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==Non-GW but Still /tg/ Examples== * There's an indirect version of this visible in some Dungeons & Dragons and Pathfinder comic books, where some pages are dedicated to rules for the monsters/items featured in that issue, all the better to promote brand synergy. * Also a major factor behind [[Splatbook]] power creep: you want to be as powerful as the guy working from his class/faction's [[splatbook]]? Well, you'll need to buy one for your own class/faction! And this phenomenon applies even in not-directly-competitive RPGs like Dungeons and Dragons or World of Darkness. * Any given card game, from [[Magic: The Gathering]] to [[Yugioh]] to [[Pokemon]], all exist to sell more cards. To this end, cards constantly get stronger the longer the game goes on, in order to incentivize players to buy more cards. Even companies/fans that swear up and down that "We don't have powercreep, I swear!" tend to cause the same effect via a rotating card pool that still requires one buys more cards on a somewhat regular basis. **To give card games some credit, though, if you opened a new pack of cards and everything in a set offered no improvement over the cards and decks you already have, it would produce disappointment and a metagame that would not change. **To take that credit away, though: You ever wonder ''why'' TCGs sell their cards in packs? They are the original loot box; they want you to buy more card packs just for the chance to get the ones you actually want. * [[Lego]] moving away from its original products to focus on license deals. There's more money in Marvel and Mario than an original Castle or Rock Raider set. *[[Transformers]], which named the original concept.
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