[ quoted text not captured ]
What is this guy's problem? The linked article is not a review at all.
It doesn't explain what the game is about or how it works; it is
simply a smear piece. It's also pretty clear that the author has
little to no idea what he's even talking about. He refers to a 3-4
player game taking two hours, which neither size usually does, and 3
player VTES is not part of the standard format. He refers to cards as
old as Sabbat and Dark Sovereigns as new, while comparing them
incorrectly to other cards, such as the comparison between Bonding and
Fata Morgana or between Obfuscate and Obtenebration. He also claims
that preconstructed starters for other games are more competetive than
are VTES ones, which I have a very hard time believing. Does anyone
have any data on the last point?
I don't have a BGG account, and don't intend to create one. If anyone
wants to point out any of what I just did, feel free.
This guy probably just sucks at VTES, and doesn't like it for that
reason.
Jesse
[ quoted text not captured ]
First of all, what the hell is this guy's motivation for writing this?
The title of his article should be "I think VTES sucks, and this is
why". Did he get fired from WW recently? Was his ex girlfriend a VTES
player?
Anyway, it's clear he's writing the article through MTG-goggles. If
MTG is exactly what you like, and ONLY what you like, then yeah, this
is what you'd likely say about VTES.
Turning this around, i.e. watching MTG through VTES-goggles:
1. - He says no changes in 'paradigm' happen in VTES.
Uhm, this is a good thing. I guess intruducing 20 new mechanics and
keywords every 3 sets, while totally ignoring the ones from all
previous groups of 3 is a good thing? It's what made me stop buying
MTG years ago.
2. - He says 30-45 minute games are good, and 2hr games are bad.
Again, the MTG goggles. I say, games that could be over in 2 minutes,
by mere design of the cards/luck of pitting one deck type against
another, suck b.a.l.l.s. (except games that are meant to be short,
like Anachronism).
When I play VTES, unless luck is -very- much against me, I'll always
have a chance. In MTG, my opponent could go first and kill me before I
even get a turn. Oh what fun.
3. - Discipline bleed: what he says here is not true at all. I think
the design team do an excellent job at keeping the disciplines'
'unique' flavors intact.
Again, again: play type 1 (or whatever it's called now) MTG and you
CAN do everything with every color. Just be ready to spend a shitload
of money.
4.& 5. - Toolbox precons: Well, it's kinda true about the decks not
being equally powerful, but I fully believe the design team try to
make decks of equal power within each set.
Here again, the writer names the MTG decks as an example of 'good' so
there's the goggles again. And I disagree that MTG precons are as good
as 'common constructed decks', unless he means 'decks constructed out
of commons' (cause 90% of the good MTG cards are rare).
6. - Power creep (?): Total BS. This guy totally ignores the fact that
a lot of old school G1/2 decks are still able to kick ass.
One of the big merits of VTES (IMO) is that you DON'T NEED to keep
buying to stay competetive. The writer (and that other guy with the
short reply) are 100% wrong here.
The last bit: Again, what this guy is (I think) referring to, is
exactly what made me quit MTG*. Instead of producing expansions that
actually, y'know, EXPAND the game, he'd rather have a system that
throws all the old stuff you paid dearly for out the window every x
months, and have the game make a 180 except for the very basics and
make us all start over paying and collecting, because our old decks
are not legal anymore.
I own over 20000 MTG cards (like, 15 or so complete sets) but I know I
wouldn't be able enter a tournament now, without buying lots of new
stuff and completely re-learning the rules/'current' mechanics.
.....
(....Raaah! pretty pissed after reading this shite. Need some herbal
tea.)
...So uhm, Jozxyqk, use what you want of this...
- Teeka
* I still play (with 5th Ed. rules), but I'll never buy a MTG booster
again in my life.
[ quoted text not captured ]
I lol'd at that review :)
It is however a sad thing if potential players looking at the game
sees it in such an incredibly wrong way.
//Alex
[ quoted text not captured ]
That's what pisses me off so much. It's on a renowned (non-computer)
game-website, and chances are people will read it when trying to see
if VTES is a game for them.
On Jan 26, 10:08 am, Teeka <teeka_dra...@hotmail.com> wrote:
> That's what pisses me off so much. It's on a renowned (non-computer)
> game-website, and chances are people will read it when trying to see
> if VTES is a game for them.
I think that's a bit overreacting, but it highlights a good point: if
BGG's a renowned game-website, more of us should be more active there,
if nothing else than to offer a better picture. But remember to act as
good will ambassadors, not conquering dictators.
[ quoted text not captured ]
Yeah, that's why I wrote my stream-of-angry-consciousness here,
instead of there. I thought if Jozxyqk wanted use a part of my rant,
he could (as I'm only preaching to the choir here), but I wouldn't do
much good blowing up like that on BGG.
... I'm ok now.
> I think that's a bit overreacting, but it highlights a good point: if
> BGG's a renowned game-website, more of us should be more active there,
> if nothing else than to offer a better picture. But remember to act as
> good will ambassadors, not conquering dictators.
No crushing, driving and hearing lamentation?
Awwww.
On Jan 26, 11:30 am, Orange Devil <orangede...@home.nl> wrote:
> No crushing, driving and hearing lamentation?
>
> Awwww.
If your goal is actually to make the game's community look attractive
to those on the outside of it, "winning of hearts and minds" is going
to be a much better means to that end.
John Eno
On Jan 26, 9:35 am, cthulukitty <jcrossnicker...@gmail.com> wrote:
> This guy probably just sucks at VTES, and doesn't like it for that
> reason.
Something like that. I definitely get a strong vibe that the writer
has been told that VTES is good, and has played it, and hasn't been
able to understand why other people like it.
Something about the tone of the review makes me think that it was
written, at least in part, in order to try to draw out some responses
from fans of the game about ways to deal with what he perceives as its
problems. (Or maybe I'm just applying close reading where there isn't
any call for it.)
John Eno
I don't think the criticism is that wildly wrong.
It's the standard set of laments that one hears about VTES from people
who want <i>a game that they can play</i> rather than <i>a way of life
that they can live</i>. VTES, for all of its strengths, requires an
enormous commitment of time JUST TO LEARN THE RULES. People with less
than perfect vision can't even use the discipline index cards anymore
because the writing is too small. Complaint #1 isn't really about the
lack of paradigm changes... it's about how complex the game has
become. (And when your best counter to the claim is "But what about
the Imbued?" I think it's clear that we're in trouble.)
Games of VTES typically do last longer than, say, Monopoly or even
Axis and Allies. That's just a fact. And that's if you have players
who know exactly what they are doing. So we get complaints like Claim
#2. (*FN*)
The precons do kind of suck for introducing people to the game. It's
not an excuse that they can be customized or mashed together to be
made better: people want to go buy a few decks and PLAY THE DAMN
GAME. The precons don't give this type of experience, although I do
have to say they've at least been getting better over the years. So
claims 4 and 5 are at least reasonable, too, if you approach them from
the position of someone who wants to be a casual player. (But see the
footnote below.)
Claims 3 and 6 are a different type of claim -- the claims of someone
who has been playing for a while. But they are also claims that might
be made by someone who is trying to teach casual players to play.
Discipline bleed is annoying: It's hard to describe what "Protean" is
in terms of its game effects now, because it has so many damn game
effects. You can still mostly get away with "Auspex is mostly
intercept" and "Obfuscate is mostly stealth", and things like
"Potence, Celerity, and Fortitude are for combat -- doing damage,
making additional strikes and maneuvering, and preventing damage."
But things are getting awfully thin on the ground for explaining the
game to someone in thematic terms anymore.
And power creep... well, it's just hard to explain to someone who is
learning to play the game why they should really give Silvia Giovanni
a chance when they can see other decks have cards like The Unnamed for
the same cost. (OK, so no one has The Unnamed yet, You know damn
well what I mean.) Power creep really is less of a problem in VTES
than in a lot of other games, so I'm inclined to give this claim less
credulity than the others. But it is an issue, if a minor one.
Love the game. Play the game. But let's not be blinded to its
obvious and glaring faults.
*FN*
Of course, we might say that we can safely assume that players know
what they are doing. But that's the grounds for a totally separate
complaint. Perhaps most damning to a casual approach to VTES, the
player "base" for the game is generally far more interested in the
tournament scene and the VEKN rules set than they are in the
recreational scene. I think it's telling that the very first reply to
this thread claims:
"...and 3 player VTES is not part of the standard format."
Now I've been playing this game since 1994, and I don't actually know
what the "standard format" is in this context. I assumed that the
"standard format" was the 3 rounds + final format used in tournaments,
and indeed Google will bear up this take on it. (That's at least 9
hours of playing, by the way, for the "standard format". Not a casual
game.) But that's clearly not what is being referenced here, so I
suppose what we're talking about it (put on my most unctious,
officious bureaucratic voice) is:
"In the 2010 VEKN Tournament Rules, Section 3, Subsection 1,
Subsubsection 2, paragraphs 2 and 3, where it is clearly stated that
the standard format calls for tables of 4 or 5 players."
Meanwhile, I'd like to quote from the VERY FIRST SENTENCE of the
rulebook:
"Vampire: The Eternal Struggle is a trading card game in which two or
more players take on the roles of ancient vampires known as
Methuselahs. "
It's not, really -- a game for two or more players, that is -- but
that's what the first sentence of the 17,000 word rulebook says.
I *love* VTES, but the fact is, the game as it currently exists and is
marketed exists and is designed for the dedicated tournament player,
not for the casual player. I've done my damndest to create casual
play groups -- I've got simple two-page (i.e., one page double-sided)
handouts that I've worked on over the years to make the game
playable. I've got a special set of 24 "introductory" decks that I
use to teach people to play the game, decks that demonstrate a few
simple game concepts and gradually build in complexity. I've managed
to build a little casual player base of about 8 of my friends locally
that I've very gently coaxed into the game over the years, and about 6
more who have moved away but who still like to play when we visit each
other. It was really hard bringing them all into the game, and it
probably would have been impossible if I had taken them to the
tournament-minded local playgroup first. Some of the people there are
wonderful, but it would be as intimidating as hell to play there as
someone new to the game.
Anyway, I'm just saying that the complaints in the linked article are
the typical complaints I here even from people who don't play Magic.
It's the set of complaints (with the exception of 6, probably, at
least at first) that you get from people who just want a game to
play. And for them, that game is not VTES.
[ quoted text not captured ]
Complaints about precons I would take at face value unless proved
otherwise. They suck in terms of functionality. Basic cards have
needed re-printing for a long time and have not been(we'll see about
deflection in HttB, spiritual intervention, sensory deprivation, and
alamut were missed), strategies employed in the precons are disjointed
(i.e. wall decks with few wakes, 16+ pieces of equipment for their
fatty vampires, minimal bounce and bad combat defense for bleed
decks), and they are just not balanced enough(if that is indeed a
consideration when they are made). Every precon should include 1+
copies of the Barrens to discard all the crap that's put in them, if
you are foolish enough to play with a sealed precon.
Precons to not serve as a good way to teach the game, which is hard
enough in VTES.
Aside from the precon arguments, I think that the review is fairly
baseless.
Brandon
On Jan 26, 12:44 pm, Legendre <glav...@gmail.com> wrote:
> I don't think the criticism is that wildly wrong.
It's not the individual points that make the article problematic,
though. The two problems are that
1) It claims to be a review, but isn't. A review that doesn't attempt
to do anything other than discuss the problems with a game isn't a
review, it's a list of gripes.
and
2) Many of those gripes are of the "this cat isn't as good as a dog,
because it's a cat and not a dog" variety. The aspects of the game
that he paints as objectively bad aren't; had he pointed them out as
parts of the game that he personally dislikes rather than stuff that's
universally negative, this wouldn't have been an issue.
John Eno
[ quoted text not captured ]
Well, while his style is didactic, since it's a review, we
can assume that everything in there is to some degree an
opinion.
I'm glad he posted it, folks can come out and defend VTES.
Heck, nothing stopping any of us posting positive reviews on
BGG in response.
best -
chris
brandonsantacruz wrote:
>
>
> Precons to not serve as a good way to teach the game, which is hard
> enough in VTES.
>
> Aside from the precon arguments, I think that the review is fairly
> baseless.
>
> Brandon
Ever played with him Brandon? His profile lists him in San
Francisco.
best -
chris
> Ever played with him Brandon? His profile lists him in San
> Francisco.
I doubt it. The SF players that I know I've played with are Brad, Ira,
Henri, and Alex O. Not sure where Alex Con Hon is from(East Bay?).
They're talking about restarting their play group out there on
http://games.groups.yahoo.com/group/BAvtes/ Maybe they can go visit
this guy and set him straight ;)
By the way, I'm glad SoCal is making such a big appearance at Vegas.
22 players coming so far! How about some more NorCalers?
Brandon
On Jan 26, 9:44 am, Legendre <glav...@gmail.com> wrote:
> ...> Anyway, I'm just saying that the complaints in the linked article are
> the typical complaints I here even from people who don't play Magic.
> It's the set of complaints (with the exception of 6, probably, at
> least at first) that you get from people who just want a game to
> play. And for them, that game is not VTES.
I agree with your entire post, which was well-thought out. VTES does
have some problems, which any game has. I especially don't like
discipline bleed, myself. But as you mentioned, these are the
complaints of the casual gamer or MTG player looking at VTES. VTES is
not really for casual gamers, as far as I can tell.
On Jan 26, 3:50 pm, librarian <aucti...@superfuncards.com> wrote:
> Well, while his style is didactic, since it's a review, we
> can assume that everything in there is to some degree an
> opinion.
Sure. The issue is that he's listing the backbone elements of the game
as things which are inherently problematic, rather than game mechanics
he generally doesn't like. For example, he doesn't like having to
build decks in order to play, but rather than saying, "I'm not a fan
of CCGs," he says, "It's bad for the game that I can't play it out of
the box." That's complaining that a cat is stupid because it's not a
dog.
John Eno
On Jan 26, 12:44 pm, Legendre <glav...@gmail.com> wrote:
> I don't think the criticism is that wildly wrong.
Some of it is certainly coming from a valid starting point. A lot of
it is, however, based in "this game isn't what I think it should be",
which is kind of a dubious place to argue from.
> It's the standard set of laments that one hears about VTES from people
> who want <i>a game that they can play</i> rather than <i>a way of life
> that they can live</i>.
Sure. Some games are complicated. And have trouble attracting new
players as a result. Heck, *bridge* is virtually impossible to be good
at for years and years. And yet people love the game. VTES is
complicated. And dense. And not a game that one can pick up easily.
And intimidating to new players. All of these things are true. But
that is what the game is. And criticizing it for this is kind of
beyond the point.
> it's about how complex the game has
> become. (And when your best counter to the claim is "But what about
> the Imbued?" I think it's clear that we're in trouble.)
The game is a complex one. Lots of games are complex. That doesn't
mean that they are bad games. It just means that they are complex
games. Lots of people like complex games (it is no surprise at all
that there is an incredibly high crossover rate between "people who
used to play Star Fleet Battles" and "People who play VTES"...).
> The precons do kind of suck for introducing people to the game.
I don't think that is remotely true. I agree that pre-cons are not
good for, like, sitting down with and expecting to be competitive with
constructed decks. But they are perfectly fine for sitting down with
some new players, everyone having a different pre-con, and playing/
learning the game.
> But things are getting awfully thin on the ground for explaining the
> game to someone in thematic terms anymore.
Gah. That is a vast overstatement. Yes. There is certainly discipline
slosh. Even more than I'm particularly comfortable with. But that
Obfuscate has a S:CE card and Protean has some intercept in no way
invalidates the basic "what do these disciplines do" set ups from the
original set--Obfuscate gives you stealth, has some light combat, and
a few weird effects (this was true in Jyhad and is true now); Auspex
gives you intercept, has some light combat, and a few weird effects
(this was true in Jyhad and is true now); etc.
> Love the game. Play the game. But let's not be blinded to its
> obvious and glaring faults.
VTES certainly has faults. But i don't think "complexity" is one of
them. Yes. VTES is a complex game. And hard to get into. But that is
what it is. And wanting it to be something else is wanting it to be a
different game than it is.
> I *love* VTES, but the fact is, the game as it currently exists and is
> marketed exists and is designed for the dedicated tournament player,
> not for the casual player.
Which is certainly a valid viewpoint. But I also don't think this is a
problem. I mean, if your hope for VTES is that it is a casually picked
up, quickie game, it will fail at that. But what it *is* good at it is
very good at.
-Peter
On Jan 26, 2:14 pm, Peter D Bakija <p...@lightlink.com> wrote:
>
> VTES certainly has faults. But i don't think "complexity" is one of
> them. Yes. VTES is a complex game. And hard to get into. But that is
> what it is. And wanting it to be something else is wanting it to be a
> different game than it is.
>
>> -Peter
I disagree. VTES is too complex. I got back into the game a 16-
months ago ago after a hiatus of 12 years. Even after that time of
playing regularly there are many, many cards I do not know. I
consistently make poor decisions because I do not know fine details
about other players' cards, cards which I do not own and which came
out 5-8 years ago. Like in my last game I learned a detail about the
Sniper Rifle I hadn't known before: it can't be used at short range.
My Brujah with one blood could have pressed and dunked a Sniper Rifle-
using vamp, still avoiding torpor himself.
The Sniper Rifle is a good example of a card that is too complex -
there are six distinct clauses in its explanatory text.
I have seen long-time players, including some who have contributed to
published players' guides, play cards from their decks incorrectly.
I like the complexity because it keeps the game from growing boring
and it keeps my mind active, but when people start bringing out card
after card with fine text (text that I cannot read because it is small
and the cards upon which it is printed are placed far away from me
physically), it's Mind Numb time.
The game's complexity even creates a kind of metagame tactic in which
some long-time players try to gain an advantage by not announcing all,
if any, of the details of their cards. Since it's possible not
everyone at the table is intimately familiar with every card, there's
advantage to be gained.
Aaron Clark wrote:
> Peter D Bakija <p...@lightlink.com> wrote:>> VTES certainly has faults. But i don't think "complexity" is one
>> of them. Yes. VTES is a complex game. And hard to get into. But
>> that is what it is. And wanting it to be something else is wanting
>> it to be a different game than it is.>> I disagree. VTES is too complex.
[snip Sniper Rifle-Complexity comment]
I don't see how, after reading Sniper Rifle, which you do when it
hits the table, you didn't know it could only be used at long range.
Are there a lot of cards available for use? Yes.
Are there a lot of cards used in each game? No.
> The game's complexity even creates a kind of metagame tactic in
> which some long-time players try to gain an advantage by not
> announcing all, if any, of the details of their cards. Since it's
> possible not everyone at the table is intimately familiar with
> every card, there's advantage to be gained.
If any cheating cheater tries this, just do what I do:
"Could you read the card out loud, please?"
Kevin M., Prince of Las Vegas
"Know your enemy and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment...Complacency...Catastrophe!" -- Joseph Chevalier
Please visit VTESville daily! http://vtesville.myminicity.com/
Please buy my cards! http://shop.ebay.com/kjmergen/m.html
Please attend my qualifier! http://members.cox.net/vtesinlv/
> [snip Sniper Rifle-Complexity comment]
>
> I don't see how, after reading Sniper Rifle, which you do when it
> hits the table, you didn't know it could only be used at long range.
>
> Are there a lot of cards available for use? Yes.
> Are there a lot of cards used in each game? No.
>
> > The game's complexity even creates a kind of metagame tactic in
> > which some long-time players try to gain an advantage by not
> > announcing all, if any, of the details of their cards. Since it's
> > possible not everyone at the table is intimately familiar with
> > every card, there's advantage to be gained.
>
> If any cheating cheater tries this, just do what I do:
> "Could you read the card out loud, please?"
Why didn't you invent VTES, Kevin, your answers are so simple!
Brandon
On Jan 26, 6:31 pm, Aaron Clark <aamacl...@gmail.com> wrote:
> I disagree. VTES is too complex.
I play a lot of complex games. VTES is *far* from the most complex of
them. It is relatively simple, compared to a lot of games. Are there a
lot of different components (i.e. cards)? Sure. But individually, they
are all completely reasonable and manageable. And you don't use most
of the different components in any given game.
> Even after that time of playing regularly there are many, many cards I do not know.
Sure. But when something comes up that you have never seen before, it
takes seconds to figure it out.
> Like in my last game I learned a detail about the
> Sniper Rifle I hadn't known before: it can't be used at short range.
> My Brujah with one blood could have pressed and dunked a Sniper Rifle-
> using vamp, still avoiding torpor himself.
If you were unsure of what the card did, you should read it.
> The Sniper Rifle is a good example of a card that is too complex -
> there are six distinct clauses in its explanatory text.
I'm really not clear on what is complex about Sniper Rifle. It has
some words. It does some stuff. I'm not trying to be difficult here,
but it is just an example of a card that is pretty straight forward,
but maybe not everyone knows exactly what it does all the time. Which
is easily solved by reading the card if you aren't sure of what it
does.
> I have seen long-time players, including some who have contributed to
> published players' guides, play cards from their decks incorrectly.
Sure. There is a lot of stuff going on. And a lot of things that do a
lot of stuff. Yet it doesn't make the game unplayable.
> The game's complexity even creates a kind of metagame tactic in which
> some long-time players try to gain an advantage by not announcing all,
> if any, of the details of their cards. Since it's possible not
> everyone at the table is intimately familiar with every card, there's
> advantage to be gained.
Yeah, that's called "cheating" not "a metagame tactic". If you don't
know what a card does, say "Huh. Can I see that?" Which will happen,
as the game has a lot of stuff in it, but individually, no particular
element is all that complicated. And as all the various components
have their individual rules written on them, if there is confusion as
to what a given piece does, you can just look at it and discover what
it does.
-Peter
On Jan 27, 7:31 am, Aaron Clark <aamacl...@gmail.com> wrote:
> I disagree. VTES is too complex. I got back into the game a 16-
> months ago ago after a hiatus of 12 years. Even after that time of
> playing regularly there are many, many cards I do not know. I
> consistently make poor decisions because I do not know fine details
> about other players' cards, cards which I do not own and which came
> out 5-8 years ago. Like in my last game I learned a detail about the
> Sniper Rifle I hadn't known before: it can't be used at short range.
> My Brujah with one blood could have pressed and dunked a Sniper Rifle-
> using vamp, still avoiding torpor himself.
Guy joins the gaming group after not having played since *gasps* V:tES
edition. Didn't know that the text on Fame has changed, got ousted
real fast. Came back a week later with the same deck modified to make
use of the current Fame text, got a few VPs.
My point? Yes, text may change, erratas may have been issued, cards
got banned, new cards were printed. New players go 'huh?' when old
(not reprinted) cards are played, and I tell them to always ask what
the card does if unsure. Ditto to old players for new cards. Adapt and
improve. We learn new things everyday.
>
> The Sniper Rifle is a good example of a card that is too complex -
> there are six distinct clauses in its explanatory text.
>
Erm...
Sniper Rifle [FN:R2, LoB:PO, KoT:U/PT3]
Cardtype: Equipment
Cost: 2 pool
Weapon, gun.
2R damage each strike. Only usable at long range. If the bearer blocks
an action, he or she may, before range is determined, set the range
for the first round of the resulting combat to long; if he or she does
so, skip the determine range step that round, and the bearer's initial
strike that round must be with this weapon.
Artist: Jeff Holt
compare to the Headlock from the 'Lunch Money' non-collectible card
game
Rules for card:
(Grab + Headlock) or (Block + Grab + Headlock)
A HEADLOCK card is only played after a GRAB card (assuming the GRAB
wasn’t avoided, the only immediate defense against the HEADLOCK is
HUMILIATION or FREEDOM). The HEADLOCK card renders the victim
completely helpless and entitles the attacker to as many free JAB,
UPPERCUT and STOMP cards as she has in her hand every round. As long
as the HEADLOCK remains, the victim is helpless and cannot defend
herself from attacks by other players. Cards that will break a
HEADLOCK when the victim’s turn comes are FREEDOM, STOMP, and
HUMILIATION. On her own turn, the victim can only play one of those
cards (to escape the HEADLOCK ), or discard cards from her hand in an
attempt to draw one of those cards she needs. The attacker may choose
to release the HEADLOCK at any time; for instance, she may engage a
HEADLOCK, deliver the appropriate attacks, and then release the
HEADLOCK in the same turn. While the HEADLOCK is in place, the
attacker may not attack players other than the HEADLOCK’s victim.
Actual text on card:
Headlock
*flavour text*
Now *that* is a card that's too complex.
> I have seen long-time players, including some who have contributed to
> published players' guides, play cards from their decks incorrectly.
>
Well, if you know that it was an incorrect play, point it out
(assuming you are not prohibited from doing so). Then all who witness
that will learn something to take to future games.
Also, with so many factors involved (forgetfulness, didn't RTFC, prior
erroneous knowledge, tiredness, simple mistake, etc), how can you pin-
point the complexity (or lack thereof) of the card text as the reason
for the incorrect play?
> I like the complexity because it keeps the game from growing boring
> and it keeps my mind active, but when people start bringing out card
> after card with fine text (text that I cannot read because it is small
> and the cards upon which it is printed are placed far away from me
> physically), it's Mind Numb time.
>
Have to agree that some of the cards have waaaaaaaaaay too much text
for my liking (see Tome of Ramses III, Rotschrek). Most cards are fine
though. I also like to take a look at the card, decide there's too
much text, hand it back to the player, and ask him/her to read it out
loud in its entirety. You might want to try that too (if necessary).
> The game's complexity even creates a kind of metagame tactic in which
> some long-time players try to gain an advantage by not announcing all,
> if any, of the details of their cards. Since it's possible not
> everyone at the table is intimately familiar with every card, there's
> advantage to be gained.
Umm... See Kevin's and Peter's replies. That's cheating. Call it like
you see it.
- YY
> > The game's complexity even creates a kind of metagame tactic in which
> > some long-time players try to gain an advantage by not announcing all,
> > if any, of the details of their cards. Since it's possible not
> > everyone at the table is intimately familiar with every card, there's
> > advantage to be gained.
>
> Yeah, that's called "cheating" not "a metagame tactic". If you don't
> know what a card does, say "Huh. Can I see that?" Which will happen,
> as the game has a lot of stuff in it, but individually, no particular
> element is all that complicated. And as all the various components
> have their individual rules written on them, if there is confusion as
> to what a given piece does, you can just look at it and discover what
> it does.
>
> -Peter>Umm... See Kevin's and Peter's replies. That's cheating. Call it like
>you see it.>- YY
I think we all like to move the game along. It can get clunky or slow
down when you need to read every card. I think this was one of our
"critical reviewer's" points (or close to it). However, I think you
will find this in every ccg (If you don't, you have a game like Marvel
Overpower or Xena!! If you've played those games you know what I am
talking about!). Let me see if I can give an example of what Aaron is
talking about. Early game one player equips with Sniper Rifle. His
prey, let's call him Aaron, asks what does it do. The equipping player
says," If I block, I can set the range to long. It shoots for 2R."
Aaron doesn't block as he has no Intercept and feels he is completely
aware of what is on the table. Flash-forward: Aaron, now in combat
with the minion w/ sniper rifle, First round, Aaron uses immortal
grapple the vamps exchange pleasentries with their fists. Aaron's vamp
has one blood and he has no more immortal grapples in hand. but he
does have a potence strike which will send the opposing minion to
torpor. He chooses not to press with the grapple knowing range will be
close but thinking the other vamp will be able to use the sniper rifle
at short range. Is this cheating as Peter, Kevin, and YY have said it
is? Especially since you can't tell if the other person left out the
tidbit about the rifle not usable at short range on purpose?
But lets take it further, what if player A equips with a kevlar vest.
The other player, player B, has two minions with desert eagle. Player
B asks,"what does it do?" or "Tell me what it does?" Player A
responds, "It prevents one damage in combat." Is this cheating? Player
A knows it is more than likely that the Kevlar ability to prevent 2
damage from a gun will come into play at some point. Before you say
player B should RTFC, which so many veteran players are more than
happy to remind others of, shouldn't player A read the card or let the
other player read it or for speed sake just say exactly what the card
does?
I don't think this makes vtes too complex, but if I was a new player
or an old player returning after a long period away and got this
treatment I would not continue to play too long. Then again, I do get
this from time to time but I am still playing. I wonder if our
"critical reviewer" has had experiences like this.
-Andy
[ quoted text not captured ]
here's another hypothetical situation: Player A puts Smiling Jack on
the table. Player B asks what it does. Player A responds, "Oh, it
makes me lose 1 pool every turn." Then Player A makes a crude remark
about Player B's girlfriend. Player C interrupts by peeing all over
Player B's cards. Player B decides to never play with this group
again.
In conclusion, VTES needs less power creep and more paradigms.
"Aaron Clark" <aama...@gmail.com> wrote in message
news:1b718b73-04a5-4964...@g29g2000yqe.googlegroups.com...
> I like the complexity because it keeps the game from growing boring
> and it keeps my mind active, but when people start bringing out card
> after card with fine text (text that I cannot read because it is small
> and the cards upon which it is printed are placed far away from me
> physically), it's Mind Numb time.
While I have to say this doesn't damage the game hugely in my eyes, it
does tend to make me kind of testy when players are just plain sloppy
about reading their cards to me! I've had a guy say, "...oh, I thought
you knew that" when I pointed out to him that the card effect he had
announced during the game we just got done playing was actually not a
permanent effect but specficially expired at the end of his turn.
Grrrrrr....
But that's fixed by just getting people to be diligent about explaining
how their cards work as they play them.
Fred
On Jan 26, 6:31 pm, Aaron Clark <aamacl...@gmail.com> wrote:
> I disagree. VTES is too complex.
...for you.
It's the nature of the game that it's complex. That's a totally viable
reason to dislike the game, but complaining that its complexity is a
bad thing just doesn't make sense, any more than complaining that the
game lacks a bidding system or character sheets or styrofoam
landscape.
John Eno
On Jan 27, 1:00 pm, TorranceCircle <torrance.cir...@gmail.com> wrote:
> I think we all like to move the game along. It can get clunky or slow
> down when you need to read every card. I think this was one of our
> "critical reviewer's" points (or close to it). However, I think you
> will find this in every ccg (If you don't, you have a game like Marvel
> Overpower or Xena!! If you've played those games you know what I am
> talking about!). Let me see if I can give an example of what Aaron is
> talking about. Early game one player equips with Sniper Rifle. His
> prey, let's call him Aaron, asks what does it do. The equipping player
> says," If I block, I can set the range to long. It shoots for 2R."
> Aaron doesn't block as he has no Intercept and feels he is completely
> aware of what is on the table. Flash-forward: Aaron, now in combat
> with the minion w/ sniper rifle, First round, Aaron uses immortal
> grapple the vamps exchange pleasentries with their fists. Aaron's vamp
> has one blood and he has no more immortal grapples in hand. but he
> does have a potence strike which will send the opposing minion to
> torpor. He chooses not to press with the grapple knowing range will be
> close but thinking the other vamp will be able to use the sniper rifle
> at short range. Is this cheating as Peter, Kevin, and YY have said it
> is? Especially since you can't tell if the other person left out the
> tidbit about the rifle not usable at short range on purpose?
>
If it was on purpose, yes, it's cheating (which was the context that
Kevin, Peter and I were responding to). Can you really tell if it was
on purpose? No, not really. However, the way I see it, if it is in a
casual game, *shrugs*, whatever. If it is in a tournament, then I'll
kick myself for not asking for the full text to be announced (there's
also something about reverting the game state if the sequence of play
was a result of incomplete or erroneous information, IIRC, even though
I can't seem to find a reference for it).
> But lets take it further, what if player A equips with a kevlar vest.
> The other player, player B, has two minions with desert eagle. Player
> B asks,"what does it do?" or "Tell me what it does?" Player A
> responds, "It prevents one damage in combat." Is this cheating? Player
> A knows it is more than likely that the Kevlar ability to prevent 2
> damage from a gun will come into play at some point.
If it's intentional, yes. If you re-read the bit that was referred to
as cheating, it was about intentionally leaving out information with
the intent to mislead, not accidentally left out information, or just
laziness on the player's part.
>Before you say
> player B should RTFC, which so many veteran players are more than
> happy to remind others of, shouldn't player A read the card or let the
> other player read it or for speed sake just say exactly what the card
> does?
Yes, player A should, but if not asked to do so, many of us will not
read out the full text, thinking that the other players are familiar
enough to know the rest of the text. So if player B decided to not ask
again, well no pointing of fingers later then.
>
> I don't think this makes vtes too complex, but if I was a new player
> or an old player returning after a long period away and got this
> treatment I would not continue to play too long.
Fair enough.
- YY
"Haze" <headle...@gmail.com> wrote in message
news:dfaa0f6d-c193-49c3...@22g2000yqr.googlegroups.com...
> here's another hypothetical situation: Player A puts Smiling Jack on
> the table. Player B asks what it does. Player A responds, "Oh, it
> makes me lose 1 pool every turn." Then Player A makes a crude remark
> about Player B's girlfriend. Player C interrupts by peeing all over
> Player B's cards. Player B decides to never play with this group
> again.
OMFG!!! We lose more new players that way...
> In conclusion, VTES needs less power creep and more paradigms.
Having an extra upstairs bathroom available helps, too.
Fred
TorranceCircle wrote:
> Let me see if I can give an example of what Aaron is talking about.
> Early game one player equips with Sniper Rifle. His prey, let's
> call him Aaron, asks what does it do. The equipping player says,
> "If I block, I can set the range to long. It shoots for 2R." Aaron
> doesn't block as he has no Intercept and feels he is completely
> aware of what is on the table. Flash-forward: Aaron, now in combat
> with the minion w/ sniper rifle, First round, Aaron uses immortal
> grapple the vamps exchange pleasentries with their fists. Aaron's
> vamp has one blood and he has no more immortal grapples in hand.
> but he does have a potence strike which will send the opposing
> minion to torpor. He chooses not to press with the grapple knowing
> range will be close but thinking the other vamp will be able to use
> the sniper rifle at short range. Is this cheating as Peter, Kevin,
> and YY have said it is? Especially since you can't tell if the
> other person left out the tidbit about the rifle not usable at
> short range on purpose?
To be clear: this example is not what we stated was cheating. In
Aaron's example, someone was deliberately not announcing the card.
Obviously, there is no way to tell from this singular example whether
or not the player is cheating. Further examples would bear that out,
which is always the way to deal with someone you believe is cheating.
> But lets take it further, what if playerA equips with a kevlar vest.
> The other player, playerB, has two minions with desert eagle.
> PlayerB asks,"what does it do?" or "Tell me what it does?" PlayerA> responds, "It prevents one damage in combat." Is this cheating?
As above: Who knows? Only further examples of this kind of behavior
from playerA will bear out if they are cheating or just dumb.
> PlayerA knows it is more than likely that the Kevlar ability to> prevent 2 damage from a gun will come into play at some point.> Before you say playerB should RTFC, which so many veteran players
> are more than happy to remind others of, shouldn't playerA read the> card or let the other player read it or for speed sake just say
> exactly what the card does?
'Whatever works for you' is the best thing to do. Either seems fine.
[ quoted text not captured ]
[ quoted text not captured ]> In conclusion, VTES needs less power creep and more paradigms.- Hide quoted text -
>
> - Show quoted text -
Ah, sarcasm, I love it! Although my post was longwinded, I don't think
it was off topic. I think Aaron was trying to suggest that the
multitude of playable cards combined with the large amounts of text on
some of those cards makes the game more complex than a casual gamer
would want. I think the person on board game geek is one of these
players.
-Andy
> To be clear: this example is not what we stated was cheating. In
> Aaron's example, someone was deliberately not announcing the card.
> Obviously, there is no way to tell from this singular example whether
> or not the player is cheating. Further examples would bear that out,
> which is always the way to deal with someone you believe is cheating.
>
> > But lets take it further, what if playerA equips with a kevlar vest.
> > The other player, playerB, has two minions with desert eagle.
> > PlayerB asks,"what does it do?" or "Tell me what it does?" PlayerA
> > responds, "It prevents one damage in combat." Is this cheating?
>
> As above: Who knows? Only further examples of this kind of behavior
> from playerA will bear out if they are cheating or just dumb.
>
> > PlayerA knows it is more than likely that the Kevlar ability to
> > prevent 2 damage from a gun will come into play at some point.
> > Before you say playerB should RTFC, which so many veteran players
> > are more than happy to remind others of, shouldn't playerA read the
> > card or let the other player read it or for speed sake just say
> > exactly what the card does?
>
> 'Whatever works for you' is the best thing to do. Either seems fine.
>
> Kevin M., Prince of Las Vegas
> "Know your enemy and know yourself; in one-thousand battles
> you shall never be in peril." -- Sun Tzu, *The Art of War*
> "Contentment...Complacency...Catastrophe!" -- Joseph Chevalier
> Please visit VTESville daily!http://vtesville.myminicity.com/
> Please buy my cards!http://shop.ebay.com/kjmergen/m.html> Please attend my qualifier!http://members.cox.net/vtesinlv/- Hide quoted text ->
> - Show quoted text -
Hi Kevin,
Yes, this has happened to me enough times. Now, I simply say, "Please
let me read the card."
-Andy
You may be right that my impression of the game's complexity stems
from my limited mental abilities. I thought I knew what the Sniper
Rifle did, and I was wrong. I had missed one of the six different
details in the rules description, which was once read to me many
months prior, causing me to make a poor decision. I thought, "It's
like a .44 Magnum, except you get to set the range to long on the
first round if you block." Close, but no cigar.
Frankly I am sometimes slow when it comes to grasping new, heavily
worded cards. As I said, I have seen errors in card interpretation
even from VERY experienced players, errors which may stem from having
to keep track of huge numbers of unique cards, many of which have
complicated and non-intuitive writing.
And it is so easy to miss one of the clauses on a card for anyone; I
was once ousted because a more experienced player told me that
Psychomachia made his bleed unblockable, even though my blocking
vampire was older. I didn't own the card, and I believed what he told
me. The mistake was discovered after I'd left the table, but come on
- I would have my head taken off if I insisted on reading every new
card that I didn't know every time one is played.
Both Kevin and Peter have played VTES constantly since its inception,
I believe. You have a different perspective than me, who is a newbie
compared to you. You own copies of every card, which you purchased
when they came out. You have a much greater capacity to manage
complexity, since you have had many more chances to play and study
every card.
My response is the response of a newer player: sometimes the
complexity of the game is daunting. From my perspective, it is TOO
complex. I don't feel that way every time I play, but I do feel that
way consistently. At least I had played from Jyhad through Sabbat
before I stopped back in 1996. I have no idea where a complete newbie
would start today.
The complexity of the game is an advantage to older players over newer
players. I am frustrated at some recent experiences in which a more
experienced player seems to have tried to deliberately take advantage
of people's ignorance of card text. It's very subtle though - again,
am I going to read every new card to make sure someone isn't
obfuscating or making a mistake with what they're telling me?
I get it that the model of this CCG is to continue to produce new
cards often and to not have limited environments, but I can't say that
having to learn hundreds of new cards every year improves my enjoyment
of the game.
As for the Lunch Money example, "YY" failed to mention the fact that
the Lunch Money game consists of only 29 unique cards. I don't know
exactly how many unique cards VTES has, but it is far more than 29.
Learning 29 unique cards to play a game, albeit complicated ones,
pales in comparison to learning every non-standard special possessed
by VTES vampires, for example.
On Jan 27, 4:34 pm, Aaron Clark <aamacl...@gmail.com> wrote:
> Frankly I am sometimes slow when it comes to grasping new, heavily
> worded cards.
Me too, to be honest. I always end up asking the other guy to explain
with a quick example.
> As I said, I have seen errors in card interpretation
> even from VERY experienced players, errors which may stem from having
> to keep track of huge numbers of unique cards, many of which have
> complicated and non-intuitive writing.
>
> And it is so easy to miss one of the clauses on a card for anyone; I
> was once ousted because a more experienced player told me that
> Psychomachia made his bleed unblockable, even though my blocking
> vampire was older. I didn't own the card, and I believed what he told
> me. The mistake was discovered after I'd left the table, but come on
> - I would have my head taken off if I insisted on reading every new
> card that I didn't know every time one is played.
A lot of players in the playgroups that I've played in tend to ask to
read cards that they are unsure of. Most times play just goes on while
that player reads. I would like to believe that V:tES players tend to
have enough patience not to flip every time the game pauses so someone
can read a card they've never seen before.
Never believe that a more experienced player instinctively knows what
they are doing (with regards to card effects). And I think it's not
true that because you've played the game before, you must play like
you know every card.
<snip bits pertaining directly to Kevin and Peter>
>
> My response is the response of a newer player: sometimes the
> complexity of the game is daunting. From my perspective, it is TOO
> complex. I don't feel that way every time I play, but I do feel that
> way consistently. At least I had played from Jyhad through Sabbat
> before I stopped back in 1996. I have no idea where a complete newbie
> would start today.
Wait. Are we talking about the complexity of the game mechanics and
card interactions or the cards as individual units?
>
> The complexity of the game is an advantage to older players over newer
> players. I am frustrated at some recent experiences in which a more
> experienced player seems to have tried to deliberately take advantage
> of people's ignorance of card text. It's very subtle though - again,
> am I going to read every new card to make sure someone isn't
> obfuscating or making a mistake with what they're telling me?
You can, and I think you should. All the players (new and old and
returning) in my current playgroup do that. And they ask for
explanations when the text seems complicated to them (even when
they're the ones playing the card).
>
> As for the Lunch Money example, "YY" failed to mention the fact that
> the Lunch Money game consists of only 29 unique cards. I don't know
> exactly how many unique cards VTES has, but it is far more than 29.
> Learning 29 unique cards to play a game, albeit complicated ones,
> pales in comparison to learning every non-standard special possessed
> by VTES vampires, for example.
There's an issue with the fact that *all* the cards have *no text* on
them (other than the card name and some flavour text), which was my
point (that the text for each card in V:tES is on the card itself). My
apologies if I didn't put that through more clearly. Just ask to read
the card if you are unsure of what it does. I do that almost every
game, and I get asked to explain cards I play fairly often. I'm sure
that as long as you don't ask to read every Pursuit, Bewitching
Oration, or Computer Hacking, or keep asking about a card that you've
just asked 5 minutes ago, you wouldn't annoy the table.
I do get help from the local metagame, though. Most players here are
willing to chip in bits of information that they feel is important
that the player of the card missed in his/her explanation.
- YY
Aaron Clark wrote:
> Frankly I am sometimes slow when it comes to grasping new, heavily
> worded cards. As I said, I have seen errors in card interpretation
> even from VERY experienced players, errors which may stem from
> having to keep track of huge numbers of unique cards, many of which
> have complicated and non-intuitive writing.
No player I know "keeps track" of anything on the cards. What they
do is memorize the rules of the game (and perhaps the associated
rulings if they choose to take the game seriously) and then play.
When cards are played, they are either aware of what they do -- due
to massive repetition, and not any mental powers -- or they read the
card or ask to have it read. Then they know for that game, which is
sufficient.
> And it is so easy to miss one of the clauses on a card for anyone;
> I was once ousted because a more experienced player told me that
> Psychomachia made his bleed unblockable, even though my blocking
> vampire was older. I didn't own the card, and I believed what he
> told me. The mistake was discovered after I'd left the table, but
> come on - I would have my head taken off if I insisted on reading
> every new card that I didn't know every time one is played.
If the people you're gaming with are that offended when you ask
to read (or have read) the gaming materials, you may be playing
with the wrong people. Gaming should be a fun, social activity.
> Both Kevin and Peter have played VTES constantly since its
> inception, I believe. You have a different perspective than me,
> who is a newbie compared to you. You own copies of every card,
> which you purchased when they came out. You have a much greater
> capacity to manage complexity, since you have had many more chances
> to play and study every card.
While it is possible that I have at one time owned every card, I know
for a fact that Peter hasn't, and he asks to read cards just as I do.
As stated above, we know the RULES not the CARDS.
> My response is the response of a newer player: sometimes the
> complexity of the game is daunting. From my perspective, it is TOO
> complex. I don't feel that way every time I play, but I do feel
> that way consistently. At least I had played from Jyhad through
> Sabbat before I stopped back in 1996. I have no idea where
> a complete newbie would start today.
You may feel that it's complex, and while there are many parts to the
game, I've never felt that many moving parts necessarily equals
complexity, especially from the perspective of not needing to know
all the parts in order to play.
fr. ex. My car has over a thousand distinct parts, but all I need
to know to drive it are about a dozen. When I have to look under
the hood, I do one of two things -- I educate myself on what I need
to know, and fix it, or I take it to someone that can educate me,
and have them fix it.
> The complexity of the game is an advantage to older players
> over newer players.
Well, you could say this about Chess, or Checkers, or even
Connect Four or Uno. Most everything is complex at the start.
> I am frustrated at some recent experiences in which a more
> experienced player seems to have tried to deliberately take
> advantage of people's ignorance of card text. It's very subtle
> though - again, am I going to read every new card to make sure
> someone isn't obfuscating or making a mistake with what they're
> telling me?
If you think you're being cheated, yes! Why wouldn't you?
> I get it that the model of this CCG is to continue to produce new
> cards often and to not have limited environments, but I can't say
> that having to learn hundreds of new cards every year improves my
> enjoyment of the game.
You don't have to learn them, as I've explained.
> As for the Lunch Money example, "YY" failed to mention the fact that
> the Lunch Money game consists of only 29 unique cards. I don't know
> exactly how many unique cards VTES has, but it is far more than 29.
> Learning 29 unique cards to play a game, albeit complicated ones,
> pales in comparison to learning every non-standard special possessed
> by VTES vampires, for example.
But why would you ever need to "learn" every ability on every vampire?
I know players that had played VTES for 10 years and just snapped and
quit when Events came out. I didn't quit, but I'm still learning
about the complexities and concepts Events have created. I know
players that had played VTES for 10 years and just snapped and quit
when Imbued came out. I didn't quit, but I still have difficulties
when someone brings them to the table. I know players that had played
VTES for 10 years and just snapped and quit when they got married, had
a kid or three, and couldn't keep up with 2.5 expansions per year.
I didn't quit, but I'm still learning uses for the cards that were
printed from 5 years ago.
If learning hundreds of new cards is challenging, then don't. Use one
of the computerized tool to create decks so you don't EVER have
to read a single card unless necessary. If misunderstanding a card is
disappointing, ask to read the card when someone plays it or ask them
to read it out loud for you. Then the threat of cheating is rendered
meaningless. If you can't afford to buy every set that comes out,
don't. Focus on one set, one of the base sets would be best, and buy
a box of that and only that when you are able. Post your deck on the
newsgroup and the White Wolf and other forums and ask for help making
it better. Let people know your card limitations if you want, or
trade or buy the few cards that you don't have for your deck.
Complexities are relative. Don't let them overwhelm your love of VTES.
Kevin M., Prince of Las Vegas
"Know your enemy and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment...Complacency...Catastrophe!" -- Joseph Chevalier
[ quoted text not captured ]
For what it's worth, my girlfriend and I started playing VTES about 16
months ago and we now own quite a lot of different cards (over half)
and have seen a pretty decent amount of them played as well. Sure,
sometimes some obscure card gets played nobody has seen played before,
I don't think that's ever going to change, as some people really like
to invent decks that play cards that many players deemed not worth
playing. Sure, sometimes you misremember some card text someone
announced earlier or just plain play something wrong. Those are the
best learning moments IMO. I don't think that is a real downside of
the game, as it seems pretty hard to prevent something like that from
occuring every now and again in any complex game. I like complex games
though, so you take those few times something goes wrong (most
commonly and disastrously, contesting a city title for half the game
without anyone noticing) with all the upsides of playing such an
enjoyable, complex, game.
For our playgroup though, we have given up reading whole cards out
loud, we pretty much announce the cardname and the most pertinent
effect, like "govern bleed you for 3". If someone wants more
information about a card, they can ask whenever they want, and we
right away just give the card to them to read for themselves. We've
found that very often after reading a card out loud, people still had
questions, as it is harder for them to soak up all the info through
listening as opposed to reading it themselves. If people still have
questions after reading the card, which happens much less frequently,
everyone on the table pitches in to help fully explain the card.
That's one of the biggest upsides of the social aspect of VTES IMO,
it's hard to get cheated by improperly announced cards when there's 3
others players at the table who want to make sure you completely
understand what a card does. It also helps us to always have internet
access handy to search the newsgroup in case nobody knows exactly what
a card does in a certain situation, or people have different ideas
about what the card will do. I understand that that's not always
possible though, but you can still look it up say a day later and then
inform everyone of what went wrong (or right) during the next game
session.
On Jan 27, 12:00 am, TorranceCircle <torrance.cir...@gmail.com> wrote:
> However, I think you
> will find this in every ccg (If you don't, you have a game like Marvel
> Overpower or Xena!! If you've played those games you know what I am
> talking about!).
Hey! Xena was awesome!
> Let me see if I can give an example of what Aaron is
> talking about.
Sure. But that isn't what we were calling "cheating" it was the
"players will intentionally leave out information in an attempt to
gain an advantage from it".
Sometimes people don't know what cards do. This is possible is games
less complex than VTES and possible in games more complex than VTES.
That sort of thing happens. And can happen with relatively simple
cards (i.e. Mirror Walk is an incredibly simple card--+1 stealth. But
it is really easy to not realize that it is "do not replace till end
of turn", even though it is still an incredibly simple card). That
happens. And not 'cause the game is too complex. Just 'cause that is
one of the pitfalls of this sort of game.
> But lets take it further, what if player A equips with a kevlar vest.
> The other player, player B, has two minions with desert eagle. Player
> B asks,"what does it do?" or "Tell me what it does?" Player A
> responds, "It prevents one damage in combat." Is this cheating?
Maybe, maybe not. If the player is saying "it prevents 1 damage"
'cause he is trying to gain an advantage by obscuring info? Yes. It is
cheating. If it is 'cause they are also new to the game and didn't
read the card all the way, then no it isn't. But can be avoided by
reading unfamiliar cards out loud. I mean, it isn't difficult to say
(assuming you know what is going on and aren't trying to cheat) "It
prevents 1 damage, or 2 from a gun."
> Before you say
> player B should RTFC, which so many veteran players are more than
> happy to remind others of, shouldn't player A read the card or let the
> other player read it or for speed sake just say exactly what the card
> does?
This isn't an issue with game complexity. This is an issue with
cheating. Or not knowing the rules. Or something. Things like this are
just as capable of happening in games far less complext than VTES. And
the complexity of VTES isn't the problem here. Either:
A) Someone is intentionally obscuring information.
or
B) Someone is not following the rules (i.e. give out pertinent info
when asked for).
-Peter
On Jan 27, 3:34 am, Aaron Clark <aamacl...@gmail.com> wrote:
> You may be right that my impression of the game's complexity stems
> from my limited mental abilities.
Gah. No one is saying that.
> I thought I knew what the Sniper
> Rifle did, and I was wrong. I had missed one of the six different
> details in the rules description, which was once read to me many
> months prior, causing me to make a poor decision. I thought, "It's
> like a .44 Magnum, except you get to set the range to long on the
> first round if you block." Close, but no cigar.
Sure. But in a situation where it is important, you can always just
look at the card. The card could be an incredibly simple one, and if
you don't completely know what it does, or are unsure, or if it is
important at the time, you can look at it. It is just as easy to
misunderstand a simple card (see: Mirror Walk) as it is a complicated
one.
> And it is so easy to miss one of the clauses on a card for anyone; I
> was once ousted because a more experienced player told me that
> Psychomachia made his bleed unblockable, even though my blocking
> vampire was older. I didn't own the card, and I believed what he told
> me. The mistake was discovered after I'd left the table, but come on
> - I would have my head taken off if I insisted on reading every new
> card that I didn't know every time one is played.
I don't think that is true. Unless you play with a bunch of dicks. If
you are newish to the game/unsure of what things do, you can read the
cards. And should do so. Heck. *I'm* not sure of what Psychomachia
does. Still. And have seen it in play many times. When someone plays
it and it is important (i.e. they are bleeding me with it), I'll read
the card.
-Peter
"YY" <the1an...@yahoo.com.sg> wrote in message
news:ca7282fb-7c7b-4424...@p24g2000yqm.googlegroups.com...
[ quoted text not captured ]
Well (not to agree that VtES is too complex - but let's be fair,
here) the thing about a non-CCG card game is that we're not assured
to get another two or three hundred new cards dumped on Lunch Money
every year. So, although you can find a single example or two like
that in the game, there's no limit on how many new Sniper-Rifle-level
complexity cards get printed each new year.
And it's actually _better_ that the rules for the card are in the
rulebook and not the game. I can have the rulebook in front of me.
My opponent's Sniper Rifle (or whatever it is) will be across the
table in front of him. I think the rulebook is the better place for
rules, hands down. But in CCGs, it's basically impossible to put all
the rules related to individual cards there.
Fred
On Jan 27, 9:26 am, "Frederick Scott" <nos...@no.spam.dot.com> wrote:
> And it's actually _better_ that the rules for the card are in the
> rulebook and not the game. I can have the rulebook in front of me.
> My opponent's Sniper Rifle (or whatever it is) will be across the
> table in front of him. I think the rulebook is the better place for
> rules, hands down. But in CCGs, it's basically impossible to put all
> the rules related to individual cards there.
Have each expansion come with a "expansion rulebook" that doesn't
reiterate the base rules at all, but instead has a Lunch Money-style
encyclopedia of each card with the rules for each. The actual card has
nothing but its name (and perhaps cost and requirement icons). And
full-card artwork (yay!).
Doesn't sound hands-down better to men, but it's certainly an option.
LSJ <vte...@white-wolf.com> wrote:
> Have each expansion come with a "expansion rulebook" that doesn't
> reiterate the base rules at all, but instead has a Lunch Money-style
> encyclopedia of each card with the rules for each. The actual card has
> nothing but its name (and perhaps cost and requirement icons). And
> full-card artwork (yay!).
Or QR codes so you can scan them for quick online text lookups.
( http://en.wikipedia.org/wiki/QR_Code )
> Doesn't sound hands-down better to men, but it's certainly an option.
How does it sound to women?
"LSJ" <vte...@white-wolf.com> wrote in message
news:fb69156f-2a2f-4b95...@e25g2000yqh.googlegroups.com...
[ quoted text not captured ]
Again, to be fair, I meant that it's hands down better for a game that
doesn't expect to be revised twice a year with a huge number of cards.
No, I don't think the "revised rulebook" concept would work for CCGs
because that rulebook would become a set of rules encylopedias after
enough expansions came out. It works as a little rulebook because the
game started out modest in scope and stayed that way. And, in that
context, it's certainly better.
I suppose you could put the rules both on the card and in the rulebook,
though. Seems a bit redundant but why not?
Fred
Aaron Clark wrote:
> The complexity of the game is an advantage to older players over newer
> players. I am frustrated at some recent experiences in which a more
> experienced player seems to have tried to deliberately take advantage
> of people's ignorance of card text. It's very subtle though - again,
> am I going to read every new card to make sure someone isn't
> obfuscating or making a mistake with what they're telling me?
You should have been there on Friday, I played Imbued!
See you at Orccon.
best -
chris
On Tue, 26 Jan 2010 13:57:40 +0000 (UTC), Jozxyqk
<jfeu...@eecs.tufts.edu> wrote:
> I've posted my personal responses to this article:
>
> http://www.geekdo.com/article/4547095
>
> What would you add?
I think the review isn't so bad (and the fanboy trolling responses will
hurt
V:tES reputation far more than that review ever could).
Maybe the guy is disillusioned? Could be. He may not be right in everything
he writes but I can certainly see where he may be coming from with most of
them. My cents (and I'm not gonna add to the chat on BGG).
Paradign changers -> Not sure if V:tES has too many or too few. I'm
definitely
feeling that there are too many keywords / keyphrases / etc. flying
around.
Disciplines / clans are not such a big deal because for the most part all
you
need to do is match icons. Except where you seem to be running out of
original concept art (I do tend to forget which way the Gangrel wolf head
turns and which way the Ahrimanes does). It's true that we have a
difficulty
moving away from old concepts but this is not a duel game, deck
interactions
make any sort of F2F balancing rather pointless.
Length -> Agree. Faster the better. Game length, elimination mechanic, or
lack
of control over other players spending game time is an issue. But again,
this
is a multiplayer game. You'd need to change the players (or introduce some
sort of chess-clock mechanism that would kill weenie decks & solitaire
decks
like the Imbued).
Disciplines becoming less characteristic -> I used to complain a lot about
this,
but now I'm not against this. As others said - Auspex will still be Auspex
becuase it has best Intercept cards, even if Protean now can generate
intercept. So this is OK I think.
Precons -> yeah they suck as precons. They are a reprinting tool
primarily. But
I'm not sure any balancing here would matter - in V:tES you have a
significant
freedom (vs. duel games) to create tournament winning decks, because so
much
depends on how the decks and players at a table interact with eachother.
Power creep -> There is no power creep. These are not the droids you are
looking
for. There are no orbital mind control lasers. Etc. The original 11-caps
were
quite good (ok, some of them), so there is definitely no power creep
there.
Some cards do get beefed up, but overall the creep is very slow and is
more a
result of 1) previous poor design choices (e.g. miscosting allies), and
2) changes in designer intent (e.g. giving more stuff to bigger guys)
than a
ploy to sell more NOW even if it kills the game in the long run. I hope at
least. :)
And yeah, V:tES is like chicken with peanut butter and sour cream. A bit of
everything, as through its years of history it went quite a few directions
(and it bears the signs of all previous intents as mostly all cards are
usable). With hindsight, a lot of stuff should have been done differently
(I
can go on an on about this). But now that all those things were screwed
up,
I think V:tES is generally going for the smaller loss in trying to
discourage as few players as possible, with maybe even attracting some new
folks in the process.
--
Regards,
Daneel
Jozxyqk schrieb:
[ quoted text not captured ]
And Software for Playstations and the like which scans which cards are
played through a USB camera and then renders a live 3D playback of what
is happening.
It has been done before: The Eye of Judgement.
For the old cards you could print sticker boosters with full card
artwork and code to glue over the old cards.
Awesome.
[ quoted text not captured ]
Dear Aaron,
you are in certain way right. You have to be extremely curious and pay
full attention to every detail in the game.
The players always try to play cards in their advantage and only
experience and knowledge over the game can combat this situations.
I remember perfectly a month ago a new player tried to "convince" me
that dual form copied all the text of the vampire. !!! His argument
was that he read it somewhere on the web !!! Luckyly when KMW was
released I was there to ask how that card worked, and said him NO WAY.
In general, I say to you to be a little skeptic about what another
player says a card makes. In Vtes to trust is not bad, to check is far
better.
About the subtle manipulation you are also right. Another example...on
a later game this evening a player played Ministry, afterwards I asked
him how many cards he did have in his hand. OHH, amazing, seven
cards !!!! To know that Ministry (a Black Hand card) is not replaced
and if you can´t manage to block, your vampire gets tapped is an
upper- knowledge over the game. If you haven´t played with/against
Black Hand tech, you probably won´t know it. Experience players can
try to take advantage over cards which have not to be replaced, and is
impossible to proof it is on purpose. This is a fact.
On Jan 29, 6:14 am, "Dr.Mafrune" <tristan.endr...@gmail.com> wrote:
> Experience players can
> try to take advantage over cards which have not to be replaced, and is
> impossible to proof it is on purpose. This is a fact.
Yes it is also cheating, and cheating does not come from the game
being overly complex. It comes from people cheating. The game could be
incredibly simple, and if someone wanted to cheat, they'd find a way
to cheat.
Yes, it is difficult to know all the cards by memory. I play this game
all the time, and have for a very long time. I don't know what all the
cards do (as noted, I don't know what Psychomachia actually does. Nor
did I recall that you tap if you fail to block when playing Ministry).
No one ever knows what all the cards do. So when someone plays one
that has a lot of words, or you don't see much, you read it.
If someone is deliberately trying to take advantage of this (i.e.
people not knowing what cards do), they are cheating. Which isn't
something that one can avoid by having a less complex game.
-Peter
[ quoted text not captured ]
True. You play with rats, you're gonna get plague. You lie down with
dogs...
But it can be an awful lot easier to tell who the rats and the dogs
are in a game of Candyland than it can be in VTES. The decision to
cheat isn't necessarily purely binary -- the chances of getting caught
do matter.
On Jan 31, 11:15 am, Legendre <glav...@gmail.com> wrote:
> But it can be an awful lot easier to tell who the rats and the dogs
> are in a game of Candyland than it can be in VTES. The decision to
> cheat isn't necessarily purely binary -- the chances of getting caught
> do matter.
Yeah, people keep saying this when the issue of cheating comes up in
this game. And my question is "Who are you people?"
Like, I play this game 'cause I like playing the game, and I don't
cheat, as cheating is stupid. It is very cut and dry.
Are there actually people out there who are measuring the odds of
being caught cheating in a silly card game and saying "Huh. 'Cause
this game is complicated, I can get away with X cheating, but not Y
cheating, as I won't likely get caught doing X but will likely get
caught doing Y..." Really? Don't they have, like, *actual* crime to
commit rather than play pretend games with cards about vampires?
-Peter