Star Wars Destiny: The Good, the So-So, and the Bad

Let me begin with an apology to my many new readers, who are devotees of AD&D.  Never fear, I’ll be back on the AD&D train in Thursday’s blog!  That said, I’m not just an AD&Der.  In fact, I’m not just a roleplayer.  As you know, gamers are like craft beer drinkers.  We’re rarely monogamous in our commitment to one specific game.

So I do play a lot of AD&D.  But I also am a huge fan of the Star Wars Living Card Game [LCG].  So much so that I actually traveled cross-country to play in the World Championships last year.  That said, I was disgruntled and nervous to learn last year that Fantasy Flight Games was releasing another Star Wars card game: Star Wars Destiny.  What would this mean for the LCG?  What would happen to my gaming group?  And what about all the time and energy I’ve invested in this game?

First of all, games come and games go.  That’s a fact of life.  But my concern was that (a) Destiny would make more money, (b) Destiny would steal LCG players, and (c) the LCG would be abandoned by players and FFG alike.  So, in response to this, I swore that I would not be playing Destiny.

But then it came out.  And…um…I may have bought a few packs…..

I doubt anybody is really an expert on Destiny yet, but I’ve played a fair share of games.  So I thought I’d pass along what I’ve experienced, especially since a number of my Twitter followers have been asking.  So here’s my take on Star Wars Destiny, as a committed player of the LCG:

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