rec.games.trading-cards.jyhad

Other genre's using the VTES system.

17 messages from 11 participants · 17 August 2004 – 28 August 2004
original thread on Google Groups

vermillian

VTES is a solid little system. I just think that it could have been done better (you nkow, not create blood doll, weaker dom, etc...). That's why I think it'd be pretty sweet if there were other games using the VTES system. I know, its fantasy, but in an ideal world this would rock. Imagine playing a God of a plane and controlling DnD characters for a planar war using the VTES system! (disciplines would be classes or something...). Or imagine just a generic fuedal system where you play a king of a realm and are at war with 'neighboring' realms. Anyhow, just some thoughts. I can't take credit for thinking of this, but its something that I thought could be shared with the newsgroup. ~SV

Colin McGuigan

vermillian wrote: > Imagine playing a God of a plane and controlling DnD characters for a > planar war using the VTES system! (disciplines would be classes or > something...). Imagine...imagine you were a wizard! And you could summon up creatures using...not blood, not blood, but mana! And the creatures had different mechanics, and some of them were more powerful than others, and so required more mana! =P --Colin McGuigan

vermillian

Colin McGuigan <magu...@BGONEspeakeasy.net> wrote in message news:<pOSdnXwtM6m...@speakeasy.net>... [ quoted text not captured ] Why not? Different creatures would have keywords (like creature type), they'd all have an aspect (like color). The former is like your clan, the latter is like your disciplines. Same everything else, base bleed, base punch, combat mechanics the same. The only thing that differs are the names and the meta of the environment (because cards like Majesty or IM will exist in a different format). Interesting, eh? ~SV

Daneel

vermil...@yahoo.com (vermillian) wrote in message news:<f987c6cd.04081...@posting.google.com>... > Different creatures would have keywords (like creature type), they'd > all have an aspect (like color). The former is like your clan, the > latter is like your disciplines. Same everything else, base bleed, > base punch, combat mechanics the same. The only thing that differs are > the names and the meta of the environment (because cards like Majesty > or IM will exist in a different format). VTES is a good game. It has good mechanics. Nevertheless, when I occasionally want to take a break from it and still play cards I usually prefer completely different stuff, with a completely different perspective. Bye, Daneel

Oortje4ever

dan...@eposta.hu (Daneel) wrote in message news:<a23a105e.04081...@posting.google.com>... > vermil...@yahoo.com (vermillian) wrote in message news:<f987c6cd.04081...@posting.google.com>... > > Different creatures would have keywords (like creature type), they'd > > all have an aspect (like color). The former is like your clan, the > > latter is like your disciplines. Same everything else, base bleed, > > base punch, combat mechanics the same. The only thing that differs are > > the names and the meta of the environment (because cards like Majesty > > or IM will exist in a different format). there are some important diffrences between magic and vtes which make the game totally diffrent and therefore intresting. 1 magic: draw a card during your drawstep. Vtes: draw a card when you play a card. 2 magic: one attackphase per turn; you can block or you can not. Vtes: multible actions (attackphases) per turn; blocking is resolved in a totally diffrent way and you tap when succesfull. 3 magic: deal combat damage once equal to power and see what happens. Vtes: combat system, well evolved and difficult to explain in ONE line. 4 Magic: calculate the number of options and evaluate the number of propebility. Vtes: Negociate, interact, calculate, evaluate, play and see what happens and repeat this sequence over and over. 5 Magic: 2White 2colerles Wrath of god; Bury all creatures. Vtes: Protect thine own; Cost: 1 blood Political Card - Worth 1 Vote. Called by any justicar or Inner Circle member at +1 stealth. Choose a non-Camarilla vampire with a capacity below 6. If the acting vampire is a member of the Inner Circle, you may choose any non-Camarilla vampire instead. If this referendum is successful, burn that vampire. 6 magic: pay cards with mana which replenish every turn. Vtes: pay cards with pool which replenish only if you invest in some way or an other except Ascendance. 7 Magic: you play the main cards in the game. Vtes: your minions play the cards. 8 Magic: none. Vtes: political actions. 9 ways to end your game) Magic: life, poison counters, no cards left to draw, "Doorway to nothing" "coalition victory". Vtes: pool, withdraw, concede, "brinkmanship". ***All exceptions excluded!*** Oortje Dont flame me for the typoos. But it would be nice if we used the same construction on a card game based on other white wolf roleplaying games. Mage ,werewolf (huhhuh rage 3rd edition) and wraith would be nice. even better if it was competible in some way.

vermillian

interne...@hotmail.com (Oortje4ever) wrote in message news:<6ccd3235.04081...@posting.google.com>... Yeah, so somewhere in that mess you mis understood what the heck I was talking about. How about this for a bit of discussion. Wizards start the game with 30 mana. When their 30 mana is eliminated they are ousted. You spend your mana summoning equipment other prominent creatures to assist you and some lesser creatures (as per transfering, equiping, etc...). You have one 'wizard' phase action. Power Struggles are like a coalition of the most prominent magic creatures duking it out politically or other wise. (political actions). Every creature will have certain aspects associated with them, and each aspect will be tied to a certain color, or no color (the aspects are disciplines, the colors could be clans). Some will have multiple aspects of different or same color, but many creatures will have one primary color, will be an artifact creature, or will be a multicolored creature. Creatures have ages, that is, how much sway and how much beating they can take, in a sense. Creatures can take actions doing various things, from attacking an opponent, restoration, or anything allowed by a card in play or in your hand. Creatures fight and deal exactly one life to the other combatant. Here some card examples: The Great Djinn Creature Color: Blue Age: 7 Aspects: FLIGHT <blue>, WISH <blue>, COUNTER <blue>, combat <blue> Wings above the rest Action Modifier 1 life Play as the action is announced. flight: Choose a creature without flight. That creature cannot block this action. FLIGHT: As above, but reduce the cost of this card by one life. Kumano, Master Yamabushi Creature Color: White Age 8 Aspects: DEFENSE <white>, COMBAT <white>, VIRTUOUS <white>, protection <white> 2 strength, 1 influence Seeking the Storm Power Struggle Attempt by any creature. +1 stealth Name any two other wizards. Successful referendum means one of those wizards gains two mana, and the other loses two mana. Lesser Atog Ally, 2 Mana Red Atog: Strength 1 Life 1 Drain 1. Once, while Atog Drains you may discard an uncolored card from your hand to give Atog +1 drain. Mountain Wizard Card (like master card) Land Put this card into play. You may tap this card and tap a red creature you control to move one life from that creature to your mana pool, or one mana to that creature. _______________________ Now do you get it? ~SV

Henrik Klippstr?m

vermil...@yahoo.com (vermillian) wrote in message news:<f987c6cd.04082...@posting.google.com>... > interne...@hotmail.com (Oortje4ever) wrote in message news:<6ccd3235.04081...@posting.google.com>... > > Yeah, so somewhere in that mess you mis understood what the heck I was > talking about. How about this for a bit of discussion. > > Wizards start the game with 30 mana... Actually I am kinda surprised WW has not used the insanely great game mechanics of VtES in new games. The idea of a fantasy-ish game is just one. (I personally fooled around thinking of a "parlament-game" based on VtES and swedish national politics (clans = political parties, minions = politicians and so on...)) Question LSJ (or someone) - Is there anything preventing WW from using the game system of VtES in a new game? Any rights not owned or?

David Cherryholmes

Henrik Klippstr?m wrote: > Actually I am kinda surprised WW has not used the insanely great game > mechanics of VtES in new games. The idea of a fantasy-ish game is just > one. (I personally fooled around thinking of a "parlament-game" based > on VtES and swedish national politics (clans = political parties, > minions = politicians and so on...)) I'm working on a home-brew Mage system that hews as closely to VTES as possible, except that you chuck generic sphere cards to build effects on the fly, a la vote push. Or, you can chuck them into a ritual region to build up bigger effects (but any mage can take a D action to nuke the ritual). There's still so much I haven't fleshed out that it's not even a game yet, but it seems any attempt at Mage must capture the feel of dynamic magic, or there's no point. -- David Cherryholmes

Azel

not completely analogous but interesting parallels exist in several other card games. Legend of the 5 Rings requires you to work your power through your minions - and there's oodles of politics, especially now with the coutier class. Legend of the Burning Sands (defunct) had water counters to represent your power, once they run out you were ousted, also unlike L5R "attack phases" were a bit more individualized a la VtES. both L5R and LBS have events, something newly incorporated into VtES. both also had experienced versions a la advanced vampires, too. there's a lot of games out there that picked up bits and pieces of VtES legacy, and conversely VtES, as it has grown, has picked up bits and pieces from other games. i'm sure we can all find more examples. about the fantasy game with VtES mechanic you may want to take a closer look at LBS. it suffered from several issues, but the continuing depletion of a precious resource (water) is perhaps quite close to what you are thinking of. games with diminishing returns though don't always work too well with every theme. vampire can pull it off because the theme seems so appropriate, it is so dark and macabre it fits. often fantasy is a bit too cheerful to pull this mechanic in an addicting manner. Maybe a Ravenloft CCG =D

David Zopf

"Henrik Klippstr?m" <as...@hotmail.com> wrote in message news:5a3b0aea.04082...@posting.google.com... [ quoted text not captured ] A quick guess: the VTES game mechanics were licensed from WotC, not purchased. To use them in another system would require WotC's approval (not likely), and probably an additional layout of capital from WW to WotC on the front end of the project. An investment like that would have to be done with a high degree of confidence that the game would be profitable enough. DaveZ Atom Weaver

Henrik Klippstr?m

"David Zopf" <david...@snet.net> wrote in message news:<A0nWc.5815$Y94...@newssvr33.news.prodigy.com>... [ quoted text not captured ] Sounds likely. 媒ept maybe that profit-part :) LSJ confirm?

Wes

David Cherryholmes wrote: > > I'm working on a home-brew Mage system that hews as closely to VTES as > possible, except that you chuck generic sphere cards to build effects on > the fly, a la vote push. Or, you can chuck them into a ritual region to > build up bigger effects (but any mage can take a D action to nuke the > ritual). There's still so much I haven't fleshed out that it's not even > a game yet, but it seems any attempt at Mage must capture the feel of > dynamic magic, or there's no point. Sounds like fun. Let me know if you want to take this baby for a testdrive via Deckserver. I'd be happy to moderate, as always. I can think of a few others that would probably like to sign up to play as well... Cheers, WES

Wes

David Cherryholmes wrote: > > I'm working on a home-brew Mage system that hews as closely to VTES as > possible, except that you chuck generic sphere cards to build effects on > the fly, a la vote push. Or, you can chuck them into a ritual region to > build up bigger effects (but any mage can take a D action to nuke the > ritual). There's still so much I haven't fleshed out that it's not even > a game yet, but it seems any attempt at Mage must capture the feel of > dynamic magic, or there's no point. Sounds like fun. Let me know if you want to take this baby for a [ quoted text not captured ]

Henrik Klippstr?m

as...@hotmail.com (Henrik Klippstr?m) wrote in message news:<5a3b0aea.04082...@posting.google.com>... [ quoted text not captured ] LSJ?

LSJ

"Henrik Klippstr?m" <as...@hotmail.com> wrote in message news:5a3b0aea.04082...@posting.google.com... > as...@hotmail.com (Henrik Klippstr?m) wrote in message news:<5a3b0aea.04082...@posting.google.com>... > > Question LSJ (or someone) - Is there anything preventing WW from using > > the game system of VtES in a new game? Any rights not owned or? > > LSJ? LSJ has no knowledge of the details of the licensing programs, nor of the marketing research done on the commercial viability of an alternate themed TCG with mechanics identical to an existing 2+ hour, 4+ player TCG, nor of how such an endeavor would impact the VTES market ("splitting" the player base, perhaps). Even if I did, I'd likely be unable to comment due to some other contractual clause until such time as such a game was announced in a press release. :-) -- LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc. V:TES homepage: http://www.white-wolf.com/vtes/ Though effective, appear to be ineffective -- Sun Tzu

Robert Goudie

"Henrik Klippstr?m" <as...@hotmail.com> wrote in message news:5a3b0aea.04082...@posting.google.com... [ quoted text not captured ] IANLSJ, however... White Wolf licenses the game mechanics from Wizards of the Coast. When Wizards made the game, they licensed the World of Darkness setting from White Wolf. If WW wanted to use the mechanics for a new game, they'd need a license from Wizards. -Robert

Henrik Klippstr?m

"Robert Goudie" <rrgo...@earthlink.net> wrote in message news:<2p902bF...@uni-berlin.de>... > White Wolf licenses the game mechanics from Wizards of the Coast. When > Wizards made the game, they licensed the World of Darkness setting from > White Wolf. If WW wanted to use the mechanics for a new game, they'd > need a license from Wizards. > > -Robert Thanks!