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3 years ago ::
Aug 09, 2010 - 11:58AM
#1
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Date Joined:
Sep 20, 2004
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Hey WotC.
So, recently I have noticed that you have attempted to implement an influx of CCG elements into the RPGs you are releasing. I have some feedback of this, and not all of it is negative. Let me start by saying that I hate CCG elements in my RPGs. My post is written from that perspective. If WotC starts to include too much of a CCG element in its RPGs it will lose me as a customer. The rest of my post is going to go over one product that I will not be purchasing (Gamma World), and one product that I believe is smartly implemented, and that doesn't turn me off of D&D despite being a CCG element (fortune cards). I want to give you feedback so that you can, hopefully, better understand what does and does not turn off some of your customers.
One product you are releasing has already included too much of a CCG element in it for me to consider purchasing it. I am specifically talking about Gamma World. I would have LOVED to purchase Gamma World. Then I found out that it will be distributing mutations (and maybe items too?) via randomized booster packs that contain a rarity system. Since mutations are a key part of Gamma World, that means that I cannot ignore that aspect of the game. What is more, if I would want to purchase extra splat material (in the form of mutations) for the game I would be forced to do so by engaging in the experience of purchasing collectible randomized booster packs. To me, this is totally unacceptable; a facet of the rules that I cannot reasonably ignore, and that I can only fully engage in if I am willing to engage in the experience of buying CCG booster packs, will turn me off a product.
You are also, however, releasing fortune cards. I wanted to congratulate you on finding a way to include a CCG element to D&D without turning me off the brand. I also wanted to explain why I percieve a difference. The mechanics of fortune cards are fully optional. The rules behind fortune cards are not found in any of the PHB rule books. The "fortune" mechanic is not like a classes powers, magic items, or some other mechanic that can not be reasonably excluded from the game. It is an extremely modular element that individual groups can choose to engage in or not, as they see fit. This makes it easy for this CCG element to coexist with D&D without turning me off the brand.
WotC, if you are looking for a way to market a CCG element to your RPGs without turning away potential customers who have sensibilities similar to mine, fortune cards are the way to go. Keep rules related to the cards out of your RPG books. Make the cards a modular and optional element that can be plugged into an RPG game at the discretion of the group playing the game.
Which brings me onto the topic of the Ravenloft game you have said you plan on releasing. First of all, thank you SOOO much for making a 4e Ravenloft RPG! Ravenloft rocks. Second of all, please don't include a "mandatory" CCG element ala Gamma World! Yes, I realize you are not trying to market the booster packs of Gamma World as mandatory. Someone is bound to reply to this post by saying, "you can play with just the boxed set; you only need to buy new booster packs if you want to expand your collection." While technically true, that claim is disingenuous. All of us like to expand our RPG collections. If we didn't, this wouldn't be a profitable industry. Buying a game with the knowledge that you won't be able to expand your collection (because you are not willing to engage in a CCG booster pack buying experience) while other players will (because they will be willing to engage in a CCG booster pack buying experience) is exactly what turns me off of RPGs that include CCG elements in them. The only way to avoid that sensation is by making the CCG elements of an RPG you are producing completely modular, and self contained within the purchase of the booster packs themselves. The fortune mechanic does not exist in D&D 4e unless you buy fortune cards. They are modular, and easy to ignore if that sort of thing (or rather that sort of distribution model) is not your cup of tea. If you want to implement some sort of CCG element to your Ravenloft RPG, please do so via this mechanic.
Which brings me to my fear. My fear is that you will implement a CCG element into Ravenloft via fear, madness, and dark gift cards. Don't get me wrong, using cards for fear, madness, and dark gifts is a really smart idea! You have a deck of fear cards, a deck of madness cards, and a deck of dark gift cards. Any time a player commits an evil action you give them a dark gift cards. A player that earns a certain number of dark gift cards becomes an NPC. Any time an event happens in game that causes fear or madness you hand a player a fear or madness card (which inflicts some negative effect). By this means you manage to capture the random quality of fear, madness, and dark gifts from 2e (and 3e) Ravenloft. But if you make splat material available only via randomized booster packs, you make it so that consumers who would like to own a complete set of all the "mandatory" Ravenloft material must engage in a CCG booster pack buying experience. (And I say mandatory, because lets face it, madness, fear, and dark gifts, are not a facet of Ravenloft that can be reasonably ignored). This would be a huge turn off to me. I would gladly buy packs of non-randomized cards. But removing my ability to collect an entire set of Ravenloft's "mandatory" rules without engaging in a randomized purchase model will really upset me.
So anyways, that is my 2 cents, and my consumer feedback. Toodles, have a nice day, and good gaming! I look forward to seeing what you guys come up with.
Dave
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3 years ago ::
Aug 09, 2010 - 12:47PM
#2
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Date Joined:
Jun 11, 2008
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I'm not gonna confute any part of your argument because while I may not agree with it completely it's well written and reasonable and such feedback is always precious. But there's a couple of things I suggest you to consider:
- remember that the marketing of Ravenloft is still quite up in the air. We got that it's a setting but it's also its own game, however that works. There's a chance (a solid one if I can) that the setting will feature things you won't be able or forced to use when using it as a 4e tool, and things you won't really need or use when using it as a standalone product. I'm sort of inclined to think that the "CCG" business will be part of the non-4th edition component of the game. I wouldn't be surprised if the Shadowfell box covered most of the bases in terms of mechanics, traps, monsters and hazards, and the Ravenloft game itself was a more freeform RPG with dynamics for playing all the undead races listed in a way that's not closely related to proper D&D, and cards played a big role in that department ("I'm playing a werewolf and collecting cards for that goal") while 4th edition players could still use all the fluff material and maybe got a splatbook with stats for Darklords and similar things. Remember Ravenloft is supposed to be something "more" (as in, having external mechanics) than simply a D&D setting. The CCG part may be tied to that part of the package.
- even if the cards are related to the D&D part of the game... how do you see that happening? How many cards can they develop? How many gifts and things they can keep and keep balanced? Why would players want a deck for things the DM may or may not allow or hang out? I feel like we're putting the cart in front of the horses here. On one thing you're right, RPGs and CCGs don't mix well - and I trust WotC knows better than anyone else.
Interested in reading about a Dark Sun 4e game? Here's the blog of our current campaign. My homebrew Dark Sun material: - the Lord of Blades, a melee oriented Kaisharga/Dead Lord
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3 years ago ::
Aug 09, 2010 - 1:05PM
#3
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Date Joined:
Nov 30, 2009
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Unfortunately, this is how things go like in the gaming industry-
Boss (who got his order from a higher boss): "Hey, Employee, we need you to fit X, Y and Z in prodyuct T. We need to keep selling T in order to stay in business now that times are really hard. So T has to be repeatable and consistent. We've tried option 1 before, but it doesn't sell as well as product W that uses option 2. We want you to implement option 2 with product T so that it includes X, Y and Z"
Now I used letters to illustrate different products. Notice (I know this sounds stupid) but product T and product W are different. However, that's not stopping the people at the top from seeing that Option 2 sells better (even if it is more suited for a particular product type).
Perfect example. Player Handbook Heroes minis didn't do as well. They felt it was because there was no rarity system and non-blind packaging. Behold the next mini line being released. Rarity is restored. There is now a collectable element. They hope to push more units this way. Granted this was all super linear and very generalized, but it goes down something like that.
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3 years ago ::
Aug 09, 2010 - 2:22PM
#4
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Date Joined:
Sep 20, 2004
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- remember that the marketing of Ravenloft is still quite up in the air. We got that it's a setting but it's also its own game, however that works. There's a chance (a solid one if I can) that the setting will feature things you won't be able or forced to use when using it as a 4e tool, and things you won't really need or use when using it as a standalone product.
I know its up in the air. That is why I am making this post. I am hoping to have (what I consider to be) a positive effect.
I'm sort of inclined to think that the "CCG" business will be part of the non-4th edition component of the game. I wouldn't be surprised if the Shadowfell box covered most of the bases in terms of mechanics, traps, monsters and hazards, and the Ravenloft game itself was a more freeform RPG with dynamics for playing all the undead races listed in a way that's not closely related to proper D&D, and cards played a big role in that department ("I'm playing a werewolf and collecting cards for that goal") while 4th edition players could still use all the fluff material and maybe got a splatbook with stats for Darklords and similar things. Remember Ravenloft is supposed to be something "more" (as in, having external mechanics) than simply a D&D setting. The CCG part may be tied to that part of the package.
I expect the promised ghost, werewolf, and vampire, to work with the regular 4e rules. If they don't I will be fairly upset. I don't need to buy Ravenloft just for fluff. I have my old Ravenloft books. I expect it to have both updated fluff and 4e mechanics akin to any other campaign setting. That includes some combination of new races, classes, class builds, feats, and the like. I expect that material to be compatible with the rest of 4e. I expect that material to not be marketed in a CCG format. Marketing the new classes/races in CCG format would turn me off enough for me not to purchase the product. (If the madness, fear, and dark gift facets are marketed in a CCG format I will be very upset, and I wont buy any booster, but I will probably, not for sure, still buy the product. So, I think your suggestion sounds even WORSE than my actual fears.)
- even if the cards are related to the D&D part of the game... how do you see that happening? How many cards can they develop? How many gifts and things they can keep and keep balanced? Why would players want a deck for things the DM may or may not allow or hang out? I feel like we're putting the cart in front of the horses here. On one thing you're right, RPGs and CCGs don't mix well - and I trust WotC knows better than anyone else.
What I fear I might see happening is something similar to Gamma World. You will get a small starting deck of madness, fear, and dark gift cards with the Ravenloft boxed set. They will then create more such cards. But if you want to get the new cards you will have to buy randomized booster sets (that will often sell you the same cards over and over again instead of the new material you actually want). And that will REALLY upset me. I don't want to be sold an integral part of the setting via a CCG distribution model.
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3 years ago ::
Aug 09, 2010 - 2:27PM
#5
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Date Joined:
Sep 20, 2004
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Unfortunately, this is how things go like in the gaming industry-
Boss (who got his order from a higher boss): "Hey, Employee, we need you to fit X, Y and Z in prodyuct T. We need to keep selling T in order to stay in business now that times are really hard. So T has to be repeatable and consistent. We've tried option 1 before, but it doesn't sell as well as product W that uses option 2. We want you to implement option 2 with product T so that it includes X, Y and Z"
Now I used letters to illustrate different products. Notice (I know this sounds stupid) but product T and product W are different. However, that's not stopping the people at the top from seeing that Option 2 sells better (even if it is more suited for a particular product type).
Perfect example. Player Handbook Heroes minis didn't do as well. They felt it was because there was no rarity system and non-blind packaging. Behold the next mini line being released. Rarity is restored. There is now a collectible element. They hope to push more units this way. Granted this was all super linear and very generalized, but it goes down something like that.
Yea, I know. But at the same time, when they see enough potential customers get upset about something they listen. They are already going to try and fit X, Y, and Z into product T (Gamma World). If that doesn't do well (or as well as they would hope) they will reconsider X, Y, and Z. We see this happening right now with the essentials line of books. That line is explicitly trying to fix a large number of complaints people have had about the 4e line of books. So here I am giving my customer feedback. Their marketing tactic with Gamma World has turned me off enough that I won't be purchasing that product. I don't have any interest in the Fortune Cards, but their marketing tactic integrates itself in a way that doesn't turn me off the rest of the D&D line. I would really appreciate it, if they do plan to add some sort of CCG element to Ravenloft, that they add it in a manner that will not turn me off the product. That is all...
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3 years ago ::
Aug 09, 2010 - 7:33PM
#6
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Date Joined:
Sep 26, 2001
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I like the idea of using cards as a randomization element in Gamma World, at least at chargen. Random mutations have always been a cool halmark of Gamma World. Sure, they're arbitrary and unfair, but if you get a sucky character, it dies and you roll a new one. But, I /hate/ the idea of using collectible cards in that role. If I buy a game, I want the whole game. If there are suplements, I want to be able to buy them. I don't want to have to go to my local game store and 'break' booster packs for me, or chase 'rare' cards on ebay so I can get a complete game.
Similarly, the idea of a 'player deck' is lame. If I'm running a game, I'm going to control what's available to the players. I'm not going to let some nutjob with a deck of all Gamma Eye and Black Ray Pistol cards waltz in and vape everything.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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3 years ago ::
Aug 09, 2010 - 8:38PM
#7
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Date Joined:
Sep 20, 2004
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That is pretty much how I feel Tony. That is why I won't be buying Gamma World. The fortune cards don't seem so bad though. They seem so modular, it is almost like they are not a part of the game unless you choose to make them a part of the game. People who like them can buy them. I can easily ignore them without detracting from my RPG experience. I just hope that Ravenloft avoids steping into Gamma World's pitfalls.
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3 years ago ::
Aug 10, 2010 - 2:39AM
#8
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Date Joined:
Aug 30, 2007
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Its a well-written letter but we know that WotC employees aren't active on most of these boards. I would suggest copying it into an email and sending it to customer service so they can (hopefully) forward it to the appropriate department.
Owner and Proprietor of the House of Trolls. God of ownership and possession.
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3 years ago ::
Aug 10, 2010 - 3:02AM
#9
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I found out about this thread on the Piazza, but I felt like commenting on the subject here as well. I completely agree with Cyber-Dave's well written post on this subject. When I sit down at a gaming table as a player, I expect to have equal chances of rolling up a good character as everyone else. If one player who has choked up alot of money for cards will end up getting a better character because of that, this just strikes me as unfair. Back in the 2e days, each member of our gaming group bought different supplements so that together as a group we would have as many sourcebooks as possible, but we never considered only allowing the guy who owned the Fighter's Handbook to pick a Fighter's Kit for instance. That seems to be sort of the idea with this concept. What our group probably would have ended up doing would be to pile up all our cards so that everyone could draw a card from anyone's deck, but that would defeat the purpose of making them collectable wouldn't it? Or would it be so that groups who could only afford a few booster packs won't be able to have a Holy Avenger in their game, because they don't know what it does? It all sounds very confusing to me. Dave Arneson was the first to introduce a sort of Fate Cards in his D&D game in 1974, but that was a very different concept.
-Havard
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3 years ago ::
Aug 10, 2010 - 4:18AM
#10
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What about me and other peeps like me guys? I like the boosters system. I like that I can break some boosters at the beginning of the session an have some new and unxpected game effects. Right now WotC is doing wonbderful job, caterting to both parties. You want a game without random cards? Buy boxed set and throw away the booster. I want my boosters - I will buy boxed set AND boosters. But you somehow think that your opinion is superior to mine and instead of happily buying things that suit you and let me buy things that suit me, you start all that "Bad WotC - stop making CCG for RPG?" Who are you to spoil my fun? I want those boosters. I like that idea. Mind your boxed sets and books and allow me to break my boosters and hunt for rares and so on. And just for the record - I'm not a teenage player who grew on MtG. I'm DMing since 2nd edition and still see no probems with CCG elements injected in my games.
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