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General Tabletop Discussion
*TTRPGs General
Would cards really be that bad?
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<blockquote data-quote="Sejs" data-source="post: 2706097" data-attributes="member: 4910"><p>Okay, first off, the idea of Collectable Cards would be, as others have already touched on, capital 'B' Bad. Having to buy pack after pack of cards just to be able to construct a given character is ridiculous. However, I don't think anyone's actually speaking in favor of this idea, so, moving on.</p><p></p><p>The idea of cards as a reference system is ... okay. Sorta. The problem that arises is the idea that you have to have a certain durable object to play, above and beyond the books themselves. Heck, even now, if you're conversant enough with the rules you don't even need to have the books with you, you can just go by memory.</p><p></p><p>If I recall, Changeling: The Dreaming had a card system for its spells, just so you know what a character could do with a given ability. The problem there was two-fold. One, one person, one set of cards. As it stands, if you and your three friends want to play a game of D&D, you don't need 3 PHBs, you just need one. With cards, everyone would need their own set. The second problem with the C:tD cards was that they were fragile as all get-out. If you take even moderate care of a book it can last you quite a while. The cards, on the other hand, either required much more attention to be paid to their maintenance, or semi-regular replacement.</p><p></p><p></p><p>The card option is rather rude because it's another assessed cost. Most tabletop gaming has worked on the basis that the required costs are minimal. All you need are the books, a basic set of dice, a pencil, a sheet of loose leaf, and your imagination. Anything else is discretionary. If cards are a bundled core mechanic, it's throwing out that noble tradition of your mind being your primary asset all in favor of getting you square in the pocketbook. That shows a pretty blatant disregard for your consumers. That is rude.</p></blockquote><p></p>
[QUOTE="Sejs, post: 2706097, member: 4910"] Okay, first off, the idea of Collectable Cards would be, as others have already touched on, capital 'B' Bad. Having to buy pack after pack of cards just to be able to construct a given character is ridiculous. However, I don't think anyone's actually speaking in favor of this idea, so, moving on. The idea of cards as a reference system is ... okay. Sorta. The problem that arises is the idea that you have to have a certain durable object to play, above and beyond the books themselves. Heck, even now, if you're conversant enough with the rules you don't even need to have the books with you, you can just go by memory. If I recall, Changeling: The Dreaming had a card system for its spells, just so you know what a character could do with a given ability. The problem there was two-fold. One, one person, one set of cards. As it stands, if you and your three friends want to play a game of D&D, you don't need 3 PHBs, you just need one. With cards, everyone would need their own set. The second problem with the C:tD cards was that they were fragile as all get-out. If you take even moderate care of a book it can last you quite a while. The cards, on the other hand, either required much more attention to be paid to their maintenance, or semi-regular replacement. The card option is rather rude because it's another assessed cost. Most tabletop gaming has worked on the basis that the required costs are minimal. All you need are the books, a basic set of dice, a pencil, a sheet of loose leaf, and your imagination. Anything else is discretionary. If cards are a bundled core mechanic, it's throwing out that noble tradition of your mind being your primary asset all in favor of getting you square in the pocketbook. That shows a pretty blatant disregard for your consumers. That is rude. [/QUOTE]
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