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So we have a core play group at the FLGS and we're lately not having as much fun playing the game as we did. There's a few things going on.
We have players of wildly varying skill levels. We have some players that are just awful. We have some that are excellent and routinely win tables. And we have the ones like me that sort of muddle around in the middle. The better players play decks that either repeatedly abuse effective card combos and/or are playing at a much more advanced level than the others. This leaves the other players frustrated because (a) they're losing all the time, and to the same deck archetypes, and (b) they face the same decks over and over again.
Compounding the problem is that most of the players are unwilling or unable to create new decks. There's a few reasons for this, but it all boils down to my observation that, for me, creating a VTES deck is akin to giving birth. And I'm not very good at it. So like myself, the other players spend hours putting a deck together, put aside two or three more hours to play a few hands to test it... and get their asses whooped. Result? They don't have fun.
I personally have resorted to emulating decks from the tournament archives to save time. This has its own problems. First, a lot of the decks don't have author comments explaining to the reader how the deck *works.* (Props to Ben Peal; every deck I've seen him post always has instructions.) Second, a lot of tournament decks are based around rare cards (though nothing like a similar archive of M:TG would be) that the players have trouble getting. Or the deck is so hideously effective that I shelve the deck for fear of making the problem worse.
For example, this past weekend I recreated two tournament decks - a Salubri Spirit Marionette/Heidelburg one, and a mass Nocturn one. The first deck did absolutely nothing both games it played, while the second captured (I think) 9 VP across three games, and only so few because the third game people basically stopped what they were doing to shut it down because they were afraid of it. Same thing happened with a Lasombra deck a few weeks ago - it did great, but it was a mindless S&B deck and I just hate playing them, and the table hate for it was palpable.
So between the wild disparity between some of the players in my group and the lack of new decks being produced, it's led to a stagnant play environment where some players never win, some never lose, and all of them are playing the same damn decks over and over again. It just seems like we're not having much fun playing, and as the local Prince I feel it's my job to make sure that they do. Some of the players thought a card limit would help (this is the reason for my previous thread), but... I dunno. (We tried a draft format once and it got a decidedly cool reception, so no luck there.)
Feel like I'm rambling. I get depressed talking about it. I'll shut up now. Thoughts appreciated.
> So between the wild disparity between some of the players in my group > and the lack of new decks being produced, it's led to a stagnant play > environment where some players never win, some never lose, and all of > them are playing the same damn decks over and over again. > Christian
The Texas playgroups (Austin, Dallas) have had success with each player getting a new starter and then drafting a limited number of cards and allowing trades between games. Do this for one game each session. Restart after 6 months or so, or at every set that has new starters.
I would be a fan of using the Sect War rules, to both encourage deck building skill, and to limited the environment in a way that can be creative, assuming you can assemble 8 players and half a box of two different starter sets. http://www.thelasombra.com/NAC2006/ and http://www.thelasombra.com/NAC2009/ Extend that experience with a short league, then do it again. Everyone gets a break from the current decks, get to figure out how to build better decks, and the FLGS makes some cash.
The important part is enjoyment of the game, so explore the variants that cater to the local groups interest.
You could run a couple games with random decks. Each player brings a deck to the table and than they are distributed randomly. After the game have a deck workshop with any who are inclined to take critics.
On Wed, 4 Nov 2009 11:34:45 -0800 (PST), wedge <matt...@gmail.com> wrote: > You could run a couple games with random decks. > Each player brings a deck to the table and than they are distributed > randomly. > After the game have a deck workshop with any who are inclined to take > critics.
You know, now that you mention it, I do recall one of the local players organizing a "fun" tournament a while ago. There were different rules for each round... But the finals had the rule that after seating (which was random) every player has to hand their decks to their predator! :)
You had toolboxes and table control type decks, because everyone brought a deck that they thought was not obviously easy to play, but rather required practice and knowledge.
On Nov 4, 1:24 pm, Christian <chrisi...@aol.com> wrote:
> We have players of wildly varying skill levels. We have some players > that are just awful. We have some that are excellent and routinely win > tables. And we have the ones like me that sort of muddle around in the > middle. The better players play decks that either repeatedly abuse > effective card combos and/or are playing at a much more advanced level > than the others. This leaves the other players frustrated because (a) > they're losing all the time, and to the same deck archetypes, and (b) > they face the same decks over and over again.
I'm not sure that there's really a cure for this, aside from getting new people into your group and thereby having enough people that not everyone plays with everyone else in every game.
Are the not-as-good players actively trying to improve their game?
> On Nov 4, 1:24 pm, Christian <chrisi...@aol.com> wrote:
> > We have players of wildly varying skill levels. We have some players > > that are just awful. We have some that are excellent and routinely win > > tables. And we have the ones like me that sort of muddle around in the > > middle. The better players play decks that either repeatedly abuse > > effective card combos and/or are playing at a much more advanced level > > than the others. This leaves the other players frustrated because (a) > > they're losing all the time, and to the same deck archetypes, and (b) > > they face the same decks over and over again.
> I'm not sure that there's really a cure for this, aside from getting > new people into your group and thereby having enough people that not > everyone plays with everyone else in every game.
> Are the not-as-good players actively trying to improve their game?
> John Eno
Why should people make new decks.... #1 They have a "fun incentive" #2 They have a "un-fun disincentive"
I'm considering starting some wacky concept events for our playgroup. One is tentatively called Fight Club, where minion desctruction counts towards winning a small pool of cards (everyone chips in a few bucks which buys boosters and the top placed people get a cut of the cards). Or other such ideas... It's Animalism Week. Or something.
The disincentive is simple: play counter-decks. If your meta has vote decks all over, play Ventrue Anti AntiVote (Quentin, Demonstration, Loyalist, Delaying Tactics, Beureaucratic Overload, Poison Pill, Irregular Protocol, etc). If there are S&B Cheese Monsters, play a reduce wall (Aus Intercept + Keep it Simple & Telepathic Counter/ Misdirection), etc, etc, etc. This is the "make them play new decks cause their old decks don't win anymore" kind of tactic. It can be hard to do right because people can get really offended.
> On Nov 5, 8:07 am, Kushiel <invisibleking...@gmail.com> wrote:
> > On Nov 4, 1:24 pm, Christian <chrisi...@aol.com> wrote:
> > > We have players of wildly varying skill levels. We have some players > > > that are just awful. We have some that are excellent and routinely win > > > tables. And we have the ones like me that sort of muddle around in the > > > middle. The better players play decks that either repeatedly abuse > > > effective card combos and/or are playing at a much more advanced level > > > than the others. This leaves the other players frustrated because (a) > > > they're losing all the time, and to the same deck archetypes, and (b) > > > they face the same decks over and over again.
> > I'm not sure that there's really a cure for this, aside from getting > > new people into your group and thereby having enough people that not > > everyone plays with everyone else in every game.
> > Are the not-as-good players actively trying to improve their game?
> > John Eno
> Why should people make new decks.... > #1 They have a "fun incentive" > #2 They have a "un-fun disincentive"
> I'm considering starting some wacky concept events for our playgroup. > One is tentatively called Fight Club, where minion desctruction counts > towards winning a small pool of cards (everyone chips in a few bucks > which buys boosters and the top placed people get a cut of the > cards). Or other such ideas... It's Animalism Week. Or something.
> The disincentive is simple: play counter-decks. If your meta has vote > decks all over, play Ventrue Anti AntiVote (Quentin, Demonstration, > Loyalist, Delaying Tactics, Beureaucratic Overload, Poison Pill, > Irregular Protocol, etc). If there are S&B Cheese Monsters, play a > reduce wall (Aus Intercept + Keep it Simple & Telepathic Counter/ > Misdirection), etc, etc, etc. This is the "make them play new decks > cause their old decks don't win anymore" kind of tactic. It can be > hard to do right because people can get really offended.
To piggy-back on these two posts, players should practice countering the things they commonly see in their metagame. This involves (not necessarily in this order) 1) Knowledge of what strategies there are and practice with them 2) Knowledge of how to counter the above strategies 3) The drive to play the game well
On the first subject, there are a variety of resources out there. Start at http://www.thelasombra.com/strategy.htm If you don't have the cards needed to practice every deck type, borrow, buy, or proxy them(for non-tournament play).
On the second subject, keep reading more strategy, talk to other players, see what works for you.
Finally, you need to care. I've seen plenty of players, or would-be players, without the desire to play the game, let alone play it well. There may be hope for some of these people, I'd take it case-by-case.
My personal approaches to countering certain strategies(some are more tested/effective than others):
Stealth Bleed- LOTS of bounce(followed by your own bleeds), heavy intercept, archon investigation, not blocking anything they do(to choke them on stealth), rush them and burn them.
Voting- Intercept the vote, Delaying Tactics, make their votes fail, rush them.
If you and your friends have trouble making decks, net-decking is fine for now. You can eventually change some of the net-decks to be more of your style, if you want. Having at least a hand full of decks is good, especially if people are tired of what they normally use.
On Nov 4, 2:34 pm, wedge <matt...@gmail.com> wrote:
> You could run a couple games with random decks. > Each player brings a deck to the table and than they are distributed > randomly. > After the game have a deck workshop with any who are inclined to take > critics.
> Matt
For pick up games for people I use 5 demo decks builds that I got from the Lasombra deck list guide. They are simple for each deck does 1 thing, sure they are 1-dimensional ,but it lets them try different things and different strategies.
Some are easier to pick up then others , like stealth bleed is simple ,but timing is what you have to learn. Voting is the hardest for you have to be good in making deals with other people.
On Nov 4, 6:26 pm, brandonsantacruz <brandonsantac...@yahoo.com> wrote:
> On Nov 4, 1:28 pm, Juggernaut1981 <brasscompo...@gmail.com> wrote: > > Why should people make new decks.... > To piggy-back on these two posts, players should practice countering > the things they commonly see in their metagame.
Yeah, see, I disagree with both of you. I think you have good intentions, but maybe I might be more privy to the new shit than you are. In the parlance of our times.
If the not-so-good players in Christian's playgroup are having a difficult time with even the basic VTES essentials (which is what he told me in a private email which I suspect he meant to post here), changing decks probably isn't the way to go. Making new decks and metagaming locally aren't going to help you if your fundamental skills are so much in the basement that you don't really grok the basic throughlines of how the game works in actual play.
Mind you, I don't have a solution that that particular problem, either.
We had issues with this sort of thing for a long time, no one ever had time for new decks. We did two things, that fixed it overnight.
1) We played each others decks, no instructions, just took it and played, it was a lot of fun.
2) We got together and spent a night making decks, no playing, just as a group making different decks, to get over the "giving birth" feeling people have. This activity also involved a lot of trading with people who never trade, I mean never trade.
> On Nov 4, 6:26 pm, brandonsantacruz <brandonsantac...@yahoo.com> > wrote:
> > On Nov 4, 1:28 pm, Juggernaut1981 <brasscompo...@gmail.com> wrote: > > > Why should people make new decks.... > > To piggy-back on these two posts, players should practice countering > > the things they commonly see in their metagame.
> Yeah, see, I disagree with both of you. I think you have good > intentions, but maybe I might be more privy to the new shit than you > are. In the parlance of our times.
> If the not-so-good players in Christian's playgroup are having a > difficult time with even the basic VTES essentials (which is what he > told me in a private email which I suspect he meant to post here), > changing decks probably isn't the way to go. Making new decks and > metagaming locally aren't going to help you if your fundamental skills > are so much in the basement that you don't really grok the basic > throughlines of how the game works in actual play.
> Mind you, I don't have a solution that that particular problem, > either.
> John Eno
Playing a different deck(one built by another) will improve anyones game~. It shifts you into a problem solving (to figure out the deck) rather than reacting to card play. Exposure to different deck types (builds) can help to improve you own deck building.
Toolbox decks are best for teaching new players the game.
Basic VTES essentials that I tell new players.
*know the phases *know the cards types (which cards to focus on at a giving time) - all cards played are resolved immediatly baring interrupts (action cards being the most common exception) -If they are having problems w/ the cards it is best to drill in the groups. -reactions and OotM only playable on anothers turn -intercept only when blocking -combat only in combat -actions state the action (I have seen people declare a bleed then later say it was a govern bleed) -action mod only during an action -stealth only to surpass intercept *you need pool to win *you need minions to oust your prey
On Nov 5, 11:33 am, wedge <matt...@gmail.com> wrote:
> Playing a different deck(one built by another) will improve anyones > game~. > It shifts you into a problem solving (to figure out the deck) rather > than reacting to card play.
How does that help someone play better if they can't grasp the basics of the game? How is borrowing someone else's deck going to help teach a player who insists on continuing to spend pool on minions in spite of not being able to defend themselves against their predator, for instance?
> Exposure to different deck types (builds) can help to improve you own > deck building.
On Nov 5, 10:46 am, Kushiel <invisibleking...@gmail.com> wrote:
> On Nov 5, 11:33 am, wedge <matt...@gmail.com> wrote:
> > Playing a different deck(one built by another) will improve anyones > > game~. > > It shifts you into a problem solving (to figure out the deck) rather > > than reacting to card play.
> How does that help someone play better if they can't grasp the basics > of the game? How is borrowing someone else's deck going to help teach > a player who insists on continuing to spend pool on minions in spite > of not being able to defend themselves against their predator, for > instance?
I assume that the borrowed decks will have better D#, bloat or control, allowing players to see other options. Hopefully giving them an idea of D# required to justify pool expenditures. The deck of a player that does not understand the basics will not be as good as one who does. By allowing them to play a different deck they may grasp the differences.
> > Playing a different deck(one built by another) will improve anyones > > game~. > > It shifts you into a problem solving (to figure out the deck) rather > > than reacting to card play.
> How does that help someone play better if they can't grasp the basics > of the game? How is borrowing someone else's deck going to help teach > a player who insists on continuing to spend pool on minions in spite > of not being able to defend themselves against their predator, for > instance?
it helps immensely, because often you play a deck that does more with less, and you learn that using 6 minions to do a task they suck at isn't a good idea, it teaches by example.
I have been playing VTES as follows: - Put a lot of cards together and divide them into categories (action, action modifier, combat, equipment, vampires, etc) - Let everyone start at random with approximately 120 to 180 cards, while everybody gets the same amounts out of every category - Everybody plays with a minimum of 62 cards in his library - When starting, draw a card from your prey's library for ante and one to put back into the stacks - When you oust your prey, you will receive his ante and put it at the bottom of your current library - After each game 1 vampire form your crypt and 1 vampire from your side-crypt will be put back into the stacks - After each game you will receive 3 games from the stacks at random and 3 new vampires - At the end of each gaming session, the one with the most victory points may return one of his "bad" cards to the stacks and draws a new one from the same category.
This system has made a lot of people happy, since there is a continuous balance of loosing and gaining both bad and good cards. You will always have to tweak your deck and once in a while you are forced to change the core of your theme.
Been playing this for years for MTG and is equally fun for VTES! Try it some time.
On Nov 5, 2:16 pm, wedge <matt...@gmail.com> wrote:
> I assume that the borrowed decks will have better D#, bloat or > control, allowing players to see other options. > Hopefully giving them an idea of D# required to justify pool > expenditures.
That's still a question of deckbuilding skill, not playing skill.
> The deck of a player that does not understand the basics > will not be as good as one who does. By allowing them to play a > different deck they may grasp the differences.
On Nov 4, 10:24 am, Christian <chrisi...@aol.com> wrote:
> So we have a core play group at the FLGS and we're lately not having > as much fun playing the game as we did. There's a few things going on.
> We have players of wildly varying skill levels. We have some players > that are just awful. We have some that are excellent and routinely win > tables. And we have the ones like me that sort of muddle around in the > middle. The better players play decks that either repeatedly abuse > effective card combos and/or are playing at a much more advanced level > than the others. This leaves the other players frustrated because (a) > they're losing all the time, and to the same deck archetypes, and (b) > they face the same decks over and over again.
[snip snip]
> Christian
i usually find that certain players are more competitive or munchkin and others are more experimental or character actors. they don't always blend well. another issue is that good players can often take pretty much anything and play it well, and other less good players often lose from accumulated mistakes. unlike MtG or L5R, VTES is nowhere near as tight when it comes to tight deck construction affecting success. player skill in VTES has a remarkable swing factor that often compensates for construction.
soo, enough theoretical babble, i suggest everyone bringing decks and, once seated, passing their decks to the left. that way better players will probably show what another not-as-competitive player's deck can do, or where it can be improved defensively against their own better deck (who should now be in the hands of another). this should build more dialogue about what the creative or role-playing players want to do, but how to make it competitive enough to realize their new creation.
ideally that sharing of efforts should bring a better sense of community through communication and shared struggle. it should help undo some of this "Us vs. Them" attitude creeping in.
besides, this does more than help the less-competitive or munchkin players. competitive players routinely whipping ass with a familiar tier 1 deck are also likely becoming bored. and more importantly, competitive players routinely taking easy victories makes for low experience gain, which should likely result in rusty skills that could affect them if they ever enter a larger tournament pool.
On Nov 4, 10:24 am, Christian <chrisi...@aol.com> wrote:
> So we have a core play group at the FLGS and we're lately not having > as much fun playing the game as we did. There's a few things going on.
> We have players of wildly varying skill levels. We have some players > that are just awful. We have some that are excellent and routinely win > tables. And we have the ones like me that sort of muddle around in the > middle. The better players play decks that either repeatedly abuse > effective card combos and/or are playing at a much more advanced level > than the others. This leaves the other players frustrated because (a) > they're losing all the time, and to the same deck archetypes, and (b) > they face the same decks over and over again.
Let's say that instead of a CCG, you all were playing poker. Would the problem be the same? Playing Puerto Rico?
People who play CCGs have very different motivations. Some like to compete ... since CCGs are competitive games, this is reasonable ... and some like to do other things. I've found with two-player CCGs (or other competitive games) that it isn't a particularly big deal, you end up finding your level of play or quitting. With multiplayer CCGs, it's easier to hide in a game. And, with politics, lesser players can win often enough to disguise vast differences in play ability.
Anyway, at least some of the motivation when playing a competitive game should be to be competitive. If that's not a motivation, then I don't know what you do. It has been a consistent problem with niche CCGs in my playing experience that people have different ideas of fun and that the playerbases are so small that you try hard to get everyone to play together even though the differences in desires leads to frustration.
> Compounding the problem is that most of the players are unwilling or > unable to create new decks. There's a few reasons for this, but it all > boils down to my observation that, for me, creating a VTES deck is > akin to giving birth. And I'm not very good at it. So like myself, the > other players spend hours putting a deck together, put aside two or > three more hours to play a few hands to test it... and get their asses > whooped. Result? They don't have fun.
I have empathy for how busy people are. I don't have empathy for the idea that someone playing a CCG doesn't have time to build decks. The point of CCGs is deckbuilding, otherwise you are essentially playing a boardgame. If you can't be bothered to build decks, stop playing CCGs.
Sure, building V:TES decks is (at least conceptually) more difficult than building decks for many other CCGs. When I built Wheel of Time decks, I only had to think about 10% of my deck and what my opening hand should be. But, that's why you go to the effort of learning how to build them faster.
I've repeatedly suggested to people who don't use a deckbuilder to use a deckbuilder to build decks. I would approximate the number of people who followed that advice as zero. I've repeatedly suggested to people who build one deck at a time to build multiple decks in one sitting as I've found that I have fixed time costs to deckbuilding. Furthermore, my ideas for decks don't come one at a time - actually, I get tons of ideas when playing that I stupidly don't write down and end up forgetting. I would approximate the number of people who followed my advice to build multiple decks in one sitting rather than one deck (or tune one or more decks) as zero.
Seems to me that V:TES deckbuilding is perceived as harder than it is. Frequently takes me 15 minutes to write out a new deck in FELDB; the physical card pull is much longer as I have to go through my collection, make sure the sleeves are all the same sort, and whatnot. There's tremendous redundancy of effects in the game - this is a stealth card, this is an intercept card, etc. I've frequently relied on a cookiecutter methodology to deckbuilding where it's just a matter of slotting cards in and out for various roles. Probably better than "cookiecutter" would be "template" - you build an intercept combat deck you like, in the future you have an outline of how that sort of deck is built and just change disciplines or clans or whatever. When you play the new deck, you may find it to be flawed, but hey, you have a new deck. Sure, it helps to have experience to know what works and what doesn't, but um, that's sort of true of everything. Build more decks and deckbuilding becomes easier.
> I personally have resorted to emulating decks from the tournament > archives to save time. This has its own problems. First, a lot of the > decks don't have author comments explaining to the reader how the deck > *works.* (Props to Ben Peal; every deck I've seen him post always has > instructions.) Second, a lot of tournament decks are based around rare > cards (though nothing like a similar archive of M:TG would be) that > the players have trouble getting. Or the deck is so hideously > effective that I shelve the deck for fear of making the problem worse.
This is a separate issue. Whether you know how a deck works or not, at least you have a new deck. Whether you figure out how it works or not from playing it, you should form opinions on how you would build a similar deck or different decks.
I know it can be unrealistic to suggest playing more, but I see it being a loop. People who play infrequently aren't motivated to build new decks frequently which causes them to not be that interested since deckbuilding is fundamental to playing CCGs which causes them to play less frequently. You can also go the other way - the more you build, the more you want to play, or the more you play, the more you want to build.
As for not having the cards to build other people's decks, I'm not sure what the concern is. There's an essentially an infinite number of possible decks, build something and change it later if you don't like how it plays.
> For example, this past weekend I recreated two tournament decks - a > Salubri Spirit Marionette/Heidelburg one, and a mass Nocturn one. The > first deck did absolutely nothing both games it played, while the > second captured (I think) 9 VP across three games, and only so few > because the third game people basically stopped what they were doing > to shut it down because they were afraid of it. Same thing happened > with a Lasombra deck a few weeks ago - it did great, but it was a > mindless S&B deck and I just hate playing them, and the table hate for > it was palpable.
I've never been able to accomplish this as people for some reason aren't open about it, but I think groups would have a lot more fun when there's an effort made to find out from everybody what it is they enjoy about a game.
Some groups have used a system where one game is tournament decks and one game isn't or whatever to satisfy different interests, I've never seen that work, but maybe it can.
Note that someone's views may change over time as the person comes to experience more things.
BTW, were these in actual tournaments? If not, I'd get irritated, too. I have no problem with people playing the best decks they have. I get tired of seeing the same deck played frequently. But, maybe that's just me, I'm all about not being bored and predictability bores the hell out of me.
> So between the wild disparity between some of the players in my group > and the lack of new decks being produced, it's led to a stagnant play > environment where some players never win, some never lose, and all of > them are playing the same damn decks over and over again. It just > seems like we're not having much fun playing, and as the local Prince > I feel it's my job to make sure that they do. Some of the players > thought a card limit would help (this is the reason for my previous > thread), but... I dunno. (We tried a draft format once and it got a > decidedly cool reception, so no luck there.)
Groups that aren't building new decks should face the realization that maybe they should be doing something else. I had a weekly game that went on for more than 5 years that converted to boardgaming. Was I happy about it? Not particularly - I consider CCGs vastly superior to boardgames due to the variety and ability to bring your interests into the game. But, I encouraged not trying to occasionally play V:TES with that group after the conversion because there was so little deckbuilding going on and the game had ceased playing like a CCG. I could build three new decks for a session and then play against the same decks I've played against for the last three months - that's not playing a CCG.
Some people decide to pick up a CCG who really shouldn't. Most folks playing CCGs, though, like something about the CCG that you couldn't get from a boardgame with the same theme. I only wish, frequently, I could figure out what those things are from players so that gaming was more fun. Instead, I find players lose interest without ever expressing what it is they didn't like about how the group played.
> Feel like I'm rambling. I get depressed talking about it. I'll shut up > now. Thoughts appreciated.
> Christian
I see your problems being common. For niche CCGs, it's incredibly painful as you need critical mass to keep playing something that you invested in. Speaking of which, I don't think enough people realize how much of an investment of time and thought CCGs are. For multiplayer CCGs, it's even harder. We got by with essentially three WoT players and just rotated in for games; when we lost our fourth B5 player, our B5 group was done.
The importance of new blood cannot be overstated as you will find players who eventually realize that it isn't their thing. In one of his articles, Magic's lead designer answers the question of what he thinks will kill Magic, his answer being the lack of influx of new players.
> Seems to me that V:TES deckbuilding is perceived as harder than it > is. Frequently takes me 15 minutes to write out a new deck in FELDB; > the physical card pull is much longer as I have to go through my > collection, make sure the sleeves are all the same sort, and whatnot.
This is my experience also. Deckbuilders are critical to me.
If deck building is hard for you, or you want some advice, head to www.vtes.org post some decks, we'll give you feedback, or post a few cards you like and we'll help you build a deck based on them.