rec.games.trading-cards.jyhad

the reason for reminder text

3 messages from 3 participants · 04 January 2005 – 09 January 2005
original thread on Google Groups

Teeka

I've read the discussions about things like "drawing a card" (without the replacement/dicarding text) and "does five mean five-or-more", and I was wondering why -from a game designer's point of view- reminder text is used at all. In my opinion, before you start playing a game, you should know the rules. It's not like you can buy a chess game where a King piece has reminder text on it saying: "(if this piece is taken, you lose the game. The King may not move if that move puts him in check)". Of course, in any game as complex as VTES there will be problems and uncertainties, but that's what the detailed rulebook, clarification pages and groups like this are for. I for one agree with LSJ that the rulebook should always be the first place to look for answers, but I also think reminder text that just quotes a rule is therefor pointless and only raises more uncertainties. So, the question is: why use reminder text at all? Don't tell me it's to make the game easier for new players, because I think VTES has quite a complex set of rules and mechanics anyway (compared to other CCGs, that is), so a new player couldn't just pick up a starter and begin play to anyway (without thouroughly learning the rules). Also, most people nowadays have access to the net and can look up any clarification. On a personal note, I'd love to see reminder text getting replaced with flavor text. :) Not trying to bitch here, just curious. -Teeka

LSJ

Teeka wrote: > I for one agree with LSJ that the rulebook should always be the first > place to look for answers, but I also think reminder text that just > quotes a rule is therefor pointless and only raises more > uncertainties. > > So, the question is: why use reminder text at all? It staves off quite a fair portion of questions. The "uncertainties" raised are a miniscule price to pay for that. -- LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc. Links to V:TES news, rules, cards, utilities, and tournament calendar: http://www.white-wolf.com/vtes/

Curevei

>I've read the discussions about things like "drawing a card" (without >the replacement/dicarding text) and "does five mean five-or-more", and >I was wondering why -from a game designer's point of view- reminder >text is used at all. > >In my opinion, before you start playing a game, you should know the >rules. It's not like you can buy a chess game where a King piece has >reminder text on it saying: "(if this piece is taken, you lose the >game. The King may not move if that move puts him in check)". Chess has incredibly simple rules and interactions in comparison to pretty much any CCG. >Of course, in any game as complex as VTES there will be problems and >uncertainties, but that's what the detailed rulebook, clarification >pages and groups like this are for. Rulebook has a couple problems. First, finding relevant info in rulebooks is too often an ordeal. Second, the little rulebooks that come with starters eventually end up being woefully insufficient for understanding how a particular CCG works. If you ever look at the official online rulebooks for the few games that have real ones, they are painfully long. Firestorm tried to put out a real rulebook with its starters and it had something like 67 sections. Kind of cool how they addressed all sorts of things that are important to high level play and usually ignored by standard paper rulebooks but not user friendly. The V:TES rulings/clarifications/et al pages are inadequate. I find it disturbing that people think it's okay that a lot of rulings have to be looked up through Google rather than having a (real) database on the WW site. I almost never find an answer to a card interaction question in looking through rulings/clarifications/errata/et al. I might be able to find it in the rules Yahoogroup or Google from a discussion here. Usually, if I want a definitive answer, it requires asking LSJ. That's just amazingly inefficient when a searchable database of every ruling or clarification *ever* made could exist. I realize the data entry aspects of such are an issue for smaller companies, but it's what should be aspired to. >I for one agree with LSJ that the rulebook should always be the first >place to look for answers, but I also think reminder text that just >quotes a rule is therefor pointless and only raises more >uncertainties. Real world counter - Magic has increased reminder text on cards because it was deemed helpful. >So, the question is: why use reminder text at all? Don't tell me it's >to make the game easier for new players, because I think VTES has >quite a complex set of rules and mechanics anyway (compared to other >CCGs, that is), so a new player couldn't just pick up a starter and >begin play to anyway (without thouroughly learning the rules). Also, >most people nowadays have access to the net and can look up any >clarification. For the first argument, I'm not sure how the absence of reminder text solves the complexity problem of the game. For the second, people can't always look things up while playing. Remembering questions after playing is something I've found difficult. Should write down questions, but it's tedious to do so. Then, with V:TES, finding the answer is no picnic. Even if you are used to searching Google, you have to make sure the ruling you find is best data. The funny thing is that reminder text is used both by companies that word cards badly and ones that word cards well. V:TES cards happen to be worded badly; there's an absence of consistency (templating), keywording, and whatnot. For this game and others like it, the reminder text is in there to prevent people from making bad assumptions about how things work or to resolve ambiguous wordings. In the ideal, you come up with rules for writing cards that makes ambiguity difficult and wouldn't need reminder text to serve this purpose (kind of what you are getting at). For a game like Magic that has tight templating and lots of keywords, reminder text helps teach the rules of the game while cutting down on case-by-case card interaction issues (due to the keywording). Some keywords, like First Strike, may be intuitively obvious in how they work (for Magic), but Magic is constantly creating new keywords and some of their mechanics just aren't obvious in how they work. Explaining Sunburst (keyword), for instance, on every card that uses it helps oodles for getting people to play it right over having a little insert in starters or forcing people to look up how things work or forcing people to ask someone to explain how it works to them. But, why use keywords and reminder text over just writing out the mechanic each time? Keywords are sweet for simplifying CCGs. "Haste" used to be written on Magic cards as "~ is unaffected by summoning sickness." and before that "~ may attack and tap for effects [or something like that] the turn it comes into play." If you put Haste plus its reminder text on cards, you probably end up with more words than if you just wrote out the mechanic sans the keyword. But, suppose you want something to reference a card or all cards with Haste. Suppose you are worried about an interaction between the mechanic and something else. Rather than go card-by-card to make sure the wording are identical so that the interactions are identical, all interactions involving the keyword *must* work exactly the same way because the keyword always means exactly the same thing. Rather than something like "When ~, you may draw a card. (Discard down to your hand size afterwards." or however such things are written, if there were a keyword DRAW (or Draw in boldface or some other word all together) such that you could write the mechanic "If ~; DRAW: 1 (Discard down to your hand size afterwards.)", while possibly limiting the amount of space available to other text, it would at least be consistent. [ quoted text not captured ]