Sunday, May 13, 2018

Force of Will needs help


  1. Don't change what works: the artwork is awesome and specific to this game. That means that there is a "look" of what a FOW card looks like. Also, agree with point 4 that the Alice/Grimm cards would look great reprinted in the new frame, especially with the clearer title font of Reiya cards. Keep the lore going. Get to Kaguya 10.0 and so on.
  2. Don't change what works: the starter decks are well designed. Just keep making them ahead of every new cluster. If it works, don't change that. Also, the simple rulers for drafting and prerelease make sense.
  3. In the US, at least, a TCG lives or dies at the Local Game Store. Send a couple of FOW Co. ambassadors on an LGS tour cross-country and restart all those LGSs that have dropped the game. This can be done on the cheap. It does not need to be a big production. If you hit the major metropolitan areas, that's good enough for now.
  4. More rulers per box, go back to TAT numbers, and NO starter rulers in the packs-yes in the box for drafting. Oh, and no buy-a-box gimmicks for rulers. Just don't!
  5. Rebalance away from Wind being the must-play color just as Magic did when it (perhaps too slowly) hosed Blue. Hose the Wind strong cards in Wanderer with new cards, or ban those cards outright. Balance all attributes (the Magic color wheel). Right now Wind does a lot that it should not be doing, like counter spells. And if you are going to keep counter spells in Wind, then you need to take something out and give it to some other attribute.
  6. Release a product specific to new players, similar to the Magic Deckbuilder's Toolkit, or the Pokemon toolkits that are issued in Japan (I wish we had these in the US).
  7. Step it up with Limited. If it works for Magic, it will definitely work for FOW. Make 250 card sets with ten basic ways to build a deck, each of a specific attribute pair (like the guilds of Ravnica). If you have to increase the size of the packs to 15 cards for this, do it. Yes, the number of janky cards will increase to the levels found in Magic. It's worth it.
  8. Do more playtesting to make sure you don't end up with a one-deck format such as Reflect/Refrain (all TCGs suffer from this problem).
  9. Don't wait for players to make Wanderer a thing, because that is never going to happen. If it happens, it will be too late. Get Wanderer going by making FOW Co. care about Wanderer more than any one player. If FOW Co. does not plant the seed, there will be no Wanderer "tree." Put out a reprint set for Wanderer and make it work. If you have to take the dual stones that enter untapped out of New Frontiers for this goal, do so.