Jared McComb wrote on Fri, Jul 2, 2004 08:48 PM UTC:
First of all, Magic the Gathering has caught on -- you just need to know
where to look for it. I see MTG players all the time at our local
community college, as an example.
One of the things I keep seeing in this discussion is the lack, at
present, of team-building rules. I would like to point out that most CCGs
have no such rules, except those like disallowing too many of one card in a
deck (and I would assume that this would eventually get a rule like that at
some point). The reason for this is that there is a counterbalance to
power and usefulness, that counterbalance being the rarity (and
eventually, street cash value) of said cards. (There is often another
counterbalance, too: the cost to utilize rarer and more powerful things.
When playing Yu-Gi-Oh, for example, you can't play strong monster cards
without either sacrificing weaker ones or obtaining a bunch of cards to
'fuse' together. This kind of counterbalance is already in Navia Dratp
in promotion powers.)
My two cents on the anthromorphic-style pieces, as opposed to abstract
stuff: It's possible to create a set of pieces which are quite easy to
distinguish from each other. Look at Battle Chess, for instance.
Besides, I don't really see how you could get different pieces in Navia
Dratp easily confused, since they all have that little descriptive disc on
them.
Finally, I hope that this game doesn't get a Saturday morning cartoon (or
any other morning, for that matter) because when anything gets its own
cartoon, it turns into a game that most older players 'wouldn't be
caught dead with.'