Hi there,
I've found this thread really interesting so far. I recently started playing AGoT around christmas time last year (2012). I enjoyed the books and some freinds i was staying with also enjoyed them so i bought a core set and had a few games. Then i found that I enjoyed the game system, out of the box is seemed pretty fun and I had a sense of connection with the characters and so forth.
SO i bought a couple of the house boxes and built some decks and played htem against each other and we were having a decent time.
Fast forward a couple of months and whilst attending Cancon (in AUS) i went over to the AGoT players and had a couple of games. After getting destroyed several times over to rapant control mechanics we started talknig about the price and how much it costs to really get into the game and all that. Given the way the cards are spaced out and everyhting, i was concerned that it would end up being very expensive to play on a competative basis.
I couldn't beleive it when i was casually told that the buy in was ~1,000 as if it were no matter. Simply put whether you're rich or poor a thousand dollars is considerable money and not something that you want to be told is the entrance for a given game - even if it is 'relatively cheap to sustain thereafter'.
I have to say i enjy the game and love the setting, but there are a few things which i find really disconcerting about the whole thing, and after discussing it with the freinds i started the game with we mostly feel the same.
- The entry price is really prohibitive, especially the idea that three core sets are needed.
- The card bloat is phenominal. The cyclic nature of magic was used earlier in this discussion as a negative, whereas i feel for any game to thrive in a competative setting there needs to be resets and redress to the state of the game on a reasonable time scale. My favourite game L5R, did this really successfully, and overall it helped the game survive.
- Almost every game i've played has ended up is some kind of ridiculous control choke that is extremely unfun, and seems to be endemic of the game as a whole. The control options are severe and easy to use and they seem (from my limited experience) to outperform rush (generally the counterpoint to control) without trying. Readily available board resets are also to blame here.
- The restricted list and banned list are great tools, however, competatively speaking they are band aids when a face lift (reset) is probably more appropriate.
- Magic might have simple and elegant mechanics that can be confused as boring, its also doesn't (to mk knowledge - since i stopped in 5th), have to diferentiate between 'draw' and 'reveal into hand', as a method of lawyering its way around its own rules.
- I Like the Barratheons, but apparently they suck at control - ergo they are bottom tier, as with L5r i approached this game with a sense of faction loyalty - so where is the fun in knowing that your faction is on the bottom and likely to stay there outside of jumping through hoops?
- I went through card DB, and put together a deck i thought would be interesting (if not competative - see above), and then checked all the packs i'd need. I got pretty sick very fast of seeing that there were ones and two's of the cards i wanted in any given pack. Sure it's great if you've bene playing from day dog, but the ability to buy singles would be really sweet compared to paying $20 AU for a pack and only needing one or two cards out of it.
It's almost funny because there is a similar arguement going on regarding table top wargaming at present. That Warmachine is starting to outsrip warhammer because the entry price (all else equal) is so much more attractive.
Anything that wants to survive needs fuel, and players ar ethe LCG's fuel.
Anyway, i don't really want to ruffle anyones feathers, and this game is great, that doesn't mean it is without it's issues. Cost and card bloat are the two major barriers to this game and coincdentally if you fix the latter the first takes care of itself.