FATMOUSE said:
Unless I'm misinterpreting what you're trying to say, I thought it was a pretty huge reset. We saw a big drop in resource curves and overall power level. In addition to the loss of two Houses (which eventually came back). Much of the mechanics stayed the same, but I think Seasons and the Ravens have altered a lot of the game's feel; especially Shadows. Being able to manipulate the board outside of Marshalling was really only something that could be with events or by Targ. Agendas also seem to be more prevalent now than pre-LCG, but Agendas have always had an influence on the game I suppose.
Oh, gosh - agendas were certainly just as important or more important IMHO. As 'bad' as people thought Wildlings were, Defenders of the Realm (is that the Doomed draw one?) was way worse, and I know I won Worlds based on the Knights agenda as far back as 2006.
It was a huge reset. No more than when they originally announced rotation, however (Westy rotating out). That lost just as many folks, then it recovered, and then it went to LCG which was huge as well I agree.
I think it is a testement to the game it could survive both of those, when Star Wars (or LoTR) didn't have either and still died out even with a MUCH bigger licenced fanboy base.
Think about it, aGoT as a game (CCG, LCG, whatever - the rules are the same, as is the publisher) has outlived Star Wars (actually, two or three of these, one by Wizards plus Young Jedi and one more), LoTR (X2 versions plus FFG's co-op coming), Marvel Comics (X3 versions), D&D, and a host of other huge licenced games. Only Magic and L5R really can say the same (I have heard of others with different publishers, and large breaks in printings). Maybe no/low licenced games have an advantage?
~They even beat out fellow fantasy writer Robert Jordan's Wheel of Time CCG for goodness sake!