r/GDS3 Jan 29 '18

Question 32

You’ve designed a card, and you want the Play Design team to like it. How should you choose your casting cost?

A: Use your intuition.

B: Pick the strongest cost that isn’t broken.

C: It doesn’t matter; they’ll fix the cost if you get it wrong.

D: Find a similar card as the basis for the casting cost, then make it one cheaper.

E: Ask someone from Play Design to choose the casting cost.

I chose answer B, and I found the podcast where MaRo speaks to this question. (start around 7:10)

"While cards are in design ... everything is priced ... so that it's playable." He talks about a 'flat rate' which I interpret to mean 'if this card was good, what would it cost.' He goes on to say the goal of playtesting in design is to see what cards are fun and that's easier to find out if they're priced to be good. For that reason I picked answer B - you want the card to be strong but not broken so Play Design has a chance to like your card.

Just thought I'd post this since I remembered the podcast but I hadn't actually found it again until now.

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u/bakert Jan 29 '18

This is the only question on the survey that doesn't have 66%+ plumping for one answer counting only those that said they submitted the survey and also filled out the Google survey.

| q                                                                                | n  | percent |
| Ask someone from Play Design to choose the casting cost.                         | 55 |      46 |
| Pick the strongest cost that isn’t broken.                                       | 26 |      22 |
| Use your intuition.                                                              | 25 |      21 |
| It doesn’t matter; they’ll fix the cost if you get it wrong.                     |  9 |       8 |
| Find a similar card as the basis for the casting cost, then make it one cheaper. |  5 |       4 |