I have been thinking about the necessity of developing a method to
translate V:TES games into some kind of written text code (much like the
one used in chess, but with a higher complexity, obviously).
This way, important games (such as final rounds) could be transcripted
and posted on the newsgroup so that everybody could have access to an
accurate report on them.
I am starting this thread to know your opinion on this issue.
On a possitive response, I would like people to post their ideas on this
newsgroup so that an agreed code system is developed. I have tried it
myself, but the task has proven quite complex, and this is exactly why I
request your help.
My code system was based on several ideas:
1. The code system should be as simple as possible.
2. The code should be able to transcript game play as accuratedly as
possible.
3. The code should reflect the different phases of the game (e.g.,
untap, master, etc.)
4. The code should reflect the current pool, hand, and any other
important general factors at the beginning of each player's turn.
5. Turning both library and crypt card names into acronyms (e.g., Govern
the Unaligned = GtU). This an easy task, of course.
6. Making a difference between library and crypt cards, so that they
cannot be mistaken for one another.
7. Translating terms regarding the game into ASCII symbols.
For example:
Sir Walter Nash (SWN) -having 6 blood(6)- plays (:) a superior
Govern the Unaligned (>GtU) and replaces that card with a Daring the
Dawn ([DtD]).
SWN(6) : >GtU [DtD]
What do you think about it?
Greetings,
Damnans
[ quoted text not captured ]
Sounds like a great idea.
I would recommend using more obvious names (rather than SWN).
Since most games will not see anywhere near all the crypt cards nor
all the library cards, perhaps a better idea would be to use the full
name with a meaningful shorter name when a vampire is played (i.e:
"Sir Walter Nash (Nash)"). Similarly for the library cards. The
library cards could be done with a deck list at the start of the
report which gives the "short name" that will be used for each card. I
suppose the crypt could be done that way as well.
You might take a look at the JOL game reports to see how this sort of
thing has been done already - those reports tend to be more verbose
than you're looking for, but may provide some insight.
--
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/
On Mon, 25 Jun 2001 14:50:29 GMT, Damnans <damna...@ono.com> wrote:
>This way, important games (such as final rounds) could be transcripted
>and posted on the newsgroup so that everybody could have access to an
>accurate report on them.
I like this idea, but feel compelled to point out that finding someone
to actually DO the transcription is going to be a real bitch. =)
Tedium extremis.
>I am starting this thread to know your opinion on this issue.
sold! What can it hurt?
Not to mention that with all the V:TES online client stuff floating
around, this sort of thing would translate well into a log format.
>On a possitive response, I would like people to post their ideas on this
>newsgroup so that an agreed code system is developed. I have tried it
>myself, but the task has proven quite complex, and this is exactly why I
>request your help.
Excruciatingly complex, of course. Largely because of the card names,
but also because the attempt to transcribe combat is going to REALLY
hurt.
>My code system was based on several ideas:
>
>1. The code system should be as simple as possible.
>2. The code should be able to transcript game play as accuratedly as
>possible.
>3. The code should reflect the different phases of the game (e.g.,
>untap, master, etc.)
This should be #1, probably. Separate the stuff out, it'll make it a
lot easier.
>4. The code should reflect the current pool, hand, and any other
>important general factors at the beginning of each player's turn.
This I don't think is quite as important. I like the idea of Nash(6)
taking actions, just as a quick reference on each vampire's blood, but
trying to get TOO extensively detailed might prove difficult.
Perhaps only a brief report at the start of each turn?
>5. Turning both library and crypt card names into acronyms (e.g., Govern
>the Unaligned = GtU). This an easy task, of course.
Actually, the acronyms bother me a bit as not easy to read. After
enough acronyms, you end up needing a parser to translate the logs
that come out... not so good.
>6. Making a difference between library and crypt cards, so that they
>cannot be mistaken for one another.
with LSJ's action, single-word names for vampires are probably best.
"Nash." =)
>7. Translating terms regarding the game into ASCII symbols.
Extremely painful for any non-automated system. If someone's going to
be manually transcribing this, it HAS to be a lot simpler than that.
And the worries about ASCII symbols make it less than legible, as
well. Are you looking for a format that is newsgroup-readable, or a
format that can be fed into a parser and input with a parser
(difficult)?
> For example:
> Sir Walter Nash (SWN) -having 6 blood(6)- plays (:) a superior
>Govern the Unaligned (>GtU) and replaces that card with a Daring the
>Dawn ([DtD]).
> SWN(6) : >GtU [DtD]
>
>What do you think about it?
hypothetical example of how it could look:
MethA: Nash(6) Govern-S;
MethB: Zoe(3) STouch-S; block announce
MethA: Nash(6) DawnOp-I; block successful
* combat
MethA: Nash(6) no prerange;
MethB: Zoe(3) DWeapon-I; 44Magnum;
MethA: Nash(6) no maneuvers;
MethB: Zoe(3) long, 44Magnum;
MethA: Nash(6) strike, Majesty-S;
MethB: Zoe(3) strike, 44Magnum;
* end combat
MethA: Nash(5) KRC;
... and so on.
The above is much more readable, and also distinguishable; going by
only acronyms would leave Spirit's Touch and Shadow Twin difficult to
determine, where STouch and STwin are both equally easy to type, and
immediately obvious to the reader. Perhaps go by a "no more than 8
characters in any abbreviation" rule?
It occurs to me that there is NO way to accurately transcribe what
someone has drawn up to replace any given card, so that part could
(must) be left out. This has a nice side benefit of making the
transcriber's job a bit easier.
Obviously, a certain amount of familiarity with the game is necessary
to read a log like this.
So, plugging the above action into a turn format...
== Turn 3: MethA, 23 pool, 0VP ==
== Govern, DawnOp, KRC, Majesty, VentrueHQ, BO, VoterCap ==
[UNTAP]
MethA: none;
[MASTER]
MethA: VentrueHQ;
[MINION]
***
MethA: Nash(7) Govern-S;
MethB: Zoe(3) STouch-S; block announce
MethA: Nash(7) DawnOp-I; block successful
MethA: Nash(7) no prerange;
MethB: Zoe(3) DWeapon-I; 44Magnum;
MethA: Nash(7) no maneuvers;
MethB: Zoe(3) long, 44Magnum;
MethA: Nash(7) strike, Majesty-S;
MethB: Zoe(3) strike, 44Magnum;
***
MethA: Nash(6) KRC; no block
MethA: terms MethB 3, MethC 1;
MethA: Nash(6) BO-S; 7 in favor, 0 against
MethC: MGilbert(4) DGaze-S; 7 in favor, 4 against
MethD: Burn Edge; 7 in favor, 5 against
STATE: vote passes 7-5
MethA: Nash(6) VoterCap-S (+2P);
[INFLUENCE]
MethA: transfer 4 -> Bridges(4);
[DISCARD]
MethA: none;
== End Turn ==
It clearly separates the five individual phases of the game, and the
turns. Each action is set off by the ***. The STATE: notation serves
for bits where non-player-specific information needs to happen. The
-I and -S are an intuitive notation for "Govern at inferior", etc.
The blood counts for each vampire are workable; they can be listed at
the start of the action if necessary, and only be updated as blood
changes off the vampires, since they do look a bit repetitive. The
"semicolon at end of card played", totally stolen of course, is
habitual and familiar for many people to look at.
It's a bit more typing for whatever poor bastard is stuck
transcribing, but really, there isn't any good solution for this.
Acronyms are more difficult to type than words, and the "odd" symbols
such as > and [] are more difficult to type than simple parentheses,
semicolons, etc.
well, there's a start.
-- Derek
Damnans <damna...@ono.com> wrote in message news:<3B37504A...@ono.com>...
[ quoted text not captured ]
Great idea! I agree it will be a complex system though. Combat would
be the worst to transcribe. For example...
Example:
PAR = Parnassus
ST = Spirit's Touch
% = combat begins
Thin = Thin Blood
ScT = Scorpion's Touch
Maj = Majesty
SWN(6):>GtU
PAR(7):<ST
%
PAR(6)>Thin
PAR(5)>ScT
SWN(4)>Maj (untaps)
And that's just one round without extensive pre-range and manuver
battles! I think with some effort we could design a fairly quick
transcription code for games, but the list of symbols would be very
extensive.
Some of my concerns: Should their be an identifier for which Meth is
acting? Perhaps number them at the start of the record? Also, would
you record table-deals? Is listing what a Meth replaces really
necessary?
Just some thoughts. Please everyone continue with this idea, it has
great potential!
Aramis
*would love to see more game reports*
"LSJ" <vte...@white-wolf.com> wrote
>
> Sounds like a great idea.
I agree. As an avid chess fan, I recognize the utility of this, though it
will be much harder with so many variables. Chess games can be re-enacted by
simply setting up a chess board and playing along with the notations. Jyhad
would not be so easy...
First off, let's take some of the already established chess conventions:
---------------------------------------
?? == What the f**k is this player doing?
Example:
Sir Walter Nash bleeds. Ingrid deflects to prey. Sir Walter adds Daring the
Dawn (??)
---------------------------------------
?! == We wondered what the f**k that player was doing too, but it seems to
have worked.
Example:
Sir Walter Nash applies KRC damage; 3 to self, 1 to predator.
Emerson calls Parity Shift; applies damage -5 to prey, +5 to self (?!)
---------------------------------------
!! == Wow! This guy plays like Wes.
Example:
Khalil reduces prey's bleed with Ignis Fatuss, causing grand-prey to remain
in game. Both prey and grand-prey ousted on next turn. (!!)
---------------------------------------
> I would recommend using more obvious names (rather than SWN).
> Since most games will not see anywhere near all the crypt cards nor
> all the library cards, perhaps a better idea would be to use the full
> name with a meaningful shorter name when a vampire is played (i.e:
> "Sir Walter Nash (Nash)"). Similarly for the library cards. The
> library cards could be done with a deck list at the start of the
> report which gives the "short name" that will be used for each card. I
> suppose the crypt could be done that way as well.
If we're talking about conventions, some are already well-established enough
to be obvious. KRC is obviously Kine Resources Contested.
I'd keep the full names for the vampires, in fact, I'd recommend boldfacing
any cards with their full name or established convention. I guess this is
more difficult on the newsgroup, but it does make it appear much more
readable...
> You might take a look at the JOL game reports to see how this sort of
> thing has been done already - those reports tend to be more verbose
> than you're looking for, but may provide some insight.
Yeah... I think there are only a few moderators still keeping track of Game
History right now. Most of them have given up as it is rather time-consuming
and annoying, not to mention you can't change it once it's in the system (it
just appends to a text file).
.
The game I am moderating is JOL156 and it is still in progress. I've chosen
to be as explicit and verbose as possible rather than using too many
abbreviations. This is important because I often neeed to go back and figure
out how much blood should be on one vamp etc. It makes things easier for
moderating, though for your purposes a different format could be used.
Here's the link to the game... go to Game History to see what I am referring
to.
http://www.deckserver.net/cgi-bin/jolgame.cgi?jol156
Oh, and please ignore my crappy deck. It's an experimental PRO/SER which
should have waited for cards from Final Nights :(
Cheers,
WES
This sounds very similar to how people play the Start Wars CCG over
IRC. I think it would be a great idea to be able to get a play-by-play
for games. I'd be very willing to help with this project if it does
take off.
My suggestions:
- Don't use abbreviations for cards, it would be too much work
creating the table and then more work for the reader to figure it out.
- Precede every action with the phase it's associated with so that the
reader doesn't lose track of what's going on.
I could go on and on in great detail how I would do it (phase
abbreviations, action abbreviations, etc.), but I won't unless asked
to do so.
Hope this helps,
Todd Dunn
V:EKN prince of Noblesville, IN
Damnans <damna...@ono.com> wrote in message news:<3B37504A...@ono.com>...
[ quoted text not captured ]
On Mon, 25 Jun 2001 14:50:29 GMT, Damnans <damna...@ono.com> wrote:
>On a possitive response, I would like people to post their ideas on this
>newsgroup so that an agreed code system is developed. I have tried it
>myself, but the task has proven quite complex, and this is exactly why I
>request your help.>5. Turning both library and crypt card names into acronyms (e.g., Govern>the Unaligned = GtU). This an easy task, of course.
This sounds like a great idea! If we do create a standard, I'd be
happy to incorporate the acronyms into Monger.
-------------------------------
Ethan Burrow - Prince of Austin
saa...@yahoo.com
http://whitestar.ddg.com/vtes/
While I like what you are doing. But perhaps the abbrevialtions could
use some work ST could equal Spirits Touch or Shock Troops as well as
the Scorpion's Touch which you have listed below. Almost any
combonation of less than 4 or 5 letters could be misconstrued as
something else.
[ quoted text not captured ]
Derek Ray <lor...@yahoo.com> wrote in message
> It's a bit more typing for whatever poor bastard is stuck
> transcribing, but really, there isn't any good solution for this.
> Acronyms are more difficult to type than words, and the "odd" symbols
> such as > and [] are more difficult to type than simple parentheses,
> semicolons, etc.
Macros are the key to doing anything as massive as recording an entire
final round onto a PC.
The process would have to be customized, per the individual. But I
can see that the entire process could be set up to a very intricate
set of macros. Of course you'd either need a training course in using
them, specific to this project or to make them yourself. But they
could be queued to set up entire actions or sequences with few
keystrokes. This means that the person typing will be alot worse for
the ware, but also that you don't have to use a billion acronyms for
everything.
TYPE: "GtU" GET: "Govern the Unaligned" but save a ton of typing.
Aaron
In article <82c154eb.01062...@posting.google.com>,
XZealot <X_Ze...@email.msn.com> wrote:
>While I like what you are doing. But perhaps the abbrevialtions could
>use some work ST could equal Spirits Touch or Shock Troops as well as
>the Scorpion's Touch which you have listed below. Almost any
>combonation of less than 4 or 5 letters could be misconstrued as
>something else.
Yep, but I do like the idea of metacharacters identifying the type.
This helps separate possible overlaps. For instance, using a lowercase
m for master helps separate Shock Troops (mST) from Spirit's Touch
(<ST). I like the idea of designating all actions with > and all
reactions with < (so >GtU, >SoC, and <D, <O for Govern the Unaligned,
Seeds of Corruption, Deflection, and Obedience respectively).
A partial catalog of symbols:
: Target of an effect. Goes between effect's source and target.
m Master Card (mSTI, -1P) [Short Term Investment]
m- Master Phase Action (Cardless) (m-STI, +1P) [Draws 1 pool off
Short Term Investment]
O Out of Turn Master. OSR, ODI, and ORot are all likely to
be popular codes.
P Pool shift, preceded with a positive or negative integer
B Blood on vampire shift, preceded with a postive or negative
integer. Also used for allies.
u Untap phase event (uZHG:Rav+1B) [Raven gains 1 blood from
Zoo Hunting Ground]
m; Master phase event (m;BD, CDv-1B, +1P) [Move 1 blood from
Camille Deveraux to pool via Blood Doll]
E Minion phase event (non-action) (ET:Wyn) [Activate Temptation
to take control of Wynn]
b Burn a card in play (RvD:bGD) [Ricki van Demsi burns Guard
Duty to untap and attempt to 'bock']
d Discard phase event (could be a discard or something you do
during your discard phase) (dbSOv) [During the discard phase,
burn Sensory Overload on a minion] Compare to dSOv, which
would be discarding Sensory Overload in your discard phase.
~ Tap a card for some effect. Specify target, if any, after a colon.
(~LES:GiV) [Tapping London Evening Star to give Giuliano Vincenzi
+1 intercept]
Vn Vampire in the uncontrolled area. n can be any alphanumeric
character.
i Influence phase event. (i~ArL:Va) [Tap Arcane Library to add 1
blood from the blood bank to Vampire a in the uncontrolled region]
>> Action modifier played (Bas>>URg, Bas-2) [Basilia plays
Uncontrollable Rage, Basilia burns 2 blood]
v[f,a] votes (favor, against). Preceded by a number. (AtU:3va) [Angus
the Unruled casts 3 votes against (some referendum)] E~VHQ:3vf
would be the code for the Ventrue player tapping the Ventrue
Headquarters for 3 votes in favor, since it's a minion phase Event
involving tapping (~) the VHQ. RoL>>BOr:2vf is Roland Loussarian
playing Bewitching Oration for 2 further votes in favor. Not
good for the Gangrel player :(.
pv[f,a] Priscus sub-referendum votes. Once this block is determined, it's
coded as PRS:3v[f,a]
# bleed amount shift. (Ozm>>Con, #+2, Ozm-1B) [Ozmo plays
Conditioning for +2 bleed and burn 1 blood]. This could be
followed by (Zoe<TCo, #-2), which is Zoe playing Telepathic
Counter to reduce the bleed by 2.
> Action taken. Typically followed by a card code, or:>h Hunt.># Cardless bleed.>t Leave torpor.>r Rescue from torpor. Fully defined by a colon and the target's
code, as in VlA>r:GBL (Vliam Andor rescues Gunther, Beast Lord
from torpor).
< Alone, a block attempt with no cards played. With a code,
reacting with the appropriate reaction card. I'd expect to
see a lot of <WEF<D in a tournament report (Wake with Evening's
Freshness, Deflection) <grin>.
ic Intercept. +n is gained, -n is reduced.
st Stealth. As with intercept, +n/-n are gains and losses.
Vote: Vote code followed by a colon precedes the terms of the vote.
No real way to codify this given the variety of vote effects.
I'm open to suggestions on this one.
t Vampire is in torpor. BPwt>Rgn is Bear Paw, in torpor, attempting
Regeneration.
! Untaps via some non-normal effect (not the standard untap-phase
untap). BPwt>t, BPw-2B, >>FD!, BPw-1B is Bear Paw taking an action
to leave torpor, burning 2 blood, playing Freak Drive to untap,
and burning 1 blood to pay for Freak Drive.
Masika untaps 'between turns,' so I'd chuck him at the very end
of someone's turn as a discard-phase event for simplicity of
notation. It would code as dMsk!.
++ Using a card at the superior Discipline level. Big difference
between Ozm>PoC and Ozm>PoC++ (Ozmo using Pulse of the Canaille
at inferior and superior, respectively), for instance.
Combat Codes:
S Strength. Integer is base number, + or - with integer is modifier.
HSo TS S3 (Hector Sosa plays Torn Signpost, Strength is 3)
HSo FoD S+2 (Fists of Death, +2 Strength)
HGu Dis HSo:S-2 (Harika Guljan plays Disease, -2 Strength for
Hector)
=> Strike. =>h is a hand strike. =>Ent is Entombment. Classes of
strikes would have their own codes, such as =>SCE:Maj for
striking to end combat via Majesty, or =>Dod:VSp for Dodging
with Vampiric Speed. Striking to end combat and untap
would look like CHu=>SCE:EMl++, CHu! (Chandler Hungerford
ends combat with Earth Meld (superior) and untaps).
+n Additional strikes gained. The value of n is the number of
additional strikes.
Jck=>h (Jacko strikes hands)
Jck+1 (Jacko uses his special ability)
Jck=>h
Jck+2:Blr, Jck-1B (Jacko uses Blur)
Jck=>h
Jck=>BWr++, Jck-3B (ow, superior Burning Wrath)
w Vampire is wounded, through aggravated damage or excess normal
damage (or Entombment/Entombment-like effect).
nd Damage taken. da is aggravated. This is broken down by
strike resolution, so for Jacko's opponent in the
example above:
ALM1d, ALMw-1B (Ambrosio Luis Moncada takes 1 damage
from Jacko's hand strike and burns 1
blood to heal it)
ALM3da, ALMw-2B (Moncada takes 3 agg from Jacko's
Burning Wrath, is wounded, burns 2
blood to prevent destruction)
p Damage prevented. ALM3dap:bLJ is Moncada preventing 3 aggravated
damage by burning Leather Jacket. Lct2dap:SoR++ is Lucita
preventing 2 aggravated damage with Skin of Rock superior.
+mv Maneuver to increase range (to go long)
-mv Maneuver to decrease range (to cancel a maneuver)
+pr Press to continue
-pr Press to end
RS[l,s] Rangeset [long, short]. CaiRSl is Cailean setting range to long.
TtH-SSt++:RSs is Talley the Hound using Shadow Step superior
to set range to short.
I think that's all I can think of at the moment. Feel free to complain
bitterly about my (doubtless) many mistakes and omissions.
Sample turn, with annotations:
MethA (Xian): 8 pool
MethB (legbiter): 11 pool
uAHG:Car+1B, Car8B
uAoR:MethB-1P, MethB10P
(Cardano gains 1 blood through Academic Hunting Ground, Cardano at
8 blood)
(Xian's Army of Rats burns 1 pool from legbiter)
mUnD:HMA, -2P, MethA6P, MethB-4P, MethB6P
m;BD:Car-1B, MethA+1P, Car7B, MethA7P
(Xian plays Unnatural Disaster on legbiter's High Museum of Art. Xian
loses 2 pool. legbiter loses 4 pool. Both are now at 6 pool.)
(Xian moves 1 blood from Cardano to his pool via Blood Doll. Cardano
is at 7 blood, Xian is at 7 pool.)
Car>KRC>>Sed:Svk, +1st
(Cardano calls Kine Resources Contested, Seducing Stravinsky as the
action is announced. The action is at +1 stealth.)
CrM<SpT++, +1ic
(Corinne Marcon plays superior Spirit's Touch for +1 intercept)
Car>>Ala, +1st, Car-2B, Car5B
(Cardano plays Alacrity at inferior for +1 stealth and burns 2 blood.
Cardano is at 5 blood.)
KRC:3MethA, 1MethB
(terms of the vote are announced. What does Xian have up his sleeve,
hitting himself for 3 with a KRC? It smells like a Parity Shift!)
Car2vf, KRC:3-0
Msh1pva, PRS:1-0
PRS3va, KRC:3-3
MethA1vf:bEdg, KRC:4-3
MethA-3P, MethB-1P, MethA4P, MethB5P
(A spirited exchange of opinions between Cardano and the Prisci,
as represented by Meshenka, follows. Xian burns the Edge for a vote.
The KRC passes.)
Car>>FD, Car-1B, Car4B
(Cardano plays Freak Drive to untap, is now at 4 blood)
Car>PSh>>Sed:Svk, +1st
(That Xian! In contravention of all sane tournament rules, he's
repeating an action! And where did that steel chair he's holding
come from? The referee does nothing! This is a travesty for
organized pro wrestling, um, I mean tourney play. This is clearly
a home game played with repeat actions allowed. Possibly because
Xian wanted to play his 30-Freak Drive deck.)
(Cardano calls Parity Shift, Seducing Stravinsky. Stravinsky
liiikes Cardano. Flowers and chocolates to follow.)
Msh<EaS, +1in
(Meshenka uses Eagle's Sight inferior)
%
MSh CCr
MSh +mv:AfB
Car -mv:UfP++
MSh +mv:Fak
Car=>Thf++
MSh=>AfB
MSh-2B, MSh6B
Car+2B, Car7B
Car3d (1AfB, 2CCr)
Car1dp:UfP++
Car1dp:Ind++, -1B, Car6B
MSh +pr:AfB
Car -pr:Ind++
%
(Meshenka blocks Cardano, plays Carrion Crows, goes long with Aid from
Bats. Cardano closes with superior Unflinching Persistence. Meshenka
goes long with Fake Out. Cardano strikes Theft of Vitae. Meshenka
strikes Aid from Bats. Meshenka loses 2 blood to Theft, Cardano gains
2, going to 7 blood. Cardano takes 3 damage, 1 from Bats and
2 from Crows. Cardano prevents 1 with the Unflinching he played earlier,
then plays a superior Indomitability. Cardano burns 1 blood to heal
the other point of damage, going to 6 blood. Meshenka presses with Aid
from Bats. Cardano cancels the press with the press from superior
Indomitability.)
And so forth.
The biggest part of the job is coming up with pithy codes for all
the cards. That's a big frigging job.
Well, what do you guys think?
gomi
[ quoted text not captured ]
In article <82c154eb.01062...@posting.google.com>,
XZealot <X_Ze...@email.msn.com> wrote:
>While I like what you are doing. But perhaps the abbrevialtions could
>use some work ST could equal Spirits Touch or Shock Troops as well as
>the Scorpion's Touch which you have listed below. Almost any
>combonation of less than 4 or 5 letters could be misconstrued as
>something else.
Yep, but I do like the idea of metacharacters identifying the type.
[ quoted text not captured ]>h Hunt.># Cardless bleed.>t Leave torpor.[ quoted text not captured ]
Combat Codes:
[ quoted text not captured ]
+pr Press to continue
-pr Press to end
[ quoted text not captured ]
Sample turn, with annotations:
[ quoted text not captured ]
CrM<SpT++, +1ic
[ quoted text not captured ]
KRC:3MethA, 1MethB
[ quoted text not captured ]
MethA-3P, MethB-1P, MethA4P, MethB5P
[ quoted text not captured ]
Car>>FD, Car-1B, Car4B
[ quoted text not captured ]
Msh<EaS, +1in
[ quoted text not captured ]
And so forth.
[ quoted text not captured ]
gomi
>> Example:[ quoted text not captured ]
"Gomi no Sensei" <go...@grace.speakeasy.net> wrote in message
news:9h8lci$1fn$1...@grace.speakeasy.net...
> Sample turn, with annotations:
>
> MethA (Xian): 8 pool
> MethB (legbiter): 11 pool
Sounds like fun already! :)
> uAHG:Car+1B, Car8B
> uAoR:MethB-1P, MethB10P
>
> (Cardano gains 1 blood through Academic Hunting Ground, Cardano at
> 8 blood)
And I prove once again, that I am Cardano's Bitch, no?
> (That Xian! In contravention of all sane tournament rules, he's
> repeating an action! And where did that steel chair he's holding
> come from? The referee does nothing! This is a travesty for
> organized pro wrestling, um, I mean tourney play. This is clearly
> a home game played with repeat actions allowed. Possibly because
> Xian wanted to play his 30-Freak Drive deck.)
Ah, if only...mmmmm...Freaky goodness.
> The biggest part of the job is coming up with pithy codes for all
> the cards. That's a big frigging job.
>
> Well, what do you guys think?
You've been thinking about this *waaaaaaaaay* too much. Put the crack
pipe down. Now.
Xian
As LSJ reports, Jyhad Online (aka JOL: http://www.deckserver.net/jol)
uses transcripts of all games. While they don't use abbreviations or
notations, they are complete.
Below, as an example, is a partial transcript of the middle turns of a
recent game. It would not be terribly difficult to similarly track a
live game, although I would much prefer to watch than transcribe. ;)
Madman
------
Transcript:
------
**Tat's Turn 3.1
Starting Pool: 21
Untap: Burn my Information Highway
Master: Dreams of the Sphinx,
Push one to Cameron
Minion: Mustafa wants a Laptop (Pool: 18)
Influence: put 2 on #6 and 2 on #5
Ending Pool: 15
**Grey Seer's Turn 3.2
Starting Pool: 22
Minion: 1. March Computer Hacks for 2
Rich pool: 21
2. Antoinette employs a retainer: Mr Winthorp
Influence: pay 1 to see 1, #1
1 on #1, introducing Basil 1, obf, Pander
1 on #8, introducing Nik 1, cel, Catiff
Ending Pool: 19
**Rich's Turn 3.3
Starting Pool: 21
Minion: Ricki Van Demsi will bleed Sugar
Sleepy Juan forces himself awake
Ricki plays Dawn Operation
Juan goes back to sleep
Juan 2/3; Sugar pool: 18
Transfer: 1 to #5, introducing Camille Devereux
3 to #2
Ending Pool: 17
**Sugar's Turn 3.4
Start Pool: 18 (-1 by Rich)
Master: pull two blood from Short Term (pool: 20)
Minion: Juan Cali equips Vial of Garou Blood (pool: 19)
Transfer: 4 to #7, introducing Emerson Bridges,
Ventrue,8,DOM FOR pot PRE,Prince of Washington, D.C.
Discard: Pack Tactics
End Pool: 15
**Madman's Turn 3.5
Starting Pool: 21
Minion: Sir Walter equips with an Ivory Bow
Influence: 4 to #6, introducing Brachach,
Brujah,5,PRE,CEL,for
Ending Pool: 16
**Tat's Turn 4.1
Starting Pool: 15
Master: Play Elysian Fields (pool: 13)
tap Dreams of the Sphinx to draw two cards
Minion: Cameron bleeds with Kine Dominance
and Bonding for 4 (Grey Pool: 15)
Influence: 4 to #6, introducing Gratiano
8 DOM OBT obf pot Priscus +1 bleed
Discard: Bonding, Shadow Play
Ending Pool: 9
**Grey Seer's Turn 4.2
Starting Pool: 15
Master: Effective Management
drawing #5
Minion: 1. March, Computer Hacking,
tries to bleed for 2
Camille Blocks
Round 1
Camille: plays Carrion Crows
March: Strike Hands
Camille: Strike Hands, plays Wolf Claws
March: plays Undead Persistence
Camille: plays Skin of Rock
March: Presses
Round 2
March: Strike Hands
Camille: Strike Hands
Camille: plays Bone Spur
Camille: plays Rolling with the Punches
March is burned
Combat ends
March is burned
Camille 3/5
2. Basil bleeds for 1
3. Nik using Computer Hacking bleeds for 2
Influence: pay 1 to see 1, #4
Put 1 on #5, intro Smudge the Ignored
Put 1 on #4, intro March Halcyon - again! :)
Discard: Information Highway
Ending Pool: 12
--
End of Partial Transcript
--
I like Derek's format the best of those suggested. With ~1387 seperate
cards, my guess is that too much abbreviation forcing lookup will get
stale very, very quickly. Quick, what is SotC? How about PI? Hurry,
tell me what GA is! Ok, I will give a character, how about mGA?
Faster! Nope, not Gangrel Atavism, try Guardian Angel. Now, wouldn't
GangAtav or GuarAnge be easier to read? (Sins of the Cauchemar, Primal
Instincts - SinsCauc, PrimInst)
Derek Ray wrote:
>
>
>finding someone
> to actually DO the transcription is going to be a real bitch. =)
> Tedium extremis.
>
Very true. If we could get some sort of script that could work on a Palm
or something, might be easier. You just type in the first letters of
each word in the title of the card, and zing, it finds the card, or a
choice of a few, and then pick the one.
>
> Excruciatingly complex, of course. Largely because of the card names,
> but also because the attempt to transcribe combat is going to REALLY
> hurt.
No doubt. The transcription should be backed up with a video of the
game to double check for accuracy. I am serious for "big" games, like
regional chamionships.
>
> with LSJ's action, single-word names for vampires are probably best.
>
> "Nash." =)
I discuss crypt below, although single words seem good (however, Lolita,
or Houston? No doubt Lolita Houston will often be confused for Lolita,
if only momentarily).
>
> >7. Translating terms regarding the game into ASCII symbols.
>
> Extremely painful for any non-automated system. If someone's going to
> be manually transcribing this, it HAS to be a lot simpler than that.
> And the worries about ASCII symbols make it less than legible, as
> well. Are you looking for a format that is newsgroup-readable, or a
> format that can be fed into a parser and input with a parser
> (difficult)?
>
I think he means ASCII so that it can translate across a lot of
platforms easily - someone suggested using bold text, which makes things
*much* tougher.
[snip Damnan and Derek's examples]
>
> The above is much more readable, and also distinguishable; going by
> only acronyms would leave Spirit's Touch and Shadow Twin difficult to
> determine, where STouch and STwin are both equally easy to type, and
> immediately obvious to the reader. Perhaps go by a "no more than 8
> characters in any abbreviation" rule?
I say exactly 8, but maybe that is too strict? My first impulse is to
take the first 4 characters of each of the first two words of the name
of the card, ignoring "of", "the", and "from". Are there library cards
that turn out too weird, strange, or not clear? MyEnemEn. BodyArse
(perhaps humourous to our UK brethren). All the cards that start with
"Blood" become "Bloo", BlooDoll, etc. If there is only one word (i.e.
no spaces), then the first 8 letters of the word are used, dropping
punctuation. I got up to CardSinI and CardSinF. That might be too
close to call. Anyways, seems like creating the abbreviations using
this algorithm would be very easy to do with a text manipulator (Perl?,
I don't know).
I am using ELDB, don't know if this algorithm breaks down with Final
Nights.
Vamps would be much tougher than library I think, although I guess the
same algorithm could be used there to? So Nash becomes SirWaltN, Ingrid
Russo = IngrRuss, Ingrid Rossler = IngrRoss, another close one. Most of
the rest seem like they would work. But is it as elegant as one word?
Russo, Rossler - you know who they are. The Lolis may be the most
tricky.
>
> It occurs to me that there is NO way to accurately transcribe what
> someone has drawn up to replace any given card, so that part could
> (must) be left out. This has a nice side benefit of making the
> transcriber's job a bit easier.
I agree. I also think we should leave out what is in player's hand -
too disruptive to the game for transcriber to peer over shoulder and
inspect cards, and since we are thinking about doing this for important
tournament games, etc., that should be a concern. Instead, any
transcription of the game should have all player's deck lists at the
beginning, probably in ELDB format...
>
> Obviously, a certain amount of familiarity with the game is necessary
> to read a log like this.
>
> So, plugging the above action into a turn format...
>
> == Turn 3: MethA, 23 pool, 0VP ==
I like this. Although we could just start every line with 3A, the 3
indicating turn, the A indicating which meth is playing which card. And
the A would have to be consistent throughout, regardless of seating
position (in re DramUphe or KindRest).
> == Govern, DawnOp, KRC, Majesty, VentrueHQ, BO, VoterCap ==
Drop this part (hand).
[ quoted text not captured ]
Otherwise very nice, and easy to read.
>
> It's a bit more typing for whatever poor bastard is stuck
> transcribing, but really, there isn't any good solution for this.
> Acronyms are more difficult to type than words, and the "odd" symbols
> such as > and [] are more difficult to type than simple parentheses,
> semicolons, etc.
Agreed. I think we really need to examine this interface for the
transcriber. In the heat of battle, if even *one* card gets missed, the
whole pooch can be screwed. And if people start "taking back", like
taking the edge later in the turn, it get's really hard to keep up too.
>
> well, there's a start.
>
> -- Derek
I think a good one. Still concerned about the RL interface however.
Chris
--
chris shorb
<www.vtesinla.org> (A V:TES site in development)
prince of torrance, california
Ultimate Disc - Hockey - Vampire the Eternal Struggle
Ebay page <http://members.ebay.com/aboutme/vtessingles/>
On Mon, 25 Jun 2001 14:50:29 GMT, Damnans wrote:
>I have been thinking about the necessity of developing a method to
>translate V:TES games into some kind of written text code (much like the
>one used in chess, but with a higher complexity, obviously).
I've transcribed games for other CCGs and didn't find it hard.
Turning the transcripts into a readable account of the game is more
challenging - you need regular recaps to make the state of the game
clear.
One special consideration with VTES is the table talk. The deals
which players make are usually quite formal and, given the current
state of the tournament rules, should be recorded verbatim. I'd also
like to read a transcript of the arguments that follow though I
suppose 1 hour's worth of back and forth might make tedious reading.
And, of course, if Madness of the Bard is in play, it'd be good to
have a record of _everything_ that players say. That ought to be
especially entertaining <grin>
Andrew
"Andrew S. Davidson" wrote:
> One special consideration with VTES is the table talk. The deals
> which players make are usually quite formal and, given the current
> state of the tournament rules, should be recorded verbatim. I'd also
> like to read a transcript of the arguments that follow though I
> suppose 1 hour's worth of back and forth might make tedious reading.
Of course. A game transcription not only could but also should include
player's thoughts and conversations (at least in sumary).
What I usually do when I make a report on a game is having each player write
a report from their point of view. Then I put each player's reports together.
This task should be complementary to a game transcription (which should only
include "mechanical" information.)
Greetings,
Damnans
> It's a bit more typing for whatever poor bastard is stuck
> transcribing, but really, there isn't any good solution for this.
> Acronyms are more difficult to type than words, and the "odd" symbols
> such as > and [] are more difficult to type than simple parentheses,
> semicolons, etc.
I like the notation system you are proposing. It much more comprehensible
than the use of acronyms. And compehensibility should be one of the main
traits of the V:TES game transcription system in project.
Greetings,
Damnans
Derek Ray wrote:
> On Mon, 25 Jun 2001 14:50:29 GMT, Damnans <damna...@ono.com> wrote:
>
> >This way, important games (such as final rounds) could be transcripted
> >and posted on the newsgroup so that everybody could have access to an
> >accurate report on them.
>
> I like this idea, but feel compelled to point out that finding someone
> to actually DO the transcription is going to be a real bitch. =)
> Tedium extremis.
Yeah... But we must make the transcriptor's task as easy as possible. :))
> >4. The code should reflect the current pool, hand, and any other
> >important general factors at the beginning of each player's turn.
>
> This I don't think is quite as important. I like the idea of Nash(6)
> taking actions, just as a quick reference on each vampire's blood, but
> trying to get TOO extensively detailed might prove difficult.
>
> Perhaps only a brief report at the start of each turn?
Yes. I think that would be enough, as you exemplify below.
> >6. Making a difference between library and crypt cards, so that they
> >cannot be mistaken for one another.
>
> with LSJ's action, single-word names for vampires are probably best.
>
> "Nash." =)
Yes.
This afternoon I will try to make a "dictionary" containing each card full
names and their short versions (for notation purposes).
[ quoted text not captured ]
I like your transcription system, but I think it could be more simple. For
instance, it should not be necessary to write down "MethX" before an acting
vampire's name if it is his or her controller's turn.
I would even use different terms for the Methuselahs in the game. Instead of
"MethX", we could use "Prey", "Pred" = predator, "Gprey" = grandprey, "Gpred"
= grandpredator. I think this subjective point of view is much more
comprehensible.
> It occurs to me that there is NO way to accurately transcribe what
> someone has drawn up to replace any given card, so that part could
> (must) be left out. This has a nice side benefit of making the
> transcriber's job a bit easier.
Yes, maybe.
[ quoted text not captured ]
Hi, Aramis:
Gomi no Sensei wrote:
> In article <82c154eb.01062...@posting.google.com>,
> XZealot <X_Ze...@email.msn.com> wrote:
> >While I like what you are doing. But perhaps the abbrevialtions could
> >use some work ST could equal Spirits Touch or Shock Troops as well as
> >the Scorpion's Touch which you have listed below. Almost any
> >combonation of less than 4 or 5 letters could be misconstrued as
> >something else.
>
> Yep, but I do like the idea of metacharacters identifying the type.
>
> This helps separate possible overlaps. For instance, using a lowercase
> m for master helps separate Shock Troops (mST) from Spirit's Touch
> (<ST). I like the idea of designating all actions with > and all
> reactions with < (so >GtU, >SoC, and <D, <O for Govern the Unaligned,
> Seeds of Corruption, Deflection, and Obedience respectively).
Although I like your code system due to its brevity, I think that it would be
necessary to make it more comprehensible to V:TES players (my transcription
system was a bit longer, but it was still cryptic).
I am for the use of "STroops" instead of "mST", for instance.
In addition, I consider that your code system could be still simplified (e.g.,
instead of indicating the type of card being used during a master phase:
m=master card; m- = master phase action; etc., you could establish a section
dedicated to the master phase, and there write down what during this phase
happens)
[MASTER]
ArtMus (-2P)
Acting Methuselah plays an Art Museum, which costs 2 pool.
> Sample turn, with annotations:
>
> MethA (Xian): 8 pool
> MethB (legbiter): 11 pool
>
> uAHG:Car+1B, Car8B
> uAoR:MethB-1P, MethB10P
>
> (Cardano gains 1 blood through Academic Hunting Ground, Cardano at
> 8 blood)> (Xian's Army of Rats burns 1 pool from legbiter)
This turn fragment could be also written:
[untap]
Cardano(7+1) AcadHG
Pred: ARats (-1P)
Pred=Predator.
> mUnD:HMA, -2P, MethA6P, MethB-4P, MethB6P
> m;BD:Car-1B, MethA+1P, Car7B, MethA7P
>
> (Xian plays Unnatural Disaster on legbiter's High Museum of Art. Xian
> loses 2 pool. legbiter loses 4 pool. Both are now at 6 pool.)
>
> (Xian moves 1 blood from Cardano to his pool via Blood Doll. Cardano
> is at 7 blood, Xian is at 7 pool.)
[master]
UnDisast (-2P) Pred: HMusArt; Pred(-4P)
Cardano(8-1) BDoll; (+1P)
and so on...
I know this method is still to be improved for claritiy's sake.
Any suggestions?
Greetings,
Damnans
Andrew S. Davidson <a...@csi.com> wrote in message news:<3AD54971DFA922B9.441AEC8E...@lp.airnews.net>...
[ quoted text not captured ]
People that want all this kind of detailed information should have to
record it themselves. Who is actually going to be able to record,
"verbatim" the table talk that goes on? And all the other game
information, following format, and still somehow manage to not disrupt
the entire game: "Umm Andrew, what was that about the Parity Shift
Deal?" Be realistic.
Aaron
On Tue, 26 Jun 2001 12:29:15 GMT, Damnans <damna...@ono.com> wrote:
>Derek Ray wrote:
>>> On Mon, 25 Jun 2001 14:50:29 GMT, Damnans <damna...@ono.com> wrote:
>>
>> >This way, important games (such as final rounds) could be transcripted
>> >and posted on the newsgroup so that everybody could have access to an
>> >accurate report on them.
>>
>> I like this idea, but feel compelled to point out that finding someone
>> to actually DO the transcription is going to be a real bitch. =)
>> Tedium extremis.>
>Yeah... But we must make the transcriptor's task as easy as possible. :))
Well, the game doesn't fall at a breakneck pace, so while a
transcriptor would have to write quickly, he wouldn't have trouble
keeping up while players sat and thought. Actually, it would be most
difficult at the start of the game when players are VERY fast;
"master, powerbase montreal, no minion, 1 from powerbase, transfer 2,
bring out ricki van demsy, discard undead persistence, done."
Basically, as far as the transcriptor is concerned, however they can
get it on paper and convert it to notation later is fine.
(Interestingly, I know that I personally type fast enough to
transcribe directly to a laptop in my own notation -- but this doesn't
mean I'm volunteering to do transcriptions OR that I think it's
reasonable for others. But having someone sit at the table with a
laptop might go quicker than handwriting.)
>Yes.
>
>This afternoon I will try to make a "dictionary" containing each card full
>names and their short versions (for notation purposes).
My abbreviations tend to lean towards the defining word of the card,
and where preferable match the "first initial, last name" convention
used for people's names occasionally. For example:
Lolita
LHouston
or STroops, STwin, STouch. This falls down a little bit since with
two STouches, you need to use ScorpTch, but any system is going to
have exceptions.
>> MethA: Nash(6) no prerange;
>> MethB: Zoe(3) DWeapon-I; 44Magnum;
>> MethA: Nash(6) no maneuvers;
>> MethB: Zoe(3) long, 44Magnum;
>> MethA: Nash(6) strike, Majesty-S;
>> MethB: Zoe(3) strike, 44Magnum;
>> * end combat
>> MethA: Nash(5) KRC;
>>
>> ... and so on.>
>I like your transcription system, but I think it could be more simple. For
>instance, it should not be necessary to write down "MethX" before an acting
>vampire's name if it is his or her controller's turn.
I'd be worried that if vampire control changed (Hostile Takeover,
ToGP), that it might be difficult to follow who was whose. As someone
else mentioned, creating these logs is going to require macros; I know
that personally the first thing I'd do is map CTRL-A through CTRL-E to
output a Methuselah's name, colon, and space, so I never had to worry
about typing that again.
Also, it might look a little odd to have (as in the example below) one
line out-of-sync; it's probably a hair easier to follow if it's ALWAYS
clear which methuselah played which card.
>I would even use different terms for the Methuselahs in the game. Instead of
>"MethX", we could use "Prey", "Pred" = predator, "Gprey" = grandprey, "Gpred"
>= grandpredator. I think this subjective point of view is much more
>comprehensible.
Well, "MethA" is only in there because we have no names for these
Methuselahs. I would prefer to use the first/chosen name of each
player, so you get:
Derek:
Damnans:
etc. Then it becomes even easier to read (and also breaks up the
even-spacedness a bit).
>> It occurs to me that there is NO way to accurately transcribe what
>> someone has drawn up to replace any given card, so that part could
>> (must) be left out. This has a nice side benefit of making the
>> transcriber's job a bit easier.>
>Yes, maybe.
If you're the transcriber, where do you sit so that you can see all
five players' hands to KNOW what they drew up, without having to run
around the table constantly? =)
-- Derek
On 26 Jun 2001 08:41:21 -0700, Aaron wrote:
>People that want all this kind of detailed information should have to
>record it themselves. Who is actually going to be able to record,
>"verbatim" the table talk that goes on? And all the other game
>information, following format, and still somehow manage to not disrupt
>the entire game: "Umm Andrew, what was that about the Parity Shift
>Deal?" Be realistic.
Deals are expected to be a matter of public record. They may be cited
as evidence when players start doing bizarre things like rolling over
and letting their buddies oust them.
From a practical POV there's something to be said for taping each
game. This might cut down on 1 hour arguments about who said what
when.
Andrew
On Tue, 26 Jun 2001 15:06:22 GMT, Damnans <damna...@ono.com> wrote:
>> This helps separate possible overlaps. For instance, using a lowercase
>> m for master helps separate Shock Troops (mST) from Spirit's Touch
>> (<ST). I like the idea of designating all actions with > and all
>> reactions with < (so >GtU, >SoC, and <D, <O for Govern the Unaligned,
>> Seeds of Corruption, Deflection, and Obedience respectively).>
>Although I like your code system due to its brevity, I think that it would be
>necessary to make it more comprehensible to V:TES players (my transcription
>system was a bit longer, but it was still cryptic).
Well, we have to identify the concept first. Brevity is great for any
kind of automated log, where a COMPUTER will be analyzing and
producing output. But it's no good for something that people will be
reading OR creating, because it's actually harder for people to
create.
If any V:TES online client ever shows up, it could use a reduced-log
format similar to the ones Aramis and Gomi posted; it's much more
appropriate there, where a computer handles all the grunt-work. But
for something to be posted to the NG, it needs to be human-readable...
which a cryptic format isn't.
>[MASTER]
>ArtMus (-2P)
>
>Acting Methuselah plays an Art Museum, which costs 2 pool.
This is probably a good idea to note unusual card costs next to the
card itself with either a 1B or 1P, whichever appropriate. I suggest
that since hte majority of actions incur negative costs, we drop the
"-" from the notation in favor of only "+1P" for things like a Blood
Doll.
This gives us:
Derek: Nash(7) Govern-S/1B; no block
GAME: bank -> Jazz; +3B
Hm. Which is still a nuisance, but it DOES provide a means of
annotating cards such as Seeds of Corruption, without extra work. In
the above case, a Seeded Nash's Govern would cost 3 and could be
simply Govern-S/3B.
>This turn fragment could be also written:
>
>[untap]
>Cardano(7+1) AcadHG
>Pred: ARats (-1P)
>
>Pred=Predator.
I think always using proper names is clearer; otherwise Dramatic
Upheaval confuses the reader.
Also, the "7+1" notation bothers me; that's an elaborate "8" to me,
and if they were curious how much Cardano had before, well... umm..
[UNTAP]
Xian: AcadHG -> Cardano(7); +1B
GAME: ARats (Leggy 1P);
>> (Xian plays Unnatural Disaster on legbiter's High Museum of Art. Xian
>> loses 2 pool. legbiter loses 4 pool. Both are now at 6 pool.)
>>
>> (Xian moves 1 blood from Cardano to his pool via Blood Doll. Cardano
>> is at 7 blood, Xian is at 7 pool.)>
>[master]
>UnDisast (-2P) Pred: HMusArt; Pred(-4P)
>Cardano(8-1) BDoll; (+1P)
[MASTER]
Xian: UnDisast (2P) -> Leggy: HMuseum; Leggy 4P
Xian: Cardano(8) BDoll; (1B,+1P)
It's going to be hell for the transcriptor to handle blood counts with
stuff like this, too, especially with the blood management tricks that
Blood Doll provides.
-- Derek
In article <3B38A583...@ono.com>, Damnans <damna...@ono.com> wrote:
>Although I like your code system due to its brevity, I think that it would be
>necessary to make it more comprehensible to V:TES players (my transcription
>system was a bit longer, but it was still cryptic).
>
>I am for the use of "STroops" instead of "mST", for instance.
>
>In addition, I consider that your code system could be still simplified (e.g.,
>instead of indicating the type of card being used during a master phase:
>m=master card; m- = master phase action; etc., you could establish a section
>dedicated to the master phase, and there write down what during this phase
>happens)
I agree with both of those changes. Truly it is said that elegance is
achieved, not when there is nothing more to add, but nothing more to
take away. The acronyms are cryptic compared to the shortnames suggested
by you and Derek. And separating a turn into phases, and further
subdividing the minion phase into actions, neatly reduces the number
of different symbols that have to be used, which helps both the
transcriber and the reader.
>[MASTER]
>ArtMus (-2P)
>
>Acting Methuselah plays an Art Museum, which costs 2 pool.
>
>>> Sample turn, with annotations:
>>
>> MethA (Xian): 8 pool
>> MethB (legbiter): 11 pool
>>
>> uAHG:Car+1B, Car8B
>> uAoR:MethB-1P, MethB10P
>>
>> (Cardano gains 1 blood through Academic Hunting Ground, Cardano at
>> 8 blood)>>> (Xian's Army of Rats burns 1 pool from legbiter)>
>This turn fragment could be also written:
>
>[untap]
>Cardano(7+1) AcadHG
>Pred: ARats (-1P)
>
>Pred=Predator.
This would of course be 'prey', and I think (as Derek suggests) that
proper names would be better.
>Any suggestions?
I like the idea of keeping some of my originally proposed symbology,
like > and >> for actions and action modifiers, which might help
provide context for what a shortname is. A bunch of the other stuff
can go, though.
The trick seems to be exploring the space between an alphabet
soup that looks like raw UUENCODE text and something so verbose
it's not worth bothering with an encoding system at all.
I suggest following MadMan's lead and testing various proposed
transcription systems on old JOL logs to see how applicable/easy/
readable they are.
gomi
On 26 Jun 2001 08:41:21 -0700, roans...@yahoo.com (Aaron) wrote:
>People that want all this kind of detailed information should have to
>record it themselves. Who is actually going to be able to record,
>"verbatim" the table talk that goes on? And all the other game
>information, following format, and still somehow manage to not disrupt
>the entire game: "Umm Andrew, what was that about the Parity Shift
>Deal?" Be realistic.
Andrew is NEVER realistic. He doesn't play the game enough.
He is also not here to BE realistic. He is here to disrupt things as
much as possible. He accidentally contributed positively in his last
attempt to disrupt, so I notice he's gone back to his original
trolling ways in his last few posts... probably so he doesn't produce
any more accidents.
-- Derek
On 26 Jun 2001 09:28:26 -0700, go...@grace.speakeasy.net (Gomi no
Sensei) wrote:
>In article <3B38A583...@ono.com>, Damnans <damna...@ono.com> wrote:
>
>I agree with both of those changes. Truly it is said that elegance is
>achieved, not when there is nothing more to add, but nothing more to
>take away. The acronyms are cryptic compared to the shortnames suggested
I think we'd better keep this in mind while we do this. It's going to
turn into a real mess eventually, I'm sure, and as long as we have
something like this hanging out in front, it'll help us not trash
things.
>by you and Derek. And separating a turn into phases, and further
>subdividing the minion phase into actions, neatly reduces the number
>of different symbols that have to be used, which helps both the
>transcriber and the reader.
big on "reader". =)
>The trick seems to be exploring the space between an alphabet
>soup that looks like raw UUENCODE text and something so verbose
>it's not worth bothering with an encoding system at all.
>
>I suggest following MadMan's lead and testing various proposed
>transcription systems on old JOL logs to see how applicable/easy/
>readable they are.
Erf. We have an excellent example of what NOT to do; the JOL logs
aren't especially coherent. I picked three at random and they don't
actually seem to list ACTIONS taken, just cards played.
If I can find a log that lists actions, I'll have a go, but I'm not
very confident at the moment. There's a lot of "___ takes back into
hand" entries in the log, and I don't understand that at ALL.
Ah, wait, nevermind. I needed to look at the "history", not the
"log". Much more informational. I'll transcribe the first four/five
turns of some random game, then, and we'll see how they end up
looking.
-- Derek
On Tue, 26 Jun 2001 13:16:37 -0400, Derek Ray <lor...@yahoo.com>
wrote:
>Ah, wait, nevermind. I needed to look at the "history", not the
>"log". Much more informational. I'll transcribe the first four/five
>turns of some random game, then, and we'll see how they end up
>looking.
I lied. I'll transcribe the first TWO turns, and we already get a lot
of info from this.
First, even using a macro to splat out the == [UNTAP] stuff, it's a
pain. Overall, even this "readable" format is tedious to type, and
it's worse when working from something else. Symbolising it isn't
going to help, of course, because that reduces characters typed but
increases slowness and error-probability
It's entirely possible that any transcription is going to need to be
with some sort of automated program, OR just totally in the
transcriber's own words. The game doesn't lend itself well to
shorthand of any kind -- certainly nowhere NEAR as elegant as chess
match shorthand, which can be done in 5 seconds immediately following
each move.
-------------------------------------------------------------------
Five Methuselahs, taken from jol140.
Chris, Marcus, Frede, Xavier, Talonz.
== Chris, turn 1, 30 pool
[UNTAP]
[MASTER]
Chris: InfoHwy;
[MINION]
[INFLUENCE]
Chris: (vampire A) +1B;
Chris: (vampire B) +2B;
[DISCARD]
== end, 27 pool
== Marcus, turn 1, 30 pool
[UNTAP]
[MASTER]
[MINION]
[INFLUENCE]
Marcus: (vampire) +2B;
[DISCARD]
Marcus: Amaranth;
== end, 28 pool
== Frede, turn 1, 30 pool
[UNTAP]
[MASTER]
[MINION]
[INFLUENCE]
Frede: (vampire) +3B;
[DISCARD]
== end, 27 pool
== Xavier, turn 1, 30 pool
[UNTAP]
[MASTER]
Xavier: Dreams/1P;
[MINION]
[INFLUENCE]
Xavier: Nigel(0) +4B;
Xavier: Dreams(0) -> Nigel(4)/+1B;
GAME: Nigel(5) activated;
[DISCARD]
Xavier: HConrad;
== end, 26 pool
== Talonz, turn 1, 30 pool
[UNTAP]
[MASTER]
[MINION]
[INFLUENCE]
Talonz: (vampire) +4B;
[DISCARD]
== end, 26 pool
== Chris, turn 2, 27 pool
[UNTAP]
[MASTER]
[MINION]
[INFLUENCE]
Chris: Justine(2) +6B;
GAME: Justine(8) activated;
[DISCARD]
== end, 21 pool
== Marcus, turn 2, 28 pool
[UNTAP]
[MASTER]
Marcus: Golconda -> Justine (Chris 2P);
[MINION]
[INFLUENCE]
Marcus: Rake(2) +4B;
GAME: Rake(6) activated;
[DISCARD]
==
== Frede, turn 2, 27 pool
[UNTAP]
[MASTER]
[MINION]
[INFLUENCE]
Frede: Parnassus(3) +4B;
GAME: Parnassus(7) activated;
[DISCARD]
==
== Xavier, turn 2, 25 pool
[UNTAP]
[MASTER]
Xavier: GAngel/2P -> Nigel;
[MINION]
Xavier: Nigel(5) LJacket;
Frede: Parnassus(7) TeleMis-I/1B; block successsful
GAME: no prerange
GAME: no maneuvers
Nigel(5) IG-S;
Nigel(5) strike, hands;
Parnassus(6) strike, hands;
Parnassus(5) Pursuit-S;
Parnassus(5) strike, hands;
Nigel(3) prevents 1 (GAngel);
Nigel(2) TVitae/+1B;
Parnassus(5) TVitae/+2B;
GAME: no press
[INFLUENCE]
Xavier: Olivia(0) +4B;
Xavier: Dreams(1) -> Olivia(4)/+1B;
GAME: Olivia(5) activated;
[DISCARD]
Xavier: HConrad;
== end, 19 pool
== Talonz, turn 2, 26 pool
[UNTAP]
[MASTER]
[MINION]
[INFLUENCE]
Talonz: Vanessa(2) +2B;
Talonz: (vampire) +2B;
GAME: Vanessa(6) activated;
[DISCARD]
== end, 22 pool
-- Derek
> On 26 Jun 2001 08:41:21 -0700, Aaron wrote:
>>> People that want all this kind of detailed information should have to
>> record it themselves. Who is actually going to be able to record,
>> "verbatim" the table talk that goes on? And all the other game
>> information, following format, and still somehow manage to not disrupt
>> the entire game: "Umm Andrew, what was that about the Parity Shift
>> Deal?" Be realistic.>
> Deals are expected to be a matter of public record. They may be cited
> as evidence when players start doing bizarre things like rolling over
> and letting their buddies oust them.
Useful for explanation, but hardly "expected." People reply to
tournament reports with "I wonder why he did THAT," not with "What?! Didn't
the judge and tournament reporter have notarized statements of the deal?!"
What might be more useful for this is a fresh mind, where at the end of
every round, the table can put together a quick paragraph of "what happened
at our table," so they can pick out all the important actions AND deals, and
how the VPs fell. However, anyone who's done "group writing" of any kind
can see the obvious pitfalls associated with this kind of work. It's far
easier with the current method of history being written by the winners.
> From a practical POV there's something to be said for taping each
> game. This might cut down on 1 hour arguments about who said what
> when.
From a *practical* POV, few judges are going to have a tape recorder of
sufficient quality to somehow get recordings of all the conversation at the
table without being a roar of a room of talking gamers, much less one for
EACH table.
Nor is anyone going to care so much as to put forth the effort, much
less the money. I know you love these points of academic interest, Andrew,
and the more data that you can selectively filter, the more you can produce
so-called evidence to support your agitations. And, at times, I'm vaguely
curious about what was said at this or that tournament, but I don't expect
ANY judge to go through the pain of all this.
And really, as this thread has shown, it's a lot of work to transcribe
all this. In fact, it's WAY too MUCH work for any non-paid individual to
do.
--
Pat Ricochet
Soul Jar'rn Fool of Atlanta
On Tue, 26 Jun 2001 12:30:12 -0400, Derek Ray wrote:
>Andrew is NEVER realistic.
I've transcribed several CCG finals and the reports are available for
inspection on the web. It can be tricky to keep up sometimes and so
I've thought of using a dictaphone to help fill in the gaps. If I
were transcribing a VTES game, I would certainly make a point of
recording any formal deal and that's why I mentioned it.
Andrew
In message
<13FADFB5BEAF16B7.05CC3CF3...@lp.airnews.net>,
Andrew S. Davidson <a...@csi.com> writes
>If I
>were transcribing a VTES game, I would certainly make a point of
>recording any formal deal and that's why I mentioned it.
There is no such thing as a "formal deal" in V:TES.
--
James Coupe PGP Key: 0x5D623D5D
"You reinstall Dial-Up Networking. The Elf screams and becomes EBD690ECD7A1F
an icon. *** CONGRATULATIONS! *** You completed the BT Internet B457CA213D7E6
Helpdesk training course in 15 out of a possible 9000 moves." 68C3695D623D5D
Derek Ray <lor...@yahoo.com> wrote in message
> First, even using a macro to splat out the == [UNTAP] stuff, it's a
> pain. Overall, even this "readable" format is tedious to type, and
> it's worse when working from something else. Symbolising it isn't
> going to help, of course, because that reduces characters typed but
> increases slowness and error-probability
From a format, much like you are suggesting, a macro could be created
to create a frame for a turn. It would be fairly easy to actually
automate the entire process. Just fill in as you go:
<short key> gives you:
>== Derek, # turn, % pool
>[UNTAP]
>
>[MASTER]
>
>[MINION]
>
>[INFLUENCE]
>
>[DISCARD]
>
>== end, X pool
(# Turn) can be created to be relative to each other, (% pool) can be
created to automatically update.
The only time it becomes a problem, seems to be comabt? The way you
did combat seems fairly easy to follow, but not to create. Maybe
combat should follow a similar thread to your turns?
== Xavier, turn 2, 25 pool
[UNTAP]
[MASTER]
Xavier: GAngel/2P -> Nigel;
[MINION]
Xavier: Nigel(5) LJacket;
Frede: Parnassus(7) TeleMis-I/1B; block successsful
{prerange}
{maneuver}
Nigel(5) IG-S;
{strike}
Nigel(5) hands;
Parnassus(6) hands;
{additional}
Parnassus(5) Pursuit-S >>hands;
{resolve}
Nigel(3) prevents 1 (GAngel);
Nigel(2) TVitae/+1B;
Parnassus(5) TVitae/+2B;
{press}
[INFLUENCE]
Xavier: Olivia(0) +4B;
Xavier: Dreams(1) -> Olivia(4)/+1B;
GAME: Olivia(5) activated;
[DISCARD]
Xavier: HConrad;
== end, 19 pool
> It's entirely possible that any transcription is going to need to be> with some sort of automated program, OR just totally in the
> transcriber's own words. The game doesn't lend itself well to
> shorthand of any kind -- certainly nowhere NEAR as elegant as chess
> match shorthand, which can be done in 5 seconds immediately following
> each move.
I believe that word could be used to create a simple to use program
that will make creating turns easy(using tabs, forms, macros, and
possibly a master document format) But I doubt if anyone would be
able to use it but me? Colors/fonts would make it very easy to read,
but not to distribute over the news groups. Definatly not as simple
as chess!
Aaron
Derek Ray wrote:
> >This afternoon I will try to make a "dictionary" containing each card full
> >names and their short versions (for notation purposes).
>
> My abbreviations tend to lean towards the defining word of the card,
> and where preferable match the "first initial, last name" convention
> used for people's names occasionally. For example:
>
> Lolita
> LHouston
>
> or STroops, STwin, STouch. This falls down a little bit since with
> two STouches, you need to use ScorpTch, but any system is going to
> have exceptions.
Well, I have finished a dictionary of abbreviated card names (only from the Jyhad
and V:TES sets).
Criteria followed to create this dictionary:
CRYPT
A vampire's abbreviated name is determined just by his or her SURNAME, unless his
or her name is much shorter.
LIBRARY
1. Abbreviations must be 8 characters long.
2. If a term exceeds such a length, it will be abbreviated according to this
criteria:
-Starting articles will be removed (e.g., The Rack = Rack.)
-Words before a card's name last word will be turned into acronyms (capital
letters), and its last word will be kept untouched (i.e., Sengir Dagger =
SDagger.)
-If a term still exceeds the 8 char. length, its last word will be abbreviated by
removing either ending vowels or consonants, or both (e.g., Protected Resources =
PResourc.)
-Cities' names will contain just 3 letters (e.g., Chicago = Chi, so Praxis
Seizure: Chicago = PS:Chi.)
-Clan names will contain just 2 letters (e.g., Toreador = To, so Toreador
Juasticar = ToJustic.)
Brujah: Br
Caitiff: Cf
Gangrel: Gn
Malkavian: Mk
Nosferatu: Nf
Toreador: To
Tremere: Tr
Ventrue: Vn
-Hunting Ground = HG after an 2 or 3 letters abbreviation of its name (e.g.,
Uptown Hunting Ground = UpHG.)
-Articles and prepositions within a card's name will be in lower case (e.g.,
Temptation of the Greater Power = TotGPower.)
It is just a beginning, so what do you think about it?.
Jyhad/V:TES
Adrianne: Adrianne
Agrippina: Agripp
Aleph: Aleph
Anastasia Grey: Grey
Andreas - Bard of Crete: Andreas
Angel: Angel
Angus the Unruled: Angus
Anneke: Anneke
Anson: Anson
Anvil: Anvil
Appolonius: Appolon
Astrid Thomas: Thomas
Badger: Badger
Basilia: Basilia
Bear Paw: BearPaw
Bianca: Bianca
Black Cat: BlackCat
Brazil: Brazil
Camille Devereux: Devereux
Cardano: Cardano
Cassandra, Magus Prime: Cassandr
Chester DuBois: DuBois
Colin Flynn: Flynn
Courtland Leighton: Leighton
Crusher: Crusher
Dancin' Dana: Dana
Delilah Easton: Easton
Demetrius Slater: Slater
Democritus: Demo
Didi Meyers: Didi
Dieter Kleist: Kleist
Dimple: Dimple
Dollface: Dollface
Don Cruez, The Idealist: Cruez
Dorian Strack: Strack
Dr. Jest: Jest
Dr. John Casey: Casey
Dre, Leader of the Cold Dawn: Dre
Duck: Duck
Ebanezer Roush: Roush
Eliott Sinclair, Virtuoso Thespian: Sinclair
Emerson Bridges: Bridges
Felicia Mostrom: Monstrom
Gideon Fontaine: Fontaine
Gilbert Duane: Duane
Gitane St. Claire: Gitane
Giuliano Vincenzi: Vincenzi
Grendel - the Worm Eaten: Grendel
Gunther, Beast Lord: Gunther
Hasina Kesi: Kesi
Heather Florent, The Opportunist: Florent
Hector Sosa: Sosa
Helena Casimir: Casimir
Ignatius: Ignatius
Igo the Hungry: Igo
Jazz Wentworth: Jazz
Jing Wei: Wei
Justine, Elder of Dallas: Justine
Kallista, Master Sculptor: Kallista
KoKo: KoKo
Lazarus: Lazarus
Lucia Pacciola (Luccia Paciola): Pacciola
Lucian: Lucian
Lucretia, Cess Queen: Lucretia
Lupo: Lupo
Lydia Van Cuelen: vCuelen
Mariel, Lady Thunder: Mariel
Marty Lechtansi: Lechtans
Masika: Masika
Melissa Barton: Barton
Merrill Molitor: Molitor
Miranda Sanova: Sanova
Natasha Volfchek: Volfchek
Navar McClaren: McClaren
Nik: Nik
Normal: Normal
Ozmo: Ozmo
Quinton McDonnell: McDonnel
Rake: Rake
Ramiel DuPre: DuPre
Raven: Raven
Ricki Van Demsy (Demsi): vDemsy
Roland Bishop: Bishop
Roland Loussarian: Loussarian
Roman Alexander: Alexander
Roreca Quaid: Quaid
Roxanne, Rectrix of the 13th Floor: Roxanne
Rufina Soledad: Soledad
Sabine Lafitte: Lafitte
Sammy: Sammy
Sarah Cobbler: Cobbler
Sebastian Marley: Marley
Selma the Repugnant: Selma
Sheldon, Lord of the Clog: Sheldon
Sir Walter Nash: Nash
Smudge the Ignored: Smudge
Sylvester Simms: Simms
Tatiana Romanov: Romanov
Thomas Thorne: Thorne
Tiberius - Scandalmonger: Tiberius
Timothy Crowley: Crowley
Tura Vaughn: Vaughn
Tusk - Talebearer: Tusk
Ulugh Beg, The Watcher: Beg
Uma Hatch: Hatch
Uriah Winter: Winter
Violette Prentiss: Prentiss
Vliam Andor: Andor
Wynn: Wynn
Yuri, The Talon: Yuri
Zack North: North
Zebulon: Zebulon
Library
.44 Magnum: Magnum
Aaron's Feeding Razor: AFRazor
Academic Hunting Ground: AcadHG
Aching Beauty: ABeauty
Acrobatics: Acrobat
Aid from Bats: AfBats
Al's Army Apparatus: AApparat
Amaranth: Amaranth
Anarch Revolt: ARevolt
Anarch Troublemaker: ATMaker
Ancient Influence: AInfluen
Ancilla Empowerment: AEmpower
Animalism: Ani
Arcane Library: ALibrary
Archon: Archon
Archon Investigation: AInvest
Arms Dealer: ADealer
Army of Rats: AoRats
Arson: Arson
Art Museum: AMuseum
Ascendance: Ascend
Assault Rifle: ARifle
Asylum Hunting Ground: AsylHG
Aura Reading: AReading
Auspex: Aus
Autarkis Persecution: APersec
Backways: Backways
The Barrens: Barrens
Bastard Sword: BSword
Behind You!: BYou
Betrayer: Betrayer
Bewitching Oration: BOration
Blood Bond: BBond
Blood Doll: BDoll
Blood Fury: BFury
Bloodhunt: BHunt
Blood Puppy: BPuppy
Blood Rage: BRage
Blur: Blur
Body of Sun: BoSun
Bomb: Bomb
Bonding: Bonding
Boxed In: BoxedIn
Brainwash: BWash
Bribes: Bribes
Brujah Frenzy: BrFrenzy
Brujah Justicar: BrJustic
Bum's Rush: BRush
Burst of Sunlight: BoSunlit
Business Pressure: BPressur
Camarilla Exemplary: CExempl
Canine Horde: CHorde
Cat Burglary: CBurglar
Cat's Guidance: CGuidanc
Cauldron of Blood: CoBlood
Celerity: Cel
Chainsaw: Chainsaw
Change of Target: CoTarget
Chantry: Chantry
Charming Lobby: CLobby
Charnas the Imp: CtImp
Claws of the Dead: CotDead
Cloak the Gathering: CtGather
Computer Hacking: CHacking
Concealed Weapon: CWeapon
Conditioning: Condit
Conquer the Beast: CtBeast
Consanguineous Boon: CBoon
Consanguineous Condemnation: CCondemn
Conservative Agitation: CAgitat
Cryptic Mission: CMission
Cryptic Rider: CRider
Cultivated Blood Shortage: CBShortg
Cunctator Motion: CMotion
Curse of Nitocris: CoNitocr
Dawn Operation: DawnOp
Day Operation: DayOp
Dead-End Alley: DEAlley
Deal with the Devil: DwtDevil
Deer Rifle: DRifle
Deflection: Deflec
Delaying Tactics: DTactics
Disarming Presence: DPresenc
Disguised Weapon: DWeapon
Disputed Territory: DTerrit
Distraction: Distrac
Dodge: Dodge
Domain Challenge: DChallng
Dominate: Dom
Dragon's Breath Rounds: DBRounds
Drain Essence: DEssence
Dramatic Upheaval: DUpheavl
Drawing Out the Beast: DotBeast
Dread Gaze: DGaze
Eagle's Sight: ESight
Earth Control: EControl
Earth Meld: EMeld
Eco Terrorists: ETerrors
Effective Management: EManagm
Elder Kindred Network: EKN
Elder Library: ELibrary
Elysium: The Arboretum: E:tArbor
The Embrace: Embrace
Enchant Kindred: EKindred
Enhanced Senses: ESenses
Entrancement: Entrance
Faceless Night: FNight
Fake Out: Fakeout
Fame: Fame
Far Mastery: FMastery
Fast Hands: Fhands
Fast Reaction: FReactn
The Fifth Tradition:Hospitality: 5th
The First Tradition:The Masquerade: 1st
Fists of Death: FoDeath
Flak Jacket: FJacket
Flamethrower: FThrower
Flash: Flash
Flesh of Marble: FoMarble
Form of Mist: FoMist
Form of the Ghost: FotGhost
Fortitude: For
The Fourth Tradition:The Accounting:4th
Fragment of the Book of Nod: FotBoNod
Freak Drive: FDrive
Frenzy: Frenzy
Game of Malkav: GoMalkav
Gangrel Atavism: GnAtavsm
Gangrel De-evolution: GnAtavsm
Gangrel Justicar: GnJustic
Ghoul Escort: GEscort
Ghoul Retainer: GRetainr
Giant's Blood: GBlood
Gird Minions: GMinions
Glaser Rounds: GRounds
Gleam of Red Eyes: GoREyes
Golconda: Inner Peace: G:IPeace
Govern the Unaligned: GtU
Grave Robbing: GRobbing
Grenade: Grenade
Growing Fury: GFury
Gypsies: Gypsies
Haven Uncovered: HUncovrd
Hawg: Hawg
Hell Hound: HHound
Hidden Lurker: HLurker
High Stakes: HStakes
Homunculus: Homuncls
Hostile Takeover: HTakeovr
Illegal Search and Seizure: IS&Seizr
Immortal Grapple: IGrapple
Indomitability: Indomit
Infernal Pursuit: IPursuit
Information Highway: IHighway
IR Goggles: IRGoggls
Ivory Bow: IBow
J. S. Simmons, Esq.: JSSimmon
Jackie Therman: JTherman
Justicar Retribution: JRetrib
Kindred Intelligence: KIntell
Kindred Restructure: KRestruc
Kindred Segregation: KSegreg
Kindred Society Games: KSGames
Kine Dominance (Dominate Kine): DKine
Kine Resources Contested: KRC
The Knights: Knigths
KRCG News Radio: KNRadio
The Labyrinth: Labyrnth
Laptop Computer: LComputr
Legal Manipulations: LManipul
Letter from Vienna: LfVienna
Lextalionis: LTalions
Life Boon: LBoon
Lost in Crowds: LiCrowds
Loyal Street Gang: LSGang
Lucky Blow: LBlow
Madness Network: MNetwork
Magic of the Smith: MotSmith
Majesty: Majesty
Major Boon: MajBoon
Malkavian Dementia: MkDement
Malkavian Justicar: MkJustic
Malkavian Prank: MkPrank
Malkavian Time Auction: MkTAuctn
Manstopper Rounds: MRounds
Mask of a Thousand Faces: MoTFaces
Masquerade Endangered: MEndangr
Masquerade Enforcement: MEnforce
Metro Underground: MUndergr
Mighty Grapple: MGrapple
Millicent Smith, Purit.Vamp.Hunter: MSmith
Minion Tap: MTap
Minor Boon: MinBoon
Misdirection: Misdirec
Mob Connections: MConnect
Monocle of Clarity: MoClarit
Movement of the Mind: MotMind
Movement of the Slow Body: MotSBody
Mr. Winthrop: Winthrop
Muddled Vampire Hunter: MVHunter
Murder of Crows: MoCrows
Night Moves: NMoves
Nimble Feet: NFeet
Nosferatu Justicar: NfJustic
Nosferatu Putrescence: NfPutres
Obedience: Obedienc
Obfuscate: Obf
Open Grate: OGrate
Outcast Mage: OMage
Owl Companion: OCompan
Parity Shift: PShift
Patagia: Flaps Allowing Lim.Flight Patagia
Peace Treaty: PTreaty
Police Department: PDepartm
Political Ally: PAlly
Political Backlash: PBacklsh
Political Flux: PFlux
Potence: Pot
Powerbase: Chicago: PB:Chi
Powerbase: Washington, D.C.: PB:Was
Praxis Seizure: Atlanta: PS:Atl
Praxis Seizure: Boston PS:Bos
Praxis Seizure: Chicago: PS:Chi
Praxis Seizure: Cleveland PS:Cle
Praxis Seizure: Dallas: PS:Dal
Praxis Seizure: Houston: PS:Hou
Praxis Seizure: Miami: PS:Mia
Praxis Seizure: Seattle: PS:Sea
Praxis Seizure: Washington, D.C.: PS:Was
Praxis Solomon: PSolomon
Presence: Pre
Protean: Pro
Protected Resources: PResourc
Protracted Investment: PInvest
Psyche: Psyche
Psychic Projection: PProject
Psychic Veil: PVeil
Pulled Fangs: PFangs
Pulling Strings: PStrings
Pulse of the Canaille: PotCanai
The Rack: Rack
Rampage: Rampage
Rapid Healing: RHealing
Rats' Warning: RWarning
Raven Spy: RSpy
Read Intentions: RIntent
Regaining the Upper Hand: RtUHand
Renegade Garou: RGarou
Resplendent Protector: RProtect
Restoration: Restorat
Reversal of Fortunes: RoFortun
Ritual Challenge: RChallng
Ritual of the Bitter Rose: RotBRose
Rotschreck: Rotschrk
Rowan Ring: RRing
RPG Launcher: RPGLaunc
Rumors of Gehenna: RoGehenn
Sabbat Threat: SThreat
Saturday-Night Special: SNSpcial
Sawed-Off Shotgun: SOShotgn
Scorn of Adonis: SoAdonis
The Second Tradition: Domain: 2nd
Seduction: Seduct
Sengir Dagger: SDagger
Shadow of the Beast: SotBeast
Shattering Blow: SBlow
Short-Term Investment: STInvest
Sideslip: Sideslip
The Sixth Tradition: Destruction: 6th
Skin of Night: SoNight
Skin of Rock: SoRock
Skin of Steel: SoSteel
The Slashers: Slashers
Slum Hunting Ground: SlumHG
Smiling Jack, The Anarch: SJack
Social Charm: SCharm
Society Hunting Ground: SocHG
Society of Leopold: SoLeopol
Soul Gem of Etrius: SGem
The Spawning Pool: SPool
The Spirit's Touch: STouch
Sport Bike: SBike
Spying Mission: SMission
Stake (Wooden Stake): WStake
Storm Sewers: SSewers
Submachine Gun: SGun
Succubus Club: SClub
Sudden Reversal: SRevers
Surprise Influence: SInfluen
Talbot's Chainsaw: TChainsw
Tasha Morgan: TMorgan
Taste of Vitae: ToVitae
Telepathic Counter: TCounter
Telepathic Misdirection: TMisdir
Telepathic Vote Counting: TVCount
Temptation of Greater Power: ToGPower
Thadius Zho, Mage: TZho
Thaumaturgy: Tha
Theft of Vitae: ToVitae
The Third Tradition: Progeny: 3rd
Threats: Threats
Thrown Gate: TGate
Thrown Sewer Lid: TSLid
Toreador Justicar: ToJustic
Torn Signpost: TSignpos
Tragic Love Affair: TLAffair
Trap: Trap
Tremere Justicar: TrJustic
Undead Persistence: UPersist
Undead Strength: UStrngth
Unflinching Persistence: UPersist
Unnatural Disaster: UDisastr
Uptown Hunting Ground: UptHG
Vampiric Disease: VDisease
Vampiric Speed: VSpeed
Vanish from the Mind's Eye: VftMEye
Vast Wealth: VWealth
Ventrue Headquarters: VnHQ
Ventrue Justicar: VnJustic
Voter Captivation: VCaptiv
Vulnerability: Vulnerab
Wake with Evening's Freshness: WwEF
Walk of Flame: WoFlame
Warzone Hunting Ground: WarHG
Weather Control: WControl
Well-Aimed Car: WACar
Wolf Claws: WClaws
Wolf Companion: WCompan
XTC-Laced blood: XTC
Zip Gun: ZGun
Zoo Hunting Ground: ZooHG
On Thu, 28 Jun 2001 11:50:07 GMT, Damnans wrote:
>It is just a beginning, so what do you think about it?.
Not much. The clans should be three letters not two - much more
natural, e.g. Nos rather than Nf for Nosferatu.
The use of family names rather than given names doesn't seem right.
If you were reporting an episode of Buffy, you'd be talking of
Sommers, Harris, Rosenberg and Chase rather than Buffy, Xander, Willow
and Cordelia. Thanks but no thanks.
Andrew