Scott Thorne
Scott Thorne covers the tabletop games business from the vantage point of a long-time specialty retailer and marketing instructor, using his store’s sales patterns and customer behavior to explain what new products, policies, and events mean at ground level. His weekly Rolling for Initiative column at ICv2 focuses on how trading card games, roleplaying games, and miniatures perform in real stores rather than in abstract market reports. He consistently connects manufacturer and distributor decisions to cash-flow, inventory risk, and organized play outcomes for hobby game shops. His work is aimed at readers who need a clear, retailer-focused read on how industry moves translate into day-to-day business conditions.
Retail-level sales and trading card game trends
Thorne regularly examines trading card game sales at the retail level, using recent declines, surges, and set-specific performance as a lens on the health of the category. In his coverage of tariffs and the Aetherdrift prerelease, he ties macroeconomic pressures and distribution stability directly to turnout and sales at his store. He writes about the “recent decline in TCG sales at the retail level” in concrete terms, highlighting how product lifecycles, reprint strategies, and organized play support influence store ordering and stocking decisions.
The anchor column on Magic and Marvel Super Heroes prerelease events fits this pattern, turning one weekend’s results into a read on set appeal, cross-brand interest, and how much risk retailers can take on a new release.
He also tracks how specific boxed sets and product lines land in stores, such as Horus Heresy releases that he describes as having soft preorders. These pieces spell out what “soft” looks like in practice - how many tables fill, how much sealed product moves, and what that implies for subsequent ordering. The emphasis is always on how publishers’ launch plans and marketing translate into actual sales, rather than on lore or purely player-facing perspectives.
Distribution, tariffs, and enforcement battles
Thorne devotes a substantial part of his column to the friction points between publishers, distributors, and retailers, especially around tariffs, bankruptcy, and legal disputes. He follows the Diamond Comic Distributors bankruptcy and later sale through the lens of a store owner dependent on that supply chain, detailing how changes in Diamond’s status affect product availability, credit terms, and retailer confidence. His piece on Green Ronin’s GoFundMe campaign against Diamond shows the same focus, spelling out how legal fights upstream can threaten stability for small publishers and the shops that carry them.
Legal enforcement against counterfeit and gray-market sellers is another recurring thread. He writes about Games Workshop suing online sellers, explaining how attempts to protect IP and control channels collide with retailer needs and consumer expectations.
In his column on publisher enforcement and Ravensburger’s new online sales policy, he unpacks how tighter reseller rules, MAP policies, and online restrictions shape pricing, margin protection, and competition between brick-and-mortar stores and online platforms.
Earlier coverage of “knockoffs and licenses” at ACD Games Day shows his long-running interest in how unofficial products and licensed lines coexist on shelves, and what that mix means for stores trying to manage risk and demand. Across these topics, his distinguishing feature is a willingness to translate legal and policy decisions into specific operational consequences for hobby retailers.
Organized play, events, and prerelease performance
Thorne often builds columns around key calendar events - Free RPG Day, Free Comic Book Day, DCC Day, Alliance Open House, and prerelease weekends - and treats them as case studies in turnout, sales, and customer engagement.
His coverage of Free RPG Day and Free Comic Book Day breaks down how many visitors come in, what percentage convert to paying customers, and which giveaways or titles actually drive follow-up business. Writing about DCC Day and the DCC Day “season of Magic” for Dungeons & Dragons, he assesses how well event structures and promotional materials translate into tables filled, books sold, and interest sustained beyond the day itself.
Event-focused columns also highlight practical problems like product shortages and uneven demand. In his look at The Hobbit prerelease, he focuses on difficulty getting enough product, the impact of allocations on player satisfaction, and how shortages force stores to juggle sign-ups, prize support, and expectations. Coverage of Alliance Open House blends event reporting with strategic analysis, using comments from major executives about AI and future plans to anticipate how organized play and content creation might change for brands like Dungeons & Dragons.
The prerelease-themed work, including his piece on Magic and Marvel Super Heroes, makes clear that his primary concern is how reliably events convert enthusiasm into sustainable revenue for local shops.
Dungeons & Dragons, media crossovers, and the business of fandom
Thorne treats Dungeons & Dragons as a central pillar of the tabletop business and returns to it frequently in his columns.
He covers Critical Role’s choice to use Dungeons & Dragons 2024 rules instead of Daggerheart, framing the decision in terms of rules familiarity, product support, and the reliability of D&D as a commercial backbone for actual-play content and store events. His pieces on D&D news from Gen Con and on the Season of Magic organized play program analyze how new books, campaigns, and OP structures are designed to drive store traffic and ongoing engagement. He situates these developments within a broader “business of fandom” context, recognizing ICv2’s focus on how fan communities translate into demand for games, books, and accessories.
Media and brand crossovers are part of this wider view. The Marvel Super Heroes prerelease coverage and his interest in Universes Beyond-style products show how he tracks the pull that licensed properties have on new and lapsed players, and how that affects ordering decisions and event planning.
Across fantasy RPGs, TCGs, and licensed tie-ins, he consistently asks whether a given initiative strengthens the long-term relationship between fans and their local store, and whether it justifies the risk retailers take when they commit shelf space and capital to it.
4 more gaming journalists.
Adam Bankhurst
Adam Bankhurst covers the busiest crossroads of gaming and entertainment for IGN, with a focus on breaking news, live event roundups, and franchise guides. He reports on releases, updates, hardware, films, anime, and major fan universes including Disney, Star Wars, Marvel, Lord of the Rings, Nintendo, Final Fantasy, and Mass Effect. He has covered events such as E3 and PAX, and has written The Game Awards 2020: All the Winners and X-Men Movies in Order: The Full Timeline. His work turns announcements, shows, and timelines into clear, digestible stories. He leads with dates, decisions, platforms, prices, and viewing or playing order. He also helps manage IGN’s homepage and contributes news, reviews, previews, features, commerce, and wiki content.
Alejandro Josan
Alejandro Josan specialises in turning complex, high‑information subjects into concise, usable narratives with facts first and minimal opinion. He writes guides, lists, and features for GameTyrant, focusing on step‑by‑step instructions, completion times, and whether in‑game systems are worth a player’s time. His work on titles like Rhapsody in Scarlet, Harvest Moon: Echoes of Teradea, and High on Life 2 explains progression, mechanics, systems, and different completion paths with clear numeric framing. He also breaks down layered systems in games such as Palworld and Infinite Craft into short, direct explanations. Outside GameTyrant, he has an extended track record on live‑service games, especially Destiny 2, covering tier lists, seasonal content, weapon “god rolls,” patch changes, and build optimisation. At Suggest, he is a resident crime expert reporting on breaking crime news and rare medical cases with clear timelines and careful use of official information.
Alex Van Aken
Alex Van Aken is a multimedia video game journalist who specializes in long-form documentaries, developer profiles, and weekly conversation-driven coverage of major releases and industry trends. He is senior video editor at Game Informer, where he leads the video team, travels for cover stories and studio visits, and hosts The Game Informer Show podcast. His reporting centers on cover story features and developer-focused coverage that highlight how games are designed and produced, often anchored to tentpole titles like Assassin’s Creed Mirage, Halo: Campaign Evolved, and World of Warcraft. Van Aken also writes previews, impressions, and reviews across action-adventure franchises, live-service expansions, and racing games. He builds independent game documentaries, appears on major industry platforms, and cites consulting experience on notable series, grounding his work in visual and audio storytelling and direct access to creators.
Alexander Lee
Alexander Lee covers how games, platforms and creators intersect with business. He leads news coverage at GamesBeat across gaming, entertainment, technology, the creator economy and the future of media. His core beat is platform strategy, live services and new game models, with close attention to Roblox, creator tools, monetization, communication features, safety and emerging technology. He also covers esports, content creators, regulation, accessibility and how design choices affect players and developers. Before GamesBeat, he covered gaming, esports and creators through advertising and marketing. His reporting connects product changes and policy decisions to their effects on companies, creators and audiences. He reports from industry events, uses participant voices to show business impact and analyzes longer-term strategy. He also hosts and joins podcast conversations with industry leaders.