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The game plays great without the promos. If someone has a compulsion to "collect it all" then the onus is on them to deal with it. Asking the publisher slow down their release schedule, and thus disrupt the playing pace for other people, seems a bit self-centered. But if we're wishing for things, here's my wish: Paizo should sell a "big box" version of each AP that comes with everything. I would much rather buy it all at one time and go through it at whatever pace I choose than have to wait a month or two to get the next installment, risk stock-outs, etc. Basically the binge-watching model for serial content.
Orbis Orboros wrote: Why does it matter if they release them faster than you can keep up? What is the downside to "monthly" even if you're limited to only being capable of doing one every two months? That's like saying restaurants should only server food at normal breakfast, lunch, and dinner times because you're not hungry in between. Or that's how it seems to me. I'm just saying, if Paizo releases one every month, then the faster players are happy and there's no downside to the slower players (there's nothing forcing them to buy faster than a bi-monthly schedule), but if they release it slower then the fast players have to wait for some arbitrary reason that has nothing to do with them or the game's development. I agree completely. People can buy it whenever they are ready to use it -- it doesn't expire, there's no rush. Complaining because something is available to purchase before you personally are ready to use it is just ridiculous.
4 players. Each of us had a slightly different approach for character development. Character Name: Valeros the Dragon Slaying Clockwatcher
Character Name: Seoni the Devastating
Character Name: Seelah the Forever Itemless ("Why can't I ever have anything nice?")
Character Name: Lini the Versatile
We decided not to "game" the game by optimizing our decks for the final conflict. Instead we kept our decks like they would be if we were going to continue on additional adventures. gaming the final scenario:
For example, we could have ditched the Holy Candle since there is no clock. Nobody died throughout the entire campaign. In fact, nobody was ever even close to dying except during a few of the early scenarios where we were learning the game. We only lost a scenario 2 or 3 times (definitely twice, but we thought maybe there was a third one in there...hard to remember!). Our MVC (Most Valuable Card): the Holy Candle. Those extra 1d6 turns enabled us to win several scenarios that otherwise would have been a defeat. |