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Quote from: jbeers285 on September 08, 2013, 06:44:03 AMThose sound like really good ideas to me, I love the sins and prayers idea. However those ideas seem to contradict your though on avoiding complex cards in this new set.I actually thought about the complexity issue. I don't believe that complexity is a bad thing, but too much will make it very difficult for new players to get into the game and therefore we should monitor the complexity and in sets with rarity, keep the commons less complex than the higher rarity. I'm also not just talking about the next set, I'm talking about the general future of the game, and I don't really want either my set ideas to be the next set, but they are ideas for a future Redemption set.
Those sound like really good ideas to me, I love the sins and prayers idea. However those ideas seem to contradict your though on avoiding complex cards in this new set.
Quote from: ChristianSoldier on September 08, 2013, 02:47:42 PMQuote from: jbeers285 on September 08, 2013, 06:44:03 AMThose sound like really good ideas to me, I love the sins and prayers idea. However those ideas seem to contradict your though on avoiding complex cards in this new set.I actually thought about the complexity issue. I don't believe that complexity is a bad thing, but too much will make it very difficult for new players to get into the game and therefore we should monitor the complexity and in sets with rarity, keep the commons less complex than the higher rarity. I'm also not just talking about the next set, I'm talking about the general future of the game, and I don't really want either my set ideas to be the next set, but they are ideas for a future Redemption set.Except, if all the rare ultra-rare cards are complex why would a new player be excited to open up packs if they only get the common cards bc the others are to difficult for them to understand.
Here is what I am getting atAs a new player lets say you don't understand what the ace of spades does but it's the most rare card. Why would you want to buy tons of packs to get a bunch of copies of the 4 of clubs? You won't. If you want to sell more packs to experienced and new players the ace of spades needs be understood and desired by all.
I always hate it when people talk about Magic design compared to Redemption.Simple abilities tend to be broad, and thus powerful. (Or conversely limited and thus weak)Magic can combat broad powerful abilities by having large mana costs attached. Simple (read powerful) abilities in Redemption have no such check, thus we tend to balance them by attaching conditions, which in turn makes them more complicated.
And to Red Dragon Thorn, just because Magic is a different game doesn't mean we can't learn from them, the specific article was explaining how Wizards had an issue (lack of new players), them finding the problem (complexity creep) and trying to solve it (there were actually several things, the most applicative to Redemption was move complex cards to higher rarities, but other things they did was limit new keywords in blocks (but that might be irrelevant unless we introduce set rotation, and making sure that keywords weren't too complicated (the reminder text had to be able to fit on the cards)) Now I understand that Redemption is a different game with different needs, but if complexity creep is making it harder for new players to get into it, I would suggest that we look into finding ways to limit it, while still keeping the game interesting to veterans. Perhaps my ideas won't work, but if we ignore the problem it's not going to go away.
Cactus should make a Haman's Plot reprint that is foil. Then it would be almost impossible to rip in half.