Hot from the other non-magic newsgroup! I must say i think this is
fascinating stuff! Even though, or because, i predicted it with my
malkavian powers MONTHS ago!
>Sorry, the poster has you nailed to a board (something that might happen in a
>Vampire game). Netrunner and Vampire, the two post-Magic improvements,
>languish in abandonment because of *the bottom line*.
DANCY:I will point out that both of those games were inactive long before
WotC acquired FRPG, and that I had absolutely nothing to do with
stopping development of them. They were "dead" then, and they're
"dead" now, and there are complex market forces at work that will keep
them "dead" for some time longer, no matter how much you want the
situation to be otherwise. I can make the games, and I can market the
games, and I can support the games, but I don't sell the games. And
the people who do sell the games aren't >INTERESTED< in Netrunner or
VtES.
> You have never denied it.
DANCY:I am actively trying to determine if there is a case to be made for
printing Silent Impact. If I can do so on a break-even basis (surely
even you won't begrudge me the right to not lose money on a game),
we'll print it.
> You could care less if they are much better games.
DANCY:I do not think that either product is a better game than the products
we have in production currently, or planned for release in the future.
Both games are now more than two years behind the development curve,
and both suffer from serious gameplay flaws, unbalanced cards,
problems with rules and other severe difficulties that would require
substantial revision before I'd be willing to move forward. Both
games, while cricitcally acclaimed are far below my minimum standards
for game play and for quality of gaming experience.
We're experimenting with that type of revision right now. You're
about to see the results when Rage ships next month (you can see a
preview right now if you want - I'd be happy to stick a Rage preview
deck in with that Doomtown deck....). We spent nearly two years
killing ourselves trying to update a TCG. We don't have any idea if
it can be done successfuly yet. Ask me in a year if the effort was
worth it.
On Sun, 19 Jul 1998 11:35:40 +0100,
not.av...@your.security.clearance (Legbiter) wrote:
>DANCY:
That's "Dancey" with an 'e'. :)
>I do not think that either product is a better game than the products
>we have in production currently, or planned for release in the future.
>Both games are now more than two years behind the development curve,
>and both suffer from serious gameplay flaws, unbalanced cards,
>problems with rules and other severe difficulties that would require
>substantial revision before I'd be willing to move forward.
Correct me if I'm mistaken, but hasn't there been about 100+ messages
in the past couple of weeks about this exact situation in Jyhad/VtES
on this group?
What do you all think about the current state of the Jyhad/VtES rules
and card base?
Ryan S. Dancey
Brand Manager, Five Rings Publishing Group
Wizards of the Coast
In article <35b25969...@news.isomedia.com>,
Ry...@frpg.com (Ryan S. Dancey) wrote:
> On Sun, 19 Jul 1998 11:35:40 +0100,
> not.av...@your.security.clearance (Legbiter) wrote:
>
> >DANCY:
>
> That's "Dancey" with an 'e'. :)
>
> >I do not think that either product is a better game than the products
> >we have in production currently, or planned for release in the future.
> >Both games are now more than two years behind the development curve,
> >and both suffer from serious gameplay flaws, unbalanced cards,
> >problems with rules and other severe difficulties that would require
> >substantial revision before I'd be willing to move forward.
Ryan, can you tell me which gameplay flaws you mean? IMHO V:TES is
the cardgame with the least flaws. There are some unbalanced cards,
yes, but they are as well in L5R. What problems with rules do you
address exactly, and what other severe difficulties do you refer to?
>
> Correct me if I'm mistaken, but hasn't there been about 100+ messages
> in the past couple of weeks about this exact situation in Jyhad/VtES
> on this group?
I'd say it have been 1000+ messages in the past few weeks. I think that
shows well that V:TES is still a highly played game.
>
> What do you all think about the current state of the Jyhad/VtES rules
> and card base?
Well, Ryan, if I get you right, your point is: If we, the players,
argue a lot about rules and cards, it implies that the gameplay is
flawed and this can be taken as an posthume excuse for not supporting
the game.
I think this is not the case. A game without discussion about cards/rules
is a dead game, though it might be the perfect game.
>
> Ryan S. Dancey
> Brand Manager, Five Rings Publishing Group
> Wizards of the Coast
>
Nonetheless, thanks for your message. I think you are not talking often
enough with us these times. We are eager for "official" opinions and
open for discussions.
If push comes to shove, every player will take the DCI rules as they are.
But since the 7/7 rules aren't tourney-official yet, we are still free to
argue about them. Please don't mistake that for us not liking the game
anymore, that's surely not the case.
-Carl
-----== Posted via Deja News, The Leader in Internet Discussion ==-----
http://www.dejanews.com/rg_mkgrp.xp Create Your Own Free Member Forum
Ry...@frpg.com (Ryan S. Dancey) writes:
> >I do not think that either product is a better game than the products
> >we have in production currently, or planned for release in the future.
> >Both games are now more than two years behind the development curve,
> >and both suffer from serious gameplay flaws, unbalanced cards,
> >problems with rules and other severe difficulties that would require
> >substantial revision before I'd be willing to move forward.
I commented on this in rec.games.trading-cards.misc. Shortly put, I
strongly disagree with you assessment of Vampire as being "behind the
development curve". L5R, which is a not-bad game, has still *less*
innovative features as compared to Magic than Vampire. The storyline
approach has merit, but otherwise it's basically a glorified Magic
clone. Is that your idea of a state-of-the-art game?
> Correct me if I'm mistaken, but hasn't there been about 100+ messages
> in the past couple of weeks about this exact situation in Jyhad/VtES
> on this group?
I'm not sure what you're commenting about on with that (seems you're
commenting on your own comment ;), but...
Yes, there has been a *lot* of discussion about the rules here
recently, because of LSJ's rule errata to fix some stupid earlier
Rules Team rulings and the few obviously overpowered cards in the
game.
Frankly, I would have been surprised if there hadn't been heated
discussion. This game is played by a lot of people and has a
long-established player base, all change always meets resistance ;)
> What do you all think about the current state of the Jyhad/VtES rules
> and card base?
Rules
-----
A new edition of the rules would be great (i.e. the old rules with the
new LSJ rulings added). I believe that LSJ is working on something
like this.
Otherwise, I think the current Vampire rules are fine, and the basic
rules work very well both in a casual and a tournament setting. I love
the fact that the game is balanced enough not to require a wildly
different set of tournament rules, or a "banned from tournament play
because of power" list of cards. Very few games can say the same.
Having recently taught five new people to play, I find that the new
rules are quite easily taught to newbies. The only thing causing
confusion is the various older versions of errataed cards, and the
ambiguous wordings on especially the older (Jyhad) cards. More on this
below.
Cards
-----
I would *really* like to see a 2nd edition, using the same card art
but correcting the card texts to match current errata. It would
immeasurably help new players, and older players would like it as well
-- there has been discussion about this in this newsgroup. Yes, I
would personally buy boxloads of a 2nd edition, even though I already
have all the Jyhad/Vampire cards. Having correct and unambiguous card
texts would be fantastic.
There are also the few severely erratad problem cards from the
expansions, including reprints of them in a hyphotetical 2nd edition
would gain great favor from players, I suspect.
The current card base is usable (i.e. the game can continue to grow in
popularity with what exists), but a new expansion would give a huge
boost. Especially the Sabbat clans are greatly hampered right now, an
expansion with more Sabbat vampires would go to great lengths to fix
this... and since the Sabbat expansion sold so well, I doubt that such
an expansion would be a financial flop. I know for a fact that the
players over here would line up to buy such a thing.
Mr. Dancey, despite my having said some perhaps harsh words about the
percieved lack of FRPG support for Vampire before, I really appreciate
the effort you put into being online and communicating with us. I
don't agree with many of your views, but I hope that we can pursuade you
and your company that supporting Vampire is viable. I think it is, and
I have hands-on experience with the fact that that if anything, the
game is gaining players. If FRPG would put even a part of the effort
they put into supporting L5R into support for Vampire, the game would
flourish (with the side effect of turning an exisiting and time-proven
product into cash for WotC, which is naturally FRPG's goal in this
exercise).
//Petri
mboh...@my-dejanews.com wrote:
> Ry...@frpg.com (Ryan S. Dancey) wrote:> > What do you all think about the current state of the Jyhad/VtES rules
> > and card base?
>> I think you accidentally deleted the "muahahahaha" from your post. You
> can read what we all think about the current state by reading the
> messages in this newsgroup (ie very differing opinions). To me, this line
> is flame bait. Or is it arrogance? Or is it laziness to not look through
> the posts yourself to see what the current state is?
I believe Mr. Dancey was looking for feedback on the game/rules/cards
as a whole - not merely on the recent Rules Team Rulings.
You know, like:
* What do you think about the current mix of vampires? (per clan/ per
capacity/ etc.)
* What do you think about the current mix of skill-based minion
cards?
etc.
(Ryan, please correct me if I'm wrong or have omitted anything.)
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Searchable database of official card text, errata, and rulings:
http://deckserver.net/cgi-deckserver/rulemonger.cgi/powersearch
In article <35B331...@wizards.com>,
LSJ <vte...@wizards.com> wrote:
> I believe Mr. Dancey was looking for feedback on the game/rules/cards
> as a whole - not merely on the recent Rules Team Rulings.
With the current atmosphere, I think his wording was poorly chosen at
best.
> You know, like:
> * What do you think about the current mix of vampires? (per clan/ per
> capacity/ etc.)
I think there needs to be another expansion to give the single-expansion
clans some more vampires. Some of these clans seem to have gotten poor
mixes of disciplines on their vampires. Lasombra and Assamite (my two
favorite clans) being two that come to mind. Examples include no 3-capacity
vampire with Quietus and Celerity for Assamites, and no 3-capacity vampire
with Obtenebration and Potence or Dominate for the Lasombra. Most clans
appearing in more than one expansion have these types of vampires.
> * What do you think about the current mix of skill-based minion
> cards?
The clan specific disciplines that have only appeared in one expansion
are limited and could use another expansion.
From everything I've read from Mr. Dancey (btw, why does everyone use Mr?)
since the time that he took over the brand (primarily on this newsgroup and
on the VTES-L), I haven't been exactly impressed with his diplomacy and his
consistency on answers (ie http://www.dejanews.com/getdoc.xp?AN=373123439 ).
True, he's not dealing with an always diplomatic audience or an always
consistent audience, but they're the consumer and he's the business. IMHO,
a business person should never, never, never, never, never, never treat
customers or potential customers in a public manner such as he has done.
Contradicting one's self only works toward making everyone believe you're full
of it.
I'm sorry I flew off the handle on my post from last night, but I was tired
and it had been a long week. Normally, I prefer the high road and being the
level headed one.
Mike
[ quoted text not captured ]
> What do you all think about the current state of the Jyhad/VtES rules
> and card base?
Current state of Jyhad/VtES rules :
The major problem with the rules set is the complex of rules,
errata, and addenda (for lack of anything else to call it)
which were grafted onto the rules set by the Rules Team.
In the earliest days, with only one card set, the rules set
was explained and some minor shifts in rules occurred
(I was going through an old Duellist last night when the
D Bleed issue was being put forward for vote ie. should
D Bleeds be omni-directional?)
The shift from Jyhad to V:tES caused some problems in the
rules set as cards were 're-worded' to fit a template. The card
templates changed as fundamental sections of the rulebook
were re-evaluated (omni-directional D-Bleeds, eg.) LSJ ,
in his earliest days, compiled the errata and the rulings
together (much as Jeff Alexander does for L5R - a volunteer
archivist).
It became increasingly clear that the Rules Team was out of
touch with the game itself, and was relying largely on rules-
lawyering (rather than playtesting) to resolve disputes.
Templates were re-written, and cards were issued errata to
fit into these revised templates. The players' guide which
was printed contained many inaccuracies and omissions,
obvious to anyone with a casual knowledge of Jyhad's
operations.
With the expansions, the newest templates were followed;
this caused problems if the fundamental rule changed, causing
the templates to be no longer functional. (eg. weapons going
from 1 hand damage to +1 hand damage to strike:+1 hand
damage - this gave rise to large convoluted explanations that
weapons were not hand strikes but based on basic hand damage
of the acting minion... etc.)
The current crisis is based on the efforts of LSJ to bring
consistency to the rules set and balance to the game. (Read
that as neutral; I have an opinion, but I am also trying
to be fair to the opposing opinion) LSJ has an immense
knowledge of how the rules/errata/explanations work;
however, the wordings of the rules and the way that the
rules have operated in the past have caused diverging
opinions on how the errata _ought_ to be interpreted/
understood.
Current state of Jyhad/V:tES cardbase :
The initial print run of Jyhad was, in most opinions, and
incredibly balanced and well-conceived set. A multitude of
varying play styles and deck strategies were possible.
The balance was such that observable changes in deck
construction were visible : the metagame was a real and
almost predictable element of Jyhad play.
V:tES was printed with abundant supplies of Jyhad
still in-print. The first of the 'abusive' cards was printed,
Archon Investigation, indicating a power escalation
within the game. The first expansion, Dark Sovereigns,
received only a lukewarm reception; the second, Ancient
Hearts, was more avidly sought (largely because of the
presence of two broken cards : Return to Innocence and
the Tomb of Raamses III. As I recall, Dog Packs were also
quite prized at the time...
The problem with the two expansions here was the conscious
decision of Wizards not to print many vamps in them, nor to
make their disciplines as robust as the original ones. The
Followers of Set are underpowered and designed in such a way
that their 3 in-clan disciplines are only on the largest vampires.
The Giovanni received some interesting cards without really
making Necromancy a viable discipline.
Sabbat re-introduced the set (trying to do for Vampire what
Ice Age did for Magic ). taking into consideration 4CL individuals
by re-introducing cards with effects similar to ones in the first
set but with new names. Unfortunately, it also introduced a
counterspell card, Direct Intervention, which became the standard
'excuse' for any card in the game.
It is no coincidence that, of the top 5 cards considered 'broken'
that 4 come from expansions. The sets were engineered with a
'power escalation' model which made the game increasingly
reliant on having one of these 'power cards'.
My opinions
-------------------
I see no overwhelming reason not to create a new expansion. There
would be several predicates before such an expansion would be
viable :
1) The distributors would need to be convinced that a demand exists.
I subscribe to the Ars Magica listserv, and John Nephew, the
president of Atlas Games, regularly comments on the state of the
industry, and explains the status of products (so to speak). Your
comments on distributor's reluctance to carry 'inert' product echoes
what Mr. Nephew says : distributors don't take chances on anything
anymore. Atlas games has a warehouse full of On the Edge cards,
Ars Magica and Over the Edge sourcebooks, etc., all of which his
distributors insist is 'out of print'. Not because of misinformation,
but because they don't _want_ to carry it.
2) The market needs to be acknowledged for its real size and
enthusiasm. This goes both ways : the end-users need to accurately
evaluate how big the demand is; contrariwise, the producer needs
to acknowledge and support the product itself in an attempt to
'create' a new market. After all, L5R had _no_ market initially --
it's not based on a licence, it had no backstory, no word-of-mouth,
nothing but a dream and a hope. A market was _created_ for
L5R, and there is nothing to say that a similar thing couldn't happen
with V:tES.
3) The rules need to be adequately revised and a new rulebook issued.
A single, standardized rulebook with examples should be issued,
taking into account all templates and rules clarifications. To quote
your message :
Both games are now more than two years behind the development curve,
and both suffer from serious gameplay flaws, unbalanced cards,
problems with rules and other severe difficulties that would require
substantial revision before I'd be willing to move forward.
A single standardized rulebook could address these issues. I differ
in my opinion that Vampire suffers from 'serious gameplay flaws';
the only questionable areas of rules regarded paralyzation and
aggrivated damage. Aggrivated damage has been returned to its
original state (before it was 'revised' by the Rules Team) and
Paralyzation has been removed from the rules set.
4) The game has to change to a 'player-friendly' format. The history
of V:tES players to its producers has not been happy. It is an
unfortunate fact that Jyhad was created in the post-Magic boom
that saw dozens of games created only to die out. Jyhad has survived
that boom (largely because it was coupled to Magic through WotC,
and so would be retained rather than written off as a bankruptcy
loss). Jyhad was overproduced, then kept alive through a series
of ill-advised and poorly handled expansions. The Rules Team
waffled on rulings, the net-reps didn't interact with the list (largely
because of their competing duties re: Magic) and poor business
decisions were made regarding card-backs. Much of the hostility from
the V:tES players is 'backseat' phenomena - we were an afterthought
to the success of Magic. Player-interaction (on the model of L5R's
Imerial Assembly) may do much to bring the feud to a close.
5) My very own humble opinion : There is absolutely no reason
why Vampire could not be brought into a Storyline/Clan War
format. Long ago, you remarked that Netrunner failed because
of its 'abstractness' - it couldn't be lodged into an 'identity' modality
where the player of the deck could enter into the storyline of
the game. V:tES is suited to doing so, having well-defined Clans
and tactics associated with each clan. Clans such as the Malkavians
and the Setites would benefit from such specificity, gaining in
character what they have lacked hitherto in gameplay. As you have
noted, storyline increases player interest, as they begin to feel that
they are involved with the future of the playset. As people have noted,
Jyhad is a much more interesting game than Rage (I have large collections
of both, but it is Jyhad that I play most often), and has greater
depth-of-play.
I'm emailing this as well as posting it, to ensure that everyone gets a
look at my ideas. :) (I'm arrogant that way, I guess...)
Alan (aj)
In article <35b25969...@news.isomedia.com>, Ry...@frpg.com (Ryan S.
Dancey) wrote:
> On Sun, 19 Jul 1998 11:35:40 +0100,
> not.av...@your.security.clearance (Legbiter) wrote:
>
> >DANCY:
>
> That's "Dancey" with an 'e'. :)
Oops, sorry!
>
> >I do not think that either product is a better game than the products
> >we have in production currently, or planned for release in the future.> >Both games are now more than two years behind the development curve,
> >and both suffer from serious gameplay flaws, unbalanced cards,
> >problems with rules and other severe difficulties that would require
> >substantial revision before I'd be willing to move forward.
>> Correct me if I'm mistaken, but hasn't there been about 100+ messages
> in the past couple of weeks about this exact situation in Jyhad/VtES
> on this group?
>> What do you all think about the current state of the Jyhad/VtES rules
> and card base?
>
>> Ryan S. Dancey
> Brand Manager, Five Rings Publishing Group
> Wizards of the Coast
Welcome to the Jyhad newsgroup! I can't say what we ALL think. It does
seem to me that there are two camps on the NG.
Camp1 agrees with you that there is a problem with broken cards and
serious gameplay flaws, and they want to fix it by rewriting cards and
revisiting old errata. Camp1 is divided within itself over which cards and
aspects of gameplay constitute problems.
Camp2 is divided about whether there is a problem but is united against
the concept of rewriting cards. This is because the adherents of camp2
think that reams of errata discourage new players, and new players [and
card sales] is what VTES needs.
I personally am in camp2, but i would change my mind if VTES were next up
[after Rage] for the rewrite treatment!
BTW what DOES the "S" stand for?????
LSJ wrote:
> I believe Mr. Dancey was looking for feedback on the game/rules/cards
> as a whole - not merely on the recent Rules Team Rulings.
>> You know, like:
> * What do you think about the current mix of vampires? (per clan/ per
> capacity/ etc.)> * What do you think about the current mix of skill-based minion
> cards?
>> etc.
>
> (Ryan, please correct me if I'm wrong or have omitted anything.)
>
> --
> L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
> Searchable database of official card text, errata, and rulings:
> http://deckserver.net/cgi-deckserver/rulemonger.cgi/powersearch
Well that being the case all I have to say is the expansion disciplines (Nec,
Chi, Ser, Qui) and to a lesser extent Vis, Obt, and Dem, need both more vampires
with these disciplines. Especially out of clan for Chi and Nec. Along the same
line the afformentiond Disciplines need new cards to round out the selection and
bring them into line with the strength and diversity of the original disciplines.
I have to think that had expansions continued to be published that this would
have been a goal of the PT and design teams. As it is the expansion disciplines
are incomplete at best.
Karl
On Mon, 20 Jul 1998 09:45:10 -0700, Alan Flesch
<afl...@calvin.usc.edu> wrote:
>Current state of Jyhad/VtES rules :
{ Much text deleted ]
That, sir, is >exactly< my analysis of the game as it stands
presently. Well done.
I'll add to your analysis the concern that one of the biggest issues
that WotC has looked at for a very long time is the issue of
competitive play.
We know (as well as any such thing can be said to be "known") that
regular, organized competitive play is what drives the TCG market for
expansion product. Basic Sets can sell on their merits, but
expansions require an active metagame and a viable source of quality
opponents in order to generate sales.
I have had long talks with the DCI and with other people who have
played VtES in a competitive environment, and everyone I have spoken
to acknowledges (if not agrees to) two salient points:
1) The game virtually requires 4 people to function effectively
2) The games are more often determined by an opponent's >mistake<
rather than your superior play.
Point 2 may very well be an artifiact of Point 1 - the cumulative
errors introduced during play are multiplied by the number of people
at the table. But what Point 2 says is: Winning a competitive VtES
event is more determined by luck than by skill.
To find a way out of that mess, the DCI has looked at several schemes
for "point scoring" that would be less influenced by the people in the
game not being as effective as they should be objectively. They have
yet to find a viable solution.
While that condition lingers, the organized play component of the VtES
brand will suffer greatly from people feeling that victory is
capricious and luck-based - very unappealing to today's sophisticated
regular TCG players.
[ quoted text not captured ]
In article <35b4590e....@news.isomedia.com>,
Ry...@frpg.com (Ryan S. Dancey) wrote:
> We know (as well as any such thing can be said to be "known") that
> regular, organized competitive play is what drives the TCG market for
> expansion product. Basic Sets can sell on their merits, but
> expansions require an active metagame and a viable source of quality
> opponents in order to generate sales.
I'll buy that.
> I have had long talks with the DCI and with other people who have
> played VtES in a competitive environment, and everyone I have spoken
> to acknowledges (if not agrees to) two salient points:
>
> 1) The game virtually requires 4 people to function effectively
It's a multiplayer game. It's a multiplayer game. It is perfectly playable
with 3 people or even 2 people. But the dynamic doesn't show until you
play with 4 people. It's kind of like playing basketball 1-on-1. It's
fun and you do a lot of the same stuff. But where you really have fun is
2-on-2 through 4-on-4 (5-on-5 being too crowded for pickup games).
> 2) The games are more often determined by an opponent's >mistake<
> rather than your superior play.
I actually almost gagged when I read this. I find this statement to be
totally off the mark and insulting. I'd love to see these play groups that
the people who win are supposedly the ones who don't make as many mistakes.
Watching a VtES game takes a lot of judgement to determine whether a player
is doing the right thing. The ONLY way you can justifiably say that people
lose more often by mistakes they make is by using hindsight, ie you should
have bled because he didn't have any more Wakes. If that's the case, then
every single friggin game evolves down to who makes more mistakes.
> Point 2 may very well be an artifiact of Point 1 - the cumulative
> errors introduced during play are multiplied by the number of people
> at the table. But what Point 2 says is: Winning a competitive VtES
> event is more determined by luck than by skill.
Laughable. Absolutely laughable. If you are playing a game that uses
the previously broken cards as the central strategy, than I could grant you
that the winner is determined by luck. However, with the cards now fixed,
the tournament game has returned to what most people play: a strategy game.
There is NO luck involved. I still can't believe you made this statement.
It makes me feel like you've never played the game.
> To find a way out of that mess, the DCI has looked at several schemes
> for "point scoring" that would be less influenced by the people in the
> game not being as effective as they should be objectively. They have
> yet to find a viable solution.
There is no mess but that imagined by these DCI people.
> While that condition lingers, the organized play component of the VtES
> brand will suffer greatly from people feeling that victory is
> capricious and luck-based - very unappealing to today's sophisticated
> regular TCG players.
Which people feel that winning is capricious and luck-based? I certainly
haven't met any. If anything, VtES is the LEAST luck based game there is
because there is no card limit. You can have as little luck as you want
depending on how you build your deck.
I'm still shaking my head......
[ quoted text not captured ]
> To find a way out of that mess, the DCI has looked at several schemes
> for "point scoring" that would be less influenced by the people in the
> game not being as effective as they should be objectively. They have
> yet to find a viable solution.
>> While that condition lingers, the organized play component of the VtES
> brand will suffer greatly from people feeling that victory is
> capricious and luck-based - very unappealing to today's sophisticated
> regular TCG players.
>
Umm... "sophisticated TCG players?" As far as I know, most of those play
Jyhad. I'm sure there are a number playing L5R (after all, *I* play that...
8) ), but sophisticated players don't play Magic, S:TNG, or SW. And other
games are too minor to count, really...
-Chris
[ quoted text not captured ]
<snip>
> I'll add to your analysis the concern that one of the biggest issues
> that WotC has looked at for a very long time is the issue of
> competitive play.
Okay. Fair point.
> We know (as well as any such thing can be said to be "known") that
> regular, organized competitive play is what drives the TCG market for
> expansion product. Basic Sets can sell on their merits, but
> expansions require an active metagame and a viable source of quality
> opponents in order to generate sales.
Okay. I disagree with this, but can't come up with any counter-
arguments, so I'll assume it to be true for the purposes of the
discussion.
> I have had long talks with the DCI and with other people who have
> played VtES in a competitive environment, and everyone I have spoken
> to acknowledges (if not agrees to) two salient points:
>
> 1) The game virtually requires 4 people to function effectively> 2) The games are more often determined by an opponent's >mistake<
> rather than your superior play.
>> Point 2 may very well be an artifiact of Point 1 - the cumulative
> errors introduced during play are multiplied by the number of people
> at the table. But what Point 2 says is: Winning a competitive VtES
> event is more determined by luck than by skill.
How does this differ from, say, chess, bridge, or poker? Part of skill
is 'not making significant mistakes' in game play; most of the iterations
of a chess game are well-known and even named; it can be argued that
chess devolves into 'who knows the most iterations' and can steer
play into one inevitable result. Contract bridge depends on the skill
of your partner, and relying that your partner doesn't make any mistakes.
Poker, the most random of the games here mentioned, still requires a
tremendous amount of skill to play : each individual hand of poker
dealt is randomly determined - but the superior poker player will
beat me over a set of games.
Each of these three games (chess, bridge, poker) has a significant
tournament following, despite significant 'gameplay' flaws re: luck.
CCG's have an aggrivated problem with luck with deck construction.
Deck construction is almost entirely skill based (an experienced
player can design tightly-focussed decks with defenses against
various possible counter-strategies). Also, an experienced player
can reasonably expect what kinds of decks will be present at an
active tournament scene. However, the pairing of individual decks
is always a matter of luck. You have very little control in arranging
who your opponants will be.
Returning to a point thrown out earlier : a significant part of skill is
the ability to recognize the failures of gameplay on the part of your
opponant and to exploit these failures. To recognize this isn't the
same thing as saying that 'the game is driven by luck'. It requires
a high degree of skill to recognize that a 'mistake' has been made
in many cases. You may even put under the category of skill the
ability to minimize luck.
Alan (aj)
In article <35b4590e....@news.isomedia.com>,
Ryan S. Dancey <Ry...@frpg.com> wrote:
[snip]
>I have had long talks with the DCI and with other people who have
>played VtES in a competitive environment, and everyone I have spoken
>to acknowledges (if not agrees to) two salient points:
>
>1) The game virtually requires 4 people to function effectively
>2) The games are more often determined by an opponent's >mistake<
>rather than your superior play.
Huh? So? That can be said of all strategy games (especially from
a hindsight perspective). It applies perfectly well to chess, which
has plenty of "competitive viability".
The only time when an opponents mistake doesn't enter into a win is
when the opponent had no chance to win at all (for example in games
where deck building is the biggest key). Personally, I like games
where how you play is important.
[snip]
>Ryan S. Dancey
--
/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`
> >
> > Point 2 may very well be an artifiact of Point 1 - the cumulative
> > errors introduced during play are multiplied by the number of people
> > at the table. But what Point 2 says is: Winning a competitive VtES
> > event is more determined by luck than by skill.
>
{snip - it's the same as bridge, poker, chess}
>
> Returning to a point thrown out earlier : a significant part of skill is
> the ability to recognize the failures of gameplay on the part of your
> opponant and to exploit these failures. To recognize this isn't the
> same thing as saying that 'the game is driven by luck'. It requires
> a high degree of skill to recognize that a 'mistake' has been made
> in many cases. You may even put under the category of skill the
> ability to minimize luck.
>
One thing that Mr. Dancey has failed to mention is the amount of luck in L5R
tournaments. A Scorpion dishonour deck will generally defeat honour runners
and "non-honour" decks (those which don't try to gain honour, but aren't
really prepared to lose it either... a lot of Mantis decks fall into this
category, because they have few high-honour personalities). That deck will
fall miserably to a really fast attack deck (especially Lion), and even more
miserably to a Shadowlands deck. A well-constructed Kaiu Crab honour-runner
(or a "Pink Floyd" deck as I like to call them... due to their reliance on
walls) will probably beat other honour runners and a lot of attack decks.
Against Naga (or other decks that can rack up triple-digit force totals), you
haven't a chance. Pheonix Cheesing-Disease decks can take out just about any
personalities, and so has a good chance of winning. However, against
Shadowlands-hosers, Shugenja-hosers (of which there are a lot), or Pink Floyd
decks, the Pheonix will fall horribly short. They also have a hard time
dealing with dishonour, usually.
Note that your matchups will be determined by luck of the draw, so if I were
to resurrect my Crane deck and try it out in a tournament, the game would
basically be whether or not I draw to play against Scorpion. If so, I lose.
If not, I win.
Crane beats Lion beats Scorpion beats Crane. (It's possible that some of my
comparisons are wrong, but the gist is the same and is true to fact.)
True, there are steps being taken to reduce the reliance on one-trick-pony
decks, but as it stands a diverse deck will not beat anyone, while a focused
deck will beat only those who it is focused to beat. (Whereas Monks will not
beat anyone.)
IMO, Jyhad games rely less on luck of seating.
-Chris
BTW, Ryan... I'm very happy that you are taking the time to discuss this.
While I think most people here are genuinely trying to discuss the issue, I
apologize for the one or two people who seem to think that insults are the
way to get an expansion printed (and I apologize if I've insulted you at
all). I hope you don't decide to ignore our pleas rather than put up with
abuse. (IOW, please put up with abuse for my sake... ;-) ) Although, I
suppose there are more painful things in life than being insulted on
USENET... 8)
[ quoted text not captured ]
In article <6p2rij$6t8$1...@nnrp1.dejanews.com>,
ber...@cco.caltech.edu wrote:
> BTW, Ryan... I'm very happy that you are taking the time to discuss this.
Me, too.
> While I think most people here are genuinely trying to discuss the issue, I
> apologize for the one or two people who seem to think that insults are the
> way to get an expansion printed (and I apologize if I've insulted you at
> all). I hope you don't decide to ignore our pleas rather than put up with
> abuse. (IOW, please put up with abuse for my sake... ;-) ) Although, I
> suppose there are more painful things in life than being insulted on
> USENET... 8)
I hope that I haven't been insulting directly, although I do realise that
my words are pretty cynical. However, I don't think I should be expected
to be treat a person as I normally do when that person says that I play a
game that is equivalent to a game where the player is a concentration camp
commander with the goal of exterminating Jews, gypsies, homosexuals,
handicapped, Jehovah's Witnesses.......
In other words, I treat people with total professionalism until they do
something to lose their "professional" status in my view. Carries over to
lieing: I'll trust you with just about anything until you betray my trust.
And then I'll treat you like shi*.
Mike
[ quoted text not captured ]
In article <6p2rij$6t8$1...@nnrp1.dejanews.com>, <ber...@cco.caltech.edu> wrote:
[snip]
Note: Most of this is in reference to Ryan's post, the text of which is
2 messages back.
>Crane beats Lion beats Scorpion beats Crane. (It's possible that some of my
>comparisons are wrong, but the gist is the same and is true to fact.)
>
>True, there are steps being taken to reduce the reliance on one-trick-pony
>decks, but as it stands a diverse deck will not beat anyone, while a focused
>deck will beat only those who it is focused to beat. (Whereas Monks will not
>beat anyone.)
Ah, there it is in a nutshell. It's the reason everyone here quit playing
L5R and picked up Jyhad again. L5R feels very much like paper scissors rock
(well, I stopped playing after Time of the Void), and quite frankly is
hardly "more evolved" than Jyhad. Perhaps "more evolved" in a card selling
sense, but the game isn't even close -- and that's comparing it to the
2nd (or was it 3rd?) CCG ever released.
Anyway, like a lot of other players I'd be interested in seeing how L5R
is (by implication) so evolved.
[ quoted text not captured ]
>What do you all think about the current state of the Jyhad/VtES rules
>and card base?
>
>>Ryan S. Dancey
>Brand Manager, Five Rings Publishing Group
>Wizards of the Coast
The current V:TES rules need slight modification and another edition
to clear up a few textual problems and rules slights..
The Sabbat had great potential as an excellent expansion, instead it
came off with less kudos that it should have.
* Card Rarity was a joke, Rares from Jyhad/V:TES had reprints taking
up valuable slots in Sabbat packs which could have been used for
more cards.
* Released as a Stand Alone set, it contained tons of cards already
in print reducing the amount of sales generated by the parent product.
* The opportunity to "Fix" known card issues was blown (which is
attributable to our ranting these past weeks) by not printing corrected
versions in the Sabbat set.
While V:TES is fairly solid in it's current form, it really needs at least
one more expansion to fill out the current mix. Some of these issues
could be fixed by releasing small sets of new Promo Cards.
From there if you really wanted to invest time/money (which it seems
that you don't), spin the game in new direction/marketing based your
successful L5R Model.
Create a Good Setting (Dark Ages anyone?)
Create Semi-Playable starters based on Clan
Give a little Clan Story on the back of each starter box
Include Fixed Cards only found in a Starter (Hunting Ground, Clan
Leader/Inner Circle)
NEW RULE BOOK - w/o the Basic Game. The Rules are The Rules.
Put it on the Rolling Thunder shedule (bi-monthly)
Continue to use the Vampire Card back
Use the Uncommon/Common distribution similar to Magic's "Antiquities"
expansion.
You have the perfect format for rolling out this game, all you need to
have is the desire to get it to market..
Bernard Bresnahan
Michigan Jyhad League
Funny thing,
I first saw L5R at Origins 2 years ago, and the people that were showing
me the game were Jyhad/V:TES players. Makes me wonder how many
folks picked up on L5R due to the inefficiencies of WOTC.
In fact, if V:TES were to pick up steam again would L5R sales be
affected due to the limited money flow of the gaming populace?
Hmmm..
BTW, could you tell some of them thar sofisticatered Magic players to
scrounge up a bar o' soap n' use it once in awhile? Or is raw stench now
part of tournyment playstile?
- Bernie
=======================
[ quoted text not captured ]
On Tue, 21 Jul 1998 08:04:52 -0700, Alan Flesch
<afl...@calvin.usc.edu> wrote:
>How does this differ from, say, chess, bridge, or poker?
Perhaps you misunderstand me. In chess, there are no third party
players. In poker, the play can be influenced by third party players,
but it is normally very difficult for one player's "poor play" to
improve the play of another participant without improving the play of
all the participants in the game. I have no opinion on bridge - I've
not played enough (or recently enough) to formulate a comparative
argument.
Imagine a four player game of VtES, players named A, B, C and D. A
preys on B, B on C, etc.
The problem with the current way that competitive VtES is played is
that if Person B plays poorly, it benefits Person C (due to the fact
that you cannot normally attack anyone in the game - only the person
defined as your prey. So the disruptivly "bad" effects of B are all
directed solely at C. Please - let's leave voting and other general
type actions aside for the moment, this example is for illustrative
purposes only) So, even if players A and D are doing fine, player C
has a cumulative advantage over them, because the person who should be
affecting Player C in a negative way, Player B, is playing poorly.
So players A and D are in the unfortunate position of being "crippled"
in this game because they are not seated adjacent to poor player B.
Rather, I should say that player C is receiving an "unfair advantage"
by being lucky enough to be preyed on by Player B.
If a "swiss" system is used to determine matchups, the result is often
a situation where the winner goes undefeated. Because of the effect I
describe above, the putative "best player" in the event may lose a
game or two >through no fault of their own, or due to the luck of the
draw<, but because >another player< inadvertantly assisted a third
competitor to victory.
Please tell me that's not as confusing as it reads. :)
[ quoted text not captured ]
In article <35b57bd5....@news.isomedia.com>,
Ryan S. Dancey <Ry...@frpg.com> wrote:
>On Tue, 21 Jul 1998 08:04:52 -0700, Alan Flesch
><afl...@calvin.usc.edu> wrote:
>>>How does this differ from, say, chess, bridge, or poker?
[snip]
>So players A and D are in the unfortunate position of being "crippled"
>in this game because they are not seated adjacent to poor player B.
>Rather, I should say that player C is receiving an "unfair advantage"
>by being lucky enough to be preyed on by Player B.
[snip]
>Please tell me that's not as confusing as it reads. :)
No, made perfect sense.
It's a reasonable argument, although it's not much different an advantage
than a player gets from having easy wins in early rounds in one on
one games -- especially those that give you points based upon how
well you won.
In any event all multiplayer games with any sort of "geography" (even
such things as a set turn order) have this problem, since some players
are bound to be closer to the "gimp" and benefit more. I don't see this
problem as so bad, nor that Jyhad suffers particularily from it.
What you seem to be saying is that multi-player tournaments don't
really work. I'm not sure I agree, it just seems to me that since
Magic and L5R are the most popular, and only really work in one on one,
that people are just used to one on one tournaments.
[ quoted text not captured ]
mboh...@my-dejanews.com writes:
[I don't have Ryan's original article here, so I'll comment on a
followup]
> In article <35b4590e....@news.isomedia.com>,
> Ry...@frpg.com (Ryan S. Dancey) wrote:
>> > We know (as well as any such thing can be said to be "known") that
> > regular, organized competitive play is what drives the TCG market for
> > expansion product. Basic Sets can sell on their merits, but
> > expansions require an active metagame and a viable source of quality
> > opponents in order to generate sales.
>> I'll buy that.>
> > I have had long talks with the DCI and with other people who have
> > played VtES in a competitive environment, and everyone I have spoken
> > to acknowledges (if not agrees to) two salient points:
> >
> > 1) The game virtually requires 4 people to function effectively
>> It's a multiplayer game. It's a multiplayer game. It is perfectly playable
> with 3 people or even 2 people. But the dynamic doesn't show until you
> play with 4 people. It's kind of like playing basketball 1-on-1. It's
> fun and you do a lot of the same stuff. But where you really have fun is
> 2-on-2 through 4-on-4 (5-on-5 being too crowded for pickup games).
Same reaction with me. In other words: "And your point was?"
Saying that VtES virtually requires 4 people in order to be fun is
like sayind that it's composed of little bits of cardboard. True, but
fairly irrelevant. Like Mike said, it's a multiplayer game, ergo by
definition requires more than 2 people ;)
Babylon 5 plays like crap with less than 4 people. You *can* play it
with 3 people (like VtES), but it loses much of the political flavor
(like VtES). Yet I don't see anyone arguing that B5 is in some way
"inferior" because of this, on the contrary.
It's a design issue. Games are designed to mainly be two-person or
multiplayer. Oh, you *can* play just about any game with a number of
players it wasn't meant for, but the gameplay usually suffers.
> > 2) The games are more often determined by an opponent's >mistake<
> > rather than your superior play.
>> I actually almost gagged when I read this. I find this statement to
> be totally off the mark and insulting. I'd love to see these play
> groups that the people who win are supposedly the ones who don't
> make as many mistakes. Watching a VtES game takes a lot of
> judgement to determine whether a player is doing the right thing.
> The ONLY way you can justifiably say that people lose more often by
> mistakes they make is by using hindsight, ie you should have bled
> because he didn't have any more Wakes. If that's the case, then
> every single friggin game evolves down to who makes more mistakes.
>> > Point 2 may very well be an artifiact of Point 1 - the cumulative
> > errors introduced during play are multiplied by the number of people
> > at the table. But what Point 2 says is: Winning a competitive VtES
> > event is more determined by luck than by skill.
>> Laughable. Absolutely laughable. If you are playing a game that
> uses the previously broken cards as the central strategy, than I
> could grant you that the winner is determined by luck. However,
> with the cards now fixed, the tournament game has returned to what
> most people play: a strategy game. There is NO luck involved. I
> still can't believe you made this statement. It makes me feel like
> you've never played the game.
Likewise. These are the kinds of opinions one easily picks up by
listening to rumors about a game without actually playing it.
VtES games have *very* little to do with luck. As someone said in a
followup to this thred, L5R is *much* more luck-based than VtES (if
you lose out in the rock-scissors-paper of the deck types, you're out
of luck).
Yes, it helps you if your opponent makes mistakes. Duh. This applies
to every game there is, from tennis to football. But claiming that
VtES wins require luck reveals a total lack of knowledge about the
game.
> > To find a way out of that mess, the DCI has looked at several schemes
> > for "point scoring" that would be less influenced by the people in the
> > game not being as effective as they should be objectively. They have
> > yet to find a viable solution.
>> There is no mess but that imagined by these DCI people.
Yup. I would be interested to know who these "DCI people" are, since
so far the DCI "support" for VtES has been laughable, and there have
been multiple reports of GenCon-level VtES "DCI" tournaments in which
the official DCI judges had no idea of the basic game rules, let alone
the relevant errata. I truly hope you aren't using these people for
too much input, their track record has not been brilliant so far.
A *much* more balanced and experienced view can be gotten from the
people who play the game a lot. The group
rec.games-trading-cards.jyhad is full of such people, as is the
VAMPIRE-L list.
I have followed this game since it came out, and this is the *first*
time anyone has made this "luck, and based on opponent mistakes"
claim. The FIRST, and this is one of the most established CCGs there
is. Don't you think that *someone* would have noticed this alleged
problem before this if it existed in the first place? ;-)
> > While that condition lingers, the organized play component of the VtES
> > brand will suffer greatly from people feeling that victory is
> > capricious and luck-based - very unappealing to today's sophisticated
> > regular TCG players.
>> Which people feel that winning is capricious and luck-based? I certainly
> haven't met any. If anything, VtES is the LEAST luck based game there is
> because there is no card limit. You can have as little luck as you want
> depending on how you build your deck.
>
> I'm still shaking my head......
Same here. You refer to "people feeling that". Which people are these?
They certainly aren't the people who play the game, and in my opinion
the players are the one whose opinion matters in this deal.
Ryan, I think you've been misled on this point. By about a mile ;)
//Petri
In article <35b57bd5....@news.isomedia.com>,
Ry...@frpg.com (Ryan S. Dancey) wrote:
> On Tue, 21 Jul 1998 08:04:52 -0700, Alan Flesch
> <afl...@calvin.usc.edu> wrote:
>
> >How does this differ from, say, chess, bridge, or poker?
>> Perhaps you misunderstand me. In chess, there are no third party
> players. In poker, the play can be influenced by third party players,
> but it is normally very difficult for one player's "poor play" to
> improve the play of another participant without improving the play of
> all the participants in the game. I have no opinion on bridge - I've
> not played enough (or recently enough) to formulate a comparative
> argument.
>
> Imagine a four player game of VtES, players named A, B, C and D. A
> preys on B, B on C, etc.
>
> The problem with the current way that competitive VtES is played is
> that if Person B plays poorly, it benefits Person C (due to the fact
> that you cannot normally attack anyone in the game - only the person
> defined as your prey. So the disruptivly "bad" effects of B are all
> directed solely at C. Please - let's leave voting and other general
> type actions aside for the moment, this example is for illustrative
> purposes only) So, even if players A and D are doing fine, player C
> has a cumulative advantage over them, because the person who should be
> affecting Player C in a negative way, Player B, is playing poorly.
>> So players A and D are in the unfortunate position of being "crippled"
> in this game because they are not seated adjacent to poor player B.
> Rather, I should say that player C is receiving an "unfair advantage"
> by being lucky enough to be preyed on by Player B.
>> If a "swiss" system is used to determine matchups, the result is often
> a situation where the winner goes undefeated. Because of the effect I
> describe above, the putative "best player" in the event may lose a
> game or two >through no fault of their own, or due to the luck of the
> draw<, but because >another player< inadvertantly assisted a third
> competitor to victory.
>> Please tell me that's not as confusing as it reads. :)
Hm, a great deal of the flavor of V:TES comes from interaction between
the players. *Nothing* stops a player from giving advice to another
during the game (like: "Now, don't block his Consanguineous Boon vote,
'cause then he'll Parity shift you! You have only one vamp with a
sport bike!").
If a player is playing "bad", he shouldn't be playing at a tournament.
It's the same with L5R of Magic: if I would participate and play badly,
this would result in a "free ticket" to the next round of my opponent.
In a 4-player game, if my "Achse" (i.e. grandpredator) is in trouble, I
usually try to help him in a possible way, that doesn't damage me. Options
are: rescueing vamps from Torpor, removing PF, Pentex Subversion, etc.
I could vote in his favor, or if a vote damages him, against it. I can play
Suddens on harmful Masters, I can D-attack my predator or prey just to put
pressure on him. There's Rötschreck, Frenzy, the Boons. Fifth Tradition
is good the help him, also votes with steal locations (I can give him one!),
change seating order, give pool. Sometimes D-bleeds (yes they still
exist) against my predator can help my Achse to oust my predator or at
least weaken him. And in some cases, with Eagles Sight or Anneke, you
can block a killing bleed. Ignis Fatuus just comes to my mind - reducing
a bleed against anyone. And sometimes plain politics help also.
Another point is: ousting one player doesn't mean you win the game.
Okay, maybe I said a little bit too much here, but I wanted to show you
how many possibilities there are. My point I want to get across is:
yes, a "bad" player affects the whole game; but, no, this doesnt screw
the other players. And, as stated above, a player should have some
minimum experience to participate in a tournament. I for my part would
never encourage a newbie to play in "next weekend's tournament".
Can you follow my arguments? (Ahem, what are we debating at the
moment, is this really an issue?)
-Carl
[ quoted text not captured ]
In article <35b4590e....@news.isomedia.com>,
Ry...@frpg.com (Ryan S. Dancey) wrote:
>1) The game virtually requires 4 people to function effectively>2) The games are more often determined by an opponent's >mistake<
>rather than your superior play.
>>Point 2 may very well be an artifiact of Point 1 - the cumulative
>errors introduced during play are multiplied by the number of people
>at the table. But what Point 2 says is: Winning a competitive VtES
>event is more determined by luck than by skill.
(for reasons that should be obvious i have to word this carefully, don't
flame me for being spineless)
IMPO point 2 would be valid if there was no social interaction between
players around the table. This point is the case in other TCGs where play
is a one on one challenge with only three possible outcomes (win,
lose,draw) as the number of players increases the number of variables in
the game increases to a point where social interaction between those
players becomes an important factor in deciding the outcome of a game.
I disagree with point 2. To support this:
Rob Treasure's V:TES match record:
GenCon UK 8/97 1st place
Praxis Seizure: Isle of White 2/98 2nd place
Cardwars three 3/98 1st place
Portsmouth V:TES 1 5/98 2nd place
Portsmouth V:TES 2 6/98 2nd place
I would argue, as would he if he had net access, that this type of record
supports a non-random distribution.
Matt Green
UK Customer Services
Wizards of the Coast
Obligatory plug for Gen Con UK '98:
UK V:TES Championships 12midnight to 9.00am sunday 6th september
1st prize: Trophy + original artwork
Further information from me at the address below. Tell your friends.
--
"We need a bowling ball, some chewing gum and a yo-yo" The Ant Hill Mob.
Questions on Wizards of the Coast/TSR games to: u...@wizards.com
--
In article <35b57bd5....@news.isomedia.com>,
Ry...@frpg.com (Ryan S. Dancey) wrote:
> Perhaps you misunderstand me.
Technically, I don't think anyone misunderstood you. You just didn't
qualify your statement with what you were told made the games based on
luck.
> Imagine a four player game of VtES, players named A, B, C and D. A> preys on B, B on C, etc. [ Player B sucks ]
Ok, I see what you're saying. However, good players D and A have to
be able to recognize the situation and try to keep balance from swinging
in C's favor. The table dynamic is really too great for the poor play
of B to be that detrimental for the rest. The only way that B can truly
give another player an advantage to winning the game (truthfully, it could
be either A or C) is if player B doesn't have a full grasp of the game
mechanics.
Also, as others have pointed out, you have the same problem with one-on-one
game tournaments where a mediochre player may reach a second round because
he faced a rather poor player in the first round. While in another bracket,
two really good players faced off and one was eliminated.
> Please tell me that's not as confusing as it reads. :)
Nope, perfectly fine.
Mike
--
Mike Bohlmann, MAIP mboh...@shout.net
"Sell crazy somewhere else; we're all stocked up here."
[ quoted text not captured ]
"Bernie Bresnahan" <ber...@mich.com> writes:
> While V:TES is fairly solid in it's current form, it really needs at least
> one more expansion to fill out the current mix. Some of these issues
> could be fixed by releasing small sets of new Promo Cards.
Now there's an idea... release reprints of the few problem cards as
promos, with perhaps some vampires to help fill out the problem clans.
The problem is, of course, that we would have to figure out a way for
WotC to make money out of this, card art costs quite a lot -- not an
issue for issuing reprints, but definitely an issue for new vampires.
Promos would be a sign of WotC support for the game and as such would
probably boost sales of older expansions a bit (and serve to keep the
game alive), but still some sort of additional "catch" would be nice.
But still, not a bad idea. Any idea of how to make it work in the
resource/business sense for WotC/FRPG, anyone?
How about combining this with the blank card idea that has been tossed
around? Hmmm...
//Petri
Ry...@frpg.com (Ryan S. Dancey) wrote:
> Imagine a four player game of VtES, players named A, B, C and D. A
> preys on B, B on C, etc.
>> The problem with the current way that competitive VtES is played is
> that if Person B plays poorly, it benefits Person C (due to the fact
> that you cannot normally attack anyone in the game - only the person
> defined as your prey. So the disruptivly "bad" effects of B are all
> directed solely at C. Please - let's leave voting and other general
> type actions aside for the moment, this example is for illustrative
> purposes only) So, even if players A and D are doing fine, player C
> has a cumulative advantage over them, because the person who should be
> affecting Player C in a negative way, Player B, is playing poorly.
Yes, in our circle of play this dynamic is referred to as the "ineffectual
predator" syndrome. What typically happens is that player D recognizes
that player B is an ineffectual predator, and actively assists player A
to oust player B. If player D is playing a Rush Combat or a Vote deck,
such assistance can be direct. If player D has an Intercept Combat deck,
he "lets up" on player A and concentrates on intercepting player C. Prior
to the 7/7 RTR rulings, if player D had a bleed deck, he could cross table
bleed player B. Now, player D is pretty much stuck -- all he can do is
"let up" on player A and do nothing.
However, your comments ignore what I feel is the strongest point of VtES
as a multiplayer game: it avoids the "gang up on the leader" syndrome.
In games such as Shadowfist or Doomtown, when a player is identified as
"leading" then every other player in the game gangs up on that player to
stop him/her. What frequently happens is that the leader is weakened,
and then some other player threatens to win, is weakened, etc., etc., ad
nauseum. Eventually _all_ the players are within striking distance of
winning no matter what deck they're playing. In VtES, since you don't
care about the "leader" unless he/she is a near-term threat, this happens
much, much less frequently. Normally, your deck is only concerned with
predator and prey. This make VtES stand out in a positive way from all
other multi-player CCGs I've seen.
---
Eric Pettersen
pett "at" cgl "dot" ucsf "dot" edu (NeXTmail capable)
In article <7xr9zd6...@termiitti.akumiitti.fi>,
[ quoted text not captured ]
Okay, first, I think that Promo-cards are not a viable way to fill the
gaps still left open with the non-camarilla and Sabbat.
I think Star Trek did once give out mini-boosters with important cards
that they felt every player should have, for free. But this is no way
for FRPG, cause Promo-cards *don't sell*.
Of course, this would give some boost to the game, *if* the promo-cards
would be available via retailers. This shows that there is movement with
V:TES.
An idea for promocards would be the two main characters of the V:TES-novel
"House of Secrets"; I don't know their names now, but they are a Ventrue
male and a Tremere female. This has been done with the second V:TES-novel
"On a darkling plane" with Dan Murdock. Is this going to be expensive?
Promo-cards could be put in the Duelist....
Perhaps WotC can print them "between" some other stuff as some-one has
suggested for NR (was that Ryan?). The promo-cards could be mail-ordered
by WotC at a certain price (e.g. 5$ a piece, is this too high for a promo
card, would it bring in the costs?).
Let's forget the blank cards for a while and think about the "possible"
expansion Ryan proposed.
First of all, before we run around and ask how many displays players
want to pre-order, it has to be decided the setting of the exp., the
size of it the contents.
Since the printing of this expansion depends mostly on the European
players, I deem it only proper and right that a good portion of the
cards in it are connected to Europe, in some way that will both
appeal the European players as well as to players outside of E.
The next thing: it has to fill the gaps of the Sabbat and Non-cam.
vamps the exist. Perhaps some interection between Sabbat and Camarilla
to "finish" the game?
We should look for ways to minimise the costs for making that expansion:
the V:EKN could playtest it, perhaps some players know good artists who
are willing to make some graphics for free.
Another idea for keeping printing costs low: What about product placement?
Why not having things (logos, texts, products) related to companies
cunningly placed in the artwork or flavour text? I don't mind seeing
a company-logo on a car (like the Mercedes-star on a sports-car) or
having a flavour text like: "Since his days as a mortal, Jazz Wentworth
liked to drive expensive Mercedes-limousines." Hm, it might be worht
a second thought....
If we can clearly state the name of the expansion, it's size,
what the overall contents will be, and approximately when it will be
available, and how much a booster will cost, *then* and only then we
should go out and ask everyone how many *displays* he wants to pre-order.
There should also be an announcement of WotC's plan of printing another
V:TES expansion if demand is met. The Duelist is a great forum for that,
and the Retailer Direct, also. Interest definitly has to be raised.
Let's go to work and discuss this on a matter of fact base. I know that
some of my ideas and statements are a bit, hmmm... weird, but we will
have to go weird ways to move something.
-Carl
[ quoted text not captured ]
In article <6p742g$ank$1...@nnrp1.dejanews.com>,
Lam...@my-dejanews.com wrote:
> First of all, before we run around and ask how many displays players
> want to pre-order, it has to be decided the setting of the exp., the
> size of it the contents.
Unfortunately, I doubt that Ryan can make any kind of committment or
comment on the expansion's type or theme. Usually, companies have strict
rules on what and how they can accept new product ideas. For example,
if you want to suggest a new book to White Wolf, you have to fill out some
waivers and such before they'll even look at it.
The problem comes if they use some private person's suggestions for a new
product. Theoretically, a non-good natured person could then claim that
they stole the idea from him and create a legal headache for the company.
> We should look for ways to minimise the costs for making that expansion:
> the V:EKN could playtest it, perhaps some players know good artists who
> are willing to make some graphics for free.
I think playtesting by V:EKN groups is important to get everyones flavor.
VtES enjoys one of the most dynamic metagames of any game out there.
Everyone's playgroup style is going to be different so diverse playtesters
is important. As far as graphics go, most artists can't afford to do art
for free unless it's a hobby and not an occupation.
> Another idea for keeping printing costs low: What about product placement?
This could work in Europe where the radical right wouldn't have a field day
with a company that stuck its name on a vampire related product. But in the
good old opinionated USA, it could create some bad publicity for a product.
I imagine you could possibly get sponsors like comic book companies, some
book publishers, x-games type sport equipment manufacturers, etc. but it's
probably more trouble than it's worth unless one of these companies comes to
FRPG about product placement.
> what the overall contents will be, and approximately when it will be
> available, and how much a booster will cost, *then* and only then we
> should go out and ask everyone how many *displays* he wants to pre-order.
I'd imagine something like Ancient Hearts or Dark Sovereigns. Player
acceptance of a stand-alone was not as good as the others. If it were
a stand-alone, it'd have to be targetted at a wider audience to bring in
more players who would buy more cards.
However, I could see the type of expansion being determined by the demand.
If we only get right about the minimum, it will be a smaller expansion.
If we surpass the minimum, it will be a larger expansion.
> There should also be an announcement of WotC's plan of printing another
> V:TES expansion if demand is met. The Duelist is a great forum for that,
> and the Retailer Direct, also. Interest definitly has to be raised.
I think this is a definite requirement. It only takes a small blurb.
Maybe V:EKN could even get one of those small ads in the back of the Duelist
(or do they still have those?)
> Let's go to work and discuss this on a matter of fact base. I know that
> some of my ideas and statements are a bit, hmmm... weird, but we will
> have to go weird ways to move something.
Bist Du verrueckt? Na, das glaube ich nicht, aber Du bist ministens ein
Bissl kommisch. ;)
Mike
--
Mike Bohlmann, MAIP
"Sell crazy somewhere else; we're all stocked up here."
-----== Posted via Deja News, The Leader in Internet Discussion ==-----
[ quoted text not captured ]
> I'll add to your analysis the concern that one of the biggest issues
> that WotC has looked at for a very long time is the issue of
> competitive play.
>> We know (as well as any such thing can be said to be "known") that
> regular, organized competitive play is what drives the TCG market for
> expansion product. Basic Sets can sell on their merits, but
> expansions require an active metagame and a viable source of quality
> opponents in order to generate sales.
>> I have had long talks with the DCI and with other people who have
> played VtES in a competitive environment, and everyone I have spoken
> to acknowledges (if not agrees to) two salient points:
>> 1) The game virtually requires 4 people to function effectively
AARGH!!!!
> 2) The games are more often determined by an opponent's >mistake<
> rather than your superior play.
WHAAAT?????
>
> Point 2 may very well be an artifiact of Point 1 - the cumulative
> errors introduced during play are multiplied by the number of people
> at the table.
NO, IT'S JUST PLAIN FALSE!!!!
But what Point 2 says is: Winning a competitive VtES
> event is more determined by luck than by skill.
>> To find a way out of that mess, the DCI has looked at several schemes
> for "point scoring" that would be less influenced by the people in the
> game not being as effective as they should be objectively. They have
> yet to find a viable solution.
>> While that condition lingers, the organized play component of the VtES
> brand will suffer greatly from people feeling that victory is
> capricious and luck-based - very unappealing to today's sophisticated
> regular TCG players.
>
Sorry, but this could NOT be more wrong. Sabbat is a VERY good game as a
two-player stand alone. A LOT better than Rage, which i also play. And it
simply isn't true that winning a competitive vampires game is down to
luck. And vampires is VERY appealing to today's sophisticated TCG players.
I think you need to get some new advisors, matey.
In article <6p7e62$l9s$1...@nnrp1.dejanews.com>,
mboh...@my-dejanews.com wrote:
> In article <6p742g$ank$1...@nnrp1.dejanews.com>,
> Lam...@my-dejanews.com wrote:
>
> > First of all, before we run around and ask how many displays players
> > want to pre-order, it has to be decided the setting of the exp., the
> > size of it the contents.
>
> Unfortunately, I doubt that Ryan can make any kind of committment or
> comment on the expansion's type or theme. Usually, companies have strict
> rules on what and how they can accept new product ideas. For example,
> if you want to suggest a new book to White Wolf, you have to fill out some
> waivers and such before they'll even look at it.
Yes, you are right, but Ryan himself put the question what we think is
missing or yet to do with V:TES. I interpret this as a question pertaining
to setting and contents of a "hypothetical" expansion.
>
> The problem comes if they use some private person's suggestions for a new
> product. Theoretically, a non-good natured person could then claim that
> they stole the idea from him and create a legal headache for the company.
A company has always the means of making sure something like that will not
happen.
>
> > We should look for ways to minimise the costs for making that expansion:
> > the V:EKN could playtest it, perhaps some players know good artists who
> > are willing to make some graphics for free.
>
> I think playtesting by V:EKN groups is important to get everyones flavor.
> VtES enjoys one of the most dynamic metagames of any game out there.
> Everyone's playgroup style is going to be different so diverse playtesters
> is important. As far as graphics go, most artists can't afford to do art
> for free unless it's a hobby and not an occupation.
Let's take the hobby-artist or young no-names than. Give them a chance.
>
> > Another idea for keeping printing costs low: What about product placement?
>
> This could work in Europe where the radical right wouldn't have a field day
> with a company that stuck its name on a vampire related product. But in the
> good old opinionated USA, it could create some bad publicity for a product.
I cannot follow you there. Can you explain it to me?
> I imagine you could possibly get sponsors like comic book companies, some
> book publishers, x-games type sport equipment manufacturers, etc. but it's
> probably more trouble than it's worth unless one of these companies comes to
> FRPG about product placement.
I thought mostly about European "sponsors" like well known car manufacturers,
tele-communication companies, companies manufacturing guns or computer.
A few good placed products could really give some realistic flavor to a
possible expansion.
>
> > what the overall contents will be, and approximately when it will be
> > available, and how much a booster will cost, *then* and only then we
> > should go out and ask everyone how many *displays* he wants to pre-order.
>
> I'd imagine something like Ancient Hearts or Dark Sovereigns. Player
> acceptance of a stand-alone was not as good as the others. If it were
> a stand-alone, it'd have to be targetted at a wider audience to bring in
> more players who would buy more cards.
I concur, I real stand-alone would also cost to much, if executed correctly
(i.e. with starters and rulebooks).
>
> However, I could see the type of expansion being determined by the demand.
> If we only get right about the minimum, it will be a smaller expansion.
> If we surpass the minimum, it will be a larger expansion.
I assume that everyone agrees that the up-to-now underrated clans need
a push with new vamps and discipline cards. I always thought that players
wanted also more interaction between Sabbat and Camarilla.
>
> > There should also be an announcement of WotC's plan of printing another
> > V:TES expansion if demand is met. The Duelist is a great forum for that,
> > and the Retailer Direct, also. Interest definitly has to be raised.
>
> I think this is a definite requirement. It only takes a small blurb.
> Maybe V:EKN could even get one of those small ads in the back of the Duelist
> (or do they still have those?)
Or in the "WotC News"-section. There is the Rumor Mill in this section....
-Carl
[ quoted text not captured ]
> > Let's go to work and discuss this on a matter of fact base. I know that
> > some of my ideas and statements are a bit, hmmm... weird, but we will
> > have to go weird ways to move something.
>
> Bist Du verrueckt? Na, das glaube ich nicht, aber Du bist ministens ein
> Bissl kommisch. ;)
Mike, natuerlich bin ich nicht verrueckt, meine Wortwahl ist halt nicht
so gut. ;)
Du denkst echt ich bin ein bisserl komisch? Na warte, das kriegst Du
zurueck! :)
[ quoted text not captured ]
In article <6p9oe2$jca$1...@nnrp1.dejanews.com>,
Lam...@my-dejanews.com wrote:
> > Unfortunately, I doubt that Ryan can make any kind of committment or
> > comment on the expansion's type or theme. Usually, companies have strict
> > rules on what and how they can accept new product ideas.> Yes, you are right, but Ryan himself put the question what we think is> missing or yet to do with V:TES. I interpret this as a question pertaining
> to setting and contents of a "hypothetical" expansion.
True, maybe I should modify my statement with detailed new product ideas like:
"A new expansion centering on the Sabbat in Europe as they clash with the
Camarilla."
> > This could work in Europe where the radical right wouldn't have a field day
> > with a company that stuck its name on a vampire related product. But in the
> > good old opinionated USA, it could create some bad publicity for a product.
>
> I cannot follow you there. Can you explain it to me?
In the US, the radical, conservative religious right is always looking for
reasons why something terrible happens. When some kids killed their parents
a few years back, the kids said they were following their vampiric clan
leader, a Gangrel if I remember correctly. Well, the radical right would say
that this vampire game was the cause of these kids' actions, not a flaw in
society r their mental stability. In Europe, you don't have these problems
as far as I know.
So if an American company like [insert name brand] had their name on one of
these "evil" games, it'd tarnish their image in the US.
> I thought mostly about European "sponsors" like well known car manufacturers,
> tele-communication companies, companies manufacturing guns or computer.
> A few good placed products could really give some realistic flavor to a
> possible expansion.
I think it's a really cool idea but like I said in my original reply, it's
probably more trouble than it's worth trying to convince these companies
to put their name on a card.
> I assume that everyone agrees that the up-to-now underrated clans need
> a push with new vamps and discipline cards. I always thought that players
> wanted also more interaction between Sabbat and Camarilla.
Assamite Antitribu....mmmmmmm. :)
Mike
--
Mike Bohlmann, MAIP
"Sell crazy somewhere else; we're all stocked up here."
-----== Posted via Deja News, The Leader in Internet Discussion ==-----
[ quoted text not captured ]
In article <6pa2ka$mrc$1...@nnrp1.dejanews.com>,
mboh...@my-dejanews.com wrote:
> In article <6p9oe2$jca$1...@nnrp1.dejanews.com>,
> Lam...@my-dejanews.com wrote:
>
> > > Unfortunately, I doubt that Ryan can make any kind of committment or
> > > comment on the expansion's type or theme. Usually, companies have strict
> > > rules on what and how they can accept new product ideas.
>
> > Yes, you are right, but Ryan himself put the question what we think is
> > missing or yet to do with V:TES. I interpret this as a question pertaining
> > to setting and contents of a "hypothetical" expansion.
>
> True, maybe I should modify my statement with detailed new product ideas like:
> "A new expansion centering on the Sabbat in Europe as they clash with the
> Camarilla."
With your suggestion, we already have a theme to work with. :)
>
> > > This could work in Europe where the radical right wouldn't have a field
day
> > > with a company that stuck its name on a vampire related product. But in
the
> > > good old opinionated USA, it could create some bad publicity for a
product.
> >
> > I cannot follow you there. Can you explain it to me?
>
> In the US, the radical, conservative religious right is always looking for
> reasons why something terrible happens. When some kids killed their parents
> a few years back, the kids said they were following their vampiric clan
> leader, a Gangrel if I remember correctly. Well, the radical right would say
> that this vampire game was the cause of these kids' actions, not a flaw in
> society r their mental stability. In Europe, you don't have these problems
> as far as I know.
>
> So if an American company like [insert name brand] had their name on one of
> these "evil" games, it'd tarnish their image in the US.
>
> > I thought mostly about European "sponsors" like well known car
manufacturers,
> > tele-communication companies, companies manufacturing guns or computer.
> > A few good placed products could really give some realistic flavor to a
> > possible expansion.
>
> I think it's a really cool idea but like I said in my original reply, it's
> probably more trouble than it's worth trying to convince these companies
> to put their name on a card.
I don't think that it's not worth the effort. But this decision is up
to Ryan. I can only make suggestions. I wonder if he ponders my ingenious
ideas?
>
> > I assume that everyone agrees that the up-to-now underrated clans need
> > a push with new vamps and discipline cards. I always thought that players
> > wanted also more interaction between Sabbat and Camarilla.
>
> Assamite Antitribu....mmmmmmm. :)
Hm, don't you think that then they would be underrated, too? We would
have to make a 400+ card expansion, just to fit the Assamite Antitribu in.
And if they have to be there, the True Brujah, or Old Tzimisce have to
be in it as well might some say, then the bloodlines, etc. There is not
enough space! And *grin* we need some ideas after the next expansion! :)
(Yeah, I'm still optimistic.)
-Carl
[ quoted text not captured ]
In article <6phv0q$avk$1...@nnrp1.dejanews.com>,
Lam...@my-dejanews.com wrote:
> > Assamite Antitribu....mmmmmmm. :)
>
> Hm, don't you think that then they would be underrated, too? We would
> have to make a 400+ card expansion, just to fit the Assamite Antitribu in.
Nah. I wouldn't want anything other than the vampires. They have the same
disciplines. However, instead of vampire blood being poisonous, they can
become addicted to it. I realised the other day that all Assamites have a
significant penalty, but they don't get an extra point in disciplines.
> And if they have to be there, the True Brujah,
Temporis....hmmm. (Time oriented discipline)
> or Old Tzimisce have to
I know the old Tzimisce don't have Vicissitude, but what do they have instead?
> be in it as well might some say, then the bloodlines, etc. There is not
> enough space! And *grin* we need some ideas after the next expansion! :)
> (Yeah, I'm still optimistic.)
I'll accept most bloodlines except for that Toreador offshoot based on
music. :)
[ quoted text not captured ]
> > or Old Tzimisce have to
>
> I know the old Tzimisce don't have Vicissitude, but what do they have instead?
Auspex, Animalism and << Dominate >>. :-)
In article <35b4590e....@news.isomedia.com>,
Ry...@frpg.com (Ryan S. Dancey) wrote:
> On Mon, 20 Jul 1998 09:45:10 -0700, Alan Flesch
> <afl...@calvin.usc.edu> wrote:
>
> >Current state of Jyhad/VtES rules :
>
> { Much text deleted ]
>
> That, sir, is >exactly< my analysis of the game as it stands
> presently. Well done.>
> I'll add to your analysis the concern that one of the biggest issues
> that WotC has looked at for a very long time is the issue of
> competitive play.
>
> We know (as well as any such thing can be said to be "known") that
> regular, organized competitive play is what drives the TCG market for
> expansion product. Basic Sets can sell on their merits, but
> expansions require an active metagame and a viable source of quality
> opponents in order to generate sales.
>
> I have had long talks with the DCI and with other people who have
> played VtES in a competitive environment, and everyone I have spoken
> to acknowledges (if not agrees to) two salient points:
>
> 1) The game virtually requires 4 people to function effectively> 2) The games are more often determined by an opponent's >mistake<
> rather than your superior play.
>> Point 2 may very well be an artifiact of Point 1 - the cumulative
> errors introduced during play are multiplied by the number of people> at the table. But what Point 2 says is: Winning a competitive VtES> event is more determined by luck than by skill.
>
> To find a way out of that mess, the DCI has looked at several schemes
> for "point scoring" that would be less influenced by the people in the
> game not being as effective as they should be objectively. They have
> yet to find a viable solution.
>
> While that condition lingers, the organized play component of the VtES
> brand will suffer greatly from people feeling that victory is
> capricious and luck-based - very unappealing to today's sophisticated
> regular TCG players.
>> Ryan S. Dancey
> Brand Manager, Five Rings Publishing Group
> Wizards of the Coast
So as it stands the player who makes the least mistakes wins. Or put another
way the best player wins. ei the guy who never makes mistakes.
I find that this is the best game in telling the skill of the players
involved, if you can take the VPS to win a tourney, then you really are a
good player. At least within that group, anyhow.
David McCarty
[ quoted text not captured ]
Ryan S. Dancey wrote:
> Imagine a four player game of VtES, players named A, B, C and D. A
> preys on B, B on C, etc.
>> Player B, is playing poorly.> So players A and D are in the unfortunate position of being "crippled"> in this game because they are not seated adjacent to poor player B.
> Rather, I should say that player C is receiving an "unfair advantage"
> by being lucky enough to be preyed on by Player B.
I must say that my experience of a four player game (although I havent
played V:tes for some time now) is somewhat different. Of course player
C is strengthened by a weak player B but that means that he (C) can
put more pressure than normal on player D. Since D becomes weaker than
normal he can not attack player A as good as he should be able to,
leading to a stronger player A. Then player A can in turn hammer even
harder on player B. The point I am trying to make here is that it is the
only the grandprey of a poorly performing player that suffers. Both the
prey and pred become stronger.
It is also my experience from five and six player games that it is
*only* the grand prey of a poorly performing player that suffers.
Although
the strengthening of the predator is less in this case, he has an easy
victory point and 6 pool coming his way early on in the game.
As has allready been pointed out in other responces to Ryans post, when
a player is performing poorly it upsets the game mechanics of V:tes.
This is true (IMHO) for most games and I don't think that is a V:tes
specific problem.
TG
On Wed, 29 Jul 1998 17:05:34 +0200, tg <torbjor...@biochem.kth.se>
wrote:
>As has allready been pointed out in other responces to Ryans post, when
>a player is performing poorly it upsets the game mechanics of V:tes.
>This is true (IMHO) for most games and I don't think that is a V:tes
>specific problem.
The reason it is a VtES specific problem is that VtES is one of the
very few games that for all intents and purposes requires 3+ player
games in organized play events. Without a viable 2 player game
option, we have got to plan on running multiplayer games, so the
effect described in this thread matters far more than it does in 2
player games.
Ryan
[ quoted text not captured ]