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Switch to Forum Live View How about a card game anyone?
1 year ago  ::  Jan 24, 2012 - 9:47PM #1
penandpaper2
Date Joined: Jul 2, 2008
Posts: 1,143
One way to increase profits (which I don't think anyone would argue since that is the goal of most businesses) would be to design D&D more like Magic.  Have rare cards, sell packages designed by class, and cross your fingers it makes money.  Just a thought, but it might happen.  They are already testing the waters with their bonus cards.
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1 year ago  ::  Jan 24, 2012 - 9:50PM #2
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,506

I won't buy any RPG product that includes randomized collectable booster packs as an integral and necessary feature of the game. I won't play with any group that chooses to make use of optional rules that utilize randomized collectable booster packs. A lot of people feel the same way. 

I don't mind rules released in card format. In fact, rules released in card format is one of the things I love about WFRPG 3e. But, randomized collectable card formats are a major turn off as far as I am concerned.  


Just my 2 cents. 

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1 year ago  ::  Jan 24, 2012 - 9:58PM #3
BilopTheFleshwarper
Date Joined: Jul 8, 2007
Posts: 401

Jan 24, 2012 -- 9:50PM, Cyber-Dave wrote:


I won't buy any RPG product that includes randomized collectable booster packs as an integral and necessary feature of the game. I won't play with any group that chooses to make use of optional rules that utilize randomized collectable booster packs. A lot of people feel the same way. 

I don't mind rules released in card format. In fact, rules released in card format is one of the things I love about WFRPG 3e. But, randomized collectable card formats are a major turn off as far as I am concerned.  


Just my 2 cents. 




This. 

Preferences... Not where they should be.

Asking someone if they're Trolling you is in violation of section 3 of the Code of Conduct.
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1 year ago  ::  Jan 25, 2012 - 8:30AM #4
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,510
The thing with pen & paper RPGs is that any material is available to everyone
Throwing an artificial rarity onto RPG source-materials is completely futile, even before rampant filesharing  of OCR scans of every-damn-thing is considered.  It's like insisting Ted can't use stuff out of the book Bill bought until Ted also buys that book.

Also, Spellfire sucked.
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1 year ago  ::  Jan 25, 2012 - 9:46AM #5
Blackbriar
Date Joined: Mar 1, 2010
Posts: 391
An RPG and a CCG are mutually exclusive to me. I want D&D the RPG, not the card game, not the breakfast cereal, and not the flamethrower.




Well, I've always wanted a flamethrower...
"And why the simple mechanics? Two reasons: First, complex mechanics  invariably channel and limit the imagination; second, my neurons have  better things to do than calculate numbers and refer to charts all  evening." -Over the Edge
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1 year ago  ::  Jan 25, 2012 - 10:10AM #6
DrWonder
Date Joined: Jan 1, 2004
Posts: 77
Where DnD has had cards from as far back as AD&D, I hope that they would not go down a collectable card game rpg as they did gamma world. Collectable card games are better for head-head games where the person with the most money to spend on the card usually wins not an rpg. (I appologize for the Magic Players here if you don't agree, but it is my experience that fighting a guy with a bunch of mox'ies, black lotuses, channels, lightening bolts, and forks kinda well sucked). And I shudder to think of my last experience as a noob at the DnD encounters table where everyone whipped out personal collectable fortune cards, started doing super things, and I felt like a angel with a tree up my rump as I sat there wondering why DnD suddenly became a game where I was alienated from their little society of "you cannot do that because you don't have the card..." it just wasn't an rpg.

If they did make DnD the CCG it would be the first edition of DnD I do not get... which would be a sad sad day.

But on the other hand, the cards have always been a bonus if we can have them all available to us (and not collectable), so that the DM & players could fashion a world they like.
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1 year ago  ::  Jan 25, 2012 - 11:42AM #7
ToeSama
Date Joined: May 4, 2008
Posts: 1,319
The Fortune Cards were a nice rule to add. They by no means are, nor should they be, necessary. it was bad enough that the freaking miniature lines were always random draw, making me look like the weirdo for having the role of an undead monstrosity played by a Shardmind. I never even knew anyone who played the miniatures game as it was presented...

So no, no CCG for the game as a mainstream element. managing character sheets gets hard enough sometimes, without all those little slips of paper getting every-damn-where...
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1 year ago  ::  Jan 25, 2012 - 12:03PM #8
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732

Jan 24, 2012 -- 9:47PM, penandpaper2 wrote:

One way to increase profits would be to design D&D more like Magic.  Have rare cards, sell packages designed by class, and cross your fingers it makes money. 


Fortune Cards and the mini line were sold like Magic cards.  Don't know how successful they were, exactly, but the mini line is gone, and there's 3 sets of fortune cards, so far, so maybe 50/50?  They also tested the CCG-mechanic-in-an-RPG with Gamma World before they did Fortune Cards, so that'd also make it look pretty plausible. 

In order to make profit claims sound plausible to their Dark Corporate Overloards at Hasbro, WotC /did/ try to make out 4e DDI to be some sort of WoW-like on-line cash cow.  Maybe they'll try that sort of pitch with 5e, but using the more plausible idea of CCG-like revenue, given that they invented CCGs.

One of the long-time problems with D&D has been the 'vancian' system, which, in 4e, spread to all classes (Daily powers).  Daily powers screw up encounter balance, and narrow the ways in which you can run the game, as well as making classes harder to balance.  Getting rid of them would arguably improve the game, but, it'd leave the game very 'flat' as well, with only 1/encounter tricks for 'peak power.' 

Gamma World has no dailies, but it does have peak-power tricks - using a CCG mechanic.  Instead of more potent mutations that are useable 1/day (classic Gamma World had a few), PCs get to draw an 'alpha mutation' card from a deck they build at the start of the encounter.  The mutation is more powerful than a regular encounter mutation, is useable once that encounter, and will be discarded at the end of then encounter (and might morph to a different one before you get to use it).  A similar mechanic is used for magic items (also a major source of issues throughout D&D history).  When you find an item, your DM /might/ assign you an item, but most likely he'll have you draw from a deck you built (like a 'wish list') or from a deck he customized to represent the items that might be found in the area your in or from a default DM Deck that comes with the game.  When you use an item, at the end of the encounter, you roll a check to see if it still works, if you fail, you discard it (and, if it's from your own deck, may eventually find it again) or 'salvage' it as a much less potent item.  Decks of exploits, spells, prayers, and magic items might easily replace both class and item daily powers.

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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1 year ago  ::  Jan 25, 2012 - 12:12PM #9
Jaden.Shadowcraft
Date Joined: Nov 21, 2010
Posts: 129

Jan 24, 2012 -- 9:47PM, penandpaper2 wrote:

One way to increase profits (which I don't think anyone would argue since that is the goal of most businesses) would be to design D&D more like Magic.  Have rare cards, sell packages designed by class, and cross your fingers it makes money.  Just a thought, but it might happen.  They are already testing the waters with their bonus cards.


Honestly, if they were to make D&D like Magic, it would totally ruin D&D. Games like Magic are not, in my opinion, based on skill. They are based on how much money you are willing to spend. Even if you spend a ton of money, you are not guaranteed to have the cards come up in the order you need them. Also, you run the risk of your very expensive investments getting put on a banned list. There are several things that make D&D. The DM, the players, the dice, the character sheets, etc...). It's curious to see someone who has the forum name penandpaper2 being a supporter of turning D&D into Magic. No offense, but I hope you NEVER get your wish.

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1 year ago  ::  Jan 31, 2012 - 8:34PM #10
penandpaper2
Date Joined: Jul 2, 2008
Posts: 1,143

Jan 25, 2012 -- 12:12PM, Jaden.Shadowcraft wrote:

Jan 24, 2012 -- 9:47PM, penandpaper2 wrote:

One way to increase profits (which I don't think anyone would argue since that is the goal of most businesses) would be to design D&D more like Magic.  Have rare cards, sell packages designed by class, and cross your fingers it makes money.  Just a thought, but it might happen.  They are already testing the waters with their bonus cards.


Honestly, if they were to make D&D like Magic, it would totally ruin D&D. Games like Magic are not, in my opinion, based on skill. They are based on how much money you are willing to spend. Even if you spend a ton of money, you are not guaranteed to have the cards come up in the order you need them. Also, you run the risk of your very expensive investments getting put on a banned list. There are several things that make D&D. The DM, the players, the dice, the character sheets, etc...). It's curious to see someone who has the forum name penandpaper2 being a supporter of turning D&D into Magic. No offense, but I hope you NEVER get your wish.




Oh please, I do not mean that I am a fan of that.  One of the things I hated about the mini lines were that they were these random draws.  A lot of money could be wasted, by both DM's and players, and I am never a fan of that.  I am a lover of RPG's, and although have dabbled a bit in magic and a few other card games, I simply connected the two and thought what if?

Please believe me when I say that I like 4e, I enjoyed the 2e, and was a fan of Basic and Advanced when I was a young lad.  I don't want to see that model, but it seems to me that if they can get over the hump of negativity, it might be a plausable model.  That's all I'm saying.

 

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