tag:blogger.com,1999:blog-1678761812929125529.post3862437040479459803..comments2023-05-27T11:14:02.426-04:00Comments on Some Space to Think: Fortune CardsAnonymoushttp://www.blogger.com/profile/14216103531396452644noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-1678761812929125529.post-57270310917490611742011-01-10T09:06:59.962-05:002011-01-10T09:06:59.962-05:00was just catching up on my feeds and saw this. Ye...was just catching up on my feeds and saw this. Yeah, I think there are tons of great uses for this along the lines of rewards and new loot would be awesome. <br /><br />I'm probably going to buy a box of these suckers and put them to work.gamefiendhttps://www.blogger.com/profile/00330931451328258680noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-12505630472599646362011-01-07T15:32:17.696-05:002011-01-07T15:32:17.696-05:00Doesn't this strike anyone as just another &qu...Doesn't this strike anyone as just another "addon-ware" idea hatched by WotC marketing? I mean, D&D is becoming increase less an RPG with each new re-release. I dunno, I definitely won't be buying into these things. I know lots of people love the Gamma World game - as a game design it is great, and I'm sure there's lots of fun there. Savage Worlds (optionally) uses "Adventure Cards" too, and those are great friggen fun to hand out as rewards (players always dump them on you when you least expect it)... but adding/tacking these similar game mechanics (cards) on to 4E D&D just seems like a bad game design choice. It seems like they might be doing this to a) compensate for the supplement cycle powercreep; and b) squeeze more cash out of the fans. I dunno, maybe I'm wrong - maybe "good vs. bad" game design just comes down to fun vs. no fun and that is all that matters and the rest is silly pointless debate. Maybe it's a great business strategy (get D&D players to play MtG-style games) and we should ignore the D&D legacy and just move on.Jonathan Jacobshttps://www.blogger.com/profile/06133232985480734844noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-65179474192216444382011-01-06T14:48:10.719-05:002011-01-06T14:48:10.719-05:00Also i really loved Everway.Also i really loved Everway.Jeremiah McCoyhttp://jeremiahmccoy.comnoreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-49562338145709521972011-01-06T14:47:41.078-05:002011-01-06T14:47:41.078-05:00I think the card idea is okay. I am not really bo...I think the card idea is okay. I am not really bothered by it in principle and it could be okay depending on how they actually implement it. What is troublesome to me is seeing they are planning on requiring it for some of their organized play events. They have said they wont for Encounters but at "events for more experienced players". The cards strike me as an interesting optional rule, but making it a requirement for organized play is mildly annoying to me for reasons I can't quite pin down.Jeremiah McCoyhttp://jeremiahmccoy.comnoreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-67572638384833119392011-01-06T14:14:10.472-05:002011-01-06T14:14:10.472-05:00Your point about only some players having access t...Your point about only some players having access to the cards is probably my biggest concern with the Fortune Cards. In Gamma World you have the GM's deck, and so this doesn't seem to be as big of a deal. <br /><br />You could easily do something similar with these (assuming the GM wants to spend money on the cards), but it doesn't appear that this is the default setting for the things.<br /><br />I think this could also be very off-putting to newer players showing up to the D&D Encounter events. I think that many of them could be less forgiving of the concept that you can essentially buy a game advantage with dollars, and possibly end up giving up on the game as a result.<br /><br />Then again, that might be counterbalanced by those already used to the CCG model of marketing who may be more attracted to the idea of playing D&D as a result of the Fortune Cards.Fulminatahttps://www.blogger.com/profile/14332824290977548527noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-43998302876863581462011-01-06T12:23:11.336-05:002011-01-06T12:23:11.336-05:00Instead of the DM having one deck, Each player can...Instead of the DM having one deck, Each player can bring there own deck, but have effect apply to all players not just the deck owner. If more than one player has a deck they can alternate pulls. However the DM might also want to have a deck of his own for the monsters.JesterOChttps://www.blogger.com/profile/08536911882487371145noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-21545714894675353072011-01-06T11:56:23.463-05:002011-01-06T11:56:23.463-05:00I share your view. I think some of the concern can...I share your view. I think some of the concern can be mitigated by establishing a group card pool, purchased with pooled money, with cards randomly distributed at the start of the session. This approach should be much more palatable given the underlying collaborative nature of the game itself as compared to a standard CCG.Justin D. Jacobsonhttp://www.johnraingame.comnoreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-64930501572858371732011-01-06T11:21:22.985-05:002011-01-06T11:21:22.985-05:00I have boxes dedicated to homemade cards or bizarr...<i>I have boxes dedicated to homemade cards or bizarre tarot and tarot-like decks that can be applied to games</i><br /><br />I don't know if you take requests, but a post about this alone would be awesome.Anonymousnoreply@blogger.com