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Various mechanisms have been used across retail in all sectors to better align prices and create a more even playing field for sellers. Magic dropped MSRP and then brought it back. Flesh and Blood just dropped their MAP policy. Games like Sorcery have an MSRP but no MAP. What's the point of it all, and is it ultimately just a relic of the past?
Advancements in articifical intelligence have made developing web-based "digital clients" for card games progressively easier. Expecting an increasing number of unofficial clients, we discuss the impact they will have on indie tabletop games.
In our ongonig discussions about the problems experienced with LCGs (living card games) in the past, we're starting to feel like the overall approach to organized play has become too complicated. Join us to discuss the inherent challenges faced - and possible solutions - when supporting non-collectible, expandable card games like Hubworld: Aidalon and Ashes Reborn.
The Sorcery TCG Dust launch illustrates a number of lessons in the pursuit of perfection and the reality of the world. Join us as we wrestle with them.
After a morning filled with drafting, former Android: Netrunner Designer Michael Boggs joins us to talk about Hubworld: Aidalon!
People often optimize for efficiency and fairness, which is often times counter to optimizing for fun. Alpha Clash has pivoted to maximizing fun at their tournaments and now Sorcery with their Avatar prizes. Zach is hot off rebuilding his Earthborne Rangers decks to make them harder to play and Steven has a long history of making weak characters in D&D for greater roleplaying opportunity. With players, to some extent, seemingly going down this road themselves, we ask how companies can support fun over fairness.
The best and hardest part of tabletop games is that they require other people to play. It's what leads to such amazing communities, but also a lot of frustration for those who just want to play their favorite games. Today, we talk about the lessons we've learned from over a decade of bringing people together.
A great game can happen anywhere two people want to gather. With breweries, libraries, and community centers opening their doors to tabletop, what can an LGS do to become that preferred third space?
We ask ourselves if, in our current moment, it is enough to make the best game possible, or if there is now an even more competitive meta game that designers need to understand to ensure success.
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