laminated worksheets for DMs to use with erasable markers for things like combat stats, initiative order. You know--stuff you could make yourself if you had the time and layout skills and they money to blow at Kinko's.
 

Driddle said:
You list what D&D RPGs are about now, and assumptions about how they should be played.

But times change. Society shifts this way and that on any particular issue. Interest groups spin off into new markets all the time.

I don't know about the kind of RPG groups you've played with, but one common theme in every group I've played in and DMed in, was that all of the combined resources and gaming materials were, for the most part, public access. We all lent books and issues of Dragon and the like just to help everyone get the most out of their game.

Furthermore, things operated this way because most new gamers that I've played with didn't have the resources to keep pumping out money for "collectible" games, or they were disenchanted with the "collectible" aspects of other games. Traditional RPGs seemed the logical route.

I'd have to agree with some of the previous sentiments expressed, that if there were to be a game that had some kind of "modular" and "collectible" ruleset, I probably wouldn't invest dollar-one on it.
 

Driddle said:
You list what D&D RPGs are about now, and assumptions about how they should be played. But times change. Society shifts this way and that on any particular issue. Interest groups spin off into new markets all the time.

You're so sold on this idea that you're not listening to people. RPG's are not competitive. You don't bring your arsenal to the table to fight another gamer. The DM"s running the game, but even he's not really your adversary. So who at the gaming table is opposed to you playing an illusionist just because you don't own the illusionist book?

Now don't respond by saying that was just an example and that other folks can work out the angles, or that "times change". If you want to argue its validity, then work out the angles and present your case.
 

Driddle said:
So one month, for example, you'll see the release of a "common" prestige class hardback pocketbook for the Duelist PrC along with the "rare" version of Duelist (which will include two magic rapiers, an extra feat, and a blessing from Olidamarra) for $10.99, and just one week later game shop owners will be bagging the "rare" version and selling it for $25.

Sound crazy?

Quit giving 'em ideas. Where's my gun at?
 

This discussion brings to mind a game called "Dragonstorm". I believe it was an RPG/CCG. Its success (or lack thereof) could be an indicator of how this idea would work.

Of course, whoever published it wasn't WotC, and it didn't have the "D&D" brand or any of WotC's designers behind it. Those factors could make a difference ;)
 

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