Matthew Burack, aka Ghostdancer, writes an open letter to the new Classic brand manager Ryan Miller:

Date: Mon, 13 Mar 2000 08:10:28 CST
From: Matthew Burack (mrburack@hotmail.com)
To: rageinfo@frpg.com
Subject: Dear Brand Manager Ryan,

  I've never been a very vocal member of the list, but I will say my piece
now.  We didn't get the support we were promised, and as a direct result of
that and the failure to advertise the re-release, the game failed.
  What you are hearing on this list is a mournful howl for a great game,
undone by a lack of solidarity within its parent company.  The "blame the
fans" defense we all heard didn't help.  We always got the line, "If you buy
it we will make it," implying that we weren't doing our part, but most of us
were buying as much as we could afford/get our hands on.  (Distribution
problems anyone?)  The problem was in alienating old players by not
providing compatibility and then relying on those players to make the game a
success.  No advertising = few new players.  (By the way, the game was far
better because of the non-compatability, but that's another issue.)
  One issue of sacred ways.  I never even got my GN card.  I never saw a
rage demo offered at GenCon '99.  Tournament support at GenCon?  Matt Farney
was great, but he was the only one.  I and a pack-mate had to judge the
first days' tourney.  The prizes at GenCon were product and T-shirts - not
bad, but nothing much compared to the stuff given away at Stones River
Challenge, which was only a few months previous.  That is why there were
only thirteen people for the world championships.  Less than one year into
the re-release and they had already given up.
  That is a great shame, because it is an exquisitely well-designed game.
Few other games offer such a great ambiance, simplicity and fast-play, and
balance.  For one thing, in most games you have one deck.  If you don't get
a good draw from that one deck, or if it's not a perfect design, then you're
screwed.  Rage has two decks, meaning a bad draw from one can be balanced by
a good draw from another.  A less-than perfect design in one can be balanced
by a great setup in the other.
  I still love the game.  I still think up new decks all the time.  (Matt
Farney - Any rulings yet?)  My pack and i still play quite regularly, though
not every weekend because we've gotten a little bored with the same cards,
and have started a new game.  (Anyone else tried The Wheel of Time CCG?)  I
would still love to play at GenCon this year.  I will still be playing next
year at this time, and probably for many years to come.  If we ever see an
expansion i will buy it until i have a complete set.
So, to our new Brand Manager (Alpha) - How many other games do you manage?
Have you ever played Rage?  Do you love the game?  Regardless of those two,
are you going to work to get expansions out and support at GenCon and other
tournaments?  Are you willing to entertain new ideas for giving the game a
jump-start and pitch them to the decision-makers?
  I'll play Rage with or without the support from WoTC, but don't get my
hopes up if you don't mean it.  I've already heard too many broken promises.

   - The Ghostdancer
    Wendigo Philodox
(1999 Cub Wars Champion)

  - Matthew R Burack
mrburack@hotmail.com

Ryan Miller then responds:

Date: Mon, 13 Mar 2000 09:38:38 -0800
From: Ryan Miller (rmiller@wizards.com)
To: rageinfo@frpg.com
Subject: Re: Dear Brand Manager Ryan,

rageinfo@frpg.com writes:
>So, to our new Brand Manager (Alpha) - How many other games do you
>manage?
I have all the classic games - which is 7, last I checked - and the Looney
Tunes TCG coming out this fall.

>Have you ever played Rage?
I played when it first came out, and now I play the new and much improved
version.

> Do you love the game?
I love the newer version.

>  Regardless of those two,
>are you going to work to get expansions out and support at GenCon and
>other
>tournaments?
I am working to get a new expansion out, but I cannot make any promises.

>  Are you willing to entertain new ideas for giving the game a
>jump-start and pitch them to the decision-makers?
Always.

Ryan Miller
Brand Manager, Classic Games
Wizards of the Coast

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