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Pocketbooks - the next D&D evolution, ala "deckbuilding"
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<blockquote data-quote="nopantsyet" data-source="post: 1425930" data-attributes="member: 3109"><p>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. </p><p></p><p>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, <em>and</em> you like Illusionists <em><strong>and</strong></em> you are purchasing in the high-end price range, this new product is for you."</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 1425930, member: 3109"] 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, [i]and[/i] you like Illusionists [i][b]and[/b][/i] 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. [/QUOTE]
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