Change of Plan?
Posted: Sat Feb 03, 2007 7:19 pm
MARK:
I did some thinking about this project today while driving around in my car. My line of thought was: "Hmm... we could put these cards in Gandalf's deck, those in Saruman's... but then they would just be knock-off versions of good decks.... There has to be some better way to do this."
Then the penny dropped, so to say. Here is my inspiration: these decks are supposed to be thematic missions, right? Well, what if we messed around with the TP structure a little, since they're only to be played in a closed circuit?
"What on earth do you mean?" I hear you asking. Well, I'll tell you.
There was some discussion of the need for anti-One Ring, and how One Ring would be quite a different deck from the others. There's two way to counter that problem: do away with One Ring, or make all the decks have a game-ending combo. Idea In other words, you could win (flat out 7:0 WIN) as Fallen Saruman by playing The White Hand.
"But," you query, "how will games end of both players use their hazards effectively and block each other from playing their end-game combos? Will they just receive a tie, or go by marshalling points?" Ah, but I have that covered already! We also don't care about MPs anymore for these decks. Instead, each deck has 6 "victory conditions", each one of which is worth 1 TP if the game ends without someone "dunking". What are they? Well, that will depend on the decks. Here's what I've come up with so far. * indicates a game-ending criterion.
Gandalf: One Ring
(g1) Play Gollum
(g2) Play a gold Ring
(g3) Play Scroll of Isildur
(g4) Play The One Ring
(g5) Reach Mount Doom
(g6*) Gollum's Fate (or Cracks of Doom?)
Pallando: Stones of Seeing
(p1) Play Fate of the Ithil Stone
(p2) Tap Fate of the Ithil Stone
(p3) Invert Fate of the Ithil Stone
(p4) Play The Ithil Stone (item)
(p5) Align a Palantir (?) Use a palantir (?)
(p6*) Store Fate of the Ithil Stone
Alatar: King Under the Mountain
(a1) Play Wormsbane
(a2*) Play Returned Exiles
(a3*) Play King Under the Mountain (both required to end the game)
(a4) Kill a unique dragon
(a5) Successfully hunt a creature
(a6) Roac? Wizard's staff?
Fallen Saruman: The White Hand
(s1) Protect Isengard
(s2) Saruman's Machinery
(s3) Strident Spawn
(s4) Play a half-orc faction
(s5) play a tech item?
(s6*) The White Hand
Fallen Radagast: Girdle?
I'm unsure about this. Maybe 1 point for each shapeshifter card you use for a whole turn, and the 'dunk' card as Girdle?
The Witch-King: Muster of Mordor
(w1) 3 factions under a leader at Cirith Ungol
(w2) 3 factions under a leader at Cirith Gorgor
(w3) Creature of an older world & Helm of Fear
(w4) Last Child of Ungoliant
(w5) Use The Fiery Blade against a non-detainment strike
(w6) Get the WK to Carn Dum (all 6 needed to 'dunk')
The Balrog: Lord and Usurper
(b1) Roots of the Earth under a dwarfhold
(b2) Breach the Hold
(b3) Invade Their Domain
(b4*) Lord and Usurper
(b5) play both whip of many thongs and that other special hog item
(b6) dunno -- ancient black axe? Caverns unchoked? something else?
Khamul: Scouting the Shire
(k1) Play News of the Shire
(k2) Play Kill All but NOT the Halflings
(k3) Play Red Book of Westmarch
(k4) Store News of the Shire
(k5) Store Kill All
(k6) Store Red Book (all 6 needed to 'dunk')
Ren: Pestilence
(r1) Play Ren Unleashed at opponent's site
(r2) Eliminate opponent's MP-char with Ren Unleashed
(r3) Play Malady
(r4) Elminate an MP-character with Malady
(r5) not sure -- maybe something cvcc related vs wizards at least?
(r6) dunno
One more minion deck... what should it do?? The big cool themey cards I can think of are: Smoke on the Wind / Burning Rick Cot and Tree, Ettenmores factions / wolf allies / two-headed troll, dragon factions, big men factions, padding feet, Great Army of the North, No Better Use / Sack Over the Head / Use Your Legs, The Balrog / Ancient Black Axe, Faithless Steward, Scroll / Iron Crown stored at Barad Dur, Descent Through Fire (for Balrog), That's Been Heard Before Tonight / The Names Among Them / That Ain't No Secret, Treason the Greatest Foe. Obviously some of these are less plausible than others (at least for the first set of decks).
What do you think??
MIKKO:
This is an interesting idea. I see two problems with it though.
(1) People don't get used to the normal MP/TP system. This is not an issue for experienced players, but for newer ones, for whom these decks are a stepping stone to the real constructed tournaments (as they IMHO should be). Newer players might overlook the importance of having MPs from every category and so on. Or maybe I'm just not giving them enough credit Rolling Eyes
(2) How do you balance this? There are bound to be "victory conditions" that are easier to achieve than others. The ones mentioned for fallen-Saruman are actually very easy, some require decent rolls (the One Ring, eliminating with Malady). Granted, in a normal tournament the One Ring still needs decent rolls to work, but that's why it gives 1 more TP than a MP victory would.
Other than these two points, I like Mark's idea. It would surely make these decks a lot more interesting to build, and would be a fun change for the normal tournaments. But then these decks would IMHO be more aimed at the experienced player looking for something different rather than the newbie wanting to practise for tournament play.
MARK:
(1) I'm honestly not sure how big of a problem this is, if it is one at all. After all, these decks will obviously not make people accustomed to plenty of aspects of the game: owning the cards you want to play, being prepared for different meta-strategies, being prepared for tricks, constructing your own deck, etc. If we make these decks similar enough to 'normal' decks -- giving most of them victory conditions that provide MPs from each category (the WK deck already does this, for example), it shouldnt be too big of a problem, I suppose.
What do others think about this?
(2) The balance aspect is going to be somewhat difficult. Of course, we don't want a single deck to just win all the time, but I think the victory conditions actually could make for some interesting meta-game. For example: in the King under the Mountain deck, you can go for the straight-out win and forget Roac, but then if you fail to 'dunk', you may not have enough victory conditions to win. Roac is, as it were, a 'side mission' that you can attempt to complete instead of going for the gusto. This is similar to going for an MP victory rather than a dunk in regular meccg.
Concerning saruman: I don't want to say that we will 'nerf' him, but we will 'thematize' his deck, so that he can't play White Hand in 3 turns. In my opinion, regardless of whether we go with this change of plan or not, we should make these decks aim at finishing up in about 7 turns. That will allow for more interesting combos, even if it doesnt mimic ultra-powerful 'real' decks.
Thoughts?
JOE:
Mark!
I'll write more in a few days, but--
I didn't realize you had gone ahead and made this a public project already; weren't we going to draft a letter to the COE? Or is this a private board to test ideas before drafting a COE letter?
The person who originally brainstormed the idea, Greg Z., asked the Van Impelen brothers informally if they'd be interested in the idea. They flat out rejected, and one of them attacked or critiqued the idea. Since then the infamous exile Gene Berry has taken up the project informally and has started kicking around ideas.
Of course if it becomes eventually COE-sanctioned, it would have to go through COE anyway. What do you think; should invite Gene to the boards and tell him it's a committee project, with specific people volunteering to work on decks? We'd have to agree on common goals, of course. It's such a huge project--I could never see one person making all the decks anyway.
MARK:
This forum is private. Only about 5 people have access here. I thought we might as well have a place for brainstorming now, even though there are no deck lists to toss back and forth. The most important matter at the moment, in my opinion, is deciding exactly what we want these decks to be like. Nerfed versions of 'real' decks? Super-thematic cool decks with different victory conditions? Something else entirely? I'm still quite unsure how to procede, so please, everyone, put your opinions down here.
As far as CoE is concerned, they aren't deck makers anyway, so all I expect CoE to do (eventually, probably) is to endorse the deck lists we create here. There's not much more CoE could do anyway in such a matter as this (I think).
MIKKO:
If we choose to keep the normal MP/TP system for these decks, we should use strategies that are very rarely used in a normal tournament succesfully (flying Radagast, hero underdeeps, minion Shire etc.). That way the decks won't seem like just nerfed counterparts of the ones people see at their local tournaments. Of course we need to use some of the more popular strategies as well, but maybe with a twist that is not seen often.
My vote goes for keeping the normal victory conditions, but I won't feel bad if we go the other way Mr. Green
WIM:
Zarathustra wrote:
As far as CoE is concerned, they aren't deck makers anyway, so all I expect CoE to do (eventually, probably) is to endorse the deck lists we create here. There's not much more CoE could do anyway in such a matter as this (I think).
Right. I wouldn't worry about the CoE and / or drafting letters for it at this stage. It's not really their cup of tea, nor can they really approve something that doesn't exist yet. Sure, it wouldn't hurt to get the CoE's stamp of "we like it" on it eventually, but I suppose that won't be hard to get once there's nice decks to show.
Frodo wrote:
The person who originally brainstormed the idea, Greg Z., asked the Van Impelen brothers informally if they'd be interested in the idea. They flat out rejected, and one of them attacked or critiqued the idea.
Hmm.. it is my understanding that he didn't ask all that informally; I've been asked as well and I can testify that Greg can be rather persistent, so I wouldn't read anything more into the comments from these gentlemen than that they personally didn't feel like working on it.
GREG:
In reference to Joe's retelling of the history, my part and interaction w/ the Brothers Van Impelen, and Wim's sagacious remarks regarding that, let me say that for the record that....
...yes, I did orginally approach the Dutch Masters for the project and yes, they did turn me down and yes, on the grounds that it wasn't something they were not interested in doing, and yes, they, esp. Alfons, thought there were flaws both with both the project in theory and implementation(criticisms which I see/saw as totally valid and reasonable).....but....
...no, they never "attacked" or were negative in any way toward me or the idea and wished me the best of luck. I was just "sad" that they didn't take to it, given my enthusiasm for it.
Let it be said that I have the greatest respect for them and never felt slighted in any way by them. This is just not "their cup of tea."
At the same time, to my defense, I would not say that I was being overly persistent. When my first "influence attempt" failed, I simply went looking for another faction. Joe has been "A Friend or Three," Gene heeded the Horn of Anor and then Mark took up the Blazon. Things couldn't be better.
So I am grateful to everybody right now who is trying to make it happen better than I ever could on my own: Mark, Wim, Mikko, and Joe.
So the genesis of this is behind us, no? Onward!
Let me close by sharing my thoughts on the "status" of the decks. In my mind, such a set of decks would simply be a "gift" to the MECCG community as whole. If the players "receive" it, great. If not, well, then it was a worthy cause to showcase the game's cards and beauty, etc. If the official reps of that community want to use it in official tournament play, so be it.
In terms of victory conditions, I am so out of touch/disinterested with tournament scoring and such that I take a purely pragmatic approach: whatever system will be most likely to be "received" by the players.
JOE:
Wow, I’m really excited to see everyone’s thoughts on this project. I think that, with our collective wisdom and creativity, we can do something really special here for the community.
So I finally gave our ideas some thinking. Although at first the conservative side of me was defaulting to thinking we should stay with the normal MP scheme for these decks, I couldn’t really think of a reason WHY, save my ‘old prejudice’ so to speak.
Then I thought some more and realized, like Mark suggested, that we really could do some novel and creative things with this Victory point schema, plus it would really differentiate it from the Challenge Deck series, and open up a new environment of play even master players would identify a reason to enter (new ways to win that must be mastered).
Not only this, I realized that if we drop the marshalling point thing, it will actually make it easier to create balanced decks, because we won’t be so concerned with measuring and weighing the marshalling points of a player’s resources at his or her disposal, but only how successful or difficult it will be to use that resource. So I vote that we give the Victory Point shema a shot, and kudos to Mark for thinking of it!
Okay, first, some questions. Mark wrote that each deck has “6 "victory conditions", each one of which is worth 1 TP if the game ends without someone "dunking".” Does this mean that the points you receive for meeting each condition are cumulative? In other words, is it possible to get 15 victory points? Or does it mean that in order to get the victory points for one level (like 3), you need to do everything listed before that level (like 1 and 2 and 3); but if you dunk you don’t need to do anything before then?
Also, very importantly; if you ‘dunk,’ does your opponent get any victory points at all? Because if he does, then we either need to A) make the dunking conditions not so impossibly difficult, certainly easier than the One Ring conditions normally are, or else B) make it so that it is always an attractive option to forgoe your normal victory-point-progression strategy, and instead go straight for the “6” or “7” point win. In other words, the normal victory-point-progression strategy should be just about as hard as the ‘dunk’ strategy and the dunk strategy should require being able to skip many of the point-progressions.
The reason why we need to do the above is because if it’s too hard to dunk, then in a tournament a player who does so is only at a slight advantage, TP-wise, then the loser who didn’t. Also, are we saying that you automatically win if you ‘dunk’?
If the opponent DOES lose all his victory points, then of course we can and must make the dunk option very difficult, and rare to pull off. I’m not sure which option I prefer.
More stuff…
Deck Themes
Mark asks if we should have “nerfed versions of 'real' decks” or “super-thematic cool decks with different victory conditions.” Miguel answers with “we should use strategies that are very rarely used in a normal tournament succesfully (flying Radagast, hero underdeeps, minion Shire etc.),” especially if we keep the old MP scheme. I think these decks need to be as fun to play as possible, and that means cool story cards, missions, and themes and themes and themes! Nerfing real decks doesn’t make sense. Miguel’s point makes a LOT of sense. We should continually aim to NOT duplicate already existing deck types if such types are even semi-strong on the tournament scene and popular. One exception should be One Ring, of course. White Hand breaks this rule, but it’s so thematic, so we should set up the conditions upon which to play the White Hand (Resource strategy) as being very different than what a tournament deck would do.
Mark made a list of remaining cool cards and asked for input. Well, again, I think we should pick either the most rarely seen cards, or the cards that are most ‘cool.’ Here’s my own edited list I think we should definitely use, all of which are never seen save for the Dragon Faction (this deck shouldn’t get ALL dragon factions, just one).
***
Dragon Faction
Padding Feet
No Better Use / Sack Over the Head / Use Your Legs
Treason the Greatest Foe
Iron Crown stored at Barad Dur
Balrog cards that allow Balrog to come aboveground and kick ass (A More Evil Hour, Crowned With Storm) (we should definitely do this)
Also: remember that we are making deck adjustments for a deck’s anti-minion and anti-hero strategy. Because of this, why not make either the Khamul or Witch-king decks “Lidless eye” against heroes, and only Khamul/Witch-King against Minions? This way we can actually have a Lidless eye deck in the mix, which is important for theme and “learning.” Now here’s the hard part: the deck should be doing some kind of main thing that doesn’t change much at all in it’s “Lidless Eye” version. For example, if the Witch-King version had 3 Under His Blow and 3 Bold Thrusts, and Lidless Eye version could replace this with “Sauron only” concealers or whatnot. Related to this, we should make a point to keep all anti-alignment adjustments somewhat minimal, to preserve the feeling that it’s more or less the ‘same deck.’
Finally, regarding themes: let’s not limit ourselves to only simple conditions like “playing Gollum.” Remember, we can do a lot of creative stuff with this victory condition thing. How about a victory point condition for Fallen Saruman that one of his orc companies must successfully initiate an attack against a hero or minion company? See, this is theme, theme, theme!
Interactive Learning Strategies
I see that Mark is already thinking on this line, and that’s good! For instance, setting up a victory condition for a player to eliminate an opponent's MP-char with Ren Unleashed or Malady requires a lot more thinking than asking a player to go play Gollum. Also, part of this thinking is INTERACTIVE: the player is forced to pay attention to what his or her opponent is doing. But ideally, I think each deck should have not only at least one interactive learning strategy, but also one “solitaire” (or non-interactive) learning strategy. For a Fallen-wizard deck, the solitaire strategy shouldn’t be too hard to implement (ha ha).
Another suggestion—Negative Conditions
Should we also have a card or conditions that ROBs a player of victory points? For instance, there can be two “negative” cards (one of each alignment) that hurt each deck if they can be gotten into play by the opponent. For example, all hero decks could include the card The Windlord Found Me in their sideboard. If such a hero deck successfully played this card, the Saruman player would lose two victory points. The condition for a minion player could be that he must play something at Isengard that taps the site. Thus, the Saruman deck now has two weaknesses: one that hero players could exploit, one that minion players could exploit. Why do this at all? Because it’s fun, and it’s theme, theme, theme! Also, note that the key to “balancing” this would be to make sure all negative conditions are equally difficult to accomplish. Since this is the only point at which balance must be considered, if we went with this “negative condition” strategy and then decided in playtesting we didn’t like it, we could abandon it entirely, and it wouldn’t hurt the integrity of the rest of the project.
Who Will Manage this Project?
I think we should consider this forum a roundtable for decision-making on this project. Ultimately the COE would approve it, but I don’t think any one of us should have swing or absolute authority. What is most likely to happen anyway is that someone(s) with the most energy will simply step forward and get things done. At the moment that seems to be Mark, who also has the magic ability to just point his finger and shoot deck ideas out of them (60 on GCCG!!). I can be extremely creative with micro-details, and am good at organization, but I don’t have the steam or time to design 9 new decks quickly.
Well, I just wrote six pages, and I only have nine fingers! Guess I’m done for now. Let me know what y’all think.
WIM:
Well, I don't have a car, so perhaps that gives me a different perspective on things Wink. I think it should stick with MPs.
Why? Well.. the game is quite deeply balanced around it's MPs. Changing that basic goal is a big change and opens a really big can of worms. It's a nice idea and all, but it is with reason that the few scenarios that already do this see relatively little play and a lot of balancing issues. IIRC Mark and Mikko quite seriously played one such format recently, White Mithril. So I guess they have some idea of what I mean. IMHO it would be better to go with the nap of the game, rather than against it.
Arrow Achieving such specific things in order is very hard. Example: drawing Fate of the Ithil stone at 2/3 of the deck (which is quite realistic) would be devastating when there is no alternate road to victory.
Arrow Holding on to such specific things is very hard. Example: Muster Disperses on Returned Exiles is devastating.
Arrow It removes the idea of playing strictly for an advantage over your opponent: winning 4-2 MPs is still a 6-0 win. I don't see how this system can offer that fine grain at all levels of success, it seems to work for the (North-American) style of playing with high scores only.
Arrow These per-deck victory conditions give experienced opponents quite the advantage. Challenge deck vs. challenge deck it already helps a lot to know the opponent's deck. Here you can profit extra, from knowing his exact goals as well (while the newbie is still struggling to come to grips with his own deck).
All in all this creates a lot of balancing issues and it makes the game very different from going by the normal rules (of gathering MPs). Change of plan indeed: I don't think it would be an intermediate decks set at all anymore, but rather a direction of its own.
I kinda liked the idea of showing MeCCG as the theme rich game it is with some good, standard rules decks that could appeal to both the intermediate player and the cut throat player looking for some diversion. With this change, it would take the (interested) intermediate player out of the normal game (can't "train" two skill sets at once) and will probably attract fewer hard core players, as they need more getting used to in order to step in.
That is either successful and fractions the community a bit, as many will focus on one format or the other, or it isn't and goes through life as dreamy as the UEP. Either way, the wish for "real" intermediate CDs would live on, so how about making those first? Wink
MARK:
Perhaps I didn't lay out quite clearly enough what I had in mind by these 'victory conditions'. The idea is that each one is worth a single tournament point (in the old scheme). So, for example, if I score 3 of my victory conditions and my opponent only scores 2, the game ends as a 3:2 win for me. Such a result does not occur in regular meccg, but I believe that this allows for even more fine-grained scoring, rather than less.
The assumption I had made about the 'dunk' conditions was that they would actually be just like dunking -- i.e., a 7:0 instant victory. As such, they should be quite difficult to accomplish, since the difference between a 5:4 and 7:0 is a net change of 9. Joe was right in thinking that it should be possible to 'skip' victory conditions on the way to (at least some) dunks, e.g, not getting gollum in the one ring deck.
Note, by the way, that it would incidentally never be possible to score 6 victory points on this scheme, since that would entail fulfilling all victory conditions == dunk. I don't think this is a down-side, but actually makes the dunk option more attractive.
I listed the victory conditions with numbers, but did not intend them to be taken as an 'order'. It should be possible to play them in any order (except when such would be impossible from a gameplay perspective, like Cracks of Doom before The One Ring).
Some other comments/thoughts:
Frodo wrote:
Interactive Learning Strategies
I see that Mark is already thinking on this line, and that’s good! For instance, setting up a victory condition for a player to eliminate an opponent's MP-char with Ren Unleashed or Malady requires a lot more thinking than asking a player to go play Gollum. Also, part of this thinking is INTERACTIVE: the player is forced to pay attention to what his or her opponent is doing. But ideally, I think each deck should have not only at least one interactive learning strategy, but also one “solitaire” (or non-interactive) learning strategy. For a Fallen-wizard deck, the solitaire strategy shouldn’t be too hard to implement (ha ha).
This is a brilliant idea. I think that it should definitely be pursued.
Frodo wrote:
Another suggestion—Negative Conditions
Should we also have a card or conditions that ROBs a player of victory points? For instance, there can be two “negative” cards (one of each alignment) that hurt each deck if they can be gotten into play by the opponent. For example, all hero decks could include the card The Windlord Found Me in their sideboard. If such a hero deck successfully played this card, the Saruman player would lose two victory points. The condition for a minion player could be that he must play something at Isengard that taps the site. Thus, the Saruman deck now has two weaknesses: one that hero players could exploit, one that minion players could exploit. Why do this at all? Because it’s fun, and it’s theme, theme, theme! Also, note that the key to “balancing” this would be to make sure all negative conditions are equally difficult to accomplish. Since this is the only point at which balance must be considered, if we went with this “negative condition” strategy and then decided in playtesting we didn’t like it, we could abandon it entirely, and it wouldn’t hurt the integrity of the rest of the project.
I also really really like this idea, though I'm not sure how difficult it would be to manage. Windlord is a good anti-sorryman card, but are there equally thematic/difficult cards for every avatar?...
Gwaihir wrote:
Well.. the game is quite deeply balanced around it's MPs. Changing that basic goal is a big change and opens a really big can of worms. It's a nice idea and all, but it is with reason that the few scenarios that already do this see relatively little play and a lot of balancing issues. IIRC Mark and Mikko quite seriously played one such format recently, White Mithril. So I guess they have some idea of what I mean. IMHO it would be better to go with the nap of the game, rather than against it.
White Mithril was actually much more fun than I expected it to be. Part of the difficulty was that it was still trying to be MP-based. If you win with a victory condition, then it's simply a 6-0, but if both players have a victory condition, it goes by MP-ratio. Most games ended 6-0, which was kinda lame. BUT, my scheme obviates that worry by establishing a very fine-grained system of TP (or VP) ratios. I would play White Mithril again in future, and I would also want to play these decks.
Gwaihir wrote:
Achieving such specific things in order is very hard. Example: drawing Fate of the Ithil stone at 2/3 of the deck (which is quite realistic) would be devastating when there is no alternate road to victory.
Order adds to the story-telling aspect of the game, one of its great strengths. You have to go in order when you play One Ring anyway, so why not have some aspect of order in this?? What's more, the order is not set in stone, as I mentioned above; it's just that some cards require others as prerequisites. Concerning Pallando specifically, that's why he'll have Eyes of Mandos in the deck Wink
Gwaihir wrote:
Holding on to such specific things is very hard. Example: Muster Disperses on Returned Exiles is devastating.
I don't see how this is relevantly different from MP-based games.
Gwaihir wrote:
It removes the idea of playing strictly for an advantage over your opponent: winning 4-2 MPs is still a 6-0 win. I don't see how this system can offer that fine grain at all levels of success, it seems to work for the (North-American) style of playing with high scores only.
Presumably you thought this because I didn't explain the VP-scheme correctly. Now that I have, I guess it's not germane.
Gwaihir wrote:
These per-deck victory conditions give experienced opponents quite the advantage. Challenge deck vs. challenge deck it already helps a lot to know the opponent's deck. Here you can profit extra, from knowing his exact goals as well (while the newbie is still struggling to come to grips with his own deck).
The difference between regular challenge decks and ones with the new scheme is not going to be noticeable on this level, I think. Of course it's always an advantage to be able to predict what your opponent is going to do, but whether he's going for MPs or VPs doesnt make much difference for this!
Gwaihir wrote:
All in all this creates a lot of balancing issues and it makes the game very different from going by the normal rules (of gathering MPs).
With this I heartily disagree. The "normal rules" include One Ring. There is always the risk of dunking. Why not make it a little more pertinent?
WIM:
Zarathustra wrote:
Perhaps I didn't lay out quite clearly enough what I had in mind by these 'victory conditions'. The idea is that each one is worth a single tournament point (in the old scheme). So, for example, if I score 3 of my victory conditions and my opponent only scores 2, the game ends as a 3:2 win for me. Such a result does not occur in regular meccg, but I believe that this allows for even more fine-grained scoring, rather than less.
Hmm.. no.
First: by the fine grained scoring I was refering to the scoring in game, which is done by MPs under regular rules. MPs rank from roughly -4 (0 as final score) to +50 (and more through doubling end of game), which is far more fine grained than 0-6 or 0-7. The number of sources of those points is also more fine grained. My average deck has about 10 MP resources, plus characters, potential hazards and some sideboard stuff. These decks have a maximum of seven sources. A maximum, as often multiple victory points revolve around a single card.
Second, scoring 2-1 TPs for a game means that it doesn't show relative strenght. In the relative strength system there are always 6 TPs for a game (with dunk as the exception). Winning 2-1 is probably just as big an achievement as winning 6-3. If you want to talk TPs, a translation should be maintained to rescale each result to one game (of equal value) in a swiss system tournament.
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The assumption I had made about the 'dunk' conditions was that they would actually be just like dunking -- i.e., a 7:0 instant victory.
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Note, by the way, that it would incidentally never be possible to score 6 victory points on this scheme, since that would entail fulfilling all victory conditions == dunk.
Isn't that a good reason to do away with that 7th point that has allways been a bit akward and just settle for a 6-0 sudden death? Both the instant win and the fact that it is a maximum win regardless of opponent's progress are already very strong reward.
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Gwaihir wrote:
Holding on to such specific things is very hard. Example: Muster Disperses on Returned Exiles is devastating.
I don't see how this is relevantly different from MP-based games.
In MP based games it is never a single card that costs you your victory. This is very key to why it will be so different. We all know how Aragorn goes by as target boy because he is so vital to pretty much any deck that plays him, right? We also know how we are generally that little bit extra careful about the avatar and characters that yield negative points when dead, right? With this system each deck will have a few such extremely vital cards that will be magnets to hazards and that a player just can't risk much with.
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The difference between regular challenge decks and ones with the new scheme is not going to be noticeable on this level, I think. Of course it's always an advantage to be able to predict what your opponent is going to do, but whether he's going for MPs or VPs doesnt make much difference for this!
Yes well; I beg to differ. IMHO it makes a lot of difference because the VPs are focussed around far less cards / steps with far less alternate routes.
Quote:
The "normal rules" include One Ring. There is always the risk of dunking. Why not make it a little more pertinent?
Always? Hardly! Very few matches have this sudden death hanging over it. BTW: I hear from a lot of people that they don't really like playing against it, but that may have a lot to do with the unequal situation: One Ring vs non-One Ring they know they can't make a sudden death themselves.
Frodo wrote:
Interactive Learning Strategies
I see that Mark is already thinking on this line, and that’s good! For instance, setting up a victory condition for a player to eliminate an opponent's MP-char with Ren Unleashed or Malady requires a lot more thinking than asking a player to go play Gollum.
That sounds cool in theory, but in practice it is quite easy for an opponent to withhold you this victory point by not putting himself in the position you require. Therefore this will IMHO always remain a cool bonus that shouldn't disqualify you from a full win when not made. The MP switch naturally takes care of this. In a VP scheme you probably need to set 8 victory points of which 6 out of 8 makes a full win, or something?
JOE:
I think by saying that Victory Points could be more "fine-grained" then Marshalling Points, Mark was suggesting that although games would have many nuances in and of themselves, these nuances would only add up to six or seven possible score outcomes, and having ONLY six or seven possible score outcomes is actually more realistic in terms of "winning", because a person only ends up with tourney points anyway under the old schema. Not only this, but the cards included could be many and varied and nuanced because we wouldn't have to worry about a deck having "too many" or easy-to-get marshalling points, the end result is merely having balanced VICTORY conditions. Therefore, because it is easier (I hope) and more varied (in the cards you use) to balance victory conditions then marshalling point conditions, it is more "Fine-grained." Whew! Maybe not the best use of that phrase.
Anyway-- I am a little worried by Wim's comments, although for many of them I don't think they'd be big concerns. What it all comes to down to is this: Will such project be openly and lovingly accepted by the community? It's hard to tell. I don't have a palantir, unfortunately. What I DO know is that if we say, "Let's go the familiar MP route, then" I will always, always be left wondering "I wonder what those Victory Point decks might have been like??"
So! I think the solution is to go ahead and make a small test-batch of cookies... I mean, decks. Let's lower the number to FOUR for now, and work conscientously to make them as fantastic as the Victory Poiint medium will allow. Then, we'll test them. If the community and we decide they suck, then we will have lost nothing but time. And Mark has already graciously volunteered to waste his time.
If, however, they are quite wonderful... then we would have created something special indeed.
After talking to Mark informally yesterday about how to make the test decks more creative, I am quite excited by the Victory Point idea!
WIM:
The new options this scheme offers by being freed from the MP-yoke are indeed attractive. That is a good point. I wish you'd simply make that point though, rather than attempt to twist my also very valid point, which was about fine grained scoring.
It would worry me if you guys would embark on this without understanding the handicaps you're giving yourselves and even with a fundamentally flawd model. Yet I think my previous post was perfectly clear and I am at at a loss as to how to illustrate this further. Do you really not see that cutting the number of winning point (MP or VP) sources in less than half has impact (handicap)? Do you truly not see that VP = TP is absurd (big mistake)? If not, please give it the further thought it is worthy of and if you still don't see it, tell me how can I help you understand.
MARK:
Joe, I think you may not be familiar with the technical use of 'fine-grained'. It just means there are more units of differentiation in a given field. For example, cutting the interval 1-10 into 1-5 & 6-10 is less fine grained than cutting it into 1-2, 2-3, 3-4, 4-5, 5-6, 6-7, 7-8, 8-9, 9-10. Given that definition, MPs are of course more fine-grained than VPs. Nevertheless, I point out again that VPs are more fine-grained than TPs, so it's not as obvious a trade down as Wim seems to think.
Gwaihir wrote:
Do you really not see that cutting the number of winning point (MP or VP) sources in less than half has impact (handicap)?
I don't quite see it this way. The VP-conditions I listed above are evolving already, and most of them now include several cards interacting. Sure, playing a Gold Ring was really just a one-card combo, but it's no longer a VP. Most of them now require either a multi-card combo, or interaction with the opponent's company. Probably the best way to illustrate this will be for me to make the decks and show you....
Gwaihir wrote:
Do you truly not see that VP = TP is absurd (big mistake)?
I guess 'absurd' is a word I would prefer to reserve for other cases. If we end up wasting some time, then we'll just shrug our shoulders and move on. Speaking frankly, I don't see what's so absurd about equating VP and TP; in fact, I think it's rather innovative and attractive. But as I said earlier, the best way to convince at this point is to show....
I did some thinking about this project today while driving around in my car. My line of thought was: "Hmm... we could put these cards in Gandalf's deck, those in Saruman's... but then they would just be knock-off versions of good decks.... There has to be some better way to do this."
Then the penny dropped, so to say. Here is my inspiration: these decks are supposed to be thematic missions, right? Well, what if we messed around with the TP structure a little, since they're only to be played in a closed circuit?
"What on earth do you mean?" I hear you asking. Well, I'll tell you.
There was some discussion of the need for anti-One Ring, and how One Ring would be quite a different deck from the others. There's two way to counter that problem: do away with One Ring, or make all the decks have a game-ending combo. Idea In other words, you could win (flat out 7:0 WIN) as Fallen Saruman by playing The White Hand.
"But," you query, "how will games end of both players use their hazards effectively and block each other from playing their end-game combos? Will they just receive a tie, or go by marshalling points?" Ah, but I have that covered already! We also don't care about MPs anymore for these decks. Instead, each deck has 6 "victory conditions", each one of which is worth 1 TP if the game ends without someone "dunking". What are they? Well, that will depend on the decks. Here's what I've come up with so far. * indicates a game-ending criterion.
Gandalf: One Ring
(g1) Play Gollum
(g2) Play a gold Ring
(g3) Play Scroll of Isildur
(g4) Play The One Ring
(g5) Reach Mount Doom
(g6*) Gollum's Fate (or Cracks of Doom?)
Pallando: Stones of Seeing
(p1) Play Fate of the Ithil Stone
(p2) Tap Fate of the Ithil Stone
(p3) Invert Fate of the Ithil Stone
(p4) Play The Ithil Stone (item)
(p5) Align a Palantir (?) Use a palantir (?)
(p6*) Store Fate of the Ithil Stone
Alatar: King Under the Mountain
(a1) Play Wormsbane
(a2*) Play Returned Exiles
(a3*) Play King Under the Mountain (both required to end the game)
(a4) Kill a unique dragon
(a5) Successfully hunt a creature
(a6) Roac? Wizard's staff?
Fallen Saruman: The White Hand
(s1) Protect Isengard
(s2) Saruman's Machinery
(s3) Strident Spawn
(s4) Play a half-orc faction
(s5) play a tech item?
(s6*) The White Hand
Fallen Radagast: Girdle?
I'm unsure about this. Maybe 1 point for each shapeshifter card you use for a whole turn, and the 'dunk' card as Girdle?
The Witch-King: Muster of Mordor
(w1) 3 factions under a leader at Cirith Ungol
(w2) 3 factions under a leader at Cirith Gorgor
(w3) Creature of an older world & Helm of Fear
(w4) Last Child of Ungoliant
(w5) Use The Fiery Blade against a non-detainment strike
(w6) Get the WK to Carn Dum (all 6 needed to 'dunk')
The Balrog: Lord and Usurper
(b1) Roots of the Earth under a dwarfhold
(b2) Breach the Hold
(b3) Invade Their Domain
(b4*) Lord and Usurper
(b5) play both whip of many thongs and that other special hog item
(b6) dunno -- ancient black axe? Caverns unchoked? something else?
Khamul: Scouting the Shire
(k1) Play News of the Shire
(k2) Play Kill All but NOT the Halflings
(k3) Play Red Book of Westmarch
(k4) Store News of the Shire
(k5) Store Kill All
(k6) Store Red Book (all 6 needed to 'dunk')
Ren: Pestilence
(r1) Play Ren Unleashed at opponent's site
(r2) Eliminate opponent's MP-char with Ren Unleashed
(r3) Play Malady
(r4) Elminate an MP-character with Malady
(r5) not sure -- maybe something cvcc related vs wizards at least?
(r6) dunno
One more minion deck... what should it do?? The big cool themey cards I can think of are: Smoke on the Wind / Burning Rick Cot and Tree, Ettenmores factions / wolf allies / two-headed troll, dragon factions, big men factions, padding feet, Great Army of the North, No Better Use / Sack Over the Head / Use Your Legs, The Balrog / Ancient Black Axe, Faithless Steward, Scroll / Iron Crown stored at Barad Dur, Descent Through Fire (for Balrog), That's Been Heard Before Tonight / The Names Among Them / That Ain't No Secret, Treason the Greatest Foe. Obviously some of these are less plausible than others (at least for the first set of decks).
What do you think??
MIKKO:
This is an interesting idea. I see two problems with it though.
(1) People don't get used to the normal MP/TP system. This is not an issue for experienced players, but for newer ones, for whom these decks are a stepping stone to the real constructed tournaments (as they IMHO should be). Newer players might overlook the importance of having MPs from every category and so on. Or maybe I'm just not giving them enough credit Rolling Eyes
(2) How do you balance this? There are bound to be "victory conditions" that are easier to achieve than others. The ones mentioned for fallen-Saruman are actually very easy, some require decent rolls (the One Ring, eliminating with Malady). Granted, in a normal tournament the One Ring still needs decent rolls to work, but that's why it gives 1 more TP than a MP victory would.
Other than these two points, I like Mark's idea. It would surely make these decks a lot more interesting to build, and would be a fun change for the normal tournaments. But then these decks would IMHO be more aimed at the experienced player looking for something different rather than the newbie wanting to practise for tournament play.
MARK:
(1) I'm honestly not sure how big of a problem this is, if it is one at all. After all, these decks will obviously not make people accustomed to plenty of aspects of the game: owning the cards you want to play, being prepared for different meta-strategies, being prepared for tricks, constructing your own deck, etc. If we make these decks similar enough to 'normal' decks -- giving most of them victory conditions that provide MPs from each category (the WK deck already does this, for example), it shouldnt be too big of a problem, I suppose.
What do others think about this?
(2) The balance aspect is going to be somewhat difficult. Of course, we don't want a single deck to just win all the time, but I think the victory conditions actually could make for some interesting meta-game. For example: in the King under the Mountain deck, you can go for the straight-out win and forget Roac, but then if you fail to 'dunk', you may not have enough victory conditions to win. Roac is, as it were, a 'side mission' that you can attempt to complete instead of going for the gusto. This is similar to going for an MP victory rather than a dunk in regular meccg.
Concerning saruman: I don't want to say that we will 'nerf' him, but we will 'thematize' his deck, so that he can't play White Hand in 3 turns. In my opinion, regardless of whether we go with this change of plan or not, we should make these decks aim at finishing up in about 7 turns. That will allow for more interesting combos, even if it doesnt mimic ultra-powerful 'real' decks.
Thoughts?
JOE:
Mark!
I'll write more in a few days, but--
I didn't realize you had gone ahead and made this a public project already; weren't we going to draft a letter to the COE? Or is this a private board to test ideas before drafting a COE letter?
The person who originally brainstormed the idea, Greg Z., asked the Van Impelen brothers informally if they'd be interested in the idea. They flat out rejected, and one of them attacked or critiqued the idea. Since then the infamous exile Gene Berry has taken up the project informally and has started kicking around ideas.
Of course if it becomes eventually COE-sanctioned, it would have to go through COE anyway. What do you think; should invite Gene to the boards and tell him it's a committee project, with specific people volunteering to work on decks? We'd have to agree on common goals, of course. It's such a huge project--I could never see one person making all the decks anyway.
MARK:
This forum is private. Only about 5 people have access here. I thought we might as well have a place for brainstorming now, even though there are no deck lists to toss back and forth. The most important matter at the moment, in my opinion, is deciding exactly what we want these decks to be like. Nerfed versions of 'real' decks? Super-thematic cool decks with different victory conditions? Something else entirely? I'm still quite unsure how to procede, so please, everyone, put your opinions down here.
As far as CoE is concerned, they aren't deck makers anyway, so all I expect CoE to do (eventually, probably) is to endorse the deck lists we create here. There's not much more CoE could do anyway in such a matter as this (I think).
MIKKO:
If we choose to keep the normal MP/TP system for these decks, we should use strategies that are very rarely used in a normal tournament succesfully (flying Radagast, hero underdeeps, minion Shire etc.). That way the decks won't seem like just nerfed counterparts of the ones people see at their local tournaments. Of course we need to use some of the more popular strategies as well, but maybe with a twist that is not seen often.
My vote goes for keeping the normal victory conditions, but I won't feel bad if we go the other way Mr. Green
WIM:
Zarathustra wrote:
As far as CoE is concerned, they aren't deck makers anyway, so all I expect CoE to do (eventually, probably) is to endorse the deck lists we create here. There's not much more CoE could do anyway in such a matter as this (I think).
Right. I wouldn't worry about the CoE and / or drafting letters for it at this stage. It's not really their cup of tea, nor can they really approve something that doesn't exist yet. Sure, it wouldn't hurt to get the CoE's stamp of "we like it" on it eventually, but I suppose that won't be hard to get once there's nice decks to show.
Frodo wrote:
The person who originally brainstormed the idea, Greg Z., asked the Van Impelen brothers informally if they'd be interested in the idea. They flat out rejected, and one of them attacked or critiqued the idea.
Hmm.. it is my understanding that he didn't ask all that informally; I've been asked as well and I can testify that Greg can be rather persistent, so I wouldn't read anything more into the comments from these gentlemen than that they personally didn't feel like working on it.
GREG:
In reference to Joe's retelling of the history, my part and interaction w/ the Brothers Van Impelen, and Wim's sagacious remarks regarding that, let me say that for the record that....
...yes, I did orginally approach the Dutch Masters for the project and yes, they did turn me down and yes, on the grounds that it wasn't something they were not interested in doing, and yes, they, esp. Alfons, thought there were flaws both with both the project in theory and implementation(criticisms which I see/saw as totally valid and reasonable).....but....
...no, they never "attacked" or were negative in any way toward me or the idea and wished me the best of luck. I was just "sad" that they didn't take to it, given my enthusiasm for it.
Let it be said that I have the greatest respect for them and never felt slighted in any way by them. This is just not "their cup of tea."
At the same time, to my defense, I would not say that I was being overly persistent. When my first "influence attempt" failed, I simply went looking for another faction. Joe has been "A Friend or Three," Gene heeded the Horn of Anor and then Mark took up the Blazon. Things couldn't be better.
So I am grateful to everybody right now who is trying to make it happen better than I ever could on my own: Mark, Wim, Mikko, and Joe.
So the genesis of this is behind us, no? Onward!
Let me close by sharing my thoughts on the "status" of the decks. In my mind, such a set of decks would simply be a "gift" to the MECCG community as whole. If the players "receive" it, great. If not, well, then it was a worthy cause to showcase the game's cards and beauty, etc. If the official reps of that community want to use it in official tournament play, so be it.
In terms of victory conditions, I am so out of touch/disinterested with tournament scoring and such that I take a purely pragmatic approach: whatever system will be most likely to be "received" by the players.
JOE:
Wow, I’m really excited to see everyone’s thoughts on this project. I think that, with our collective wisdom and creativity, we can do something really special here for the community.
So I finally gave our ideas some thinking. Although at first the conservative side of me was defaulting to thinking we should stay with the normal MP scheme for these decks, I couldn’t really think of a reason WHY, save my ‘old prejudice’ so to speak.
Then I thought some more and realized, like Mark suggested, that we really could do some novel and creative things with this Victory point schema, plus it would really differentiate it from the Challenge Deck series, and open up a new environment of play even master players would identify a reason to enter (new ways to win that must be mastered).
Not only this, I realized that if we drop the marshalling point thing, it will actually make it easier to create balanced decks, because we won’t be so concerned with measuring and weighing the marshalling points of a player’s resources at his or her disposal, but only how successful or difficult it will be to use that resource. So I vote that we give the Victory Point shema a shot, and kudos to Mark for thinking of it!
Okay, first, some questions. Mark wrote that each deck has “6 "victory conditions", each one of which is worth 1 TP if the game ends without someone "dunking".” Does this mean that the points you receive for meeting each condition are cumulative? In other words, is it possible to get 15 victory points? Or does it mean that in order to get the victory points for one level (like 3), you need to do everything listed before that level (like 1 and 2 and 3); but if you dunk you don’t need to do anything before then?
Also, very importantly; if you ‘dunk,’ does your opponent get any victory points at all? Because if he does, then we either need to A) make the dunking conditions not so impossibly difficult, certainly easier than the One Ring conditions normally are, or else B) make it so that it is always an attractive option to forgoe your normal victory-point-progression strategy, and instead go straight for the “6” or “7” point win. In other words, the normal victory-point-progression strategy should be just about as hard as the ‘dunk’ strategy and the dunk strategy should require being able to skip many of the point-progressions.
The reason why we need to do the above is because if it’s too hard to dunk, then in a tournament a player who does so is only at a slight advantage, TP-wise, then the loser who didn’t. Also, are we saying that you automatically win if you ‘dunk’?
If the opponent DOES lose all his victory points, then of course we can and must make the dunk option very difficult, and rare to pull off. I’m not sure which option I prefer.
More stuff…
Deck Themes
Mark asks if we should have “nerfed versions of 'real' decks” or “super-thematic cool decks with different victory conditions.” Miguel answers with “we should use strategies that are very rarely used in a normal tournament succesfully (flying Radagast, hero underdeeps, minion Shire etc.),” especially if we keep the old MP scheme. I think these decks need to be as fun to play as possible, and that means cool story cards, missions, and themes and themes and themes! Nerfing real decks doesn’t make sense. Miguel’s point makes a LOT of sense. We should continually aim to NOT duplicate already existing deck types if such types are even semi-strong on the tournament scene and popular. One exception should be One Ring, of course. White Hand breaks this rule, but it’s so thematic, so we should set up the conditions upon which to play the White Hand (Resource strategy) as being very different than what a tournament deck would do.
Mark made a list of remaining cool cards and asked for input. Well, again, I think we should pick either the most rarely seen cards, or the cards that are most ‘cool.’ Here’s my own edited list I think we should definitely use, all of which are never seen save for the Dragon Faction (this deck shouldn’t get ALL dragon factions, just one).
***
Dragon Faction
Padding Feet
No Better Use / Sack Over the Head / Use Your Legs
Treason the Greatest Foe
Iron Crown stored at Barad Dur
Balrog cards that allow Balrog to come aboveground and kick ass (A More Evil Hour, Crowned With Storm) (we should definitely do this)
Also: remember that we are making deck adjustments for a deck’s anti-minion and anti-hero strategy. Because of this, why not make either the Khamul or Witch-king decks “Lidless eye” against heroes, and only Khamul/Witch-King against Minions? This way we can actually have a Lidless eye deck in the mix, which is important for theme and “learning.” Now here’s the hard part: the deck should be doing some kind of main thing that doesn’t change much at all in it’s “Lidless Eye” version. For example, if the Witch-King version had 3 Under His Blow and 3 Bold Thrusts, and Lidless Eye version could replace this with “Sauron only” concealers or whatnot. Related to this, we should make a point to keep all anti-alignment adjustments somewhat minimal, to preserve the feeling that it’s more or less the ‘same deck.’
Finally, regarding themes: let’s not limit ourselves to only simple conditions like “playing Gollum.” Remember, we can do a lot of creative stuff with this victory condition thing. How about a victory point condition for Fallen Saruman that one of his orc companies must successfully initiate an attack against a hero or minion company? See, this is theme, theme, theme!
Interactive Learning Strategies
I see that Mark is already thinking on this line, and that’s good! For instance, setting up a victory condition for a player to eliminate an opponent's MP-char with Ren Unleashed or Malady requires a lot more thinking than asking a player to go play Gollum. Also, part of this thinking is INTERACTIVE: the player is forced to pay attention to what his or her opponent is doing. But ideally, I think each deck should have not only at least one interactive learning strategy, but also one “solitaire” (or non-interactive) learning strategy. For a Fallen-wizard deck, the solitaire strategy shouldn’t be too hard to implement (ha ha).
Another suggestion—Negative Conditions
Should we also have a card or conditions that ROBs a player of victory points? For instance, there can be two “negative” cards (one of each alignment) that hurt each deck if they can be gotten into play by the opponent. For example, all hero decks could include the card The Windlord Found Me in their sideboard. If such a hero deck successfully played this card, the Saruman player would lose two victory points. The condition for a minion player could be that he must play something at Isengard that taps the site. Thus, the Saruman deck now has two weaknesses: one that hero players could exploit, one that minion players could exploit. Why do this at all? Because it’s fun, and it’s theme, theme, theme! Also, note that the key to “balancing” this would be to make sure all negative conditions are equally difficult to accomplish. Since this is the only point at which balance must be considered, if we went with this “negative condition” strategy and then decided in playtesting we didn’t like it, we could abandon it entirely, and it wouldn’t hurt the integrity of the rest of the project.
Who Will Manage this Project?
I think we should consider this forum a roundtable for decision-making on this project. Ultimately the COE would approve it, but I don’t think any one of us should have swing or absolute authority. What is most likely to happen anyway is that someone(s) with the most energy will simply step forward and get things done. At the moment that seems to be Mark, who also has the magic ability to just point his finger and shoot deck ideas out of them (60 on GCCG!!). I can be extremely creative with micro-details, and am good at organization, but I don’t have the steam or time to design 9 new decks quickly.
Well, I just wrote six pages, and I only have nine fingers! Guess I’m done for now. Let me know what y’all think.
WIM:
Well, I don't have a car, so perhaps that gives me a different perspective on things Wink. I think it should stick with MPs.
Why? Well.. the game is quite deeply balanced around it's MPs. Changing that basic goal is a big change and opens a really big can of worms. It's a nice idea and all, but it is with reason that the few scenarios that already do this see relatively little play and a lot of balancing issues. IIRC Mark and Mikko quite seriously played one such format recently, White Mithril. So I guess they have some idea of what I mean. IMHO it would be better to go with the nap of the game, rather than against it.
Arrow Achieving such specific things in order is very hard. Example: drawing Fate of the Ithil stone at 2/3 of the deck (which is quite realistic) would be devastating when there is no alternate road to victory.
Arrow Holding on to such specific things is very hard. Example: Muster Disperses on Returned Exiles is devastating.
Arrow It removes the idea of playing strictly for an advantage over your opponent: winning 4-2 MPs is still a 6-0 win. I don't see how this system can offer that fine grain at all levels of success, it seems to work for the (North-American) style of playing with high scores only.
Arrow These per-deck victory conditions give experienced opponents quite the advantage. Challenge deck vs. challenge deck it already helps a lot to know the opponent's deck. Here you can profit extra, from knowing his exact goals as well (while the newbie is still struggling to come to grips with his own deck).
All in all this creates a lot of balancing issues and it makes the game very different from going by the normal rules (of gathering MPs). Change of plan indeed: I don't think it would be an intermediate decks set at all anymore, but rather a direction of its own.
I kinda liked the idea of showing MeCCG as the theme rich game it is with some good, standard rules decks that could appeal to both the intermediate player and the cut throat player looking for some diversion. With this change, it would take the (interested) intermediate player out of the normal game (can't "train" two skill sets at once) and will probably attract fewer hard core players, as they need more getting used to in order to step in.
That is either successful and fractions the community a bit, as many will focus on one format or the other, or it isn't and goes through life as dreamy as the UEP. Either way, the wish for "real" intermediate CDs would live on, so how about making those first? Wink
MARK:
Perhaps I didn't lay out quite clearly enough what I had in mind by these 'victory conditions'. The idea is that each one is worth a single tournament point (in the old scheme). So, for example, if I score 3 of my victory conditions and my opponent only scores 2, the game ends as a 3:2 win for me. Such a result does not occur in regular meccg, but I believe that this allows for even more fine-grained scoring, rather than less.
The assumption I had made about the 'dunk' conditions was that they would actually be just like dunking -- i.e., a 7:0 instant victory. As such, they should be quite difficult to accomplish, since the difference between a 5:4 and 7:0 is a net change of 9. Joe was right in thinking that it should be possible to 'skip' victory conditions on the way to (at least some) dunks, e.g, not getting gollum in the one ring deck.
Note, by the way, that it would incidentally never be possible to score 6 victory points on this scheme, since that would entail fulfilling all victory conditions == dunk. I don't think this is a down-side, but actually makes the dunk option more attractive.
I listed the victory conditions with numbers, but did not intend them to be taken as an 'order'. It should be possible to play them in any order (except when such would be impossible from a gameplay perspective, like Cracks of Doom before The One Ring).
Some other comments/thoughts:
Frodo wrote:
Interactive Learning Strategies
I see that Mark is already thinking on this line, and that’s good! For instance, setting up a victory condition for a player to eliminate an opponent's MP-char with Ren Unleashed or Malady requires a lot more thinking than asking a player to go play Gollum. Also, part of this thinking is INTERACTIVE: the player is forced to pay attention to what his or her opponent is doing. But ideally, I think each deck should have not only at least one interactive learning strategy, but also one “solitaire” (or non-interactive) learning strategy. For a Fallen-wizard deck, the solitaire strategy shouldn’t be too hard to implement (ha ha).
This is a brilliant idea. I think that it should definitely be pursued.
Frodo wrote:
Another suggestion—Negative Conditions
Should we also have a card or conditions that ROBs a player of victory points? For instance, there can be two “negative” cards (one of each alignment) that hurt each deck if they can be gotten into play by the opponent. For example, all hero decks could include the card The Windlord Found Me in their sideboard. If such a hero deck successfully played this card, the Saruman player would lose two victory points. The condition for a minion player could be that he must play something at Isengard that taps the site. Thus, the Saruman deck now has two weaknesses: one that hero players could exploit, one that minion players could exploit. Why do this at all? Because it’s fun, and it’s theme, theme, theme! Also, note that the key to “balancing” this would be to make sure all negative conditions are equally difficult to accomplish. Since this is the only point at which balance must be considered, if we went with this “negative condition” strategy and then decided in playtesting we didn’t like it, we could abandon it entirely, and it wouldn’t hurt the integrity of the rest of the project.
I also really really like this idea, though I'm not sure how difficult it would be to manage. Windlord is a good anti-sorryman card, but are there equally thematic/difficult cards for every avatar?...
Gwaihir wrote:
Well.. the game is quite deeply balanced around it's MPs. Changing that basic goal is a big change and opens a really big can of worms. It's a nice idea and all, but it is with reason that the few scenarios that already do this see relatively little play and a lot of balancing issues. IIRC Mark and Mikko quite seriously played one such format recently, White Mithril. So I guess they have some idea of what I mean. IMHO it would be better to go with the nap of the game, rather than against it.
White Mithril was actually much more fun than I expected it to be. Part of the difficulty was that it was still trying to be MP-based. If you win with a victory condition, then it's simply a 6-0, but if both players have a victory condition, it goes by MP-ratio. Most games ended 6-0, which was kinda lame. BUT, my scheme obviates that worry by establishing a very fine-grained system of TP (or VP) ratios. I would play White Mithril again in future, and I would also want to play these decks.
Gwaihir wrote:
Achieving such specific things in order is very hard. Example: drawing Fate of the Ithil stone at 2/3 of the deck (which is quite realistic) would be devastating when there is no alternate road to victory.
Order adds to the story-telling aspect of the game, one of its great strengths. You have to go in order when you play One Ring anyway, so why not have some aspect of order in this?? What's more, the order is not set in stone, as I mentioned above; it's just that some cards require others as prerequisites. Concerning Pallando specifically, that's why he'll have Eyes of Mandos in the deck Wink
Gwaihir wrote:
Holding on to such specific things is very hard. Example: Muster Disperses on Returned Exiles is devastating.
I don't see how this is relevantly different from MP-based games.
Gwaihir wrote:
It removes the idea of playing strictly for an advantage over your opponent: winning 4-2 MPs is still a 6-0 win. I don't see how this system can offer that fine grain at all levels of success, it seems to work for the (North-American) style of playing with high scores only.
Presumably you thought this because I didn't explain the VP-scheme correctly. Now that I have, I guess it's not germane.
Gwaihir wrote:
These per-deck victory conditions give experienced opponents quite the advantage. Challenge deck vs. challenge deck it already helps a lot to know the opponent's deck. Here you can profit extra, from knowing his exact goals as well (while the newbie is still struggling to come to grips with his own deck).
The difference between regular challenge decks and ones with the new scheme is not going to be noticeable on this level, I think. Of course it's always an advantage to be able to predict what your opponent is going to do, but whether he's going for MPs or VPs doesnt make much difference for this!
Gwaihir wrote:
All in all this creates a lot of balancing issues and it makes the game very different from going by the normal rules (of gathering MPs).
With this I heartily disagree. The "normal rules" include One Ring. There is always the risk of dunking. Why not make it a little more pertinent?
WIM:
Zarathustra wrote:
Perhaps I didn't lay out quite clearly enough what I had in mind by these 'victory conditions'. The idea is that each one is worth a single tournament point (in the old scheme). So, for example, if I score 3 of my victory conditions and my opponent only scores 2, the game ends as a 3:2 win for me. Such a result does not occur in regular meccg, but I believe that this allows for even more fine-grained scoring, rather than less.
Hmm.. no.
First: by the fine grained scoring I was refering to the scoring in game, which is done by MPs under regular rules. MPs rank from roughly -4 (0 as final score) to +50 (and more through doubling end of game), which is far more fine grained than 0-6 or 0-7. The number of sources of those points is also more fine grained. My average deck has about 10 MP resources, plus characters, potential hazards and some sideboard stuff. These decks have a maximum of seven sources. A maximum, as often multiple victory points revolve around a single card.
Second, scoring 2-1 TPs for a game means that it doesn't show relative strenght. In the relative strength system there are always 6 TPs for a game (with dunk as the exception). Winning 2-1 is probably just as big an achievement as winning 6-3. If you want to talk TPs, a translation should be maintained to rescale each result to one game (of equal value) in a swiss system tournament.
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The assumption I had made about the 'dunk' conditions was that they would actually be just like dunking -- i.e., a 7:0 instant victory.
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Note, by the way, that it would incidentally never be possible to score 6 victory points on this scheme, since that would entail fulfilling all victory conditions == dunk.
Isn't that a good reason to do away with that 7th point that has allways been a bit akward and just settle for a 6-0 sudden death? Both the instant win and the fact that it is a maximum win regardless of opponent's progress are already very strong reward.
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Gwaihir wrote:
Holding on to such specific things is very hard. Example: Muster Disperses on Returned Exiles is devastating.
I don't see how this is relevantly different from MP-based games.
In MP based games it is never a single card that costs you your victory. This is very key to why it will be so different. We all know how Aragorn goes by as target boy because he is so vital to pretty much any deck that plays him, right? We also know how we are generally that little bit extra careful about the avatar and characters that yield negative points when dead, right? With this system each deck will have a few such extremely vital cards that will be magnets to hazards and that a player just can't risk much with.
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The difference between regular challenge decks and ones with the new scheme is not going to be noticeable on this level, I think. Of course it's always an advantage to be able to predict what your opponent is going to do, but whether he's going for MPs or VPs doesnt make much difference for this!
Yes well; I beg to differ. IMHO it makes a lot of difference because the VPs are focussed around far less cards / steps with far less alternate routes.
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The "normal rules" include One Ring. There is always the risk of dunking. Why not make it a little more pertinent?
Always? Hardly! Very few matches have this sudden death hanging over it. BTW: I hear from a lot of people that they don't really like playing against it, but that may have a lot to do with the unequal situation: One Ring vs non-One Ring they know they can't make a sudden death themselves.
Frodo wrote:
Interactive Learning Strategies
I see that Mark is already thinking on this line, and that’s good! For instance, setting up a victory condition for a player to eliminate an opponent's MP-char with Ren Unleashed or Malady requires a lot more thinking than asking a player to go play Gollum.
That sounds cool in theory, but in practice it is quite easy for an opponent to withhold you this victory point by not putting himself in the position you require. Therefore this will IMHO always remain a cool bonus that shouldn't disqualify you from a full win when not made. The MP switch naturally takes care of this. In a VP scheme you probably need to set 8 victory points of which 6 out of 8 makes a full win, or something?
JOE:
I think by saying that Victory Points could be more "fine-grained" then Marshalling Points, Mark was suggesting that although games would have many nuances in and of themselves, these nuances would only add up to six or seven possible score outcomes, and having ONLY six or seven possible score outcomes is actually more realistic in terms of "winning", because a person only ends up with tourney points anyway under the old schema. Not only this, but the cards included could be many and varied and nuanced because we wouldn't have to worry about a deck having "too many" or easy-to-get marshalling points, the end result is merely having balanced VICTORY conditions. Therefore, because it is easier (I hope) and more varied (in the cards you use) to balance victory conditions then marshalling point conditions, it is more "Fine-grained." Whew! Maybe not the best use of that phrase.
Anyway-- I am a little worried by Wim's comments, although for many of them I don't think they'd be big concerns. What it all comes to down to is this: Will such project be openly and lovingly accepted by the community? It's hard to tell. I don't have a palantir, unfortunately. What I DO know is that if we say, "Let's go the familiar MP route, then" I will always, always be left wondering "I wonder what those Victory Point decks might have been like??"
So! I think the solution is to go ahead and make a small test-batch of cookies... I mean, decks. Let's lower the number to FOUR for now, and work conscientously to make them as fantastic as the Victory Poiint medium will allow. Then, we'll test them. If the community and we decide they suck, then we will have lost nothing but time. And Mark has already graciously volunteered to waste his time.
If, however, they are quite wonderful... then we would have created something special indeed.
After talking to Mark informally yesterday about how to make the test decks more creative, I am quite excited by the Victory Point idea!
WIM:
The new options this scheme offers by being freed from the MP-yoke are indeed attractive. That is a good point. I wish you'd simply make that point though, rather than attempt to twist my also very valid point, which was about fine grained scoring.
It would worry me if you guys would embark on this without understanding the handicaps you're giving yourselves and even with a fundamentally flawd model. Yet I think my previous post was perfectly clear and I am at at a loss as to how to illustrate this further. Do you really not see that cutting the number of winning point (MP or VP) sources in less than half has impact (handicap)? Do you truly not see that VP = TP is absurd (big mistake)? If not, please give it the further thought it is worthy of and if you still don't see it, tell me how can I help you understand.
MARK:
Joe, I think you may not be familiar with the technical use of 'fine-grained'. It just means there are more units of differentiation in a given field. For example, cutting the interval 1-10 into 1-5 & 6-10 is less fine grained than cutting it into 1-2, 2-3, 3-4, 4-5, 5-6, 6-7, 7-8, 8-9, 9-10. Given that definition, MPs are of course more fine-grained than VPs. Nevertheless, I point out again that VPs are more fine-grained than TPs, so it's not as obvious a trade down as Wim seems to think.
Gwaihir wrote:
Do you really not see that cutting the number of winning point (MP or VP) sources in less than half has impact (handicap)?
I don't quite see it this way. The VP-conditions I listed above are evolving already, and most of them now include several cards interacting. Sure, playing a Gold Ring was really just a one-card combo, but it's no longer a VP. Most of them now require either a multi-card combo, or interaction with the opponent's company. Probably the best way to illustrate this will be for me to make the decks and show you....
Gwaihir wrote:
Do you truly not see that VP = TP is absurd (big mistake)?
I guess 'absurd' is a word I would prefer to reserve for other cases. If we end up wasting some time, then we'll just shrug our shoulders and move on. Speaking frankly, I don't see what's so absurd about equating VP and TP; in fact, I think it's rather innovative and attractive. But as I said earlier, the best way to convince at this point is to show....