Azel#
The ennui has once again taken me away from my ardent love of VTES. And though some young bloods -- upon listening to me reminisce -- have asked me to introduce the game to them, I haven't had the inspiration to bother. Something about the game's state feels "solved" to me, like re-slogging through mud looking for the whimsy of yesteryear.
... and on a lark I returned and tried to catch up here on VEKN fora. Same old recurring topics, some rule changes in the right direction (ever so slowly), and still feeling little interest beyond nostalgia -- until? Until this delightful exchange:
> LivesByProxy wrote:
>
> > Ashur wrote:
> > Interesting. What is the potential of VTES?
> >
> To me, it looks like VTES wanted to be a game where players took actions with their vampires that was reminiscent of role-playing in WoD. Your vampire would get a Leather Jacket, a Hawg, and a Shotgun and be able to use vampire powers like "blur", "acrobatics" or whatever. He or she might even employee some retainers, create a ghoul, make a pact with the local street gangs, and slowly start to build a herd.
>
> And all of that is really cool, but in VTES that's a dozen different actions with 1 minion that are not directly winning you the game. And the game is about winning.
>
> It's like, the actions VTES wanted to be originally based around: employing retainers, recruiting allies and pawns, moving equipment around - all things that simulate vampires doing stuff in the WoD, all vestigial indicators of the original vision of Jyhad - pales in comparison to the efficiency and effectiveness of big bleeds timed precisely successfully connecting with your prey.
>
> VTES has the potential to be a game about vampires doing vampire stuff like gearing up with half-a-dozen different items, spying on each other, blackmailing one another, vampires with vendettas against others, etc. etc. Create a interesting network of layered relationships between the vampires on the board.
>
> TwoRazorReign wrote:
>
> > LivesByProxy wrote:
> > And the game is about winning.
> >
> I would argue this was not the original intention, per the first Jyhad rulebook: "Your goal is to use your minions to destroy the influence the other Methuselahs hold over their minions." There is no mention of victory points or who is declared the winner in this description, and it may have been on purpose. The idea at the time (1994) was to have a card game where players role play ancient vampires whose only purpose is to mess up everyone’s plans. Thus, being more concerned about gearing up minions and destroying a rival (not even your prey) was just as fair game as trying to accumulate victory points. One game, two players role playing ancient vampires may battle each other cross table just out of spite making the outcome of the game totally random (perhaps to the chagrin of the other 3 ancient vampires), where the next those two make up and everyone plays nice for victory points. Then maybe in a subsequent game the "doing things out of spite" cycle repeats. And so on. This interaction between ancient vampires and how just one of them acting unruly can make everyone's unlife miserable is what the "eternal struggle" is referring to in the source material.
>
> While the objective of the game did change since Jyhad, the game did not change to fit this objective. And I think this currently contributes to a disconnect between trying to play the game competitively and how the game actually functions.
>
> Ashur wrote:
>
> > TwoRazorReign wrote:
> > I would argue this was not the original intention, per the first Jyhad rulebook: "Your goal is to use your minions to destroy the influence the other Methuselahs hold over their minions." ...
> >
> This is a poetic paraphrase, and keep in mind that influence = pool, so "destroy their influence" is pretty much "destroy their pool". Which of course can be done in various ways. But yes, the victory point system was added later.
>
> > TwoRazorReign wrote:
> > And I think this currently contributes to a disconnect between trying to play the game competitively and how the game actually functions.
> >
> This is a important conclusion, which I kind of share, and I know for a fact that the current design team is aware of. Its tricky though, balancing the game so that kitchen table players are as pleased as tournament scene players. And making it possible for the former to actually enjoy turning up at a tournament sometimes and still recognize the game and even win some. More feedback on this topic is great for Black Chantry and VEKN officials to take part of, keep it coming!
>
> TwoRazorReign wrote:
>
> > Ashur wrote:
> > This is a poetic paraphrase, and keep in mind that influence = pool, so "destroy their influence" is pretty much "destroy their pool". Which of course can be done in various ways. But yes, the victory point system was added later.
> >
> Not to belabor the point, but it's less important what was included in the "object of the game" in the early days than what was left out. It appears careful decisions were made to not make accumulation of victory points a sole objective and to incentivize ousting ones prey instead to guide players along. The door was left open for people to fully play their role as methuselahs; one could decimate their non-prey rival, with in-game consequences that would mimic the theme of the source material (one methuselah making another's life miserable for frivolous reasons, all while a third, fourth, and fifth party may benefit). That door is effectively closed with the current object of the game, especially while also using tournament rules.
>
> VTES was an arty and experimental second attempt at a major CCG. I think that legacy has sort of been lost (but maybe for the best).
>
Ooh, sweet inspiration! Yes, that is it!
VTES has trudged the Path of Spike (MtG player archetype shorthand for hyper-competitive), with a strong Path of Spike/Johnny (hyper-competitive with creative combos) alternate, for a little too long. It feels long in the tooth, staple cards staying as they are since the beginning, and fighting against its original "artsy-fartsy" Vorthos (archetype that wants to immerse in fictional characterization) composition.
Basically, VTES forgot the other player archetypes, the other reasons people want to play, simple attraction to the fiction itself.
And so, after all that reading, I propose VTES needs new play formats.
Part of that is it doesn't have to change the official card pool legality for official tournament play -- but! it can be shaped into changing card pools for variants. Yes, that means something less like draft and more like MtG Commander.
And, given that its original Jyhad state is full of easy to grok "Vampires being cool and spiteful to each other!" emotional drive, what better way to draw fresh blood back into the Eternal Struggle? Let's tap into the vampiric cool with immersive-friendly alternate formats. I personally want an artsy-fartsy Hanafuda* style VTES where VPs are pointless, and play is just about artful drama & destruction. (Maybe library deck cards can be burned to take pool loss, or be sacrificed to add more pool, to keep the destruction ongoing?)
*(Hanafuda is a Japanese deck of cards focused on flowers and seasons, with some gambling games attached, but not always, and rules are rather loosey-goosey emotional aesthetic.)
Or we could actually talk about a 3-player friendly format? That way games take less time and more people can play without locking down two+ hours of their life. The card pool would again have to be reconsidered. But just like MtG Commander breathed new life into old card sales without crimping the tourney scene, same could be with Duel or 3-Way VTES formats.
Anyway, it's been far too long for me since VTES' potential felt refreshing, and I would love for this to become a thing. It also steps very lightly on design toes and the current competitive state of play. So, who wants to brainstorm new ALT VTES formats?