Hi all,
hope to not beat a dead horse with this, i did a little search
on the group but i found nothing about it.
What do you think about the idea of making the Silence
of Death format official (both for standard constructed and limited event)
in the VEKN rules ?
I discussed this in my playgroup, and all of us agreed that
this format could help a lot in getting new players introduced
into the game at official tournaments, because the SoD spares the
newbes from a lot of table talk, that at first usually scares a lot the
newcomers of vtes.
feedbacks appreciated
regards
Emiliano, vekn Prince of Rome
"Tetragrammaton" <nos...@none.com> a écrit dans le message de
news:u6Ndi.12637$y05....@tornado.fastwebnet.it...
> What do you think about the idea of making the Silence
> of Death format official (both for standard constructed and limited event)
> in the VEKN rules ?
it kills one of the best features of the game, namely table talk, so making
the format official would be a bad thing.
I had "co-designed" the format with Stephane Lavrut (nothing to brag about,
really, my point is that I'm familiar with the format). The original and
simple idea is that it makes games quicker (actually, the idea came up when
the shop was like due to close within the hour, so we couldn't afford the
usual long discussions) in average. The second (and last) benefit is that it
attracts the pool of players who either are not good at deal-making or hate
it (or both), and who therefore shun the regular sanctioned tournaments. If
you happen to host sanctioned tournaments on a regular basis (i.e. 1/month),
it can be nice for unsanctioned tournaments, just for the sake of a little
change here and then, but that's the end of it.
Stone
[ quoted text not captured ]
The most attractive aspect (the social table talk-deal making) is making
potential
new players just to go away from the game however, at least here.
The game in itself has lot of learning curve, being just complicated on its
own,
and the power of table-talk over the play of cards alone usually just make
it less
attractive from the start to new players (above all, the less-prone to table
talk, as you remark).
With a sanctioned SoD format, new players could feel they're playing still
an official sanctioned event with its own ranking (a thing that players
usually love),
learning at the same time the game toward the "pro-game" of tournaments with
table talk/deals.
I really can't see how this could be a bad thing.
Getting an official level of tournament in which less-experienced players
can
still play and learn the game at tournament-level, would improve the
chanches of
attracting new players in the game (a thing that vtes needs a lot, IMHO).
To be clear: i'm not saying to swith to SoD as the only format x official
events,
just to have it has another format of sanctioned game (clearly more
newbes/less-experienced oriented), in which newcomers can play deal-free,
allowing them to learn better the mechanincs/interaction of cards and the
situations
on the table alone.
regards
Emiliano
On Jun 19, 7:45 am, "Tetragrammaton" <nos...@none.com> wrote:
> With a sanctioned SoD format, new players could feel they're playing still
> an official sanctioned event with its own ranking (a thing that players
> usually love),
While I'm a big fan of the idea of official VTES tournaments without
the endless table prattle where some tool tries to make some long term
deal every time someone takes an action ("Hey, grand predator, if I
block this insignificant hunt action my prey takes, what will you do
for me 6 turns in the future? No, really, think of something. I'll
hold up the game while you consider. Let me take 10 minutes to explain
to you how it is your best interest to make this deal with me now,
though..."), it seems unlikely that this will happen if for no other
reason that implementing another format to rate is unlikely to happen.
-Peter
[ quoted text not captured ]
It's would be not just another format to rate - it would be a good chanche
for WW/CCp
too to make more money from the game, attracting players from the potential
pool of
magic-like, that are not prone to table talk/deals but maube are still
interested in playing
a multiplayer ccg.
At the same time, the sanctioned SoD could create a "beginners" level of
tournaments
(with a ranking of its own), with the actual one (deals/table talk) to be
raised somewhat
at "pro" level.
Imho, it would be a good chanche both for the vendor and the organizers to
increase the player base.
best regards
Emiliano
[ quoted text not captured ]> Emiliano- Tekst uit oorspronkelijk bericht niet weergeven -
>
> - Tekst uit oorspronkelijk bericht weergeven -
Personally, I don't like long table discussions either. But I don't
think that SoD is a good way for newbies to play the game. The
mechanics of the game are to complicated for noobs to fully understand
what is going on table balance-wise. In SoD no-one can explain either.
It is perfectly possible in a normal game to explain a noob what the
consequences of his actions (may) be. This way - assuming that he
believes a cross table coach - he learns more about the game than
playing SoD.
"Tetragrammaton" <nos...@none.com> a écrit dans le message de
news:JePdi.12948$y05....@tornado.fastwebnet.it...
> To be clear: i'm not saying to swith to SoD as the only format x official
> events,
> just to have it has another format of sanctioned game (clearly more
> newbes/less-experienced oriented), in which newcomers can play deal-free,
> allowing them to learn better the mechanincs/interaction of cards and the
> situations
> on the table alone.
Frankly, the point about newbie/less-experienced players shouldn't be an
issue. When new players come to give a try to VtES in a shop, I'm ok to play
with them, so long as it's a 3-player game. In a 5-player game, it's just
not possible to play properly, because the newbie is manipulated by the rest
of the table and takes too much time trying to grasp what the gazillion
cards mean. Once the newbie is a bit familiar with the game, the rest (i.e.
deal-making) just comes naturally. Even more, they learn a lot from
experienced table talk, without doing anything : in our last game with a new
player, the newbie was in bad shape due to his inexperience (all vamps in
torpor, 3 pool). The other four started ripping each other's throat and it
ended with the newbie getting cross-table rescue and the like, getting a way
better position than he could have dreamt of.
As for the false "newbies" that already have an experience of duel games
(LoR, WoW etc.), they're often good enough with TCG mechanisms and tactics
to just climb the learning curve in no time, and hop straight to deal
making.
Stone
Jeroen wrote:
> On 19 jun, 13:45, "Tetragrammaton" <nos...@none.com> wrote:>> Stone wrote:>>> "Tetragrammaton" <nos...@none.com> a écrit dans le message de
>>> news:u6Ndi.12637$y05....@tornado.fastwebnet.it...>>>> What do you think about the idea of making the Silence
>>>> of Death format official (both for standard constructed and limited
>>>> event) in the VEKN rules ?>>>> Emiliano- Tekst uit oorspronkelijk bericht niet weergeven -
>>
>> - Tekst uit oorspronkelijk bericht weergeven ->
> Personally, I don't like long table discussions either. But I don't
> think that SoD is a good way for newbies to play the game. The
> mechanics of the game are to complicated for noobs to fully understand
> what is going on table balance-wise. In SoD no-one can explain either.
>
Yes, but you should not be supposed to "explain" the game at a tournament.
Bear in mind that on SoD format you still have the chanche to explain
clearly what you're doing and the cards you're playing/controlloing,
that's perfectly doable.
> It is perfectly possible in a normal game to explain a noob what the
> consequences of his actions (may) be. This way - assuming that he
> believes a cross table coach - he learns more about the game than
> playing SoD.
I think that new plalyers usually are more prone to be scared enough in
attending at a tournament with lots of table talks /vitrioles by deals,
rather than being attracted by the chanche of someone "explaining" them
how to play the game - with that usually ending up with the newbe to be
manipulated by the most experienced/comunicative player at the table.
Emiliano
Tetragrammaton wrote:
> I think that new plalyers usually are more prone to be scared enough in
> attending at a tournament with lots of table talks /vitrioles by deals,
> rather than being attracted by the chanche of someone "explaining" them
> how to play the game - with that usually ending up with the newbe to be
> manipulated by the most experienced/comunicative player at the table.
Probably a better solution would then be to run a "newbie" unsanctioned
tournament. By keeping it unsanctioned, the experienced players don't have any
rating or ranking to worry about, and can focus on having fun and helping the
newbies have fun.
I've run such tournaments before. It works.
Stone wrote:
> "Tetragrammaton" <nos...@none.com> a écrit dans le message de
> news:JePdi.12948$y05....@tornado.fastwebnet.it...>> To be clear: i'm not saying to swith to SoD as the only format x
>> official events,
>> just to have it has another format of sanctioned game (clearly more
>> newbes/less-experienced oriented), in which newcomers can play
>> deal-free, allowing them to learn better the mechanincs/interaction
>> of cards and the situations
>> on the table alone.>
> Frankly, the point about newbie/less-experienced players shouldn't be
> an issue.
It is a lot - at least here.
> When new players come to give a try to VtES in a shop, I'm
Due cheap prices on the internet, at least here in Italy almost no local
shop
sells vtes, but this is another issue not directly related with my point
now.
> ok to play with them, so long as it's a 3-player game. In a 5-player
> game, it's just not possible to play properly, because the newbie is
> manipulated by the rest of the table and takes too much time trying
> to grasp what the gazillion cards mean. Once the newbie is a bit
> familiar with the game, the rest (i.e. deal-making) just comes
> naturally. Even more, they learn a lot from experienced table talk,
> without doing anything : in our last game with a new player, the
> newbie was in bad shape due to his inexperience (all vamps in torpor,
> 3 pool). The other four started ripping each other's throat and it
> ended with the newbie getting cross-table rescue and the like,
> getting a way better position than he could have dreamt of.
May i ask you how many new players come to play vtes on regular
basis at your local playgroup, in the last year ?
Maybe we face different situations.
> As for the false "newbies" that already have an experience of duel
> games (LoR, WoW etc.), they're often good enough with TCG mechanisms
> and tactics to just climb the learning curve in no time, and hop
> straight to deal making.
There would be not "false newbe" in this case: simply, people could play
in a lesser "pro" format tournament, with the ease for less experienced
players of being deal/table talk free.
It could give the chanche to experienced players to play in the same
event of the new one.
Still i can't see how this could be bad for the game - i think that after
so many years vtes could raise at a level in which there's a "pro" format
tournament and somewhat a "beginners" one.
Emiliano
[ quoted text not captured ]
You know that the game it's not so widespread - the stable players base,
at least in italy, is about 10-15 people per city - most of them are
people playing vtes from long long time, that are not so interested in
playing an unofficial event.
Besides this, in front of the already tournament structure, new players
usually get not good
feeling in having to play an unsactioned/unranked event just to play a
"tournament"-
More, in vtes they have a lot to learn with the game in itself, and the
table talk/deals system
just creates for them a very complicated level to deal with .
Personally, it seems strange that a longstanding game such as vtes
still has not a sanctioned tournament format more beginners/less experienced
players oriented.
(and with SoD, the "pro" gamers could still play it without being too much
advantaged with their
experience of table talk/deals).
> I've run such tournaments before. It works.
Not here, unluckily - for example, at the time i ran the gehenna prophecies
league
(that is a sort of longstanding unofficial tournament) especially for the
newbes,
but without any success - most of new players just went away pissed by table
talk/deals ("ehy, i buy the cards to play, i can't buy deals/social table
talk abilty").
Next september i will play it again under the SoD rules, to check if
the reactions will be the same.
just my 2 cent
Emiliano
Tetragrammaton wrote:
> You know that the game it's not so widespread - the stable players base,
> at least in italy, is about 10-15 people per city - most of them are
> people playing vtes from long long time, that are not so interested in
> playing an unofficial event.
>
> Besides this, in front of the already tournament structure, new players
> usually get not good
> feeling in having to play an unsactioned/unranked event just to play a
> "tournament"-
Then you could make your own ratings -- Italian Newbie League Ratings or
something -- if that's what it takes to get the players to play there.
[ quoted text not captured ]
Would it be official ?
The point lies in this - players get away from a ccg game in which
there no real connection between the official game and the
local structure supporting it.
On Jun 19, 7:59 am, "Tetragrammaton" <nos...@none.com> wrote:
> It's would be not just another format to rate - it would be a good chanche
> for WW/CCp
> too to make more money from the game, attracting players from the potential
> pool of
> magic-like, that are not prone to table talk/deals but maube are still
> interested in playing
> a multiplayer ccg.
Or, ya know, folks could just oust their prey and not worry so much
about making deals. A good portion of the current tournament rules
exist specifically to cut down on the endless wheeling and dealing
that takes place some times in these games. The solution to table talk
making the game take longer and putting newer players at a
"disadvantage" is not to sanction a new format, but to talk less.
> At the same time, the sanctioned SoD could create a "beginners" level of
> tournaments
> (with a ranking of its own), with the actual one (deals/table talk) to be
> raised somewhat
> at "pro" level.
> Imho, it would be a good chanche both for the vendor and the organizers to
> increase the player base.
There isn't really a way to ensure that someone playing in the
"beginners" level is a beginner. And there isn't really (short of, ya
know, Silence of Death) way to keep folks from talking endlessly and
making dubious cross table deals in the name of "table balance" or
some such silliness anyway.
-Peter
Tetragrammaton wrote:
> LSJ wrote:>> Tetragrammaton wrote:>>> You know that the game it's not so widespread - the stable players
>>> base, at least in italy, is about 10-15 people per city - most of
>>> them are people playing vtes from long long time, that are not so
>>> interested in playing an unofficial event.
>>>
>>> Besides this, in front of the already tournament structure, new
>>> players usually get not good
>>> feeling in having to play an unsactioned/unranked event just to play
>>> a "tournament"->> Then you could make your own ratings -- Italian Newbie League Ratings
>> or something -- if that's what it takes to get the players to play
>> there.>
> Would it be official ?
To whom? It wouldn't be the official WW rating, no.
It would be the official Italian League rating (assuming the Italian League agrees).
Like V:EKN back in the DCI days.
> The point lies in this - players get away from a ccg game in which
> there no real connection between the official game and the
> local structure supporting it.
The official game uses table talk. Removing that breaks the connection. I'm
trying to offer solutions within the premise given.
Peter D Bakija wrote:
> On Jun 19, 7:59 am, "Tetragrammaton" <nos...@none.com> wrote:>> It's would be not just another format to rate - it would be a good
>> chanche for WW/CCp
>> too to make more money from the game, attracting players from the
>> potential pool of
>> magic-like, that are not prone to table talk/deals but maube are
>> still interested in playing
>> a multiplayer ccg.>
> Or, ya know, folks could just oust their prey and not worry so much
> about making deals.
Yes, that exaclty the point.
In an enviroment in which the local players base are 10-15
people playing the game for so long, it's almost impossible
to get new players at tournament.
The stable players know each other well, the new ones usually
will just run away once they discover that they must have more
abilty in social interaction at the game's table rather than
learning how to play with the complex cards vtes system.
This happened many times here.
> A good portion of the current tournament rules
> exist specifically to cut down on the endless wheeling and dealing
> that takes place some times in these games.
The intention was clear, yes, i appreciated it much -
but this is not happening, however.
> The solution to table talk
> making the game take longer and putting newer players at a
> "disadvantage" is not to sanction a new format, but to talk less.
>
Not if that "talk-less" isn't implied in the current tournament rules.
Experienced players deals and do table talk as much as before
(and experienced players are just the base keeping alive the game in every
city)
Don't get me wrong, i think this can be good because it gives an unique
level of play for vtes -
that's bad, on the other side, because beginners usually
just feel cut from this all-consuming social interaction/deals
at the table, because there's no other option left for sanctioned events
(and it's pretty normal that experienced players are not prone to
teach a "different" game to newbies other than the one suggested by the
official
tournament format).
>> At the same time, the sanctioned SoD could create a "beginners"
>> level of tournaments
>> (with a ranking of its own), with the actual one (deals/table talk)
>> to be raised somewhat
>> at "pro" level.
>> Imho, it would be a good chanche both for the vendor and the
>> organizers to increase the player base.>
> There isn't really a way to ensure that someone playing in the
> "beginners" level is a beginner. And there isn't really (short of, ya
> know, Silence of Death) way to keep folks from talking endlessly and
> making dubious cross table deals in the name of "table balance" or
> some such silliness anyway.
At least in my experience, experienced players and less-experienced ones can
co-exists better
in a no-table deals enviroment rather than in an all-table-talk consuming
one.
The "problem" of telling beginners from "no beginners" just would not
exist in this case (local official SoD tournament), given the relative
small number (again, 10-15) of stable players attending at sanctioned
events.
For the big events (such as qualifiers and championship) the "pro"
deals-table talk format
would remain the same, with SoD format option left for would-be side event,
as usual.
just my 2 votes
Emiliano
[ quoted text not captured ]
It seems me more you're offering a cut from the official scene rather than
considering
effectively the point and the premises given.
best
Emiliano
[ quoted text not captured ]
It can be the suggested guideline for an unsanctioned newbie tournament.
> Experienced players deals and do table talk as much as before
> (and experienced players are just the base keeping alive the game in every
> city)
> Don't get me wrong, i think this can be good because it gives an unique
> level of play for vtes -
> that's bad, on the other side, because beginners usually
> just feel cut from this all-consuming social interaction/deals
> at the table, because there's no other option left for sanctioned events
> (and it's pretty normal that experienced players are not prone to
> teach a "different" game to newbies other than the one suggested by the
> official
> tournament format).
Silence of Death is a "different" game, cut off from the non-beginners game.
>>> At the same time, the sanctioned SoD could create a "beginners"
>>> level of tournaments
>>> (with a ranking of its own), with the actual one (deals/table talk)
>>> to be raised somewhat
>>> at "pro" level.
>>> Imho, it would be a good chanche both for the vendor and the
>>> organizers to increase the player base.>> There isn't really a way to ensure that someone playing in the
>> "beginners" level is a beginner. And there isn't really (short of, ya
>> know, Silence of Death) way to keep folks from talking endlessly and
>> making dubious cross table deals in the name of "table balance" or
>> some such silliness anyway.>
> At least in my experience, experienced players and less-experienced ones can
> co-exists better
> in a no-table deals enviroment rather than in an all-table-talk consuming
> one.
> The "problem" of telling beginners from "no beginners" just would not
> exist in this case (local official SoD tournament), given the relative
> small number (again, 10-15) of stable players attending at sanctioned
> events.
> For the big events (such as qualifiers and championship) the "pro"
> deals-table talk format
> would remain the same, with SoD format option left for would-be side event,
> as usual.
But Silence of Death doesn't help the newbies learn how to play at the
non-beginners (table talking) tables. A regular (non-sanctioned) "newbie
tournament" series would.
Tetragrammaton wrote:
> It seems me more you're offering a cut from the official scene rather than
> considering
> effectively the point and the premises given.
No. I'm offering a solution to the premise given (newbies having a hard time
integrating to the "pro" level play). One of the solutions is to help the
newbies work their way up to the pro level by practicing in unsanctioned "newbie
tournaments". This is not a "cut from the official scene". A cut from the
official scene would be using a non-bridging-the-gap format like Silence of
Death (which doesn't help the newbie learn to play at the official scene).
[ quoted text not captured ]
If the non sanctioned series would (and it wouldn't because experienced
players that form the players base are not so interested in playing
unofficial
tournament, at least here, so there would be not players attending but 2-3
newbies) and the prince does the effort to set such event(s) just to get
more
players into the game, why not make it official and give a feeling to all
the players
(bot beginners and experienced) that the game has effectively different
levels of skill
(as it is) at which it can be played ?
Can you explain how this could harm the game ?
thanks
Emiliano
[ quoted text not captured ]
It does, because players have *a lot* of rules/cards/errata/clarifications
to deal with alone - that's a lot of learning by its own already -
then there's the deals/table talk system that raises the game to another
level -
Given that premise, imho at this point there's should be some form of
official event in which
players can play at such level - then some other in which they can play with
another
level of complexity, the one given by table deals system.
I'm not telling this just out of speculation, having faced several real
cases where
new players run away once they knew there was no chanche of a "beginner"
level
of the official game - either the all-consuming table talk or nothing.
The SoD is there, and many players have tested it as a pretty good format x
tournaments.
Sure making it an officially "beginner" tournament format would not harm the
game,
because it has been played several times as side event within official
tournaments, end
everything went just fine.
On Jun 19, 9:31 am, "Tetragrammaton" <nos...@none.com> wrote:
> Yes, that exaclty the point.
Except you can do this *without* a new format. Just don't talk so
much.
> The stable players know each other well, the new ones usually
> will just run away once they discover that they must have more
> abilty in social interaction at the game's table rather than
> learning how to play with the complex cards vtes system.
> This happened many times here.
So don't talk so much.
> Not if that "talk-less" isn't implied in the current tournament rules.
I play in VTES tournaments all the time. I don't spend that much time
or effort involving myself in table talk or wheeling or dealing. I do
ok. I mostly just try and, ya know, oust my prey. I do this without a
"talk-less" rule implied in the tournament rules. I just don't talk so
much. Most folks I run into at tournaments are the same way--there is
some minor deal making (i.e. "hey, rescue my guy from torpor and I'll
vote for your next vote" kinda stuff), but not much in the way some
some guy using the game as his own personal game of diplomacy. So it
is totally doable.
Just, ya know, don't talk so much.
I played a qualifier recently, and in 2 of my 3 games, there was
virtually no significant table talk/dealing. One timed out 'cause one
player was a political deck in a bad seat, and spent a huge amount of
time trying to wheel and deal to get his votes to pass. And still, few
of them did and he got ousted first, although a ton of time was spent
trying to cut deals to pull himself out of a bad situation. None of
which worked. And it wasted an awful lot of time in the round. Which
was irritating (especially as I would have certainly won the table
given 10 more minutes of play time :-) The end result is that in my
experience, the less table talk the better, even at high levels of
play.
> At least in my experience, experienced players and less-experienced ones can
> co-exists better
> in a no-table deals enviroment rather than in an all-table-talk consuming
> one.
Sure. But the problem here is not "beginners" vs "experienced" it is
just that people talk too much. It is easily fixable--just don't talk
so much.
-Peter
Peter D Bakija wrote:
> On Jun 19, 9:31 am, "Tetragrammaton" <nos...@none.com> wrote:>> Yes, that exaclty the point.>
> Except you can do this *without* a new format. Just don't talk so
> much.
>>> The stable players know each other well, the new ones usually
>> will just run away once they discover that they must have more
>> abilty in social interaction at the game's table rather than
>> learning how to play with the complex cards vtes system.
>> This happened many times here.>
> So don't talk so much.
>>> Not if that "talk-less" isn't implied in the current tournament
>> rules.>
> I play in VTES tournaments all the time. I don't spend that much time
> or effort involving myself in table talk or wheeling or dealing. I do
> ok.
So, have ever faced a lenghty table deal discussion, in which you
were not involved ?
Put yourself in the shoes of a beginners in the same situation,
and try to figure out what can be the mood in front of such long
arguing-discussion (at big tournament likely to turn in bad blood, because
it happens for people to not know each other at the table, so there's not
even
the friendship aspect to mitigate such discussions).
Besides, i'm not speaking even at personal level - better, i'm trying to
consider what's the status of current rules, if they second a no-table-talk
approach (as you suggest) instead of lenghty all-consuming discussion, and
what effect
this causes in new players.
At least here, it's very detrimental.
> I mostly just try and, ya know, oust my prey. I do this without a
> "talk-less" rule implied in the tournament rules. I just don't talk so
> much. Most folks I run into at tournaments are the same way--there is
> some minor deal making (i.e. "hey, rescue my guy from torpor and I'll
> vote for your next vote" kinda stuff), but not much in the way some
> some guy using the game as his own personal game of diplomacy. So it
> is totally doable.
It depends by many factor - if the rules allow it, people will do it.
Question is: the rules allow it ?
>
> Just, ya know, don't talk so much.
>
> I played a qualifier recently, and in 2 of my 3 games, there was
> virtually no significant table talk/dealing. One timed out 'cause one
> player was a political deck in a bad seat, and spent a huge amount of
> time trying to wheel and deal to get his votes to pass. And still, few
> of them did and he got ousted first, although a ton of time was spent
> trying to cut deals to pull himself out of a bad situation. None of
> which worked. And it wasted an awful lot of time in the round. Which
> was irritating (especially as I would have certainly won the table
> given 10 more minutes of play time :-) The end result is that in my
> experience, the less table talk the better, even at high levels of
> play.
>>> At least in my experience, experienced players and less-experienced
>> ones can co-exists better
>> in a no-table deals enviroment rather than in an all-table-talk
>> consuming one.>
> Sure. But the problem here is not "beginners" vs "experienced" it is
> just that people talk too much. It is easily fixable--just don't talk
> so much.
>
You can't tell players to play different, if rules allow it.
It's up to you, yes, but as long as the whole system (as lsj confirms)
involves deals/table talk a lot, you can't blame players for playing
as the rules allow to play.
Unless the rules will implement some sort of given time-limit for
table talk/deals.
Emiliano
Tetragrammaton wrote:
> Can you explain how this could harm the game ?
Unnecessarily segments the player base, for example.
As with the Swainbank draft format, a lot more (unsanctioned) testing of the
format should be done before the issue of altering the official tournament rules
is brought to the table. (Of course, Swainbank format had it a little easier in
that it's a limited format, and the "limited" heading already has many variation
points, and Swainbank draft was really just extending one of the points of
variation -- number of packs -- into the smaller number range).
There are quite a few unsanctioned variations out there besides Silence of
Death, many of which were created to address some failing or other with the core
game.
LSJ wrote:
> Tetragrammaton wrote:>> Can you explain how this could harm the game ?>
> Unnecessarily segments the player base, for example.
>
But this is already a matter of fact:
the experienced players base (that actually keep the game alive)
is just cut from would be beginners, i hope you realize this.
There's too much complexity with the big corpus of
the rules/errata/cards/etc (after all we're dealing with a 13 years old ccg,
with lot
of reprints, rewords, re-rules etc) PLUS the deal system as a whole,
to learn for a newbe in the perspective to play a rated tournament.
New people simple get discouraged, usually, by this two level of complexity
(1: lot of rules/errata etc ; 2: deal/table talk system) and no chanche of
learning
them one at once in official event -
Imho there must be some kind of official sanctioned level for beginners at
some point,
unless expanding the player base isn't in the interest of the manufacturer
of the game
(and of the vekn too), of course.
I think many organizers can see that the local player base is dwindling with
few
(if not at all) new entries each year.
At least here (italy) this is the situation, discussed with other italian
princes as well.
> As with the Swainbank draft format, a lot more (unsanctioned) testing
> of the format should be done before the issue of altering the
> official tournament rules is brought to the table. (Of course,
> Swainbank format had it a little easier in that it's a limited
> format, and the "limited" heading already has many variation points,
> and Swainbank draft was really just extending one of the points of
> variation -- number of packs -- into the smaller number range).> There are quite a few unsanctioned variations out there besides
> Silence of Death, many of which were created to address some failing
> or other with the core game.
>
I can see that further playtesting should be considered
with any alternate-way of playing vtes at official event -
But this is a thing that imho must be done, unless we're not interested in
putting the best premises for getting new players into the game.
thanks
Emiliano
[ quoted text not captured ]
hi Peter!
As much as I tend to agree that competitive VTES would be better (more
fun) with less use of the "whining phase", I don't think it's likely
to work to try to solve that problem with the approach "don't talk so
much". That seems to me very much like the idea of "social
engineering" people out of playing with "broken" decks - e.g. "we have
a gentlemen's agreement to not play stealthy bleed decks" to make a
four-card-limit environment palatable. Much like that, I don't think
it would ever work in a VTES tournament environment where people want
to win: the usefulness of talking during games is in evidence every
day for a lot of skilled VTES players, and they're not going to quit
doing it if it helps them win.
And I do think it helps them win. That's why it keeps going on:
there's no competitive advantage to remaining silent. (Unless you can
browbeat everyone else into being quiet too. But you probably can't
do that without using words... :-)
Josh
veiled in silence
On Jun 19, 10:20 am, "Tetragrammaton" <nos...@none.com> wrote:
> So, have ever faced a lenghty table deal discussion, in which you
> were not involved ?
Yeah, and I was all like "would guys just, ya know, play already and
cut it out..."
> Put yourself in the shoes of a beginners in the same situation,
> and try to figure out what can be the mood in front of such long
> arguing-discussion (at big tournament likely to turn in bad blood, because
> it happens for people to not know each other at the table, so there's not
> even the friendship aspect to mitigate such discussions).
I don't have to put myself in the shoes of a beginner. I can put
myself in the shoes of an experienced player and have the same
reaction--two guys start having some absurd lengthy discussion of some
deal or another while the rest of the players at the table sit around
and watch? It is a huge pain in the ass. Not just for new players. And
the solution, again, is not to have a special format where this
doesn't happen (although that certainly is a good way to make for a
nice, quick game). The solution is for people not to do this in the
first place.
I realize that you, Emiliano, are just trying to come up with a
solution to a perceived problem (new players getting scared away by
excessive table talk), and yes, while a special tournament structure
might fix this, so would fixing the actual problem (excessive table
talk, which is just as irritating/offputting to experienced players as
it is new players). And the way to fix the actual problem is just to
not talk so much.
> It depends by many factor - if the rules allow it, people will do it.
> Question is: the rules allow it ?
Sure, the rules allow it to some extent (at a certain point, delay of
game comes into play, I'm sure). But then, a lot of the tournament
rules also exist to minimize deal making. I do think it is incubment
upon *the players* to realize that it is better for everyone to
minimize deal making, which fixes everything.
> You can't tell players to play different, if rules allow it.
Sure you can. The rules also alow for playing an all Werewolf Pack
deck. You can point to that and say "Ya know, you'd probably do better
if you played a deck that could, ya know, actually win..." When folks
start excessively table talking, say "ya know, this game would
actually go somewhere if, ya know, you shut the hell up and tried to,
ya know, oust your prey..."
> It's up to you, yes, but as long as the whole system (as lsj confirms)
> involves deals/table talk a lot, you can't blame players for playing
> as the rules allow to play.
It doesn't involve it "a lot". I play plenty of VTES and don't spend
much time making deals or trying to make deals. As it isn't really
necessary. I mean, some folks like to play that way, but then some
folks like to play like a "crazy malkavian" and do stupid shit for no
good reason too.
Does VTES involve table talk? By defenition, as it is a multi player
game, yes. But you can take this to one extreme (i.e. Silence of Death
format, where you are only allowed to communicate what action you are
taking or what card you are playing) or another (sitting down for a
game, playing one turn, and then spending the next hour dealmaking to
determine who is going to win based on what decks are on the table),
neither of which are necessarily good for the game. As the tournament
rules specifically spend effort to *minimize* the effect of deal
making (i.e. making folks play to win, leveraging Game Wins as opposed
to VPs, negating all previous deals when the game gets down to 2
players), I'd gather that the intention of the tournament rules is
*already* to try and downplay deal making.
-Peter
In article <1182268946....@n2g2000hse.googlegroups.com>,
Joshua Duffin <jtdu...@gmail.com> wrote:
> As much as I tend to agree that competitive VTES would be better (more
> fun) with less use of the "whining phase", I don't think it's likely
> to work to try to solve that problem with the approach "don't talk so
> much".
There is a certain amount of discussion that is necessary in a game of
VTES. Then there is a certain amount that is advantageous. For my money,
most of the talking/deal making I see in tournament VTES tends to land
somewhere between "necessary" and "reasonable but advantageous", and
virtually none of it is enough that it would scare anyone away--I
suspect that what Emiliano is envisioning (experiencing?) is a kind of
table talk that is way past the line of "reasonable but advantageous".
> Much like that, I don't think
> it would ever work in a VTES tournament environment where people want
> to win: the usefulness of talking during games is in evidence every
> day for a lot of skilled VTES players, and they're not going to quit
> doing it if it helps them win.
Ah, see, they don't need to stop doing it if it helps them win. Everyone
else needs to stop helping them win :-)
> And I do think it helps them win. That's why it keeps going on:
> there's no competitive advantage to remaining silent. (Unless you can
> browbeat everyone else into being quiet too. But you probably can't
> do that without using words... :-)
Oh, I'm not talking about silence. Again, there is a level of discourse
in the game that is reasonable (in the sense that it doesn't hinder the
game or scare anyone off) and advantageous (in the sense that it helps
them win). But I don't get the sense that this is what Emiliano is
talking about.
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
Peter D Bakija wrote:
> On Jun 19, 10:20 am, "Tetragrammaton" <nos...@none.com> wrote:>> So, have ever faced a lenghty table deal discussion, in which you
>> were not involved ?>
> Yeah, and I was all like "would guys just, ya know, play already and
> cut it out..."
>>> Put yourself in the shoes of a beginners in the same situation,
>> and try to figure out what can be the mood in front of such long
>> arguing-discussion (at big tournament likely to turn in bad blood,
>> because it happens for people to not know each other at the table,
>> so there's not even the friendship aspect to mitigate such
>> discussions).>
> I don't have to put myself in the shoes of a beginner. I can put
> myself in the shoes of an experienced player and have the same
> reaction--
Yes - the reaction maybe it's the same, but the effect, for all that
that i witnessed in year, it's different.
An experience player learnt to deal, over the years, with this necessary
evil
of long table talk - an unexperienced one, in front of the big amount of
rules
and mecanichs alone (not even considering the deals system) will be prone to
give up the game.
Also, it seems me that you see the question as a player - i'm trying to
point
this from an organizer point of wiev.
> two guys start having some absurd lengthy discussion of some
> deal or another while the rest of the players at the table sit around
> and watch? It is a huge pain in the ass. Not just for new players. And
> the solution, again, is not to have a special format where this
> doesn't happen (although that certainly is a good way to make for a
> nice, quick game).
In my experience, SoD can be as long as a standard round - you will
se just lots of more play of cards rather than table talk, that's all.
> The solution is for people not to do this in the
> first place.
>
Again - but this isn't a solution as long as the tournament
game allow it.
> I realize that you, Emiliano, are just trying to come up with a
> solution to a perceived problem (new players getting scared away by
> excessive table talk), and yes, while a special tournament structure
> might fix this, so would fixing the actual problem (excessive table
> talk, which is just as irritating/offputting to experienced players as
> it is new players). And the way to fix the actual problem is just to
> not talk so much.
>
I don't get this - you say that the alternative format could fix the
problem.
So why to count just on the good will of singles experienced players (like
you)
and not on an official format ?
As long as such format would remain unsanctioned/not official, it's unlikely
that players will be prone to use it - because lots of players, like you,
are not eager to put in the shoes of unexperienced ones (and that makes
perfect sense to me).
>> It depends by many factor - if the rules allow it, people will do it.
>> Question is: the rules allow it ?>
> Sure, the rules allow it to some extent (at a certain point, delay of
> game comes into play, I'm sure). But then, a lot of the tournament
> rules also exist to minimize deal making.
Which ones ?
Really, i can't find evidence to this.
> I do think it is incubment
> upon *the players* to realize that it is better for everyone to
> minimize deal making, which fixes everything.
>>> You can't tell players to play different, if rules allow it.>
> Sure you can. The rules also alow for playing an all Werewolf Pack
> deck. You can point to that and say "Ya know, you'd probably do better
> if you played a deck that could, ya know, actually win..." When folks
> start excessively table talking, say "ya know, this game would
> actually go somewhere if, ya know, you shut the hell up and tried to,
> ya know, oust your prey..."
>
But that's not a pertinent parallel: actually (as joshua duffin also pointed
out)
deal making *gives* an experienced player more chanche to do better-
the werewolf-only deck in your example would not make, likely, the player to
do better at the table.
You can't "force" or even persuade experienced players towards a style of
play that,
under a certain set of rules (actual one), will make them to lessen their
chanches to win, as long as other players will go on with a style of play
(heavily deals-oriented) that the rules clearly allow them.
>> It's up to you, yes, but as long as the whole system (as lsj
>> confirms) involves deals/table talk a lot, you can't blame players
>> for playing
>> as the rules allow to play.>
> It doesn't involve it "a lot".
The rules does not specify a given quantity, afaik, i'm sorry.
>I play plenty of VTES and don't spend
> much time making deals or trying to make deals. As it isn't really
> necessary. I mean, some folks like to play that way, but then some
> folks like to play like a "crazy malkavian" and do stupid shit for no
> good reason too.
You seem very fixed on your way to play the game - but there are plenty
of playing styles and playgroups that *do* use a lot that deals-intensive
approach -
and that's perfectly doable by the rules and normal, after all.
> Does VTES involve table talk? By defenition, as it is a multi player
> game, yes. But you can take this to one extreme (i.e. Silence of Death
> format, where you are only allowed to communicate what action you are
> taking or what card you are playing) or another (sitting down for a
> game, playing one turn, and then spending the next hour dealmaking to
> determine who is going to win based on what decks are on the table),
> neither of which are necessarily good for the game. As the tournament
> rules specifically spend effort to *minimize* the effect of deal
> making
Which specifications you are referring to ?
Maybe i'm missing something.
> (i.e. making folks play to win, leveraging Game Wins as opposed
> to VPs, negating all previous deals when the game gets down to 2
> players),
Nothing of this however discourages players from deals a lot with lot of
table
talk (quite the contrary)
> I'd gather that the intention of the tournament rules is
> *already* to try and downplay deal making.
>
That's a good approach i think - but the rules allow also other
intensive, deal-making approaches - and this can't be denied -
A format like SoD could be easliy implemented to fix that x newbies,
just for the sake of "beginners", with an easier tournament format to deal
with
both for players and judges..
Emiliano
[ quoted text not captured ]
Just (experienced) players playing with a deals-intesive approach.
Here for example is the common way to play at tables, especially at
tournaments - it's perfectly doable by the official rules, and
no one can complain experienced players for playing that way (nor i ever
would, either
as a judge or as a player).
But that just pisses so much off the begginers on the other side-
they have still to learn somewhat the cards mechanics, and a flood of
words by deals-making usually just wipes out any chanche to see them
at next tournament (this is real, and i've witnessed such happening several
times).
In article <hXWdi.13864$y05....@tornado.fastwebnet.it>,
"Tetragrammaton" <nos...@none.com> wrote:
> Yes - the reaction maybe it's the same, but the effect, for all that
> that i witnessed in year, it's different.
> An experience player learnt to deal, over the years, with this necessary
> evil of long table talk
Sure, but what I'm trying to point out is that long table talk *isn't* a
necessary evil. As Josh (and you) pointed out, yes, people who think
that a lot of table talk helps them win will table talk a lot, as they
think it helps them win. But in a grand sense, it isn't really
necessary--I play a lot of VTES with a lot of good players, and really
don't see much table talk a great deal of the time. Again, at the recent
qualifier I was at, I played games with Ben Peal, Jeff Thompson, Josh
Duffin, and many other recognizably good players, and ran into very
little table talk/deal making--the only significant attempts at deal
making (significant in the sense that someone both was trying to salvage
a virtually unwinnable situation through cutting a deal and taking a
great deal of time to do it) failed. All the rest of the game/games
involved "reasonable" levels of table talk and minimal quid-pro-quo
dealing ("rescue my guy from torpor and I'll help you pass your next
vote")--I didn't see anything that would scare away new players, in
terms of deal making.
I think in the long run, my basic point is that the level of deal
making/table talk that I am familiar with on a grand scale is perfectly
reasonable is is unlikely to scare anyone off while any kind of deal
making/table talk that would scare someone off is something that
shouldn't be going on anyway (as the PTW, anti-collusion, and "all deals
are off when you get to 2 players" tournament rules exist to attempt to
curtail).
> Again - but this isn't a solution as long as the tournament
> game allow it.
I don't think the tournament rules actually *do* allow the kind of
deals/table talk that would scare people off.
> I don't get this - you say that the alternative format could fix the
> problem.
By not allowing anyone to talk. Which is unecessary, most of the time. I
mean, yeah, if you can't talk, then you can't do the things that you
have seen scare away new players. But I don't think that the kind of
activity that scares folks off should be happening anyway, so making a
new sanctioned format just to stop it seems unneccesary.
> So why to count just on the good will of singles experienced players (like
> you) and not on an official format ?
It isn't a matter of good will.
> Which ones ?
> Really, i can't find evidence to this.
-Play to Win: A great deal of significant deal making comes specifically
at the expense of one's ability to win, based on someone pre-emptively
deciding that they can't win, so they give up their ability to win in
the name of the losing end of a deal, justifying it by saying "I
couldn't win anyway". Deals like this tend to benefit one player by
another player arbitrarily deciding to not play to win.
-All Deals are Off in the End Game: A great deal of significant deal
making comes down to one player helping another player win which, in
theory, should not happen, and this rule is an ironclad example of an
attempt to curtail such activity. In practice, this rule is virtually
meaningless (as you can accept the losing end of a deal when there are 3
players, and when you get to 2 players, due to you helping someone else
get into a stronger position, the likelyhood of the "losing end" player
being able to now oust the "winning end" player is pretty low).
-Play in a Timely Fashion: Any kind of deal making that is excessively
long (i.e. the kind of table talk that scares people away from the game)
is not playing in a timely fashion, and should be called on for delay of
game. Especially in a game with a 2 hour time limit.
> But that's not a pertinent parallel: actually (as joshua duffin also pointed
> out)
> deal making *gives* an experienced player more chanche to do better-
> the werewolf-only deck in your example would not make, likely, the player to
> do better at the table.
But it doesn't necessarily, any more than simply playing and trying to
oust your prey. See, in my experience, most of the attempts at serious
deal making come from the people who are losing, and generally don't
make them win--they make the losing player lose a bit less and make
someone else win. As the goal of the game is to win the game, not just
lose less, people shouldn't be making deals that make them lose less
while making someone else win. As that is not playing to win.
> You can't "force" or even persuade experienced players towards a style of
> play that,
> under a certain set of rules (actual one), will make them to lessen their
> chanches to win, as long as other players will go on with a style of play
> (heavily deals-oriented) that the rules clearly allow them.
Again, I don't think the rules actually allow the type of table talk
that is likely to scare folks away from the game. And you don't need to
force or pursuade anyone to do anything. Just don't enable them.
> The rules does not specify a given quantity, afaik, i'm sorry.
The rules on timely game play and delay of game specify that people play
in a timely fashion and not delay the game. Talking a lot is delaying
the game.
[ quoted text not captured ]
In article <m2Xdi.13879$y05....@tornado.fastwebnet.it>,
"Tetragrammaton" <nos...@none.com> wrote:
> Just (experienced) players playing with a deals-intesive approach.
Which, if it is scaring of new players, is probably crossing the line
from "reasonable but advantageous" into "probably breaking some
tournament rule somewhere", be it PTW or delay of game.
> Here for example is the common way to play at tables, especially at
> tournaments - it's perfectly doable by the official rules, and
> no one can complain experienced players for playing that way (nor i ever
> would, either as a judge or as a player).
I suspect that someone probably could complain that people involved are
both delaying the game and someone is not playing to win. Both of which
are against the tournament rules.
[ quoted text not captured ]
[ quoted text not captured ]
There's no evidence in this - i can find nothing in the official rules that
states that player should not take their time in dealing one with the
another,
making them to be understood by all the table about a deal, being perfectly
clear,
more than anything else with a vps deal -
Of course there's a delaying in this process (sometimes pretty notable),
but isn't intentional, it's just the natural consequence of the games as
they
are played under the actual rules -
The basic of any deal it's at least 2 ending up agreeing on something with
at
least, usually, one third player that will try *a lot* to discourage that
with more
table talk.
There's no break of tournament rules in this - actually it's the normal way
the things
go when dealing it's involved at such complicated level as the one of a
multi-player
ccg game with in-depth strategies like vtes.
Or, if lsj will state here that there's a maximun given time for players
to set up a deal, i'll change my mind about this
best
This argument seems to be running at cross purposes. Peter is making
the valid point that for there to be less deal making, talk less.
Awooha! Totally in agreement. However Peter, to be fair, you have how
many TWDA decks? And how many tournament wins? (Can you remember
numbers that big? :)
Tetra is saying that the core group they have IS highly deal
orientated, as they are allowed to be by the current rules of the
sanctioned environment.
Why are these 2 arguments contradictory? The suggestion of an amateur
and Pro tournament circuit is actually quite a sensible and
practically useful one. Allowing players a format in which they can
play in officially sanctioned events, where they have a less steep
learning curve to the Pro circuit could very probably help alleviate
VtES's greatest problem, the slow growth of new players.
I would like to know if the admin involved in having 2 separate levels
of tournament competition is a strong enough counter-argument to the
one of creating a more newbie friendly environment.
Peter Bakija pointed out a lovely aspect of the VEKN rules:
> -Play in a Timely Fashion: Any kind of deal making that is excessively
> long (i.e. the kind of table talk that scares people away from the game)
> is not playing in a timely fashion, and should be called on for delay of
> game. Especially in a game with a 2 hour time limit.
I was going to point this out myself, but Peter beat me to it. The
rules do allow a judge to tell people they need to shut up and play,
whether or not she suspects that player of intentionally stalling.
Unfortunately, I have never seen this rule implemented by any
tournament judge other than myself. If possible, I would suggest that
you run your own tournaments (it's fairly easy to become a prince, and
not even necessary at that) and enforce this rule as strictly as you
feel is appropriate. Alternatively, point out the existence of this
rule (and the listed penalties for violating it) to your local prince
or tournament organizer, and ask her to implement it more strictly,
perhaps describing times you beleive you've seen it violated.
On Jun 19, 8:34 am, "Tetragrammaton" <nos...@none.com> wrote:
> Still i can't see how this could be bad for the game - i think that after
> so many years vtes could raise at a level in which there's a "pro" format
> tournament and somewhat a "beginners" one.
>
> Emiliano
RE: Way too much scary table talk for newbies
I offer the following for what it's worth:
I don't play in many sanctioned events, primarily because games
become less about the game and more about "gamesmanship". In the
little tournament experience I have, I have noticed that there is
somebody at every table who tries to control it through interpersonal
manipulation, which is annoying (though certainly fitting given the
game's theme). Then, heaven forbid, the game breaks and there is a
perceived power shift and now it has to be debated more and blah blah.
Give me a few of my good friends, a few beers, and an evening to kill
and I'm pleased as punch, my official ranking be damned. [/two cents]
For your situation, Emiliano, since it seems a SoD format is about .
00001% likely to be implemented, perhaps you could impose a shift in
your tournament's talking by more strictly enforcing the delay of game
rule. If, as judge, you see/hear a bunch of talk going on, watch that
game closely and, if it gets to the "scary levels of talk" (whether or
not there are any noobs at the table), simply inform the table that
they are delaying the game and you are giving them 30 seconds for a
card to be played or an action to be taken, or the player who's turn
it is will pay a 1 pool penalty and an additional 1 pool for each
additional 30 seconds that pass without the game going forward. If it
were me, I would make an announcement before the tournament even
started warning the players of your intentions. When they groan, let
them know they can still make deals and talk them out, but need to be
more efficient at it or do it in a manner that allows the game to
progress.
Best of Luck,
Wookie
In article <KTXdi.13951$y05....@tornado.fastwebnet.it>,
"Tetragrammaton" <nos...@none.com> wrote:
> There's no evidence in this - i can find nothing in the official rules that
> states that player should not take their time in dealing one with the
> another,
> making them to be understood by all the table about a deal, being perfectly
> clear,
> more than anything else with a vps deal -
The rules on slow play:
5.3. Slow Play
Players must take their turns in a timely fashion. Whereas taking a
reasonable amount of time to think through game strategy is acceptable,
playing excessively slowly or stalling for time is not. If a judge
determines that a player is stalling for time or playing excessively
slowly at any point during the tournament, the responsible player will
be subject to the appropriate provisions of the V:EKN Penalty Guidelines.
The judge is perfectly free to determine that a player is playing
excessively slowly. Using their judgement. If excessive deal making is
taking an excessive amount of time (i.e. enough to scare new players
away from the game), then the judge is free to put a stop to it.
> Of course there's a delaying in this process (sometimes pretty notable),
> but isn't intentional, it's just the natural consequence of the games as
> they
> are played under the actual rules
Playing slowly also isn't usually intentional, but the Judge can tell
folks to speed up their unintentionally slow play if it is hindering the
tournament. Excessive deal making isn't any different than
unintentionally, yet excessively slow, play.
> Or, if lsj will state here that there's a maximun given time for players
> to set up a deal, i'll change my mind about this
There is no hard and fast rule. It is up to the Judge's judgement.
[ quoted text not captured ]
In article <1182288726.3...@o61g2000hsh.googlegroups.com>,
Blooded Sand <sand...@gmail.com> wrote:
> However Peter, to be fair, you have how
> many TWDA decks? And how many tournament wins? (Can you remember
> numbers that big? :)
Only six, apparently. And none from the last two years. I used to be
good at this game. I think everyone else has gotten better, and I have
stayed the same. Or, ya know, gotten worse. Maybe I should try some
excessive deal making...
:-)
[ quoted text not captured ]
[ quoted text not captured ]
You can't just second the social aspect of the game and the
moment thereafter limit it by some undefined terms (timely is very
subjective -
some people talk slow, some take time to consider and evaulate the game
state
about a deal, some argue, some count-argue etc) -
If there's not a given amount of maximum time
for social interaction (it's clear that a deals *do* need lot of time
to be discussed and set up, usually) every judge will end up judging
in a different way such matter, and that's not a good thing, IMHO.
So, as long as i've the feeling players *are* just discussing and
set up thing verbally (in a polite way) i'll let them the social interaction
implied in a deals, because a deals it's not the act of a single players,
but involves usually at least two methuselah (while more often it makes
all the table to get into table talk).
Unless do you want to intend some kind of given, defined time limit for
this.
>> Or, if lsj will state here that there's a maximun given time for
>> players to set up a deal, i'll change my mind about this>
> There is no hard and fast rule. It is up to the Judge's judgement.
>
Ok, so this should be handled on on personal judge's whim about this matter
too.
Sounds no good to me.
Emiliano
On Jun 20, 3:15 am, Peter D Bakija <p...@lightlink.com> wrote:
> The rules on slow play:
>
> 5.3. Slow Play
> Players must take their turns in a timely fashion. Whereas taking a
> reasonable amount of time to think through game strategy is acceptable,
> playing excessively slowly or stalling for time is not. If a judge
> determines that a player is stalling for time or playing excessively
> slowly at any point during the tournament, the responsible player will
> be subject to the appropriate provisions of the V:EKN Penalty Guidelines.
>
> The judge is perfectly free to determine that a player is playing
> excessively slowly. Using their judgement. If excessive deal making is
> taking an excessive amount of time (i.e. enough to scare new players
> away from the game), then the judge is free to put a stop to it.
Hi folks,
Surely excessive deal making slowing down the game to the point it's
going to time out is a completely separate issue from table talk
scaring away new players. Experienced players may spend more time
dealing, but less experienced players also spend more time asking
questions. There seems to be a big assumption here that events in
which new players can be encouraged to learn the game must be
sanctioned tournaments in which experienced players will wish to win
for the sake of their ratings.
If you want to learn football, you don't put a team together from your
friends who've never played before and expect to be able to compete in
a major league.
Assuming you don't have some friendly regular meetings in the area
newbies can go along to, the simplest and most obvious solution in my
eyes is to run "newbie events" which encourage new players to take
part without encouraging experienced players to come along and destroy
them with their powerful decks of doom. If your local players are
unwilling to turn up to such things, I appreciate you would have to
rely on other means (i.e. material rewards) to encourage them or you
could simply be glad they're not around to dispirit the newbies.
Let's face it, nobody enjoys trying a new game and being trounced by a
group of experienced players who give you no chance. In a tournament
environment, that is precisely what new players can expect, and
rightly so. Hence the solution is not to change tournament rules for
the experienced players, but to target newbies with a separate and
less-competitive event.
RocketEddy wrote:
> On Jun 20, 3:15 am, Peter D Bakija <p...@lightlink.com> wrote:>> The rules on slow play:> Let's face it, nobody enjoys trying a new game and being trounced by a> group of experienced players who give you no chance. In a tournament
> environment, that is precisely what new players can expect, and
> rightly so. Hence the solution is not to change tournament rules for
> the experienced players, but to target newbies with a separate and
> less-competitive event.
That's exaclty my intention, indeed - to see if there's can be
a sanctioned format for beginners/less competitive players,
and i'm happy that you see the point.
Emiliano
On Jun 20, 1:14 am, "Tetragrammaton" <nos...@none.com> wrote:
> You can't just second the social aspect of the game and the
> moment thereafter limit it by some undefined terms (timely is very> subjective -some people talk slow, some take time to consider and evaulate > the game state about a deal, some argue, some count-argue etc) -
That is why a judge is there. To use judgement. Which is by defenition
subjective.
If excessive table talk is scaring away players, it is hindering the
game. If the judge feels that this hinderance of the game is
problematic, he is free to fix it as he sees fit.
> If there's not a given amount of maximum time
> for social interaction (it's clear that a deals *do* need lot of time
> to be discussed and set up, usually) every judge will end up judging
> in a different way such matter, and that's not a good thing, IMHO.
That is what judges are for. If I'm sitting at a table, and three
people have been discussing some dumb ass deal for 15 minutes, I'm
calling the judge to stop them. If excessive deal making is hindeirng
the game (and scaring folks away is as much of a hinderance to the
game as unsportsmanlike behavior scaring away players), it is usually
a good idea to stop it.
> Ok, so this should be handled on on personal judge's whim about this matter
> too.
> Sounds no good to me.
That is what judges are for. If someone is using foul language and
verbally abusing other players, the judge uses their judgement/whim to
put a stop to it. How is that any different?
-Peter
[ quoted text not captured ]
The "make it sanctioned" part of the proposal to get SoD sanctioned doesn't make
it a format for less competitive players -- all that does is remove the table
talk. The competitive inducer (ratings) is still there as much as in the
standard VEKN constructed tournament scene.
Unless the idea is that the competitive players won't play in SoD. In which case
it's just setting up a division with "toy" ratings. Players who don't play in
non-sanctioned tournaments for the reason that "the results don't count" would
have the same reason not to play in a tournament division where the ratings were
seen as "toy" (non-competitive) ratings.
On Jun 20, 10:21 am, "Tetragrammaton" <nos...@none.com> wrote:
> That's exaclty my intention, indeed - to see if there's can be
> a sanctioned format for beginners/less competitive players,
> and i'm happy that you see the point.
Everyone understands this point, I'm sure. And in theory, sure, it
would be good to have a "beginners" level for competition (that
doesn't neccessarily include table silence, but ya know, whatever) and
an "expert" level, or whatever. Other games with much bigger fields of
players do this (Bridge, Chess more or less). But they have the
advantage of a much bigger field of players to operate with, and
having two (or three or ten) levels of official competition doesn't
fracture the player base significantly. As the player base is *huge*.
We don't have that advantage. We have a fairly small player base. And
running two levels of tournaments (i.e. beginner and expert) generally
means that what should be a nice and solid 12 person tournament
becomes two sub optimal 6 person tournaments.
If as a judge, you find that excessive table talk is scaring away new
players, as a judge, you have the ability to curtail excessive table
talk through the existing tournament rules.
-Peter
[ quoted text not captured ]
In the fact hat, in front of original point, normal table talk to set up a
deal
can *take* lot of time anyway (it happened so many times, and i hope
you want not to counter even this argument), with people arguing and
counter-arguing - so in the end the newbie will pissed off most the time,
and the experienced player will make his way.
In my experience, newbies at this point really *do* need some kind of
sanctioned
format in which they can test well their learning of all of the game
mechanics, without
being forced to face continous table-deals talk.
If this can be implemented in the standard format it's nice anyway - but
please do not tell
me that rules enforce somehow "timely" table talk for deals, because that's
pretty
counter-intuitive given the big impact they have in the game right now - as
it stands,
players just have to talk a lot, to discenrn all the counter-arguments made
in front of
a vp deal (ahd that happens often).
regards
Emiliano
On Jun 20, 10:53 am, "Tetragrammaton" <nos...@none.com> wrote:
> In the fact hat, in front of original point, normal table talk to set up a
> deal can *take* lot of time anyway
If it is taking a lot of time, then it isn't normal table talk. It is
the delay of a game. Two people spending 15 minutes in a 2 hour time
limit game debating the merits of a VP split deal is not acceptable,
as there is at least 1 other person (and up to 3 other people) having
their time wasted excessively. If you can't broker your deal in a
couple minutes, you are wasting my time and delaying the game.
> (it happened so many times, and i hope
> you want not to counter even this argument), with people arguing and
> counter-arguing - so in the end the newbie will pissed off most the time,
> and the experienced player will make his way.
And if you are a judge, you have the ability to curtail this.
> In my experience, newbies at this point really *do* need some kind of
> sanctioned
> format in which they can test well their learning of all of the game
> mechanics, without
> being forced to face continous table-deals talk.
Which is indication that something has gone wrong in the game as a
whole--if significant numbers of people are being frightened away from
the game due to excessive table talk (and I suspect that just as many
experienced players have been scared away as newbies, really), the
solution is not to make a table talk free format. It is to curtail the
table talk.
> If this can be implemented in the standard format it's nice anyway - but
> please do not tell
> me that rules enforce somehow "timely" table talk for deals, because that's
> pretty
> counter-intuitive given the big impact they have in the game right now - as
> it stands,
> players just have to talk a lot, to discenrn all the counter-arguments made
> in front of
> a vp deal (ahd that happens often).
As a judge, you say "Enough talk, play the game". How much time is too
much? That is subjective. A couple minutes of discussion is ok for my
money. 10 minutes is not.
-Peter
Peter D Bakija wrote:
> On Jun 20, 10:21 am, "Tetragrammaton" <nos...@none.com> wrote:
>>> That's exaclty my intention, indeed - to see if there's can be
>> a sanctioned format for beginners/less competitive players,
>> and i'm happy that you see the point.>
> Everyone understands this point, I'm sure. And in theory, sure, it
> would be good to have a "beginners" level for competition (that
> doesn't neccessarily include table silence, but ya know, whatever) and
> an "expert" level, or whatever. Other games with much bigger fields of
> players do this (Bridge, Chess more or less). But they have the
> advantage of a much bigger field of players to operate with, and
> having two (or three or ten) levels of official competition doesn't
> fracture the player base significantly. As the player base is *huge*.
> We don't have that advantage.
Indeed - and exactly for this point i see a format with no-table-talk/deals
like SoD the only option doable, given the average number of players in each
city.
Why to keep that number relative small, forcing beginners to play in the
same format
as experienced-table deals players ?
With no deals, things tend to get even both for experienced players and
beginners,
deckbuiding apart: you have only to learn well the card mechanics - later
then
you can learn the level of deal making and big social interaction -
Standardized as a format, would give options for both and a ranking, a thing
that players
(less or more experienced) love to check.
> We have a fairly small player base. And
> running two levels of tournaments (i.e. beginner and expert) generally
> means that what should be a nice and solid 12 person tournament
> becomes two sub optimal 6 person tournaments.
>
Or, 12 players enjoying to play the two formats.
We could even test what format brings more players,
maybe we could get surprises (with lots of beginners buying the cards
willing to introduce themselves in a simpler tournament format), could we ?
> If as a judge, you find that excessive table talk is scaring away new
> players, as a judge, you have the ability to curtail excessive table
> talk through the existing tournament rules.
>
Indeed - but i have not the power to stop what's the normal table talk
involved in deals - it requires time anyway, sometimes lot of time for
players to set up a vp deal, that's normal.
Peter D Bakija wrote:
> On Jun 20, 10:53 am, "Tetragrammaton" <nos...@none.com> wrote:>> In the fact hat, in front of original point, normal table talk to set up a
>> deal can *take* lot of time anyway>
> If it is taking a lot of time, then it isn't normal table talk. It is
> the delay of a game. Two people spending 15 minutes in a 2 hour time
> limit game debating the merits of a VP split deal is not acceptable,
> as there is at least 1 other person (and up to 3 other people) having
> their time wasted excessively. If you can't broker your deal in a
> couple minutes, you are wasting my time and delaying the game.
That's not quite right.
Equivalent: your prey with 20 weenies bleeding against a wall deck and taking 15
minutes in his minion phase (to plan and execute his bleed swarm and resulting
combats) is not "wasting your time". He's playing the game. If he's doing so to
take advantage of the time limit (instead of simply "playing the game"), then
you'd have a case.
Similarly, two players earnestly brokering a deal are playing the game (rather
than striving to take advantage of a time limit), not stalling.
Curtail the ones taking advantage of a time limit. But you cannot curtail the
ones playing the game simply for playing the game.
Peter D Bakija wrote:
> On Jun 20, 10:53 am, "Tetragrammaton" <nos...@none.com> wrote:>> In the fact hat, in front of original point, normal table talk to
>> set up a deal can *take* lot of time anyway>
> If it is taking a lot of time, then it isn't normal table talk. It is
> the delay of a game. Two people spending 15 minutes in a 2 hour time
> limit game debating the merits of a VP split deal is not acceptable,
> as there is at least 1 other person (and up to 3 other people) having
> their time wasted excessively. If you can't broker your deal in a
> couple minutes, you are wasting my time and delaying the game.
>
That's your opinion , however usually there's at last one more player
involved
in the deal process (the one that will get big disavantage from the deal of
the
other two) - do you think you can stop his counter argument legally ?
Players must have the option to counter-deal, eventually - unless you see
the deal system as an "istant" thing just to be set between two and only two
players alone.
But thing usually aren't and don't go that way.
>> (it happened so many times, and i hope
>> you want not to counter even this argument), with people arguing and
>> counter-arguing - so in the end the newbie will pissed off most the
>> time, and the experienced player will make his way.>
> And if you are a judge, you have the ability to curtail this.
>>> In my experience, newbies at this point really *do* need some kind of
>> sanctioned
>> format in which they can test well their learning of all of the game
>> mechanics, without
>> being forced to face continous table-deals talk.>
> Which is indication that something has gone wrong in the game as a
> whole--if significant numbers of people are being frightened away from
> the game due to excessive table talk (and I suspect that just as many
> experienced players have been scared away as newbies, really), the
> solution is not to make a table talk free format. It is to curtail the
> table talk.
No, because some other players *do* love this social aspect, and
wants to play it to the fullest extent, as long as vps deals (or the like)
are allowed and can really make the difference in a game.
> As a judge, you say "Enough talk, play the game". How much time is too
> much? That is subjective. A couple minutes of discussion is ok for my
> money. 10 minutes is not.
It seems me that you're advocating some kind of time limit, between 10
and 15 mins for deals / discussion, are you ? -
Why then this should not be officialized in the rules ?
Imho, to left this to the subjectivness of a judge can lead to many problems
(ehy, i want my time to counter his argument - and i want mine too..and
i want mine) -
This way it seems more to turn the judge in a teacher, imho.
[ quoted text not captured ]
Thank for you clarification very much - i'll kept this as a reminder
in case of player stalling with table talk to one side, and as a
counter to players arguing against others that are instead
honestly table-talking to set up a deal for the best.
Emiliano
On Jun 20, 11:16 am, LSJ <vtes...@white-wolf.com> wrote:
> Curtail the ones taking advantage of a time limit. But you cannot curtail the
> ones playing the game simply for playing the game.
At a certain point, however, dealmaking becomes a hinderance to
actually playing the game--if two players are monopolizing my time by
spending an inordinate amount of it brokering some deal, that are, in
fact, wasting my time, even if they are, at least in their heads,
playing the game.
If dealmaking becomes a hinderance to the other people playing the
game (i.e. 3 people feel their time is being wasted by the table talk
of the other two), even if those two feel they are playing the game,
something is wrong.
And yes, even regular game play can take a long time, which is why
this is subjective, but much like two players spending too long
debating the merits of a deal is not good, so is someone who spends an
inordinate amount of time simply analyzing the table--if someone
spends 15 minutes simply debating his options in his head, that too is
disruptive to the game. Even if he thinks he is just playing the game.
-Peter
On Jun 20, 11:28 am, "Tetragrammaton" <nos...@none.com> wrote:
> No, because some other players *do* love this social aspect, and
> wants to play it to the fullest extent, as long as vps deals (or the like)
> are allowed and can really make the difference in a game.
But even you admit that this is scaring people away from the game. And
sure, some folks love that social aspect of the game and want to play
it to the fullest extent, which is fine, until it prevents other
people from enjoying the game also. Much like some people really like
the roleplaying aspect of the game, but if someone spends 20 minutes
each of their turns using funny voices and describing the adventures
of each of their minions in excrutiating detail in the name of
roleplaying, that is an unecessary delay of game too, and I'd expect a
judge to do something about it (especially if someone complained about
it).
There is a certain level of discourse that is necessary in this game
and a certain amount that is entertaining in this game. At a point
however, it crosses the line from acceptable and entertaining to time
wasting and disruptive to game play. Excessive deal making, just like
excessive role playing (or excessive verbal abuse of opponents or
excessive lack of personal hygine) are disruptive to the game. And if
they are scaring folks away from the game, they should be dealt with
by the organizer.
> It seems me that you're advocating some kind of time limit, between 10
> and 15 mins for deals / discussion, are you ?
Nope. I'm advocating judges using their judgement. And players
behaving in a way that is not disruptive to the game overall. A couple
of people spending a couple minutes making a deal is fine. A couple
people spending 20 minutes making a deal is not.
-Peter
Peter D Bakija wrote:
> On Jun 20, 11:16 am, LSJ <vtes...@white-wolf.com> wrote:>> Curtail the ones taking advantage of a time limit. But you cannot
>> curtail the ones playing the game simply for playing the game.>
> At a certain point, however, dealmaking becomes a hinderance to
> actually playing the game--if two players are monopolizing my time by
> spending an inordinate amount of it brokering some deal, that are, in
> fact, wasting my time, even if they are, at least in their heads,
> playing the game.
>
> If dealmaking becomes a hinderance to the other people playing the
> game (i.e. 3 people feel their time is being wasted by the table talk
> of the other two), even if those two feel they are playing the game,
> something is wrong.
>
The problem is that, in most cases, there are *not* only two players
involved in the (long) table talk for a deal: usually there's at least a
third
one that is willing to counter-argue about the two setting the deal.
That way, even if you're right, you would be anyway in a minority
report (3 are discussing for the deal or for a counter-deal, 2 witnessing)
That way, it's obvius that you, as a player, have the right to feel pissed
off - but while you're experienced and you found your way to cope with that,
beginners willing to play a rated tournament just to learn better the game
are not likely to get back next time.
> And yes, even regular game play can take a long time, which is why
> this is subjective, but much like two players spending too long
> debating the merits of a deal is not good,
Again, at least in my experience, almost *never* i saw only two players
debating
with lot of table talk- the normal is at least three, if not the whole table
trying to get
the best, with lot of discussions and counter-arguments, from the incoming
deal set-up.
That's normal i think - everyone wants to grant for him/herself the best
situation available.
Emiliano
On Jun 20, 1:16 pm, "Tetragrammaton" <nos...@none.com> wrote:
> The problem is that, in most cases, there are *not* only two players
> involved in the (long) table talk for a deal: usually there's at least a
> third
> one that is willing to counter-argue about the two setting the deal.
Three people wasting the time of the other two isn't any more valid
that 2 people wasting the time of the other three. It is still wasting
people's time. Again, where does "reasonable discussion" become
"wasting people's time"? It is subjective. But certainly when a given
activity in a game is scaring players away, it has crossed a line.
Just like when one player's habit for insulting his opponents scares
people off (or starts fist fights), it has clearly crossed a line and
moved from someone enjoying the social aspects of the game to being
disruptive.
> That way, it's obvius that you, as a player, have the right to feel pissed
> off - but while you're experienced and you found your way to cope with that,
> beginners willing to play a rated tournament just to learn better the game
> are not likely to get back next time.
And then it is disruptive to the game. Just like if someone spent
every turn swearing obscenities at their opponents.
> Again, at least in my experience, almost *never* i saw only two players
> debating
> with lot of table talk- the normal is at least three, if not the whole table
> trying to get
> the best, with lot of discussions and counter-arguments, from the incoming
> deal set-up.
> That's normal i think - everyone wants to grant for him/herself the best
> situation available.
If everyone is involved and enjoying the discussion, then no one is
having their time wasted. If 3 people are enjoying the discussion and
it goes on for an excessive amount of time, and 2 people are feeling
that their time is being wasted, that is bad.
-Peter
Peter D Bakija wrote:
> On Jun 20, 11:16 am, LSJ <vtes...@white-wolf.com> wrote:>> Curtail the ones taking advantage of a time limit. But you cannot curtail the
>> ones playing the game simply for playing the game.>
> At a certain point, however, dealmaking becomes a hinderance to
> actually playing the game--if two players are monopolizing my time by
> spending an inordinate amount of it brokering some deal, that are, in
> fact, wasting my time, even if they are, at least in their heads,
> playing the game.
No.
If they are, in fact, playing the game (and making deals is part of playing the
game), then they are not a hinderance to actually playing the game, even if in
your mind they are wasting your time.
On Jun 20, 1:42 pm, LSJ <vtes...@white-wolf.com> wrote:
> If they are, in fact, playing the game (and making deals is part of playing the
> game), then they are not a hinderance to actually playing the game, even if in
> your mind they are wasting your time.
I disagree with this. Excessive deal making can be just as much a
disruption to the game as excessive roleplaying (which is just as much
part of playing the game as dealmaking is). Excessive deal making that
wastes the time of other players, slows the game down to a crawl, and
involves some players dominating the time spent in the game is
downright disruptive. And should be curtailed. Especially if it is, as
in the original post, scaring people away from the game.
-Peter
Peter D Bakija wrote:
> On Jun 20, 1:42 pm, LSJ <vtes...@white-wolf.com> wrote:>> If they are, in fact, playing the game (and making deals is part of playing the
>> game), then they are not a hinderance to actually playing the game, even if in
>> your mind they are wasting your time.>
> I disagree with this. Excessive deal making can be just as much a
> disruption to the game as excessive roleplaying (which is just as much
> part of playing the game as dealmaking is).
No, roleplaying is not part of the game at all.
And we're talking about non-excessive deal-making. Excessive deal-making is, by
definition of excessive, unwarranted.
> Excessive deal making that
> wastes the time of other players, slows the game down to a crawl, and
Playing the game does not slow the game down to a crawl. See the 20+ combats
example given earlier.
"Excessive" deal making is excessive. Real playing-the-game deal making, even if
it is excessive in your mind, is not excessive.
[ quoted text not captured ]
On Jun 20, 2:25 pm, LSJ <vtes...@white-wolf.com> wrote:
> No, roleplaying is not part of the game at all.
I could find nowhere in the VTES rulebook where deals and dealmaking
are covered. Or even mentioned. I could find, however, the first
scentence of the rulebook that says:
"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."
"Take on the roles" can easily be interpreted as "role-playing". That
being said, I can't find anything in the rulebook that can be
interpreted as meaning that "deal making" is part of the game.
> And we're talking about non-excessive deal-making. Excessive deal-making is, by
> definition of excessive, unwarranted.
The trick is determining what "excessive deal making" is. I accept
that a certain amount of dealmaking is warranted and acceptable. But
excessive deal making is just that--excessive.
As we are discussing a level of dealmaking that other players find
onerus to the point that they quit the game, I'd say that is
excessive.
-Peter
Peter D Bakija wrote:
> On Jun 20, 2:25 pm, LSJ <vtes...@white-wolf.com> wrote:>> No, roleplaying is not part of the game at all.>
> I could find nowhere in the VTES rulebook where deals and dealmaking
> are covered. Or even mentioned. I could find, however, the first
> scentence of the rulebook that says:
>
> "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."
>
> "Take on the roles" can easily be interpreted as "role-playing".
Sure, if you're using "role-playing" in a sense other than the one normally
meant by "role-playing".
Yes, everything that is part of playing this game (or any other game, really,
except maybe tic-tac-toe) is "role-playing" in the "what is this modeling?" sense.
Fortunately, that is immaterial to the discussion at hand, since actively
playing the game (doing the thing that is the method of modeling the backstory
provided by the game) is playing the game, and cannot be considered "excessive"
in any event.
> That
> being said, I can't find anything in the rulebook that can be
> interpreted as meaning that "deal making" is part of the game.
And yet, it is. Table talk / deal making is part of most multi-player games (two
team games notwithstanding).
That's enough smoke, if you don't mind. Let's stick to the point, please.
>> And we're talking about non-excessive deal-making. Excessive deal-making is, by
>> definition of excessive, unwarranted.>
> The trick is determining what "excessive deal making" is. I accept
> that a certain amount of dealmaking is warranted and acceptable. But
> excessive deal making is just that--excessive.
Yes. If the deal-making exceeds the "earnestly attempting to strike a deal"
boundary (and goes into the "attempting to take advantage of a time limit"
range), then it is excessive.
Deal making that confines itself to the "earnestly attempting to strike a deal"
boundary, however, is not excessive, despite how the other players feel about it.
> As we are discussing a level of dealmaking that other players find
> onerus to the point that they quit the game, I'd say that is
> excessive.
It has nothing to do with how the other players feel. It has only to do with
"playing the game". Deal making is an allowed part of playing the game.
Some players find NCL a level of card permissiveness that is onerous to the
point that they quit the game. NCL is not excessive, however, despite how those
players feel.
On Jun 19, 5:05 pm, Wookie813 <veknpont...@yahoo.com> wrote:
> For your situation, Emiliano, since it seems a SoD format is about .
> 00001% likely to be implemented, perhaps you could impose a shift in
> your tournament's talking by more strictly enforcing the delay of game
> rule.
I agree, but I see a contradiction in the existing "Slow Play" rules
Currently, if a player wants to 'activate' the slow play rule, there's
two ways to do it. You can interrupt the conversation and ask folks
to move along, or you can call over a judge and complain. This system
works great in games like Scrabble, where whether or not your opponent
likes you is 100% irrelevant to the gameplay.
But VTES isn't like that. Not by a long-shot.
There's a social consequence to "calling the cops" on other players
for playing slow. Everyone reacts differently to it. Some people
*like* acts of social aggression like that, and will shift their
faction allegiance based on it. Some people get resentful, and take
revenge on you later for calling them out. Some people don't even
notice. Some people shut down, as if their dad had just yelled at
them. It's tough to know what the result is going to be.
These real-world consequences change the social dynamics of the game
being played. If your cross-table buddy is playing slow, none of the
other players are being willing to call the cops, and you know that
he's a grumpy fellow who gets mad when the Slow Play rule is called,
as a player you are put in a very strange position. Either you can
let him continue to be rude, and keep his (flimsy) alliance, or you
can call him out and potentially make a cross-table enemy. How does
one play to win in this scenario?
The political nature of VTES means that when players are being slow,
requiring the players to speak out to point out possible delays means
that double-binds often emerge that are, in my opinion, inappropriate
in this game. I may be missing the boat here, but that's the
contradiction I see in the existing Slow Play rule.
If this is true (and I'm not saying I'm sure that it is), what would a
solution look like? I'm not sure, but I *can* think of ways to soften
this effect.
At the next event I hold, I intend to experiment with something like
the following system:
1) Each player will be given a "boredom indicator". I'll
probably use little flags, or Warhammer vampire counts, or something.
Something visible from a judge's level.
2) Any player can, at any time, move their boredom indicator in
front of their spread (for best effect, this will be done with eye
rolling and muffled groans, to reinforce the message). This indicates
that player is officially bored, and wants the discussion to move on,
but lacks the "excuse me, but can we move along here?" factor.
3) If 2 or more players express their boredom in this way, the
other players will be obligated to begin to wrap up their discussion.
If, after a reasonable amount of time (say 2-3 minutes) they do not
wrap it up, the judge may choose to begin to exact penalties.
This is not a change in the rules. It's simply a more gentle way for
players to communicate the current game state (no flags = "not
delayed", 1 flag = "becoming delayed", 2 flags = "delayed").
I'm sure there are ways to use this as a "mafia" mechanic, to try to
force people to not make deals at all, but that's why the penalties
ultimately have to fall to the judge.
Am I on crack?
-Jason
On Jun 20, 3:50 pm, paladin_brand <jason.vandenber...@gmail.com>
wrote:
> On Jun 19, 5:05 pm, Wookie813 <veknpont...@yahoo.com> wrote:
>
> > For your situation, Emiliano, since it seems a SoD format is about .
> > 00001% likely to be implemented, perhaps you could impose a shift in
> > your tournament's talking by more strictly enforcing the delay of game
> > rule.
>
> I agree, but I see a contradiction in the existing "Slow Play" rules
>
> Currently, if a player wants to 'activate' the slow play rule, there's
> two ways to do it. You can interrupt the conversation and ask folks
> to move along, or you can call over a judge and complain.
If I'm in an endgame situation where time will be a factor, and
especially if its a tournament finals and/or a timeout would be bad
for me -- I don't wait for slow play or call a judge to accuse someone
of "stalling". What I do, regularly, is point out to the judge that
timing may be critical to the game (or tournament) and invite him to
observe the endgame, watch for slow play, and exercise his judgment
and award extra time if he observes stalling or slow play.
Generally, this can be done without accusing anyone of anything or
offending anyone. And if everyone knows the Judge is there, watching
for slow play, things tend to move along briskly.
I am also and advocate of a 2:30 hour time limit on finals.
>
> At the next event I hold, I intend to experiment with something like
> the following system:
>
> 1) Each player will be given a "boredom indicator". I'll
> probably use little flags, or Warhammer vampire counts, or something.
> Something visible from a judge's level.
That's an interesting idea. It sounds a little extreme. Is long-winded
talking and deal making so rampant that these will get used? Do you
have that many tables going to time now? If so, this sounds like
something that might be worth a try.
-Ben Swainbank
In article <pNeei.17194$y_7....@newssvr27.news.prodigy.net>,
LSJ <vte...@white-wolf.com> wrote:
> Yes. If the deal-making exceeds the "earnestly attempting to strike a deal"
> boundary (and goes into the "attempting to take advantage of a time limit"
> range), then it is excessive.
What if someone is earnestly attempting to strike a deal for 45 minutes?
Is that ok? Or is that disruptive to game play?
> Deal making that confines itself to the "earnestly attempting to strike a
> deal"
> boundary, however, is not excessive, despite how the other players feel about
> it.
I find it hard to fathom that "earnestly attempting to strike a deal"
has no bounds. It is perfectly possible that two or three players could
spend a full hour of a game earnestly attempting to strike a deal. And
not be attempting to take advantage of a time limit. And that strikes me
as incredibly disruptive to game play. And as such, something that is
worth curtailing.
> It has nothing to do with how the other players feel. It has only to do with
> "playing the game". Deal making is an allowed part of playing the game.
And yet the rules of the game also indicate that one should play in a
timely fashion. Spending an inordinate amount of time trying to broker a
deal, regardless of how earnest the attempt, is not playing the game in
a timely fashion, and as such, is breaking rules.
[ quoted text not captured ]
On Jun 21, 9:37 am, Peter D Bakija <p...@lightlink.com> wrote:
> In article <pNeei.17194$y_7.5...@newssvr27.news.prodigy.net>,>
> LSJ <vtes...@white-wolf.com> wrote:
> > Yes. If the deal-making exceeds the "earnestly attempting to strike a deal"
> > boundary (and goes into the "attempting to take advantage of a time limit"
> > range), then it is excessive.
>
> What if someone is earnestly attempting to strike a deal for 45 minutes?
> Is that ok? Or is that disruptive to game play?
Er - I think you two are actually saying the same thing here. Deal
making is OK unless it's taking too long, aren't you just arguing
semantics here...
Like, I'm totally with you on less talk is better thing, and I don't
really see what the problem is here and all, but I think you're going
round in circles now. Not that I care seeing as work is slow today
but thought I'd mention it :-)
Simon
Blooded Sand wrote:
>
> I would like to know if the admin involved in having 2 separate levels
> of tournament competition is a strong enough counter-argument to the
> one of creating a more newbie friendly environment.
>
From my understanding, yes.
Oscar is pretty much our only paid OP person, and he handles Eve CCG,
Camarilla, and other OP stuff as well as VTES (I think).
Robyn is a volunteer. And a damn good one, and under appreciated to
boot. Robyn, you rule!
There would need to be another volunteer to handle the amateur circuit's
rankings etc. Don't know if there is one out there who could do it well.
best -
chris
--
Super Fun Cards
http://stores.ebay.com/superfuncards/
auct...@superfuncards.com
Peter D Bakija wrote:
> In article <pNeei.17194$y_7....@newssvr27.news.prodigy.net>,
> LSJ <vte...@white-wolf.com> wrote:
>>> Yes. If the deal-making exceeds the "earnestly attempting to strike a deal"
>> boundary (and goes into the "attempting to take advantage of a time limit"
>> range), then it is excessive.>
> What if someone is earnestly attempting to strike a deal for 45 minutes?
> Is that ok? Or is that disruptive to game play?
Gameplay is not disruptive to gameplay.
>> Deal making that confines itself to the "earnestly attempting to strike a
>> deal"
>> boundary, however, is not excessive, despite how the other players feel about
>> it.>
> I find it hard to fathom that "earnestly attempting to strike a deal"
> has no bounds.
It has the bounds of "earnestly", which tends to keep it in the range of what
you call non-excessive. But rarely, it will be longer (and into what you call
excessive without actually being excessive).
> It is perfectly possible that two or three players could
> spend a full hour of a game earnestly attempting to strike a deal. And
> not be attempting to take advantage of a time limit. And that strikes me
> as incredibly disruptive to game play. And as such, something that is
> worth curtailing.
>>> It has nothing to do with how the other players feel. It has only to do with
>> "playing the game". Deal making is an allowed part of playing the game.>
> And yet the rules of the game also indicate that one should play in a
> timely fashion. Spending an inordinate amount of time trying to broker a
> deal, regardless of how earnest the attempt, is not playing the game in
> a timely fashion, and as such, is breaking rules.
Earnest precludes inordinate.
On Jun 21, 6:54 am, LSJ <vtes...@white-wolf.com> wrote:
> Gameplay is not disruptive to gameplay.
It is if it is keeping other people from playing the game. Two people
having an earnest discussion of how they can best split the table that
prevents three other people from taking actions for a long period of
time is certainly disruptive. A tournament round has 2 hours in it. In
a 5 player game, that gives each player about 24 minutes of play time.
If a significant portion of player A's play time is taken away by
players B and C by actions that are arguably unecessary, that is bad.
Spending a long time actually playing the game (taking actions,
playing cards) is always acceptable, given that it is done is a
reasonably timely fashion. Spending a long time talking about playing
the game, during the game, is not always going to be. For my money.
Again, I accept that a certain level of dealmaking and bargaining is
inevitable in any multi-player game (even though the rulebook does not
recognize it at all). But at a certain point, table talk can, even if
done in earnest, cross from reasonable to disruptive. And if it is
scaring people away from the game (as per the original discussion), it
may very well have crossed that point.
-Peter
Peter D Bakija wrote:
> On Jun 21, 6:54 am, LSJ <vtes...@white-wolf.com> wrote:>> Gameplay is not disruptive to gameplay.>
> It is if it is keeping other people from playing the game.
No. The sentence above is a tautology.
Breathing is not disruptive to breathing.
Playing the game does not pose an obstacle to playing the game. It *is* playing
the game.
On Jun 21, 7:57 am, LSJ <vtes...@white-wolf.com> wrote:
> Playing the game does not pose an obstacle to playing the game. It *is* playing
> the game.
So I can sit down at a table and on the first turn not play a single
card and procede to earnestly discuss a table split deal with 2 of my
opponents for 2 hours straight. And then the round ends, we all time
out, and not a single card has been played, and that is ok, as it is
playing the game?
This strikes me as a obstacle to playing the game. Even if someone
might think it is playing the game.
-Peter
Peter D Bakija wrote:
> On Jun 21, 7:57 am, LSJ <vtes...@white-wolf.com> wrote:>> Playing the game does not pose an obstacle to playing the game. It *is* playing
>> the game.>
> So I can sit down at a table and on the first turn not play a single
> card and procede to earnestly discuss a table split deal with 2 of my
> opponents for 2 hours straight.
Highly improbably to meet the "earnest" definition.
> And then the round ends, we all time
> out, and not a single card has been played, and that is ok, as it is
> playing the game?
It it were earnest, yeah. But that's a fantasy.
> This strikes me as a obstacle to playing the game. Even if someone
> might think it is playing the game.
Playing the game is playing the game, even if you think it isn't.
On Jun 21, 8:07 am, LSJ <vtes...@white-wolf.com> wrote:
> Highly improbably to meet the "earnest" definition.
And yet if it did, you'd be ok with that?
-Peter
[ quoted text not captured ]
I do not have a problem with playing the game as far as playing the game is
concerned, no. That applies even in this torturedly contrived fantasy example.
See responses above, where this is stated multiple times.
On Jun 21, 8:15 am, LSJ <vtes...@white-wolf.com> wrote:
> I do not have a problem with playing the game as far as playing the game is
> concerned, no. That applies even in this torturedly contrived fantasy example.
>
> See responses above, where this is stated multiple times.
That strikes me as unadulterated madness, but ok.
-Peter
[ quoted text not captured ]
The schizophrenic fragmenting of playing the game into playing the game and anti
playing the game seems more readily labeled as madness.
On Jun 19, 4:04 pm, Peter D Bakija <p...@lightlink.com> wrote:
> In article <1182268946.890537.74...@n2g2000hse.googlegroups.com>,
> Joshua Duffin <jtduf...@gmail.com> wrote:
>
> > As much as I tend to agree that competitive VTES would be better (more
> > fun) with less use of the "whining phase", I don't think it's likely
> > to work to try to solve that problem with the approach "don't talk so
> > much".
>
> There is a certain amount of discussion that is necessary in a game of
> VTES. Then there is a certain amount that is advantageous. For my money,
> most of the talking/deal making I see in tournament VTES tends to land
> somewhere between "necessary" and "reasonable but advantageous", and
> virtually none of it is enough that it would scare anyone away--I
> suspect that what Emiliano is envisioning (experiencing?) is a kind of
> table talk that is way past the line of "reasonable but advantageous".
My take is that you're right that what he's talking about is table
talk that *you* would consider (from what you've said elsewhere in
this thread) far beyond "reasonable and advantageous". (Very possibly
far beyond what *I* would consider reasonable too.) But I am not at
all sure that you (or I) would be right to think it's no longer
advantageous at that point. If a group's style has evolved into one
that requires lots and lots of discussion during each game, it seems
quite plausible that that style is in equilibrium in terms of "talking
less would leave you out of important negotiations and reduce your
chances of winning these games" as much as "talking more would waste
time and reduce your chances of winning these games".
I think this is a phenomenon that you should probably recognize:
you're likely to remain steelily tenacious in this argument (with LSJ
and Emiliano) until everyone else gets tired or admits defeat, right?
The same thing is sometimes possible in a game of VTES. :-)
Josh
make.coffee.fast
On Jun 21, 9:36 am, Joshua Duffin <jtduf...@gmail.com> wrote:
> I think this is a phenomenon that you should probably recognize:
> you're likely to remain steelily tenacious in this argument (with LSJ
> and Emiliano) until everyone else gets tired or admits defeat, right?
> The same thing is sometimes possible in a game of VTES. :-)
See the difference is that this is the internet, and the sole purpose
of the internet is to argue with people. The purpose of a game of
cards is, at least for my money, competely different. Which is why I
endlessly argue on the internet. And not so much while I am playing
cards.
-Peter
On Jun 20, 1:52 pm, Ben Swainbank <bswainb...@hotmail.com> wrote:
>
> If I'm in an endgame situation where time will be a factor, and
> especially if its a tournament finals and/or a timeout would be bad
> for me -- I don't wait for slow play or call a judge to accuse someone
> of "stalling". What I do, regularly, is point out to the judge that
> timing may be critical to the game (or tournament) and invite him to
> observe the endgame, watch for slow play, and exercise his judgment
> and award extra time if he observes stalling or slow play.
>
> Generally, this can be done without accusing anyone of anything or
> offending anyone. And if everyone knows the Judge is there, watching
> for slow play, things tend to move along briskly.
Ah-ha!! A useful alternative suggestion! Outstanding.
> That's an interesting idea. It sounds a little extreme. Is long-winded
> talking and deal making so rampant that these will get used? Do you
> have that many tables going to time now? If so, this sounds like
> something that might be worth a try.
Yeah, not so much, actually -- around these parts folks tend to move
along and play the game. But I like the notion anyway, and although it
might be extreme, it seems like it could also be fun. :)
-Jason
[ quoted text not captured ]
Heh! That is an excellent rebuttal, but I think it also illuminates a
possible source of this issue in VTES. To some people, a game of VTES
is *also* all about arguing with people. Since it's a multiplayer
game and subject to multiplayer dynamics as much as most (and more
than a lot of them), they may very well be right.
Josh
btw, you know what you should do with some of your "internet vtes
time"? join the #vtes channel on irc!! it is teh b0mbz0r. if you
don't have an irc client you can do it through the web at
http://www.sorcery.net/index.php?option=com_wrapper&Itemid=416, but
you also could download any irc client and just do it that way
(channel #vtes on the sorcery.net server... the ever-reliable kevin
mergen recommends "icechat" as a free client...)
LSJ <vte...@white-wolf.com> wrote in
news:Zkuei.2655$vi5....@newssvr17.news.prodigy.net:
[ quoted text not captured ]
But that isn't what Peter is doing. He's just implying that "playing the
game" should include the idea that _each_ player has an opportunity to
participate. In a game with a time limit, deal-making discussions which
don't involve the total table subtract valuable time from all players at
the table. Take his example of 24 minutes of time average per player. If
a game has a 10 minute discussion about a deal, that effectively subtracts
two minutes (2/24 = ~8%) from _each_ player's total time to get things
done. No other in-game activity takes anywhere near this long.
This leads me to the idea that one could argue that dealmaking is
significantly different from other examples of easrnest "playing the game"
in the strictest sense, because it consumes a finite game resource (time),
sometimes a lot of time, without an accompanied change in the game state.
Is there another example of in-game play that has a similar effect? I'd
say that alone is a compelling reason to at least consider treating deal-
making as a special sub-set of "playing the game", possibly with some kind
of restriction on how much of that resource it is allowed to consume.
DZ
AW
atomweaver wrote:
> LSJ <vte...@white-wolf.com> wrote in
> news:Zkuei.2655$vi5....@newssvr17.news.prodigy.net:
>>> Peter D Bakija wrote:>>> On Jun 21, 8:15 am, LSJ <vtes...@white-wolf.com> wrote:>>>> I do not have a problem with playing the game as far as playing the
>>>> game is concerned, no. That applies even in this torturedly
>>>> contrived fantasy example.
>>>>
>>>> See responses above, where this is stated multiple times.>>> That strikes me as unadulterated madness, but ok.>> The schizophrenic fragmenting of playing the game into playing the
>> game and anti playing the game seems more readily labeled as madness.>
> But that isn't what Peter is doing.
Yes, it is.
> He's just implying that "playing the
> game" should include the idea that _each_ player has an opportunity to
> participate.
And that other point has also been addressed. See the 20+ combat example.
atomweaver <atomw...@hotmail.com> wrote in
news:Xns995670B3CA...@207.115.33.102:
> LSJ <vte...@white-wolf.com> wrote in
> news:Zkuei.2655$vi5....@newssvr17.news.prodigy.net:
>>> Peter D Bakija wrote:>>> On Jun 21, 8:15 am, LSJ <vtes...@white-wolf.com> wrote:>>>> I do not have a problem with playing the game as far as playing the
>>>> game is concerned, no. That applies even in this torturedly
>>>> contrived fantasy example.
>>>>
>>>> See responses above, where this is stated multiple times.>>>
>>> That strikes me as unadulterated madness, but ok.>>
>> The schizophrenic fragmenting of playing the game into playing the
>> game and anti playing the game seems more readily labeled as madness.>
> But that isn't what Peter is doing. He's just implying that "playing
> the game" should include the idea that _each_ player has an
> opportunity to participate. In a game with a time limit, deal-making
> discussions which don't involve the total table subtract valuable time
> from all players at the table. Take his example of 24 minutes of time
> average per player. If a game has a 10 minute discussion about a
> deal, that effectively subtracts two minutes (2/24 = ~8%) from _each_
> player's total time to get things done. No other in-game activity
> takes anywhere near this long.
>
> This leads me to the idea that one could argue that dealmaking is> significantly different from other examples of 'easrnest'
ugh. 'earnest'...
DZ
AW
On Jun 21, 7:57 am, LSJ <vtes...@white-wolf.com> wrote:
> Peter D Bakija wrote:
> > On Jun 21, 6:54 am, LSJ <vtes...@white-wolf.com> wrote:
> >> Gameplay is not disruptive to gameplay.
>
> > It is if it is keeping other people from playing the game.
>
> No. The sentence above is a tautology.
But Peter's qualification changes it to a different sentence.
> Playing the game does not pose an obstacle to playing the game. It *is* playing
> the game.
But "you" playing the game certainly CAN pose an obstacle to "us"
playing the game.
(Where "you" refers to a subset of the game's participants - 2 of the
5, say - and "us" refers to the game as a whole, in which three other
players are having their time frittered away.
- D.J.
[ quoted text not captured ]
I know posts like this are frowned upon, but Dave -
Good points!
best -
chris
(Peter and Scott looked like they could have gone on for a long time on
this theme)
[ quoted text not captured ]
LSJ <vte...@white-wolf.com> wrote in news:5Bwei.413$K44.68
@newssvr13.news.prodigy.net:
[ quoted text not captured ]
It does in part, but what you snipped past the above advanced that
discussion a bit. I'd be interested in your comment on it;
"This leads me to the idea that one could argue that dealmaking is
significantly different from other examples of earnest "playing the
game" in the strictest sense, because it consumes a finite game resource
(time), sometimes a _lot_ of time, ***without an accompanied change in
the game state***. Is there another example of in-game play that has a
similar effect? I'd say that alone is a compelling reason to at least
consider treating deal-making as a special sub-set of "playing the game",
[ quoted text not captured ]
On Jun 21, 10:27 am, Joshua Duffin <jtduf...@gmail.com> wrote:
> Heh! That is an excellent rebuttal, but I think it also illuminates a
> possible source of this issue in VTES. To some people, a game of VTES
> is *also* all about arguing with people. Since it's a multiplayer
> game and subject to multiplayer dynamics as much as most (and more
> than a lot of them), they may very well be right.
Me arguing on the internet does not detract from someone else's
ability to use the internet--they can freely ignore me, killfile me,
or just go look at the internet somewhere else.
Even then, there are places on the internet where even though I think
the purpose is just to argue with people, I will be shut down by the
"judge" (i.e. moderator) 'cause they think my arguing on the internet
is detracting from other folks being able to use the internet.
Conversely, two people consuming a significant amount of my limited
time in a game of VTES as they debate the fine points of a VP deal for
half an hour while I sit there waiting for my turn with my thumb up my
ass and am unable to progress my part of the game certainly detracts
from my ability to play VTES.
That is a significant difference, for my money.
> btw, you know what you should do with some of your "internet vtes
> time"? join the #vtes channel on irc!! it is teh b0mbz0r.
Yeah, I tried that a couple times, and it kept not working right--
Kevin could see the messages I wrote, but I couldn't see what he wrote
back. Maybe that was when I was using system 9, and now I am on OSX
which might work better. But I dunno...
-Peter
Peter D Bakija wrote:
>> btw, you know what you should do with some of your "internet vtes
>> time"? join the #vtes channel on irc!! it is teh b0mbz0r.>
> Yeah, I tried that a couple times, and it kept not working right--
> Kevin could see the messages I wrote, but I couldn't see what he wrote
> back. Maybe that was when I was using system 9, and now I am on OSX
> which might work better. But I dunno...
I use Conversation on OSX, FWIW.
http://homepage.mac.com/philrobin/conversation/index.html
atomweaver wrote:
> It does in part, but what you snipped past the above advanced that
> discussion a bit. I'd be interested in your comment on it;
>
> "This leads me to the idea that one could argue that dealmaking is
> significantly different from other examples of earnest "playing the
> game" in the strictest sense, because it consumes a finite game resource
> (time), sometimes a _lot_ of time, ***without an accompanied change in
> the game state***. Is there another example of in-game play that has a
> similar effect? I'd say that alone is a compelling reason to at least
> consider treating deal-making as a special sub-set of "playing the game",
> possibly with some kind of restriction on how much of that resource it is
> allowed to consume."
I didn't see this as advancing the discussion, since it is not relevant. If the
deal-making part of playing the game is significantly different from other parts
of playing the game, that wouldn't suddenly make it "not playing the game". "A
special sub-set" of playing the game is still playing the game, and there's no
indication that an arbitrary restriction on any sub-set of playing the game is
needed.
And it was touched on in the 20+ combat example -- taking time to plan out your
turn (or even just decide on your next card play or analyze the game state to
determine how best to set the terms of a referendum) is playing the game.
On 20 Jun, 16:21, "Tetragrammaton" <nos...@none.com> wrote:
> RocketEddy wrote:
> > On Jun 20, 3:15 am, Peter D Bakija <p...@lightlink.com> wrote:
> >> The rules on slow play:
> > Let's face it, nobody enjoys trying a new game and being trounced by a
> > group of experienced players who give you no chance. In a tournament
> > environment, that is precisely what new players can expect, and
> > rightly so. Hence the solution is not to change tournament rules for
> > the experienced players, but to target newbies with a separate and
> > less-competitive event.
>
> That's exaclty my intention, indeed - to see if there's can be
> a sanctioned format for beginners/less competitive players,
> and i'm happy that you see the point.
Yes, I see your point, though you seem to have completely missed mine.
As I said in my previous post: "There seems to be a big assumption
here that events in which new players can be encouraged to learn the
game must be sanctioned tournaments in which experienced players will
wish to win for the sake of their ratings." But new players don't need
sanctioned tournaments. If you reduce or take away entirely the *must*
win factor, then the experienced players will be more inclined to
behave in a manner which doesn't scare away the new players.
Howdy,
[ quoted text not captured ]
Or, alternatively, 'actively' playing vs. 'passively' playing.
For the real life reduction ad absurdum that this distinction can lead
to, see the CCG version of Illuminati. The demise of that game came,
in part, from the fact that a player wishing to do so could construct
a deck capable of winning the game on the first turn of play. If that
player went first, then he would be the only 'active' participant in
the game at all. Which seems like a pretty big problem for game
'play', though, in that case, the 'active' player is actually
'playing' using the rules, cards, etc. and not 'deal-making' or
'negotiating' or 'meditating on strategic issues' or otherwise
engaging in other 'rules-neutral' activities. (By 'rules-neutral' I
mean 'neither allowed nor disallowed by the rules'.)
Which is to say that Peter (and Emiliano have) a point. If permitted
play styles are regularly and predictably destroying a large subset of
players' enjoyment of the game, it is not good for the game. (Well,
unless the same is also attracting a similar amount of new players, I
suppose.) OTOH, I don't think anyone (except maybe Emiliano) is
arguing that V:TES has reached this point.
Alex
LSJ <vte...@white-wolf.com> wrote in
news:o0yei.441$K44...@newssvr13.news.prodigy.net:
> atomweaver wrote:>> It does in part, but what you snipped past the above advanced that
>> discussion a bit. I'd be interested in your comment on it;
>>
>> "This leads me to the idea that one could argue that dealmaking is
>> significantly different from other examples of earnest "playing the
>> game" in the strictest sense, because it consumes a finite game
>> resource (time), sometimes a _lot_ of time, ***without an accompanied
>> change in the game state***. Is there another example of in-game play
>> that has a similar effect? I'd say that alone is a compelling reason
>> to at least consider treating deal-making as a special sub-set of
>> "playing the game", possibly with some kind of restriction on how
>> much of that resource it is allowed to consume.">
> I didn't see this as advancing the discussion, since it is not
> relevant. If the deal-making part of playing the game is significantly
> different from other parts of playing the game, that wouldn't suddenly
> make it "not playing the game".
Goog thing I didn't say that, then.
> "A special sub-set" of playing the
> game is still playing the game, and there's no indication that an
> arbitrary restriction on any sub-set of playing the game is needed.
>
Its not arbitrary. A restriction of deal-making time consumption should be
based on the very real fact that deal-making negotiations are unique in
that they can consume a lot of time, without changing the game state. Two
ten-minute dealmaking negotiations in a 120 minute round result in no game
state change, and removes 17% of the table's total available time to
accomplish in-game objectives. Even the example of resolving 20+ block-
combats takes less time, and the game state is constantly changing
throughout the string of actions. Deal-making is (can be) uniquely and
disproportionately time consuming, in a game with time limits.
> And it was touched on in the 20+ combat example -- taking time to plan
> out your turn (or even just decide on your next card play or analyze
> the game state to determine how best to set the terms of a referendum)
> is playing the game.
>
If the lack of change of game state is not taken into account, then I can
(in earnest) plan out my turn for an amount of time equivalent to a typical
deal-brokerage attempt, or longer, and further disproportionately (and
legally) squander the time available to the whole table.
Like Peter, I was under the (apparently mistaken) assumption that the
Slow Play rules were in place, at least in part, to ensure that the limited
time resource was allocated a bit fairly (if not evenly) across all
players. What you're telling us here is, that is not the case.
The position of "any amount of time is OK, so long as you are playing the
game in earnest" in a timed multi-player game is unreasonable, and too
easily exploited. Anyone can make better decisions when they stop to think
about all the possiblities, and VTES is a very complex game. Since it
appears from this thread that there is no particular limit on how much
earnest contemplation one can make, and, for me anyways, more consideration
always results in better decisions, from now on I'll be taking at least 10
minutes per turn once the mid-game is reached (by about turn 4-6, things
usually get complicated), just to be sure I've considered all my options
fully. What fun.
DZ
AW
atomweaver wrote:
> LSJ <vte...@white-wolf.com> wrote in>> "A special sub-set" of playing the
>> game is still playing the game, and there's no indication that an
>> arbitrary restriction on any sub-set of playing the game is needed.
>>> Its not arbitrary. [...] Two ten-minute dealmaking
> negotiations [... something that seems like it may be "is too much"].
So apparently the arbitrary limit you have in mind is less than 20.
Is it less than or greater than 10?
5? 15?
2.5? 7.5? 12.5? 17.5?
1.25? ... 18.75?
If my guess that you have it figured as less than 20 is incorrect, then
25? 30? 45? 60? 90?
(and so on from there).
Arbitrary.
>> And it was touched on in the 20+ combat example -- taking time to plan
>> out your turn (or even just decide on your next card play or analyze
>> the game state to determine how best to set the terms of a referendum)
>> is playing the game.>
> If the lack of change of game state is not taken into account, then I can
> (in earnest) plan out my turn for an amount of time equivalent to a typical
> deal-brokerage attempt, or longer, and further disproportionately (and
> legally) squander the time available to the whole table.
"earnest" and "squander" are at odds. Unless you consider any time taken to go
through the mechanics of any turn "squandered".
> Like Peter, I was under the (apparently mistaken) assumption that the
> Slow Play rules were in place, at least in part, to ensure that the limited
> time resource was allocated a bit fairly (if not evenly) across all
> players. What you're telling us here is, that is not the case.
That's an odd assumption. Any basis? Any hope of logistical application (i.e.,
of determining what is a fair allocation of time given widely disparate needs of
the players re: options available, deals discerned or hoped for, minimum time
required to physically manipulate the game state, etc.)?
Anyway, I see no indication from Peter's posts in this thread that he harbored
that assumption.
The rule is in place to ensure that players take their turns (meaning their
impulses -- turns to act in the sequence) in a timely fashion.
> The position of "any amount of time is OK, so long as you are playing the
> game in earnest" in a timed multi-player game is unreasonable, and too
> easily exploited. Anyone can make better decisions when they stop to think
> about all the possiblities, and VTES is a very complex game. Since it
> appears from this thread that there is no particular limit on how much
> earnest contemplation one can make, and, for me anyways, more consideration
> always results in better decisions, from now on I'll be taking at least 10
> minutes per turn once the mid-game is reached (by about turn 4-6, things
> usually get complicated), just to be sure I've considered all my options
> fully. What fun.
Good luck to you in finding a judge who believes that those 10 minutes are spent
earnestly.
RocketEddy wrote:
> On 20 Jun, 16:21, "Tetragrammaton" <nos...@none.com> wrote:>> RocketEddy wrote:>>> On Jun 20, 3:15 am, Peter D Bakija <p...@lightlink.com> wrote:>>>> The rules on slow play:>>> Let's face it, nobody enjoys trying a new game and being trounced
>>> by a group of experienced players who give you no chance. In a
>>> tournament environment, that is precisely what new players can
>>> expect, and rightly so. Hence the solution is not to change
>>> tournament rules for the experienced players, but to target newbies
>>> with a separate and less-competitive event.>>
>> That's exaclty my intention, indeed - to see if there's can be
>> a sanctioned format for beginners/less competitive players,
>> and i'm happy that you see the point.>
> Yes, I see your point, though you seem to have completely missed mine.
> As I said in my previous post: "There seems to be a big assumption
> here that events in which new players can be encouraged to learn the
> game must be sanctioned tournaments in which experienced players will
> wish to win for the sake of their ratings." But new players don't need
> sanctioned tournaments.
Care to explain why ?
A beginner usually loves to test his learning (growing) ability with the
game
in an official tournament enviroment.
It's curious how VTES player base does not recognize that, after 14 years of
printed
cards, massive rulings, plenty of cards rewordings, deal system officialized
even in tournament rules, it should be the time to get an official format
for
beginners / less experienced players.
Do you realize that, given the picture, a beginner has an enormous amount
of stuff to learn at this point ?
>If you reduce or take away entirely the *must*
> win factor, then the experienced players will be more inclined to
> behave in a manner which doesn't scare away the new players.
Players play the game following the tournament rules and its format.
You can't rely on the good will of single experienced players to "hold back"
their
skill in the official game and at deals-making, just to make newbies to feel
more
confortable.
The official system should consider a more friendly format for newbies;
getting rid of deals with an already tested (and nice) format seems to be
the
best option available, and still no-one here pointed a valid argument about
how
this could hurt the existing tournament scene, that's all.
Emiliano
In article <sAAei.463$K44...@newssvr13.news.prodigy.net>,
LSJ <vte...@white-wolf.com> wrote:
> Anyway, I see no indication from Peter's posts in this thread that he> harbored hat assumption.
No, no. I harbored that assumption. My comments about a portion of the
players in the game monopolizing the limited time resources and
preventing another portion of the players in the game from playing their
game as a result indicates that assumption on my part, I'd think.
> Good luck to you in finding a judge who believes that those 10 minutes are
> spent earnestly.
I can easily see someone earnestly spending 10 minutes weighing all
possible options in a given situation. Just like I can see 2 or 3 people
spending half an hour earnestly debating the merits of a VP deal. I
don't think either one is condusive to timely game play, however.
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
LSJ <vte...@white-wolf.com> wrote in
news:sAAei.463$K44...@newssvr13.news.prodigy.net:
> atomweaver wrote:>> LSJ <vte...@white-wolf.com> wrote in>>> "A special sub-set" of playing the
>>> game is still playing the game, and there's no indication that an
>>> arbitrary restriction on any sub-set of playing the game is needed.
>>>>> Its not arbitrary. [...] Two ten-minute dealmaking> > negotiations [... something that seems like it may be "is too
> > much"].
>
> So apparently the arbitrary limit you have in mind is less than 20.
>
I haven't even gotten that far. At this point I'm only trying to get to
the recognition that "infinite, in earnest" is not practical, and difficult
in the majority of cases to enforce.
> Is it less than or greater than 10?
> 5? 15?
> 2.5? 7.5? 12.5? 17.5?
> 1.25? ... 18.75?
>
> If my guess that you have it figured as less than 20 is incorrect,
> then
>
> 25? 30? 45? 60? 90?
> (and so on from there).
>
> Arbitrary.
>
The twenty minute example was solely to hang some numbers on a single
example of how much table time is used up. A less arbitary time limit for
the amount of time that the game state can remain motionless could be based
on any number of methods used to assess the global tournament scene, and
determine a reasonable timeframe. At this point, I'm only saying that the
problem should be looked at, because "infinite, in earnest" is not
practical, and diffuclt to enforce.
>>> And it was touched on in the 20+ combat example -- taking time to
>>> plan out your turn (or even just decide on your next card play or
>>> analyze the game state to determine how best to set the terms of a
>>> referendum) is playing the game.>>
>> If the lack of change of game state is not taken into account, then
>> I can
>> (in earnest) plan out my turn for an amount of time equivalent to a
>> typical deal-brokerage attempt, or longer, and further
>> disproportionately (and legally) squander the time available to the
>> whole table.>
> "earnest" and "squander" are at odds.
You are right, its a biased term. Substitute "consume", then. Its largely
irrelevant to the point. One player is consuming a very limited resource
disproportionately.
> Unless you consider any time
> taken to go through the mechanics of any turn "squandered".
>
Again, all other mechanics (other than contemplating one's next action or
actions) alter the game state, and no other mechanic consumes as much time.
>> Like Peter, I was under the (apparently mistaken) assumption that
>> the
>> Slow Play rules were in place, at least in part, to ensure that the
>> limited time resource was allocated a bit fairly (if not evenly)
>> across all players. What you're telling us here is, that is not the
>> case.>
> That's an odd assumption. Any basis?
As you are fond of saying, only an assumption that is found in all games.
In a game with a time limit, time is a finite resource. Typically, games
with finite resources distribute those resources roughly equally amongst
players, or provides the players a means of redress for the
disproportionate consumption of those finite resources. Do you know of
another game with time limits, where one player is allowed to spend all of
the time as they will, so long as they are playing the game "in earnest"?
> Any hope of logistical
> application (i.e., of determining what is a fair allocation of time
> given widely disparate needs of the players re: options available,
> deals discerned or hoped for, minimum time required to physically
> manipulate the game state, etc.)?
>
Then maybe the limit should be on how much time may pass with the game
state left unaltered. *shrug* That has obvious problems, too. I don't
have a perfect answer in hand as to what is best for addressing this issue.
If i did, I would have put it in my first reply. I am only certain that
there is very likely to be a better answer than the one you suggest here,
and I'd like to continue to explore the possibilities.
> Anyway, I see no indication from Peter's posts in this thread that he
> harbored that assumption.
>
My mistake then. I derived that opinion from this quote:
"-Play in a Timely Fashion: Any kind of deal making that is excessively
long (i.e. the kind of table talk that scares people away from the game)
is not playing in a timely fashion, and should be called on for delay of
game. Especially in a game with a 2 hour time limit."
Peter should please correct me if I'm wrong about that.
> The rule is in place to ensure that players take their turns (meaning
> their impulses -- turns to act in the sequence) in a timely fashion.
>>> The position of "any amount of time is OK, so long as you are
>> playing the
>> game in earnest" in a timed multi-player game is unreasonable, and
>> too easily exploited. Anyone can make better decisions when they
>> stop to think about all the possiblities, and VTES is a very complex
>> game. Since it appears from this thread that there is no particular
>> limit on how much earnest contemplation one can make, and, for me
>> anyways, more consideration always results in better decisions, from
>> now on I'll be taking at least 10 minutes per turn once the mid-game
>> is reached (by about turn 4-6, things usually get complicated), just
>> to be sure I've considered all my options fully. What fun.>
> Good luck to you in finding a judge who believes that those 10 minutes
> are spent earnestly.
>
I've been a strong advocate for your past decisions about judging using
ones' Judgement, Scott. I really hope you'll please pause and listen when
I ask you to consider that something so completely an internal, mental
process as "considering ones options" when paired with "infinite, in
earnest" play would result frequently in a completely un-judgable
circumstance, once the game has reached a level of complexity typically
found by mid-game (all five players in, with the majority of their
permanent resources on the board, and some number of cards played to the
ash heap). I can judge all sorts of things, Play to Win, legality of a
Deal, etc. based on the state of the game and input from the players. I
find myself having a difficult time figuring out how to fairly judge a
mental process completely internal to the player against the metric you've
provided.
I don't have an answer as to what would work better. I'm only saying
your particular response is IMO just not adequate, and that we should try
to hash something better out.
DZ
AW
In article <Xns9956AD5C2C...@207.115.33.102>,
atomweaver <atomw...@hotmail.com> wrote:
> Peter should please correct me if I'm wrong about that.
No, no--good assumption.
(And my offer for marriage still stands. Damn polygamy rules...)
[ quoted text not captured ]
atomweaver wrote:
> I don't have an answer as to what would work better. I'm only saying
> your particular response is IMO just not adequate, and that we should try
> to hash something better out.
So far the problem seems to be one of terminology and personal taste.
Deal-making time should not be curtailed just because one of the players at the
table doesn't like it (just like you wouldn't keep someone from untapping all of
her cards just because it takes 10x as long as someone else's untap phase). That
is, playing the game is allowed.
Excessive time used in any fashion (taking longer than necessary to conclude
deal-making, analysis, or whatever) is already prohibited.
Peter D Bakija wrote:
> On Jun 21, 6:54 am, LSJ <vtes...@white-wolf.com> wrote:>> Gameplay is not disruptive to gameplay.>> It is if it is keeping other people from playing the game. Two people
> having an earnest discussion of how they can best split the table that
> prevents three other people from taking actions for a long period of
> time is certainly disruptive. A tournament round has 2 hours in it. In
> a 5 player game, that gives each player about 24 minutes of play time.
> If a significant portion of player A's play time is taken away by
> players B and C by actions that are arguably unecessary, that is bad.
Hmm, I think a possible solution is forming. If each player should
equitably get about 24 minutes play time, why not formalise it? Chess
clocks for tournament VTES!
Throw away the 2 hour time limit. Each player gets 25 minutes on their
clock. Spend as long as you like "earnestly" trying to broker a deal.
Spend as long as you like "earnestly" weighing your options given the
current game state. If your flag falls, you are ousted.
"Hey, dude, can we work together? I just want one VP. If you were to
rescue Smudge, then I could-"
"Sorry, we're not discussing this on my clock. I bleed..."
Appolonius
Appolonius wrote:
> Hmm, I think a possible solution is forming. If each player should
> equitably get about 24 minutes play time, why not formalise it? Chess
> clocks for tournament VTES!
>
Because a player's turn is not his own. Other players are involved in the turn.
Just out of curiosity, I've been told that it is within the tournament
rules to monitor how long it takes each player to have their turn and
if they spend an inordinate amount of time in one round as opposed to
their other rounds you are within your rights to call over a judge to
"hurry things along" , is this correct or not? (apologies for the long
sentence)
Cheers
Sutekh_23
On 21 Jun, 22:35, "Tetragrammaton" <nos...@none.com> wrote:
> RocketEddy wrote:
> > As I said in my previous post: "There seems to be a big assumption
> > here that events in which new players can be encouraged to learn the
> > game must be sanctioned tournaments in which experienced players will
> > wish to win for the sake of their ratings." But new players don't need
> > sanctioned tournaments.
>
> Care to explain why ?
> A beginner usually loves to test his learning (growing) ability with the
> game in an official tournament enviroment.
Umm. You started this whole thread by saying
"(the social table talk-deal making) is making potential new players
just to go away from the game".
So either the tournament environment is loved... or it's making them
quit and never return. If player is testing his ability and loses, so
be it. But I don't think you can class such people as "potential new
players". Anybody ready to test themselves at a tournament should be
at least competent already, imho.
Of course, this requires there to be an alternative environment for
new players - here I agree with you. I always try to introduce new
players on a "friendlier" level until they feel ready for the exposure
to the tournament scene. But that doesn't need to be any kind of
"offically sanctioned event" which seems to be what you're pushing
for.
> It's curious how VTES player base does not recognize that, after 14 years of
> printed cards, massive rulings, plenty of cards rewordings, deal system officialized
> even in tournament rules, it should be the time to get an official format
> for
> beginners / less experienced players.
> Do you realize that, given the picture, a beginner has an enormous amount
> of stuff to learn at this point ?
Of course, but why does a beginner need to learn in a tournament
environment? You don't need any kind of official sanctioned structure
for a non-tournament event/game/thing.
> >If you reduce or take away entirely the *must*
> > win factor, then the experienced players will be more inclined to
> > behave in a manner which doesn't scare away the new players.
>
> Players play the game following the tournament rules and its format.
> You can't rely on the good will of single experienced players to "hold back"
> their
> skill in the official game and at deals-making, just to make newbies to feel
> more
> confortable.
In a tournament, I would agree. But in an event geared specifically at
encouraging new players to play? Of course you can! Any players who
are so obsessed with their own vanity that they'd deliberately
discourage new players in a non-sanctioned event should be "asked" not
to attend. If somebody is *learning* the game, they should be allowed
to bend rules when they make mistakes (take back cards they didnt
realise they couldnt play, etc) - it's a learning environment, and it
doesn't matter. If they're at a level where restrictions need to be
applied to the rules or they stop playing, then they're clearly not
ready for tournament play yet.
If you're saying that in a non-tournament game your players will
deliberately act in a way that has been seen to be putting new players
off the game, then the problem lies in the attitude of your local
playgroup.
> The official system should consider a more friendly format for newbies;
> getting rid of deals with an already tested (and nice) format seems to be
> the
> best option available, and still no-one here pointed a valid argument about
> how
> this could hurt the existing tournament scene, that's all.
I simply don't see why you need an official system. If you feel table-
talk is too off-putting for new players, have a non-sanctioned event
which limits it. If there's too many cards for your players, limit it
to just 3rd Ed precons or something. If the mechanics are confusing
people, limit it to standard bleed/politics/combat with no "trick"
decks, or hell, you could even ban political actions. Whatever you
feel works to help people LEARN the game. There's nothing stopping you
doing that which I am aware of. But why must there be a single all-
encompassing official system for learning how to play? What comes
next? An official step-by-step order in which card texts must be
memorized? :p
If players aren't ready for tournaments, they don't need sanctioned
tournaments. If they are, then they are.
[ quoted text not captured ]
"Compared with other rounds" is immaterial, so the above is not correct.
What matters is whether the time hu's* spending is excessive (i.e., more than
what is reasonably used to play the game from hu position -- play state and
player knowledge).
*Hu -- the latest "he/she" replacement suggestion. Pronounced "huh". "Hu" can
mean "he" "his" or "him" or "she" "hers" or "her". Suggested by DeAnn DeLuna at
John Hopkins.
Peter D Bakija <pd...@lightlink.com> wrote in news:pdb6-
0DCF00.170...@news-server.stny.rr.com:
> In article <Xns9956AD5C2C...@207.115.33.102>,
> atomweaver <atomw...@hotmail.com> wrote:>> Peter should please correct me if I'm wrong about that.>
> No, no--good assumption.
>
> (And my offer for marriage still stands. Damn polygamy rules...)
>
Sorry dude. I've already got three nouths to feed. You'll make someone a
damned fine Trophy: Wife one day (hey! Somebody make a Red List card outta
that, quick!)
DZ
AW
LSJ <vte...@white-wolf.com> wrote in
news:K3Oei.5689$bP5....@newssvr19.news.prodigy.net:
> *Hu -- the latest "he/she" replacement suggestion. Pronounced "huh".
> "Hu" can mean "he" "his" or "him" or "she" "hers" or "her". Suggested
> by DeAnn DeLuna at John Hopkins.
>
Ick, that's awful.
DZ
AW
[ quoted text not captured ]
I like "one" myself, but everyone seems to think that's too snooty.
"huh" definitely passes the snooty test, at least.
I don't think it's a good idea to use "hu" as-is for possessive, though. "hus"
seems better suited for that.
It also seems a poor decision to spell it hu and say to pronounce it "huh". Just
spelling it like it sounds would be better if you want it to stick.
But I'm not the linguist.
Anyway, I'll try anything to kill the "they" as singular abomination. :-)
LSJ <vte...@white-wolf.com> wrote in
news:73Qei.5911$c06....@newssvr22.news.prodigy.net:
> atomweaver wrote:>> LSJ <vte...@white-wolf.com> wrote in
>> news:K3Oei.5689$bP5....@newssvr19.news.prodigy.net:
>>
>>>>> *Hu -- the latest "he/she" replacement suggestion. Pronounced "huh".
>>> "Hu" can mean "he" "his" or "him" or "she" "hers" or "her".
>>> Suggested by DeAnn DeLuna at John Hopkins.
>>>>>
>> Ick, that's awful.>
> I like "one" myself,
Me too, lets issue errata!!
> but everyone seems to think that's too snooty.
Bah. Plebian phillistines, all of them...
> "huh" definitely passes the snooty test, at least.
>
> I don't think it's a good idea to use "hu" as-is for possessive,
> though. "hus" seems better suited for that.
>
> It also seems a poor decision to spell it hu and say to pronounce it
> "huh". Just spelling it like it sounds would be better if you want it
> to stick.
>
I can see the origin of it; take "man" off of the back end of "human"...
Its damned awkward in the spoken language, though, particularly in the
sentence where you happened to use it ("...the time hu's spending...")
follow "hu's" up with anything sibilant, and you end up sounding like a
leaky air line.
> But I'm not the linguist.
>
> Anyway, I'll try anything to kill the "they" as singular abomination. :-)
I think that the perfect answer has already been created decades ago in
Brooklyn and North Jersey; "dem", posssessive "dem's" :-)
DZ
AW
LSJ <vte...@white-wolf.com> wrote in
news:coCei.5565$bP5...@newssvr19.news.prodigy.net:
> atomweaver wrote:>> I don't have an answer as to what would work better. I'm only
>> saying
>> your particular response is IMO just not adequate, and that we should
>> try to hash something better out.>
> So far the problem seems to be one of terminology and personal taste.
>
No, I'm really having a time more with wrapping my mind around what I
should be looking at for context, in terms of enforcement. Game state is
mostly useless, except as a gross metric for how complex the game state
is.
And again, what is fair in terms of one or two people consuming the
limited amount of time disproportionately.
> Deal-making time should not be curtailed just because one of the
> players at the table doesn't like it (just like you wouldn't keep
> someone from untapping all of her cards just because it takes 10x as
> long as someone else's untap phase). That is, playing the game is
> allowed.
>
> Excessive time used in any fashion (taking longer than necessary to
> conclude deal-making, analysis, or whatever) is already prohibited.
Even that statement changes the metric from time spent "in earnest", to
time spent that is "necessary", which IMO is a step in the right
direction. Although in a complex game situation, you can still claim
that a half-hour is necessary to fully discuss the aspects that factor
into a deal.
I'd rather that we still at least consider the possibility of a some
non-binding guidelines as to what is necessary and/or reasonable. Such
as, a "three-minute*" guide for the duration that the game state can
remain unaltered for the purpose of dialogue, and a "thirty second*"
guide for a single player's contemplation of the game state before
changing it. These could be extended by the Judge for mitigating
circumstances, but are (I think) useful for getting all players to make
their deals and consider their options without a disproportionate
consumption of the total time available for the round.
I know our international players won't like (and possibly won't
follow**) the analogy, but i see a lot of similarities to the VTES
judge's responsibilities, and that of a baseball umpire defining the
strike zone. But, the difference is that we have a lot less of a written
guide as to how to call balls and strikes. I don't think its a bad thing
to quantify judging a bit more than we have, so long as its understood to
be alterable at the discretion of the judge.
DZ
AW
*Please, pick some number more appropriate...
** for not-baseball fans abroad; in baseball, the strike zone is the area
over the width of home plate that reaches roughly from the bottom of the
batter's knees to the mid-torso (a horizontal line midway between the top
of the shoulders and the top of the uniform pants). A pitcher tries to
throw the ball into the strike zone three times, without the batter
hitting the ball into the field of play, in order to get the batter out.
Missing the strike zone four times allows the player to advance to first
base. In practice (but with limits), baseball umpires have discretion to
alter the strike zone (due to height of the batter, stance, etc.), much
in the same way that VTES Judges can use their discretion in assinging
different severity of penalties, and ruling on things like Play to Win
and Deal Legality, based on the particular circumstances of each
incident.
Baseball umpires have pretty extensive training and written guidelines,
to keep the strike zone consistent. Of course, there is always
controversy, game to game, but there is less variation in consistency
today than at many times in the past.
atomweaver wrote:
> LSJ <vte...@white-wolf.com> wrote in>> atomweaver wrote:>>> I don't have an answer as to what would work better. I'm only
>>> saying
>>> your particular response is IMO just not adequate, and that we should
>>> try to hash something better out.>> So far the problem seems to be one of terminology and personal taste.
>>>
> No, I'm really having a time more with wrapping my mind around what I
> should be looking at for context, in terms of enforcement. Game state is
> mostly useless, except as a gross metric for how complex the game state
> is.
> And again, what is fair in terms of one or two people consuming the
> limited amount of time disproportionately.
Again, it is immaterial how the time is portioned. The player's aren't "owed" a
certain number (or percentage) of minutes, actions, card plays, or whatever each
game. They're owed only as much as the game progression drops in their laps.
Some might get (or use) more than others.
What is fair is allowing the players to play the game. If they're making deals, OK.
atomweaver wrote:
> LSJ <vte...@white-wolf.com> wrote in
> news:73Qei.5911$c06....@newssvr22.news.prodigy.net:
>>> atomweaver wrote:>>> LSJ <vte...@white-wolf.com> wrote in
>>> news:K3Oei.5689$bP5....@newssvr19.news.prodigy.net:
>>>
>>>>>>> *Hu -- the latest "he/she" replacement suggestion. Pronounced "huh".
>>>> "Hu" can mean "he" "his" or "him" or "she" "hers" or "her".
>>>> Suggested by DeAnn DeLuna at John Hopkins.
>>>>>>>
>>> Ick, that's awful.>>
>> I like "one" myself,>
> Me too, lets issue errata!!
>>> but everyone seems to think that's too snooty.>
> Bah. Plebian phillistines, all of them...
I like "one" too.
:)
--
salem
three four!
On Jun 19, 9:52 am, "Tetragrammaton" wrote:
> LSJ wrote:
> > Probably a better solution would then be to run a "newbie"
> > unsanctioned tournament. By keeping it unsanctioned, the experienced
> > players don't have any rating or ranking to worry about, and can
> > focus on having fun and helping the newbies have fun.
>
> You know that the game it's not so widespread - the stable players base,
> at least in italy, is about 10-15 people per city - most of them are
> people playing vtes from long long time, that are not so interested in
> playing an unofficial event.
Emiliano,
Just out of curiosity, how are your casual games like?
As I player, I wouldn't find a lot of incentive to play in non-
sanctioned constructed tournaments (storylines are great, though), but
I always make a point of teaching stuff to newbies on friendly tables.
And even on official tournament tables.
Our casual games are played according to the VEKN tournament rules*,
as we implicitly feel that our weekly gaming sessions are an
opportunity to "prepare" ourselves to tournaments - besides being a
pleasant way to spend our time, of course.
In our casual tables deals are made, play to win is enforced,
strategies are discussed, and advice/explanations are given to newer
players. Also, one of us is ready to sit out of a table once in a
while, to teach someone new that might be interested on learning the
game.
Most of the time, this is enough preparation for our newbies to face
the less relaxed (more competitive) atmosphere of tournaments.
Abraço,
Luiz Mello
Brazil VTES NC
* Except for the time limit, that we may or may not use, depending on
how many tables we intend to play in a given afternoon, on how many
decks people want to test etc.
Clément wrote:
> On Jun 19, 9:52 am, "Tetragrammaton" wrote:>> LSJ wrote:>>> Probably a better solution would then be to run a "newbie"
>>> unsanctioned tournament. By keeping it unsanctioned, the experienced
>>> players don't have any rating or ranking to worry about, and can
>>> focus on having fun and helping the newbies have fun.>>
>> You know that the game it's not so widespread - the stable players
>> base, at least in italy, is about 10-15 people per city - most of
>> them are people playing vtes from long long time, that are not so
>> interested in playing an unofficial event.>
> Emiliano,
>
> Just out of curiosity, how are your casual games like?
>
We play following the tournament rules at our weekly games,
since that gives sense in the perspective of playing the monthly
tournament.
> As I player, I wouldn't find a lot of incentive to play in non-
> sanctioned constructed tournaments (storylines are great, though), but
> I always make a point of teaching stuff to newbies on friendly tables.
> And even on official tournament tables.
>
> Our casual games are played according to the VEKN tournament rules*,
> as we implicitly feel that our weekly gaming sessions are an
> opportunity to "prepare" ourselves to tournaments - besides being a
> pleasant way to spend our time, of course.
Same here, yes
>
> In our casual tables deals are made, play to win is enforced,
> strategies are discussed, and advice/explanations are given to newer
> players. Also, one of us is ready to sit out of a table once in a
> while, to teach someone new that might be interested on learning the
> game.
>
Same here, yes.
> Most of the time, this is enough preparation for our newbies to face
> the less relaxed (more competitive) atmosphere of tournaments.
>
What i'm trying to make understand is that the step between the
unskilled level and the level of play of the SC tournament format
has turned too big for a newbie to be taken.
As long as you have, as sanctioned format, *only* the level
of play implied with the deals system *plus* all the big corpus
of rules and errata/rewordings etc, that simply gives little sense to
newbies
in motivating them to the "pro" level of the game.
At least in my experience here: with the game becoming more complex at every
release (slave, infernal, anarchs, cold iron, burn option, events, trophy,
red list, advanced
vampires etc etc)
the table talks implied with the deals system has come to scare new
players -
at the start, maybe they get fashinated by game mechanics, cards and its
inherent complexities
(clan, sect, vote system, combat system, bleed bounce system, prey-predator
relantionship etc)
but when it come to realize that there's somewhat a *mandatory*
level of long arguing trough table talks to make it up out of deals, they
tend to go away: simply too much of stuff to handle in the perspective
of playing the only format of sanctioned tournament available (that is,
the one with lot of table talks by the deal system).
That's my point..
Emiliano
[ quoted text not captured ]
LSJ <vte...@white-wolf.com> wrote in
news:rXYei.41424$5j1....@newssvr21.news.prodigy.net:
[ quoted text not captured ]
You might read on from where you snipped. What was cut doesn't conflict
with what you say here. I suggested that Judges need some (non-binding)
guidelines as to how to assess how much time "the game's progression has
dropped in a dealing player's lap". My question wrt time usage is,
where the hell is the strike zone?
When do deal discussions, or any other time-consuming activity, pass
from necessary to slow play? There are too few constraining factors,
too few extant examples, and too vague a description of appropriate vs.
inappropriate time use to judge time consumption at all reliably. I
still have almost no clue when to Judge that deal-making has passed from
time used that is "necessary", to time used that is in excess of what if
"necessary".
> What is fair is allowing the players to play the game. If they're
> making deals, OK.
>
We agree, but when judging I'll still expect Judges will be asked on
occasion to Judge time use in deal-making, based on the tournament
rules. It'd be helpful to have an vague idea as to how to treat those
cases consistently...
DZ
AW
On Jun 22, 9:23 am, LSJ <vtes...@white-wolf.com> wrote:
> atomweaver wrote:
> > LSJ <vtes...@white-wolf.com> wrote in> >news:K3Oei.5689$bP5....@newssvr19.news.prodigy.net:
>
> >> *Hu -- the latest "he/she" replacement suggestion. Pronounced "huh".
> >> "Hu" can mean "he" "his" or "him" or "she" "hers" or "her". Suggested
> >> by DeAnn DeLuna at John Hopkins.
>
> > Ick, that's awful.
>
> I like "one" myself, but everyone seems to think that's too snooty.
> "huh" definitely passes the snooty test, at least.
>
> I don't think it's a good idea to use "hu" as-is for possessive, though. "hus"
> seems better suited for that.
>
> It also seems a poor decision to spell it hu and say to pronounce it "huh". Just
> spelling it like it sounds would be better if you want it to stick.
>
It would make a lot more sense pronounced "hugh".
> But I'm not the linguist.
>
> Anyway, I'll try anything to kill the "they" as singular abomination. :-)
That's what they want you to do. One is want to do whatever hu wants.
--
- Gregory Stuart Pettigrew
[ quoted text not captured ]
Heh. I was just about to recommend using the plural forms to indicate the
singular with an undertain gender. It's still better than 'hu' I guess.
Or you could go with the he/she, he or she forms (more typing, but it
probably offers the best clarity).
Or you could circumvent the reference in phrasing the sentences in a way
that you use few references (and then you can use "the/a player", "the/a
Methuselah", etc.). Though this can get tyring if you write a lot (like,
a NetRep, kind of does...)
While I fully realize that nothing I write is new information in terms
of the options available, I am sincerely hoping that the effort spent in
composing this post will contribute to you abandoning (or better yet,
never really adapting) the horrible "hu" reference. It a-hurtin ma ears,
so to speak (and I'm not even a native speaker).
If none of the above qualify - I'm a full supporter of the "one"
reference myself in the "second worst thing that is still much better
than the worst worst thing" kind of way... :)
--
Regards,
Daneel
librarian wrote:
> Blooded Sand wrote:
>>>
>> I would like to know if the admin involved in having 2 separate levels
>> of tournament competition is a strong enough counter-argument to the
>> one of creating a more newbie friendly environment.
>>>
>
> From my understanding, yes.
>
> Oscar is pretty much our only paid OP person, and he handles Eve CCG,
> Camarilla, and other OP stuff as well as VTES (I think).
>
> Robyn is a volunteer. And a damn good one, and under appreciated to
> boot. Robyn, you rule!
>
> There would need to be another volunteer to handle the amateur circuit's
> rankings etc. Don't know if there is one out there who could do it well.
>
You know, I have thought more about this.
Perhaps if there was simply a different sanctioning label, say the Third
Tradition Tournaments, but all else was the same, it might not be that
tough.
Robyn would enter Archon's in the same as she does now. It would be
just as easy to enter a 3T Tournament as a limited tournament, although
I don't know if that is a big deal or not. Oscar/LSJ (don't know who it
is now) would sanction the tournaments the same. It would be a nice
spiff to have the rankings in the 3T Tourneys be posted on WW's site,
and also perhaps a listing of players who have played enough tournaments
to move up - sort of like passing out of the Q circuit in PGA golf.
The key would be that the tournament rules would be the same. No
Silence of Death format, but regular VTES with deals and everything
else. The only difference is eligibility of players.
A player can play as long as their total number of tournaments played
ever is fewer than 10. The number can be tweaked, but you get the idea.
This means that those who are not very experienced can play in a
tournament level with others of their same level. After 10 tournies of
any type, you would then no longer be eligible to play in Third
Tradition sanctioned tourneys.
Eligibility would be checked by Princes, and there would have to be some
level of trust that players were not gaming the system by signing up for
new ID's just to play in what would be a "new player" tournament structure.
Benefit from WW standpoint is that it would only require a different
sanctioning. Archons would be the same, Robyn would enter them the
same. There would need to be a new ranking chart on WW's web site, but
I can't imagine that would cost too much.
All of the above being said however, I can't see that many princes, esp
in the US, would take advantage of that sanctioned format. My gut
feeling is that most playgroups in the US only have 2-3 new players at a
time, and holding a tournament for those 2-3 new players seems sort of
goofy. And marketing that circuit in a way that it wouldn't be mocked
as the "Baby's league" or something might also be tough.
Ah well, just an idea.
best -
chris
--
Super Fun Cards
http://stores.ebay.com/superfuncards/
auct...@superfuncards.com
[ quoted text not captured ]
I like the idea, but given the relative small number of stable players
(usually, 10-15), and (as you point) the few newbies coming
to the game each year, beginners would not find a suitable number
of relatives to play with at third tradition tournaments (i like the name
:-) ).
You must consider some sort of more-beginner-friendly format in which both
experienced and beginners can still play together, given this fact.
The only one that seems to fulfill this requisite is the SoD, so far.
Emiliano
On Jun 23, 4:23 am, "Tetragrammaton" wrote:
> Clément wrote:
> > Most of the time, [casual play, in which the VEKN tournament rules are enforced,] is enough preparation for our newbies to face> > the less relaxed (more competitive) atmosphere of tournaments.
>
> What i'm trying to make understand is that the step between the
> unskilled level and the level of play of the SC tournament format
> has turned too big for a newbie to be taken.
I know that, and I don't completely disagree with you. I just asked
you about how casual play works in your playgroup to try and figure
out if a sanctioned tournament format for newbies is really necessary
- since the weekly casual play seems to to the job pretty well around
here.
Granted, our tournaments don't have the amount of dealing that you
tell us your tournaments have.
Also, I realise that your point doesn't necessarily relies on a
sanctioned format for newbies being strictly "necessary". It would be
worth of consideration already if it is considered a good way to bring
new players into the game, and the cons of putting this thing in place
do not outweight the advantages.
> As long as you have, as sanctioned format, *only* the level
> of play implied with the deals system *plus* all the big corpus
> of rules and errata/rewordings etc, that simply gives little sense to
> newbies
> in motivating them to the "pro" level of the game.
> At least in my experience here: with the game becoming more complex at every
> release
(...)
> the table talks implied with the deals system has come to scare new
> players -
> at the start, maybe they get fashinated by game mechanics, cards and its
> inherent complexities
(...)
> but when it come to realize that there's somewhat a *mandatory*
> level of long arguing trough table talks to make it up out of deals, they
> tend to go away: simply too much of stuff to handle in the perspective
> of playing the only format of sanctioned tournament available (that is,
> the one with lot of table talks by the deal system).
>
> That's my point..
I get it. It doesn't happen here, but I do realise how such a scenario
is possible.
What I'm not convinced of is that those newbies should be "training"
for the "pro" level of tournament play in a different tournament
format.
Ideally, the newbie tournament should follow the full VEKN rules
(except they would not be open tournaments). This way, newbies could
practice every aspect of VTES tournament play, including table talk.
We have done such events here in the past, play days exclusively for
newbies (with or without coaching). We even give nice prizes to them
(boosters and useful common cards kits, mostly). Those newbie days are
announced in advance, so we try to have a suitable number of newbies -
at least three will do, more is a bonus.
Very little dealing takes place on these events (although it's
allowed), and the game mechanics used are mostly the basic ones.
What do you think of this idea? It could be improved so it looks and
feels more like a tournament. Also, we could work on aspects such as
player eligibility, table seating (3-player tables could be allowed,
for example), deck construction, ideal prizes etc. Maybe some sort of
ratings too, if it is considered helpful.
Just throwing some ideas here, as such things have worked well for us.
[ quoted text not captured ]
Clément wrote:
> On Jun 23, 4:23 am, "Tetragrammaton" wrote:>> Clément wrote:
<snip>
> Ideally, the newbie tournament should follow the full VEKN rules
> (except they would not be open tournaments). This way, newbies could
> practice every aspect of VTES tournament play, including table talk.
>
> We have done such events here in the past, play days exclusively for
> newbies (with or without coaching). We even give nice prizes to them
> (boosters and useful common cards kits, mostly). Those newbie days are
> announced in advance, so we try to have a suitable number of newbies -
> at least three will do, more is a bonus.
>
> Very little dealing takes place on these events (although it's
> allowed), and the game mechanics used are mostly the basic ones.
>
> What do you think of this idea? It could be improved so it looks and
> feels more like a tournament. Also, we could work on aspects such as
> player eligibility, table seating (3-player tables could be allowed,
> for example), deck construction, ideal prizes etc. Maybe some sort of
> ratings too, if it is considered helpful.
>
I never tried 3 players table, actuallly - and i'm going to have
a try for that, granted.
thanks for the advices, much appreciated :-)
Emiliano
On Jun 28, 1:40 pm, "Tetragrammaton" wrote:
> Clément wrote:
> > Ideally, the newbie tournament should follow the full VEKN rules
> > (except they would not be open tournaments). This way, newbies could
> > practice every aspect of VTES tournament play, including table talk.
>
(...)
> > Very little dealing takes place on these events (although it's
> > allowed), and the game mechanics used are mostly the basic ones.
>
> > What do you think of this idea? It could be improved so it looks and
> > feels more like a tournament. Also, we could work on aspects such as
> > player eligibility, table seating (3-player tables could be allowed,
> > for example), deck construction, ideal prizes etc. Maybe some sort of
> > ratings too, if it is considered helpful.
>
> I never tried 3 players table, actuallly - and i'm going to have
> a try for that, granted.
Just to clarify a little bit, allowing the 3 players table (at "newbie
events" only) comes from the observation that it would be a bad idea
to call the whole thing off just because a fourth new player didn't
show up.
In this sense, two player tables could work too, but they are
obviously less good because then the multiplayer aspect is completely
lost (and cards like Deflection are unplayable).
Abraço,
Luiz Mello