If ICE had dropped the license when their debt had been
paid off they could
have survived with RoleMaster and Silent Death, which did make a small
profit.
ICE was able to pay off their debt a few years ago with the Middle
Earth CCG,
which sold quite well before the market collapsed. They lost a lot of
the
profits doing the Middle Earth Quest books, which they didn't have a
license
for (they got the license from a book publisher that thought it had the
license, then ICE printed thousands of books before it found out it
didn't
have the license, then the ME book licensee didn't grant ICE permission
to go
ahead and sell their books). But four years ago ICE had no significant
debts
and was in good position to lose Middle Earth.
Tolkein Enterprises doesn't yet have the rights to all the MERP
manuscripts.
But if ICE (now in bankruptcy) can't sell enough assets to pay off its
debt
to TE, all their remaining assets go to TE. So TE gets MERP,
RoleMaster,
Silent Death and everything else, to do with as they wish. The Silent
Death
rights are in negotiation with another company. RoleMaster may be also
but
it's not as popular. But other than that ICE has very little usable
assets.
They own a huge amount of MERP material but not the right to publish
and
sell it.
As to the future of MERP, someone will probably get the license to
publish
RPG books. It is unlikely that we'll ever see detailed MERP books
again, as
those are relatively small sellers. Lots of intro books with mass
appeal a
la D&D, since the licensee will have a huge license fee to pay off.
In my
opinion it's a sad situation, but that happens.
After the seminar I went back to our room. Dave and Little Chris
convinced me
to play Fluxx, published by Looney Labs. Fluxx is a simple game, the
object
being to collect Keeper cards in some combination to satisfy a Goal
card.
There are different Goal cards, mostly requiring two cards to win (such
as
"Chocolate Milk -- to win you need Chocolate and Milk"). There are New
Rule
cards (lots of them) that change the specific mechanics of the rules:
draw
more cards, play more cards, can only have so many cards in your hand,
can
only have so many Keepers on the table, hidden Keepers, one or two
others. And
there are Action cards that allow you to steal Keepers, kill New Rules,
force
hidden Keepers out and so forth.
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It's a fast playing game with the rules constantly
changing. On one turn you
could be drawing four cards and playing all four cards, then by the
next turn
drawing two cards and only playing one card and discarding the other.
It's
a relatively fun game but very random. There is a little bit of
strategy
involved but the situation changes so quickly (and the Goal changes
almost
constantly) that keeping cards in your hand or on the table is not
something
you can count on. I think it would make a good drinking game, but
personally
there's not enough "control your own fate" for me.
At 16:00 I went downstairs to play a miniature game. It was some space
combat
game set in the Deep Space 9 universe, Federation vs Jem Hadar.
Unfortunately
I lost enthusiasm when I got there. I guess I'm getting old and less
tolerant
of people. There are certain fairly obnoxious people who play the
miniature
games at DunDraCon (or watch them) and I don't want to deal with them
anymore.
The general games it's less of a problem (though there are still
obnoxious
players, chances are they're not the same people year after year). But
in the
miniatures section it's the same people over and over since there are
only a
handful of miniature games.
Went back to the room and played another game of Fluxx. Then I read the
Red
Alert! rules while Dave beat Chris at Fluxx a couple of times (Chris
didn't
win any Fluxx games that day). I have four Red Alert! starter packs:
one each
of Federation, Klingon, Romulan and Ferengi (and based on the product
numbers,
there are probably multiple of Federation and maybe Klingon and
Romulan, or
a lot of races are represented). Each starter pack comes with a sheet
for the
ship, a (random?) race sheet (with four disks), two sheets of counters,
a
scenario sheet, and three random sheets. I got a big Cardassian ship
and a
couple of random Cardassian sheets in the random distribution, so I had
five
ships and a half dozen scenarios.
(continued)
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