Jeff Kuta
12/27/2010 4:30:00 PM
On Dec 26, 12:45 pm, suoli <suoliruse...@gmail.com> wrote:
> On 26 joulu, 21:08, Jeff Kuta <jeff.k...@gmail.com> wrote:
>
>
>
> > This is a pretty great idea. I like how it nudges the game to its
> > ultimate conclusion but gives everyone a chance to play their own
> > game.
>
> Thanks.
>
>
>
> > How about these tweaks to implementation?
>
> I thought it would be better to try physical cards rather than a rules
> tweak to make it easier to adapt. Instead of explaining the details
> over and over again players can read the cards.
>
>
>
> > A game of VTES progresses through four event stages: Growth, Scheming,
> > Conflict and Endgame. Minions are granted special abilities during
> > each stage though any ability can only be used once per turn. If the
> > ability is successfully used, add one counter from the blood bank to
> > the event marker. If Methuselah is ousted, add five counters. If there
> > are ten or more counters on the event marker at the end of a turn,
> > burn all counters and advance to the next stage.
>
> I think there should be some kind of clock that isn't controllable by
> the players. Otherwise the game could get stuck on an event stage
> indefinitely. It would also force the players to react rather than
> wait for opportunities: act now or lose your window.
>
>
I think the abilities granted are strong enough that players would
take advantage of them enough that things wouldn't stall out. I added
the five counters when a Meth is ousted to ensure some progress. Could
make it auto advance after an oust. That way you are guaranteed to be
at Endgame when it is heads up in a five player game.
>
> > Growth: Any vampire may take a +1 stealth action to move one blood
> > from himself to a younger, uncontrolled vampire or any vampire of the
> > same clan, or move two blood to a younger, uncontrolled vampire of the
> > same clan. Imbued may move one life to any uncontrolled imbued.
>
> Imbued can be pretty sick when they get their hands on bloat.
>
>
Yes, but I think all these abilities are reasonable if capped at one
successful use per turn. That is once for each Meth, not each
minion.
>
> > Scheming: An acting minion may burn one blood or life to gain +1 hand
> > size till the end of the turn.
>
> No limit per turn could be too strong. Twice per turn?
>
See above. Once per Meth per turn.
>
>
> > Conflict: An acting minion may burn one blood to gain +1 bleed, gain 1
> > vote in the referendum of a political action, or strike at +1 damage.
>
> Good call.
>
>
A bit more flexibility, but "acting minion" is key. This would also be
more like "A Meth can only use one Conflict ability each turn, not one
of each variety.
>
> > Endgame: During the untap phase, a Methuselah may burn the Edge to
> > steal one pool from their prey instead of gaining pool from the blood
> > bank.
>
> This is much better, as it doesn't act as a win condition for wall
> decks.
I thought part of the point was to encourage action not reaction. Wall
decks can just go get the Edge again. Or they can keep it and gain
pool the standard way every turn. Their option.
>
>
>
> > Hopefully I can convince my playgroup to try out some of these
> > variations!
>
> > Jeff
>
> Let me know how it goes.