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Ruben had the interesting idea of recruiting from the likes of disgruntled MtG players. Since there are way too many Magic players and not enough VTES players, I am on board with this. How do we spot the right players, get their attention, keep it long enough to explain the basic rules, then draw them into the game?
My local game store has MtG drafts every month and I'd love to poach some of the more mature players, so I can see the usefulness of these tactics.
On Nov 5, 2:39 am, brandonsantacruz <brandonsantac...@yahoo.com> wrote:
> Ruben had the interesting idea of recruiting from the likes of > disgruntled MtG players. Since there are way too many Magic players > and not enough VTES players, I am on board with this. How do we spot > the right players, get their attention, keep it long enough to explain > the basic rules, then draw them into the game?
There is an article on game demoing, on The Lasombra's website, that looked rather good.
Saw someone trying to explain V:tES to a couple of M:tG players the other day. I'm not sure if it's just me, but I thought that trying to draw parallels between the two games (e.g. locations == enchantments, equipment == artifacts, disciplines == clolours, etc) seemed like a bad idea. Why would a player switch over if it's essentially the same game with a different packaging?
I would recommend putting together demo decks that excludes the more complicated cards and concepts, and offer M:tG players a chance to try them out. Then explain the game as if you would to a non-CCG player and let the prospective player draw xer own parallels.
> My local game store has MtG drafts every month and I'd love to poach > some of the more mature players, so I can see the usefulness of these > tactics.
> Brandon
Perhaps you could try having games there while they draft? Try pitching it to the LGS as a way to increase their profits (players who play more than 1 game buys products for more than 1 game), and get them to allow a bit of space for you guys to be playing V:tES during the draft events. Then hijack those who wander over to see what is going on. Preferably have a demo plan that takes less than 10mins (nice way to get the players hooked while they wait around for the next draft round to start).
On Nov 4, 8:38 pm, YY <the1andonl...@yahoo.com.sg> wrote:
> Perhaps you could try having games there while they draft? Try > pitching it to the LGS as a way to increase their profits (players who > play more than 1 game buys products for more than 1 game), and get > them to allow a bit of space for you guys to be playing V:tES during > the draft events. Then hijack those who wander over to see what is > going on. Preferably have a demo plan that takes less than 10mins > (nice way to get the players hooked while they wait around for the > next draft round to start).
> Cheers
> YY
I have tried that in a game store that had alot of LoT5R players ,but the LoT5R players were too entrenched to try anything new and the store wasn't helping for they kept their store inventory at a bare minimum.
> On Nov 4, 8:38 pm, YY <the1andonl...@yahoo.com.sg> wrote:
> > Perhaps you could try having games there while they draft? Try > > pitching it to the LGS as a way to increase their profits (players who > > play more than 1 game buys products for more than 1 game), and get > > them to allow a bit of space for you guys to be playing V:tES during > > the draft events. Then hijack those who wander over to see what is > > going on. Preferably have a demo plan that takes less than 10mins > > (nice way to get the players hooked while they wait around for the > > next draft round to start).
> > Cheers
> > YY
> I have tried that in a game store that had alot of LoT5R players ,but > the LoT5R players were too entrenched to try anything new and the > store wasn't helping for they kept their store inventory at a bare > minimum.
> James D Burns > Prince of Scranton
Rapid thought is very good for this as it is very fast paced, thus naturally overcoming what i have found to be the major objection amongst (now ex) MtG players
You have to explain to Magic players that VtES is a competitive multiplayer game, which requires them to develop skills and strategies very different from Magic. You also have to explain to them that playing VtES is very different from Magic multiplayer which is strictly casual and most Magic players quickly become bored. They associate "multiplayer" with "casual," and "noob."
But I don't think the typical Magic player will find VtES appealing. How many VtES players find Magic appealing?
Magic has $$$ prize support, that its players like. Magic has a full propaganda department conditioning its players to think like good consumers. Magic players have a lot of consumer confidence in WotC, quite likely due to said conditioning. They ENJOY being fed advertising candy. They find the attention flattering. Magic games last 15 minutes. Magic cards are designed to be very easily grokked. Magic cards are designed to satisfy instant gratification. Magic players have a very rigid notion of "game balance," become agitated and discouraged if they don't feel like they have a "fair chance" to win their games, expect to win, play with a lot of ego, and will likely be completely baffled by what they perceive as gross imbalances in VtES, and have little patience to be reindoctrinated otherwise.
Basically, Magic players are conditioned to have a very narrow concept of "collectable card games," "balance," "strategy," "skill," and "fun." They are conditioned that any game that deviates too much from Magic in any of the above will baffle and annoy them. You need to find more open- minded gamers who have tried several card games, and therefore probably are playing something they find more interesting than Magic.
A Magic player is conditioned to spend their mana as efficiently as possible, and play the cards in their hand at the first opportune moment. Magic is too shallow strategically to reward having the patience of a spider, of mass deception and manipulation, of social politics. If you want to try converting Magic players, you must point these differences out to them.
The perfect analogy is that Magic players are Kine, not Imbued, and not Methuselahs. They don't believe vampires exist. The typical Magic player is a tool. When they play VtES, they act like a tool not like a Methuselah. Since VtES doesn't reward them for acting like a tool, they will find more enjoyment from games like Magic, which rewards them for being and remaining as tools.
On Nov 4, 12:39 pm, brandonsantacruz <brandonsantac...@yahoo.com> wrote:
> Ruben had the interesting idea of recruiting from the likes of > disgruntled MtG players. Since there are way too many Magic players > and not enough VTES players, I am on board with this. How do we spot > the right players, get their attention, keep it long enough to explain > the basic rules, then draw them into the game?
My most successful recruiting technique has been to co-opt the store employees and store owners. How we turned magic players into VTES players worked as follows.
1) Magic has great marketing 2) Magic brings alot of players not into just Magic but into gaming in general, and specifically, it brought those players into that store. 3) Magic has a high turnover rate on players with many players quitting Magic and gaming in general when their frustration level gets too high. 4) Rather than have the store lose that customer for some other hobby (i.e. remote controlled cars, hunting, roller-blading, etc..), you can extend the customer's spend in the store by offering them an alternative to Magic that uses almost all of Magics mechanics, so they can apply what they have already learned, and it was specifically designed to counter many of Magic's problems (limited card sets, hostile players, and unsatisfyingly short games). 5) Train the store employees/owner to spot players who are frustrated and are quitting. When they are in this highly charged emotioinal state, the store employee/owner offers them an alternative with all the upsides but none of the downsides to Magic. 6) The store gets to keep the customer and the $$$ that customer generates for the store. 7) It's a win-win for the store and the VTES group.
> I have tried that in a game store that had alot of LoT5R players ,but > the LoT5R players were too entrenched to try anything new and the > store wasn't helping for they kept their store inventory at a bare > minimum.
Not everyone is going to like it. The aim is to expose the game to the most people so that we get a certain proportion of them taking up the game.
@Dai: what you say is true only for some MtG players. I myself was a MtG player... I quit after my brother got disqualified from a national championship because he put down a card and tapped his mana afterwards - and generally the over-competition and unfriendliness surrounding the events.
As a long-time magic and v:tes player (who recently quit v:tes and got back to magic after a years break), and a long-but-not-as-long magic Judge, I find some posts in this thread disturbing. Wrong attitude to influence magic players if you don't understand and/or respect their objectives.
I'm going to be frank. I gave up on v:tes exactly because of lack of competitiveness, the lack of metagame analysis, the lack of preparation before tournaments. That doesn't exist in the same way in both games. In v:tes you focus on your deck first, and on the metagame second(and just barely, in a very general way), while magic is completely the opposite. What this means is that a good approach for magic players is to entice them with the intricate deckbuilding challenges. In some cases, v:tes deckbuilding can be funnier than magic.
Secondly, not everyone is in love with the deceiving and politicing and maneuvering of a good jyhad/v:tes table. That's one of the things that sets the two games apart the most. Sometimes your deck sucks, but you can win by convincing a table to do what you want - sometimes by convincing them to do what you want by making them believe it's the opposite of what you want. Some people enjoy this, you can attract some magic players with this, but beware, you can also drive them away.
Third, in magic tournaments, if you do poorly, build poorly, play poorly, you screw up only yourself. In v:tes, that's not the same. A bad player can totally shift a table's dynamics, which can cause much frustration. This is a point that magic players are most likely not to enjoy. Nothing one can do about it.
The two games are just totally different. None is better than the other unless someone is thinking only on a part of the experience and not the whole. The secret is that each game can appeal to the same person in a different way.
But again, you'll never attract magic players if you consider their hobby inferior. It's like playing a losing game from the start - and very disrespectful also. Would you like to be treated the same way back, by having people consider v:tes something not worth the time? I don't think so.
> As a long-time magic and v:tes player (who recently quit v:tes and got > back to magic after a years break), and a long-but-not-as-long magic > Judge, I find some posts in this thread disturbing. Wrong attitude to > influence magic players if you don't understand and/or respect their > objectives.
> I'm going to be frank. I gave up on v:tes exactly because of lack of > competitiveness, the lack of metagame analysis, the lack of > preparation before tournaments. That doesn't exist in the same way in > both games. In v:tes you focus on your deck first, and on the metagame > second(and just barely, in a very general way), while magic is > completely the opposite. What this means is that a good approach for > magic players is to entice them with the intricate deckbuilding > challenges. In some cases, v:tes deckbuilding can be funnier than > magic.
> Secondly, not everyone is in love with the deceiving and politicing > and maneuvering of a good jyhad/v:tes table. That's one of the things > that sets the two games apart the most. Sometimes your deck sucks, but > you can win by convincing a table to do what you want - sometimes by > convincing them to do what you want by making them believe it's the > opposite of what you want. Some people enjoy this, you can attract > some magic players with this, but beware, you can also drive them > away.
> Third, in magic tournaments, if you do poorly, build poorly, play > poorly, you screw up only yourself. In v:tes, that's not the same. A > bad player can totally shift a table's dynamics, which can cause much > frustration. This is a point that magic players are most likely not to > enjoy. Nothing one can do about it.
> The two games are just totally different. None is better than the > other unless someone is thinking only on a part of the experience and > not the whole. The secret is that each game can appeal to the same > person in a different way.
> But again, you'll never attract magic players if you consider their > hobby inferior. It's like playing a losing game from the start - and > very disrespectful also. Would you like to be treated the same way > back, by having people consider v:tes something not worth the time? I > don't think so.
For my own part, I don't think that being insulting to players does any good. If given the opportunity, I would like to tell magic players why I prefer VTES.
1) VTES isn't about forcing people to buy the latest cards to stay competitive* by allowing old cards and maintaining a fairly stable power curve.
2) VTES cards that are needed to make decks at a competitive(or less than competitive) level are less expensive than Magic cards.
3) VTES has a rich body of stories and RPGs behind it.
For those with the patience to sit down for games about as long as a board game, the creativity to make a lot of their own decks, and the social skills to interact well with others, VTES has a lot more to offer than MtG. There's still something to be said for games that resolve quickly, which is something that could be developed further with VTES.
On Nov 5, 11:51 am, librarian <aucti...@superfuncards.com> wrote:
> Dai wrote: > > But I don't think the typical Magic player will find VtES appealing.
> I don't think we are going for the "typical" Magic player, since the > typical one is also happy with the game they are playing...
> best -
> chris
I would have to agree. I have played magic for 14 yrs and vtes for 8yrs and love playing them both. This negative attitude some people have towards magic won’t help you bring in the average magic player. Your right you need one that is tired of how magic is played, but those are not the ones going to drafts at the card shops typically.
The quality you are looking for is a gamer that is willing to play multiple games. They will have the ability to appreciate VTES for what it has to offer.
How do you find this type of player? We’ll just keep playing at the card shops and offer to teach the game to anyone that stops by to take a look. Your results may vary based on the number of gamers in your area, but the more you play, the better your chances of finding new players.
> As a long-time magic and v:tes player (who recently quit v:tes and got > back to magic after a years break), and a long-but-not-as-long magic > Judge, I find some posts in this thread disturbing. Wrong attitude to > influence magic players if you don't understand and/or respect their > objectives.
> I'm going to be frank. I gave up on v:tes exactly because of lack of > competitiveness, the lack of metagame analysis, the lack of > preparation before tournaments. That doesn't exist in the same way in > both games. In v:tes you focus on your deck first, and on the metagame > second(and just barely, in a very general way), while magic is > completely the opposite. What this means is that a good approach for > magic players is to entice them with the intricate deckbuilding > challenges. In some cases, v:tes deckbuilding can be funnier than > magic.
> Secondly, not everyone is in love with the deceiving and politicing > and maneuvering of a good jyhad/v:tes table. That's one of the things > that sets the two games apart the most. Sometimes your deck sucks, but > you can win by convincing a table to do what you want - sometimes by > convincing them to do what you want by making them believe it's the > opposite of what you want. Some people enjoy this, you can attract > some magic players with this, but beware, you can also drive them > away.
> Third, in magic tournaments, if you do poorly, build poorly, play > poorly, you screw up only yourself. In v:tes, that's not the same. A > bad player can totally shift a table's dynamics, which can cause much > frustration. This is a point that magic players are most likely not to > enjoy. Nothing one can do about it.
> The two games are just totally different. None is better than the > other unless someone is thinking only on a part of the experience and > not the whole. The secret is that each game can appeal to the same > person in a different way.
> But again, you'll never attract magic players if you consider their > hobby inferior. It's like playing a losing game from the start - and > very disrespectful also. Would you like to be treated the same way > back, by having people consider v:tes something not worth the time? I > don't think so.
I agree the games are different, but from my own experiences the situation at MtG tournaments seemed to be an elaborate Russian Roulette. It's all metagame + roll of the dice luck.
You rock up with your prebuilt net-decks (say 4). Look around the place and find out what you can about which netdeck other people are playing, then choose the one you have which you think will survive the best. You then play Russian Roulette with a randomly allocated person and if you're lucky come out in front. Rinse and repeat. If you've picked the right deck, then you're likely to come out in front. Then in 6 months time you scrap 2 of your 4 decks, buy 4 boxes of cards and spend another $50 minimum on ebay to replace the 2 decks that just died because the cards went out of print. You then stare at your empty wallet and repeat.
That's the reason I gave up MtG: I felt like a cash-cow for WotC and that tournaments were just repeated Russian Roulette. I don't feel that from WW & VTES.
On Nov 6, 8:29 am, Blooded Sand <sandm...@gmail.com> wrote:
> Is there anything like ARDB or similar for MtG? Or are you forced to > use long lists for figuring out decks?
That's quite a bit off-topic, unless you're planning to use that as a way to entice Magic players. :-p
I believe Magic has it's own set of programs that are similar to ARDB, but telling Magic (non-VtES) players they should play VtES because we have a card search program is like telling V:tES (non-Magic) players that they should play Magic because there are less sets to worry about for most formats. :)
Blooded Sand wrote: > Is there anything like ARDB or similar for MtG? Or are you forced to > use long lists for figuring out decks?
Apparently yes, supported by the manufacturer, so it features photos and updated card text and errata etc etc. Plus a bunch of other pimp stuff like sharing with your friends.
On Nov 6, 7:12 am, librarian <aucti...@superfuncards.com> wrote:
> Blooded Sand wrote: > > Is there anything like ARDB or similar for MtG? Or are you forced to > > use long lists for figuring out decks?
> Apparently yes, supported by the manufacturer, so it features photos and > updated card text and errata etc etc. Plus a bunch of other pimp stuff > like sharing with your friends.
Hilarious really. This is one of the worst ways to build decks i have ever seen. Have just tried this, the search functionality is limited to "can you remember the name or set it came out of?" Kinda useless actually.
>I believe Magic has it's own set of programs that are similar to ARDB, >but telling Magic (non-VtES) players they should play VtES because we >have a card search program is like telling V:tES (non-Magic) players >that they should play Magic because there are less sets to worry about >for most formats. :) >Cheers >YY
Less sets for most formats? This is the game that has a massive part of its published items banned at any one point i time, right?
Blooded Sand wrote: > On Nov 6, 7:12 am, librarian <aucti...@superfuncards.com> wrote: >> Blooded Sand wrote: >>> Is there anything like ARDB or similar for MtG? Or are you forced to >>> use long lists for figuring out decks? >> Apparently yes, supported by the manufacturer, so it features photos and >> updated card text and errata etc etc. Plus a bunch of other pimp stuff >> like sharing with your friends.
> Hilarious really. This is one of the worst ways to build decks i have > ever seen. > Have just tried this, the search functionality is limited to "can you > remember the name or set it came out of?" Kinda useless actually.
Heh, I guess that's what a quick google search will get you. Well, since I don't play MtG, I can't say with certainty there is an ARDB-like software out there. However, I would be really surprised if there wasn't.
On Nov 5, 6:38 am, Carlos Santos <haga...@gmail.com> wrote:
> The two games are just totally different. None is better than the > other unless someone is thinking only on a part of the experience and > not the whole. The secret is that each game can appeal to the same > person in a different way.
Competitive Magic and competitive V:TES may be totally different. But, everyone in this thread seems to be ignoring multiplayer Magic.
Multiplayer Magic is reasonably/very popular. And, it's much like playing V:TES: table politics, people not playing the most teched out decks, people deciding whether they care about metagaming or analyzing the game or not. It's also easy to modify rules with Magic to accomodate a lot of different variants. Free for all multiplayer may be more common than attack left, but there's nothing to prevent instituting attack left, gain life and a victory point when your prey dies, etc. into your Magic group. The personalities of multiplayer Magic players naturally tend to be more similar to the personalities of players of CCGs intended to be multiplayer, so it's not like you can just say "we will get all of the more mature players".
With this in mind, I'd have to think quite a bit more about how I'd try to draw in Magic players. There are different mechanics, and maybe something about the V:TES mechanics will be more appealing. V:TES is much more focused on theme. There is somewhat of a difference in that a Magic player may not perceive the multiplayer milieu while there's nothing else for V:TES.
Really, what's going to attract players to the game is seeing and hearing about people enjoying playing it, which goes back to the oft talked about idea of increasing visibility and the sometimes talked about idea of making sure your group is enjoying playing the game.
Of course, I forgot the obvious way to draw in more players.
If you want more players, get more women to play the game. A comparative advantage here with V:TES might be the existing male/ female demographics. Not only do you attract more men to the game, but you should attract more women to the game.
Marketing campaign for V:TES should totally sell sex since it's not an area that Magic or many other CCGs can easily compete in.
On Nov 4, 7:38 pm, YY <the1andonl...@yahoo.com.sg> wrote:
> Saw someone trying to explain V:tES to a couple of M:tG players the > other day. I'm not sure if it's just me, but I thought that trying to > draw parallels between the two games (e.g. locations == enchantments, > equipment == artifacts, disciplines == clolours, etc) seemed like a > bad idea. Why would a player switch over if it's essentially the same > game with a different packaging?
I think there are two separate issues involved:
A. Convincing other CCG players to switch to VTES
B. Explaining to them how to play VTES
I agree that drawing too many comparisons to other CCG's might not be the best strategy for the first goal. But I have found it extremely useful for the second. VTES is notoriously complicated and there's a very steep learning curve. Anything that can help players understand the rules is a good thing. In the past I have recruited and trained new VTES players and it's always much easier when they have played other CCG's. I then try to use concepts from the other game to better explain how VTES works (drawing both similarities *and* contrasting differences).
Magic is obviously VTES's closest living relative and I often do use it as a starting point. (i.e. in Magic you have Life and Mana. In VTES, your Life is Mana, so there's a greater challenge between allocating your resources and you don't want to overextend yourself....).
Because of the similarities between mechanics (heck, VTES actually uses the "tap" keyword rather than bow/rotate/whatever), in the past I have found that Magic players are the easiest to convert. You should also emphasize how VTES was Richard Garfield's second game (and that he fixed some of the oversights from his first attempt).
For other CCG players, it helps to understand the direction they're coming from. For L5R or Warlord players, you can appeal to the storyline aspect or the emphasis on (vampire) clans. (You'll have far less luck with the L5R players who are specifically into the Eastern samurai-setting though).
Finally, I have always felt that the complexity of the game to be a major draw (rather than a turnoff). In the past, I've disliked CCG's because they were too simple. For example, WotC's Duel Masters was essentially a dumb-downed version of Magic. Spellfire lacked depth because there was no cost to playing even the best cards. (Magic refines that by adding a mana "cost" to the card, VTES takes it a step further because you have to commit pool towards making such an investment). With this framework in mind, it can be good to recruit players who have "grown out of" their first CCG and want to move on to something more strategic and intricate. (Comparisons to Bridge and especially Go, may also be helpful in getting the point across).
On Nov 4, 10:03 pm, j-train <jtrain9...@gmail.com> wrote:
> I have tried that in a game store that had alot of LoT5R players ,but > the LoT5R players were too entrenched to try anything new and the > store wasn't helping for they kept their store inventory at a bare > minimum.
In L5R, there's a strong attachment to a particular clan. And individuals often choose clans that they identify with (similar to the types of characters they would prefer in a game of D&D). Assuming you can actually get their attention, you can use this to your advantage by introducing players to vampire clans with similar archetypes to the L5R clans they favor. (i.e. don't just throw a random demo deck at them, instead carefully select a deck style that will appeal to the particular player). Explaining the rich VTES backstory would also help. For example, you could do something like:
Crab --> Brujah or Nosferatu Crane --> Toreador or Ventrue Dragon --> Malkavian Lion --> Brujah or Gangrel Mantis --> Followers of Set Phoenix --> Tremere Scorpion --> Lasombra or Assamite Unicorn --> Gangrel or Ravnos Shadowlands/Spider --> Baali or Tzimisce
On Nov 7, 1:32 pm, Curevei <Cure...@aol.com> wrote:
> Of course, I forgot the obvious way to draw in more players.
> If you want more players, get more women to play the game. A > comparative advantage here with V:TES might be the existing male/ > female demographics. Not only do you attract more men to the game, > but you should attract more women to the game.
> Marketing campaign for V:TES should totally sell sex since it's not an > area that Magic or many other CCGs can easily compete in.
Yes, VTES can get a lot edgier with the theme and the art (there are plenty of examples of nudity or scandalous artwork that Magic could never even come close to approaching). *However*, be aware that relying on the sex-angle might backfire when trying to recruit female players (who could end up finding it offensive).
Some generic strategies that might appeal to female players:
- Emphasizing the social and political aspects of the game (while possibly downplaying the competitive aspect)
- Some might get a kick out of how the default pronoun for Methuselahs is female.
- Most CCG's have plenty of scantily-clad females for the fanboys. At least VTES has a fair amount of beefcake for the ladies.
- Emphasize the gender diversity (and balance) among the crypt cards. Many of the best vampires in the game are female (Arika, Alexandra, Anneke). Drawing a comparison to board games, that's one of the more interesting qualities of Arkham Horror. Literally half of the playable characters (investigators) are female. And besides the occasional Dilettante or Entertainer, most of them (gasp!) have professional jobs - the Psychologist, Scientist, Researcher, Athlete, Spy, and Explorer, not to mention Shaman and Psychic). Among the original Inner Circle members over half (4/7) are female. Both Regents are female (at least my impression is that Sha-Ennu is female). Look at how vampires like Lucinde and Karen Suadela have broken the glass ceiling!
> On Nov 4, 7:38 pm, YY <the1andonl...@yahoo.com.sg> wrote:
> > Saw someone trying to explain V:tES to a couple of M:tG players the > > other day. I'm not sure if it's just me, but I thought that trying to > > draw parallels between the two games (e.g. locations == enchantments, > > equipment == artifacts, disciplines == clolours, etc) seemed like a > > bad idea. Why would a player switch over if it's essentially the same > > game with a different packaging?
> I think there are two separate issues involved:
> A. Convincing other CCG players to switch to VTES
> B. Explaining to them how to play VTES
> I agree that drawing too many comparisons to other CCG's might not be > the best strategy for the first goal. But I have found it extremely > useful for the second. VTES is notoriously complicated and there's a > very steep learning curve. Anything that can help players understand > the rules is a good thing. In the past I have recruited and trained > new VTES players and it's always much easier when they have played > other CCG's. I then try to use concepts from the other game to better > explain how VTES works (drawing both similarities *and* contrasting > differences).
> Magic is obviously VTES's closest living relative and I often do use > it as a starting point. (i.e. in Magic you have Life and Mana. In > VTES, your Life is Mana, so there's a greater challenge between > allocating your resources and you don't want to overextend > yourself....).
> Because of the similarities between mechanics (heck, VTES actually > uses the "tap" keyword rather than bow/rotate/whatever), in the past I > have found that Magic players are the easiest to convert. You should > also emphasize how VTES was Richard Garfield's second game (and that > he fixed some of the oversights from his first attempt).
> For other CCG players, it helps to understand the direction they're > coming from. For L5R or Warlord players, you can appeal to the > storyline aspect or the emphasis on (vampire) clans. (You'll have far > less luck with the L5R players who are specifically into the Eastern > samurai-setting though).
> Finally, I have always felt that the complexity of the game to be a > major draw (rather than a turnoff). In the past, I've disliked CCG's > because they were too simple. For example, WotC's Duel Masters was > essentially a dumb-downed version of Magic. Spellfire lacked depth > because there was no cost to playing even the best cards. (Magic > refines that by adding a mana "cost" to the card, VTES takes it a step > further because you have to commit pool towards making such an > investment). With this framework in mind, it can be good to recruit > players who have "grown out of" their first CCG and want to move on to > something more strategic and intricate. (Comparisons to Bridge and > especially Go, may also be helpful in getting the point across).