Smiley wrote: ↑Fri Feb 04, 2022 11:00 pmAnd not doing it [set rotation] have killed most, if not all games since the introduction of CCG's that did not meet a low player base death before. And waiting too long just prolonged it. Even LCG's came to the same conclusion.
I'm not disagreeing with you. I'm just putting some context around this.
Magic: the Gathering has some non-rotating formats.
One of them is Modern. It currently has 16,117 cards in it.
However, after Modern reached 13,894 cards, Wizards decided that that was too large a card pool to be manageable to normal players.
So they introduced Pioneer. Pioneer had 6,773 cards in it at launch. (It now has 8,996 cards.) Wizards considered this a manageable card pool -- assuming it was helped along by a ban list, of course.
Magic Standard Format does
rotate. It currently has about 1,800 cards in it, which is about average.
Magic Standard routinely peaks at just over 2,000 cards before rotation. The largest Standard cardpool ever was in July 2021, when Standard hit 2,150 cards.
The Star Trek CCG (First Edition)
Constructed Complete OTF card pool contains a grand total of 3,928 cards. That's it. Twenty-seven years of this card game have amounted to a little under 4,000 total cards.
It may be the case that 1E will someday develop a card pool so large and so unlearnable that we will have to implement set rotation in order to maintain a viable game.
But our current
card pool is barely half the size of Magic's "training wheels" non-rotating format, a quarter of the size of Magic's actual non-rotating format maintained via ban list, and less than double the size of Magic's actual rotating format (which must be relearned by all players every couple of years anyway).
So the day when we must introduce set rotation may be coming, but it is probably still a long way off.
If we did
introduce set rotation to First Edition
, and tried to follow Magic's approximate card pool sizes, then our sets would rotate approximately every twelve years.
For now, the ban list + aggressive errata + universal printability (a huge advantage Magic doesn't have!) seems adequate. If we're failing to recruit players under these circumstances, it seems to me that it's probably due to other factors, like overly complicated rules, insufficient novice-friendly materials, inadequate marketing, or just fundamentally unpopular gameplay.
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