rec.games.trading-cards.jyhad

[Discussion] Coaching - what is acceptable?

17 messages from 12 participants · 21 January 2010 – 27 January 2010
original thread on Google Groups

Aaron Connor

To what extent is it ok to tell people how to play their game? I know that it is illegal for an observer not involved in the game to make comments and that "players are expected to behave in a respectful and sportsmanlike manner at all times", but this leaves the door open for pointing out every little aspect of what may or may not be apparent to another player, most commonly if it is to your advantage. Obviously this isn't as much of an issue where every player at the table is a veteran but when there are varying levels of skill the temptation is there to point out anything that might be missed by a player if it will help theirs and your cause. If someone is new to the game and learning, does this make a difference to whether players 'help' them or should they just let them make horrible mistakes and then let them know how bad they did afterwards? I can see this becoming tedious in the former and demoralising in the latter. It might also be the crux of why the V:tES player base is largely stagnant. Interested in your thoughts. Aaron Prince of Adelaide

SteveHarris

[ quoted text not captured ] For newbies, most of the players here don't have a problem talking them through their options, especially in combat, eg "so you are at close range, do you have an immortal grapple? Now is the time to play it". Its better to talk them through what is happening, be it the mechanics of combat or voting, or the strategy of the current game state. We tend to have open discussions about the game state of the table and what is happening. For less experienced players this can be an eye opener. I try to point out all the options to a less experienced player, even if it is to my own detriment. However, if an experienced player can't see what is about the befall him, I don't hesitate to take advantage of that. In tournaments, I think the players can discuss as much as they want as openly as they want. If one person is trying to talk a less experienced player into doing something detrimental, it won't take long for another player to pipe up. Steve Harris Prince of Brisbane

Peter D Bakija

On Jan 21, 2:07 am, Aaron Connor <aaron.con...@gmail.com> wrote: > If someone is new to the game and learning, does this make a > difference to whether players 'help' them or should they just let them > make horrible mistakes and then let them know how bad they did > afterwards? If it is a casual game, and someone is learning, a certain amount of worthwhile aid from more experienced players is in no way out of the realm of reason--i.e. pointing out things that are generally obvious, but not necessarily to the new person; making sure that they don't do things that are illegal or outright stupid; whatever. The kind of stuff that you point out in *any* game where you are playing with someone new. That being said, the endless "No, no, you should do *this* instead of that, 'cause of a factor that only I can envision currently..." is incredibly annoying to both the new player *and* everyone else at the table. So I'd avoid that. In terms of competitive play, I'd stay away from telling other folks what they should be doing. Especially as someone else at the table is going to tell you to shut the hell up and just play your game. > I can see this becoming tedious in the former and demoralising in the > latter. It might also be the crux of why the V:tES player base is > largely stagnant. Why would it be the crux of why the VTES player base is stagnant? Sometimes people are annoying in all games. -Peter

Obtenebration

Tell them, "Sure you can do that, but you really out to reconsider the order/game state/what happens if you do first." Have them pause to reconsider, since if someone points out a better option exists they may find it on their own. A player will learn more if they figure it out for themself than if someone just tells them what to do. If they still fail to see it, then you can give more information until it clicks.

Juggernaut1981

[ quoted text not captured ] The way the experienced players in Sydney tend to do it is to get the new player to pitch an idea, based on what they see/know and then if it doesn't wholly and entirely suck, let them do it. If it's clearly a Bad Plan (tm) then suggest a different approach and just wait about to answer questions on cards. The other one, is just clearly talk new players through the stages of things and tell the others not to play too many long chain or multi- round combat decks. Plus have some good old garden variety decks. A toolbox bleeder A bleed-king hit A vote-bleed (!Tor are actually a really nice clan to teach people with) and include some Cel-Guns tech A blocky-bleed (!Ven w/obf is good, toss in a few permacepts and maybe some stuff like Ablative Skin & Freak Drives) Start them on the "minimal moving parts" jobs and then move up to the ones with many "obvious" moving parts. When they're flying solo, help them to build their collection with a standard kind of "2 Starters + Commons I'm Willing to Get Rid of From My Boxes". Seems to work reasonably around here.

Daneel

On Wed, 20 Jan 2010 23:07:27 -0800 (PST), Aaron Connor <aaron....@gmail.com> wrote: > If someone is new to the game and learning, does this make a > difference to whether players 'help' them or should they just let them > make horrible mistakes and then let them know how bad they did > afterwards? Casual game (of course assuming no ante) - if someone is a noob, it's ok to coach them, especially when a more experienced player sits next to them and helps them (without playing in the game). A lot can be learned that way. If the experienced player plays, it's called table talk, not coaching. :) Tournament - of course not. Observers are not even supposed to note technical mistakes (instead calling the judge when they see one). Observers should in no way interfere with the game. -- Regards, Daneel

Aaron Connor

> That being said, the endless "No, no, you should do *this* instead of > that, 'cause of a factor that only I can envision currently..." is > incredibly annoying to both the new player *and* everyone else at the > table. So I'd avoid that. It is a not so fine line between giving suggestions, benefiting them from your experience but then gaining a significant advantage from said 'advice'. It really is a matter of the tables perspective. It is the general V:tES communities perspective that I would like to get a read on. > In terms of competitive play, I'd stay away from telling other folks > what they should be doing. Especially as someone else at the table is > going to tell you to shut the hell up and just play your game. Yet what about reminding them, veteran or green, about current gamestate conditions, especially the 'may' ones? e.g. "Hey, don't forget you have the edge." "You played a Vessel, wanna burn a blood doll?" "Don't forget to pay for the contest now or you will concede!" The list goes on. Whilst some parties might be hoping that a fortuitous mistake might occur the other guy on the table is busy being a second brain for a cross table ally. Sure it may generate table hate from some quarters but your just helping, right? Could get old very fast and certainly slows the game down. > Why would it be the crux of why the VTES player base is stagnant? > Sometimes people are annoying in all games. > > -Peter Because I can see it being potentially frustrating for those new to the game. Not only are they coming to terms with the vast array of cards and effects and what they want to do with their own deck, but also the machinations of table talk, political vote discussions, vagaries of predator\prey stances and the fine art of deal making. It is ALOT to take in. It is fine if as Steve Harris suggests that you offer advice that is impartial, even detrimental to your own position but it only takes another on the table to dispute the validity of that advice and your back to square one. Lets face it, advocating your own position is a big part of the game and until you have a grasp on the (sometimes not-so) subtle art of table manipulation it could seem pretty daunting. Perhaps tables with a relatively green player should have game tale talk kept to a minimum so that it can just play out, I dunno.

Aaron Connor

> The way the experienced players in Sydney tend to do it... *snip* > The other one, is just clearly talk new players through the stages of > things and tell the others not to play too many long chain or multi- > round combat decks. I have offered to sit out some rounds and go over options, explain cards in hand, point out player logical and be there for questions. Fortunately I get just as much a kick from observing games as I do playing in them so this is fine for me, though not for everybody. > Plus have some good old garden variety decks. > A toolbox bleeder > A bleed-king hit > A vote-bleed (!Tor are actually a really nice clan to teach people > with) and include some Cel-Guns tech > A blocky-bleed (!Ven w/obf is good, toss in a few permacepts and maybe > some stuff like Ablative Skin & Freak Drives) All good deck ideas to start with. > Start them on the "minimal moving parts" jobs and then move up to the > ones with many "obvious" moving parts. When they're flying solo, help > them to build their collection with a standard kind of "2 Starters + > Commons I'm Willing to Get Rid of From My Boxes". > > Seems to work reasonably around here. The new players I am thinking of have all started their own collections and as such are building their own decks, which imho is the way to go as you know what you were thinking for why that card is there in your hand. It also means that they will bump into errata shenanigans. Ammo not fitting into Zip Guns comes to mind...sucks to have built deck only to find that its core concept is invalid on the day.

Peter D Bakija

On Jan 21, 11:09 pm, Aaron Connor <aaron.con...@gmail.com> wrote: > It is a not so fine line between giving suggestions, benefiting them > from your experience but then gaining a significant advantage from > said 'advice'. It really is a matter of the tables perspective. It is > the general V:tES communities perspective that I would like to get a > read on. Well, the thing is is that it is very difficult to differentiate between "I'm giving you help to help you out" and "I'm giving you help 'cause it benefits me". I'd figure that the general consensus is if someone is learning the game, people should give them help to help them out in figuring out the game, but not try and game them into giving you an advantage. 'Cause doing that is stupid. > Yet what about reminding them, veteran or green, about current > gamestate conditions, especially the 'may' ones? e.g. "Hey, don't > forget you have the edge." "You played a Vessel, wanna burn a blood > doll?" "Don't forget to pay for the contest now or you will concede!" These aren't things that you would specifically tell a new player. Pointing out that someone is forgetting to do something that they can do due to something on the table or some card they play is not giving advice or coaching. It is making sure people play the game correctly. I mean, yeah, gaining from the Edge or burning a Blood Doll is optional, but reminding someone of this is perfectly reasonable. > Could get old very fast and certainly slows the game down. How does reminding someone that they have the Edge (or that some other optional effect is in play) slow the game down? There isn't any debate there. You say "Hey--you have the edge.". End of discussion. > Because I can see it being potentially frustrating for those new to > the game. Not only are they coming to terms with the vast array of > cards and effects and what they want to do with their own deck, but > also the machinations of table talk, political vote discussions, > vagaries of predator\prey stances and the fine art of deal making. If someone is learning the game, the people playing that game should have enough sense to not overwhelm them, or try to use them to gain advantage. 'Cause that is annoying. Let them learn the game, help them out where needed. > Perhaps tables with a relatively green player should > have game tale talk kept to a minimum so that it can just play out, I > dunno. Why would it not? Someone is new to the game. Let them learn the game, help them out where needed. Everyone else should be reasonable as a result. Why try and teach someone VTES when playing a Madness Network Reversal of Fortunes deck, or whatever? -Peter

Demnogonis Saastuttaja

My stance in this is SHUT UP if you're not part of the game. We can discuss after the game. For one thing, saying something like "Why didn't you play that?" tells everyone in the table that there is something you could have played. Don't do that, that's not part of the game.

Kushiel

On Jan 21, 4:41 pm, Daneel <dan...@eposta.hu> wrote: > Tournament - of course not. Observers are not even supposed to note > technical mistakes (instead calling the judge when they see one). The only problem with that is if people are playing fairly quickly and a judge isn't physically nearby, it may be detrimental to rewind the game back to the state it was in when the mistake was made - the longer it takes the judge to show up and rule to rewind, the more potential there is for players to gain undue knowledge of what's in other players' hands, for example. I'd much rather have someone not in a game point out a technical error as soon as it happens, in order to avoid that. John Eno

brandonsantacruz

> If someone is new to the game and learning, does this make a > difference to whether players 'help' them or should they just let them > make horrible mistakes and then let them know how bad they did > afterwards? I think that there isn't enough coaching of new players a lot of the time. The learning curve on this game is so long that helping someone out may shorten it significantly. If an experienced player can explain to a player why the new player should or should not do something, it gives them a deeper understanding of the mechanics and table dynamics. Also, if experienced players can explain why they are doing what they are doing(or explain it soon after if it is something sneaky), it could be illuminating. Based on the tables I've been at, we don't hear enough from experienced players, even long after the fact. Are they hoarding their secrets, taking them to the grave? I'd like to hear an answer, myself. Tournaments are a different situation because of their strict rules, prizes involved, and the results are more significant. Brandon

Curevei

On Jan 22, 10:43 am, brandonsantacruz <brandonsantac...@yahoo.com> wrote: [ quoted text not captured ] Weird. I cut way down on commenting on games because it seemed like people either thought it was patronizing or thought it was attempted manipulation. Also, telling people what they should do is rarely as worthwhile as people learning from their own mistakes. This, of course, doesn't work so well when people don't think they make mistakes.

Juggernaut1981

On Jan 22, 3:18 pm, Aaron Connor <aaron.con...@gmail.com> wrote: > > The new players I am thinking of have all started their own > collections and as such are building their own decks, which imho is > the way to go as you know what you were thinking for why that card is > there in your hand. It also means that they will bump into errata > shenanigans. Ammo not fitting into Zip Guns comes to mind...sucks to > have built deck only to find that its core concept is invalid on the > day. With those guys, you should maybe just pencil up some decks during the "downtime". Good for your own deckbuilding practice, but also a good chance for them to "build decks" without finding them in boxes and/or sleeving them. Plus I'd be suggesting to them that they should probably have, ready at a given time, a bleeder, a blocker, a trick deck and another deck.

Orange Devil

> Casual game (of course assuming no ante) - if someone is a noob, it's ok > to coach them, especially when a more experienced player sits next to > them and helps them (without playing in the game). A lot can be learned > that way. If the experienced player plays, it's called table talk, not > coaching. :) > > -- > Regards, > > Daneel What ante?

Aaron Connor

On Jan 26, 7:21 am, Orange Devil <orangede...@home.nl> wrote: > What ante? Is when you are staking a card from each player, normally chosen at random before the game starts from out of the deck you are playing, as a bet that will go to the winner of the game. There are some cards that are specific to Ante in Jyhad. Wizards of the Coast were big on it at the beginning of both Magic:The Gathering and Jyhad but people were quite reluctant to risk those rare\good cards so as such it is hardly ever done. Aa

LSJ

[ quoted text not captured ] I believe OD was alluding to the fact that there is no ante in VTES any more. Not even as an option.