LSJ#
There's been some talk in (a particular thread in) this newsgroup regarding
the distinction or lack thereof between game state and history (not in so
many words, of course). So I thought it would be a good idea to step back
and take a shot at the topic starting from scratch, so that (hopefully)
everyone can understand what the whole thing is about.
"Game State" refers to the state of the game as descernable by looking only
at the table - the cards in play (and their positions and orientations), the
counters in play (and their positions), etc.
"History" refers to things that cannot be determined by "Game State" (like
who's played a Master: out-of-turn card against their upcoming master phase).
The designers relied on game state as much as possible. For instance, they
used "tapping" (a part of Game State) instead of a "this minion has done
something since the start of his last turn" history. The benefits of using
game state over history are twofold: 1) it's less to keep track of (inherently)
and 2) as game state, it can be modified by other effects, even ones created
in future expansions (Freak Drive, Precognizant Mobility, etc.)
The concept of mixing the two (thus making "history" volatile) is something
that I had argued against (back before becoming part of the machine :-)
[sjoh...@math.scarolina.edu 04-NOV-1996]. That was a myopic post. Tapping
(and being able to untap via special effects) is better than remembering who's
"done something", for example.
As another example, take Dreams of the Sphinx. It could have been written to
rely on history:
Dreams of the Sphinx - Master
Unique Master.
Use this card to draw two cards and increase your hand size by two cards
until the end of the current turn. Use during your untap phase to gain an
additional pool if you have the Edge. Use to move a blood from the blood
bank to a vampire in your uncontrolled region. This card cannot be used if
it has been used during or since your last untap phase. Burn this card
after its third use.
But it was instead written to rely on counters. As such, there is less to
remember and the "history" that is instead being respresented by the counters
in the game state can be modified by other effects, like Goth Band.
In general, the amount of history that the players have to keep should be
kept to a minimum (that is, game state should be used whenever logistically
feasible).
The designers have relied on game history for a few things, however. What
follows is not necessarily a complete list (since i just scribbled it down
this morning), although I believe it is complete:
History required:
1) #VPs scored (to determine a winner).
2) Ownership of cards.
3) Level at which a card-requiring-a-discipline that remains in play was played.
4) How and whence a card entered the ash heap.
5) Certain titles and title removals and other similar lingering effects (Archon,
Blood Bond, Incriminating Videotape, etc.) as described when the effect is played.
6) Transient lingering effects describe when an effect is played ("Do Not Replace
Until...", "No more bleed modifiers...", etc.)
Of those, 4) is unavoidable (since most game state stuff can't survive the trip to
the ash heap). 1) and 2) and 6) are no trouble. 3) is troublesome, but is sometimes
necessary. 5) is almost always avoidable (except when a card "links" two other cards,
like Incriminating Videotape).
Incidentally, the "type" of a counter ("vandal" counter, life counter,
"corruption" counter etc.) is assumed to be part of the game state - it is
usually a function of the color and/or shape of the counter used.
History required for a round around the table (not also listed above):
Who's played a Master: Out-of-turn card.
Who's ousted someone (Lextalionis).
Who's committed diablerie (6th Tradition).
In these cases, history is preferable to making transient counters to mimic the
effects, IMO.
History required for a turn:
Actions taken (NRA).
On VTES-L, I had described the NRA as it might be if it were defined in terms of
Game State [LSJ 21-FEB-1997]. But here again, the period of time is short enough
that the history version is preferable, IMO.
Other history is required for incredibly short amounts of time (additional
strikes gained, transfers made, etc.)
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/