Before I start, I just want to say that I think the Rod of Seven Parts token program is really cool and am not in any way criticizing the planning that has gone into it. I just want share my observations and see if people are thinking along similar lines.
As of late, I've noticed a lot of people are seeking out Rod Segments 1 & 2. I did the same when I started collecting last year, and it took a lot to get mine. After reading the recent posts and reflecting on my experience I got to thinking about the distribution of the Rod Segments and I think that there will be a growing rate of disparity in Rod Segments as the years pass.
Basically, I figure that every year there are more $1K+ level buyers. Thus,every year there will be more Rod Segments produced for that year. So, if there were 50 Rod Segment 3s produced last year, there will be 75 Rod Segment 4s produced this year, and 100 Rod Segment 5s produced in 2012. While this growth means that more people will get access to Rod Segments, it also means that more folks will wind up with Segments that they can't use (at least for combo purposes) since there were a limited amount of Rod Segment 1 and 2 produced. So, in the end, the total amount of Rod of Seven Parts that can be created will be based off the number of $1K+ purchases made in 2008 (and any extra given out in things like the GT bag). (Which makes it nice for Jeff to be able to project exactly how many he needs to print.)
Inherently there isn't really a problem with this, since the Rod Segments are freebies given as a thank you to the large buyers. Additionally, they are slotless and each provide a nice in-game benefit. However, I do foresee a growing frustration as post-2008 players get into the game and realize that they will have no chance to get a complete Rod of Seven Parts. I figure that, at most, there are 2 or 3 Rod Segment 1s that may move over the next three years. Then there will be a big spike in sales/trades in 2014 when the final Segment is released.
So, in some ways, new players are being penalized for coming late to the game. At its core, this is interestingly reflective of the Rod quest in the RPG, where the low experience players are forced to overcome insurmountable odds to acquire the segments. I'm on the fence as to whether this is a positive or negative thing. The veterans do deserve to get the privileges for loyalty, but new players should also not be similarly penalized. To do so only further divides the Veteran players and the Rookie players (which will more often than not drive off new players).
So, I tried to think of ways to alleviate this situation. Reissuing Rod Segments 1 & 2 is not an optimal idea, since it would flood the market and reduce the inherent value of the completed Rod. Similarly, it would not be beneficial to allow any seven Segments to be turned in for a completed Rod, both because this deviates for the character of the Rod and it once again reduces the value of the completed Rod. But, there may be other solutions that could maintain the unique value of the completed Rod while allowing new players to benefit from their Segments.
Here are some of my ideas:
- Allow X Rod Segments to be turned in for either a PYP or random UR from those available that year. This is probably a hazardous idea, since it once again opens the floodgates on UR acquisition. But, I wanted to throw it out there.
- Allow 1 Rod Segment to be exchanged for any 1C-3C item, and 2 Rod Segments to be exchanged for any 4C item. This may be reducing the value of Rod Segments too much, but I'm not sure that 1 Segment is worth a 4C.
- Allow Rod Segments to be exchanged for 2,500 GP. I'm not certain on the GP value. But, that is about average for a low-end UR, so it seemed appropriate.
- Create lower power Rod combos (1R-4R). This is my favorite since it actually matches the way the Rod works in the adventure. In the adventure, rod pieces can be joined in smaller chunks, creating a power greater than their sum. This method essentially creates a combo item track for the Rod Segments. It would probably be best to match it to the standard Constructed item track, thus having a 1R-4R. My initial thoughts on how this could work would be 1R requires 2 Segments and additional tokens or 3 Segments, 2R requires 3 Segments and additional tokens or 4 Segments, 3R require 5 Segments, and 4R is the Rod of Seven Parts. I'll brainstorm on what these could be and post them below. I know Jeff doesn't want to commit to the final Rod of Seven Parts powers, but I'll work off the assumption that it will be at or near Artifact level power.
- Insert random Rod Segments from previous years into the Treasure Boxes. This is another weak idea, but I wanted to toss it out there. The issue that arises from this one is that since it is randomly distributed, in all likelihood it would just get resold or traded by the person who pulls it, like the random Arcane Recipe was last year.
- Allow any two Rod Segments to be traded in for one from a previous year. This has some potentially hazardous consequences, but would at least allow collectors to balance out their Rod Segments and give new collectors a chance to get in on the action.
- Create similar future incentive programs. I'm sure Jeff and crew are already far ahead of me on this one. But, after the Rod is done, more programs like it would at least give new players something to hop on-board with and give vets something to keep coming back to.
As I said, I love what the TD crew is doing with the token program, and highly enjoy the creative ways that they continually develop the TD experience, both at Gen Con and all year long. My intent is to open a dialogue on this.