FOLLOWERS OF SET NEWSLETTER Volume 3, Issue 11 February 2004 Author: Andrew 'Wes' Weston ========================================================== TABLE OF CONTENTS Introduction Strategy - Dealing with incompetent players Card Analysis - Typhonic Beast Deck Construction - Pseudo-THA multi-task module Contest Sign Off ========================================================== INTRODUCTION I've finally gotten around to writing about a subject that I have been thinking about for months... how to deal with incompetent players. I give credit here to the players of the JOL game Local39 who helped me research the topic. Some of those players might even consider *me* incompetent -- perish the thought! :) In any case, I think there's a lot more to be said on the subject, so expect a continuation of this topic (read: rant) in subsequent issues of this newsletter. I'm also curious to hear of other people's experiences with this kind of thing. ========================================================== FICTION As much as I enjoy writing the fiction section of these newsletters, there is simply too much meat in this current issue for me to include any silly stories about vampires. You'll just have to wait until next month. ========================================================== STRATEGY -- Dealing with incompetent players "Champagne for my real friends. Real pain for my sham friends." --Edward Norton in Spike Lee's "25th Hour" We all know who they are... the players who wreck a game just by being in it. Typically, it's not really their fault. They're learning to play the game, don't own very many cards, or have not yet encountered certain strategies and thus step right into what would otherwise be obvious traps. I've been blessed lately with a growing V:tES community here, and by all rights I shouldn't complain. But it is hard to enjoy a game when another player loses so badly that they effectively take you down with them. These are the players that tap all their guys to bleed for 1, leaving themselves open for an oust on their predator's turn. They call votes that they cannot possibly pass. They rush cross-table for no other reason than that they want to. The variations on this theme are endless. We've all at one time encountered such players. Some of us have even *been* such players. So how do we deal with this kind of player? The answer is simple. Manipulate the hell out of them. Convince them that something nasty for them is actually in their own self-interest and send them on their merry way. Don't feel bad about it. It will only harden them in the future once they realize they've been had (if they realize they've been had). I've managed to get my predator to rush my prey, my enemies to help me pass my votes, etc... whatever is needed at any given point, there is usually some way to convince someone to help you. All it requires is dressing up your angle such that it sounds like it helps your 'ally'. And new/incompetent players are by far the most susceptible to such mind tricks. It's certainly a recognized aspect of the game, so why not show them how it's done? There have been occasions... many in fact... where I have sat down at a tournament table to the sudden realization that my grand-prey has absolutely no idea what she is doing. Their strategy consists of cycling through their deck for the one copy of some power card they own just so they can say they played it. They will often even admit as much after the game, "Wasn't it cool how I gave my Werewolf Pack a Chainsaw and a Sport Bike? Vrooom!". These are the people that should by all rights be our *prey* and not our grand-prey! Why should our prey get the easy ousts? It's simply not fair. I can't think of a better use for cards like Dramatic Upheaval to correct this obvious oversight. Many people who have played with me in person have commented on how I am able to manipulate tables into fighting my fights for me. I don't really understand how I do it exactly, except that it does not work quite so well in JOL. I suppose it's easier for me to bullshit in person than over email. Maybe I have an honest face... ha! Players who have played with me *a lot* however are fond of pointing out to the newer players my reputation for this, to which I usually just smile, shake my head knowingly and offer pleasing compliments to the new player ("Oooh. A Werewolf Pack/Chainsaw/Sport Bike deck! Neat-O!"). Or, if the table-talk starts to turn against me, I'll say something like "Don't listen to them, my friend. You just do whatever your deck does, and I'll try to help you whenever I can". Where everyone else is screaming "Idiot!", I'll instead treat the idiot with respect and kindness, which is often enough to make the idiot help me instead of the other players. Idiot! Sometimes I can sit down at a table, glance at each of the players and their decks and tell you right there and then who is going to win. I'm sure many of us can do this, with enough experience playing this game. If my predator is playing Gargoyles, for example, I can almost guarantee that I will win that game based on that fact alone (unless they happen to be Jared Strait), same thing if my prey is playing Baali. More often than not, it is easy to tell who will win, not based on what decks each person is playing, but by *who* is playing each deck. I often tease a certain local Detroit player, saying that if he is across the table from me, it's like having two predators (due to his annoying propensity for cross-table rushes... at me!). Of course, this is a sign of my own incompetence, because teasing that player is tantamount to taunting a raging bull. But what can I say... common sense is not my forte either. Depending on who the incompetents are, and *why* they are incompetent, I sometimes provide helpful learning aides to persuade them see things *my* way. If my grand-prey is more interested in hiring 12 Raptors than in actually *winning*, I'll play a Political Flux and set X to 12. It's surprising how much this one card changes the perspective of a newbie pl ayer. It's like they suddenly have a revelation, "Oh yeah, I need to oust my prey!". Of course, this is not always an option. Sometimes though, you have to just reach over and play the other player's game for them. Show them what needs to be done at that particular table. Of course, that usually means helping *me*, but they don't have to know that. At the same time, they are getting other 'helpful' suggestions from elsewhere on the table, usually to the tune of "Bah! Don't listen to Wes... he's lying like he always does". To which I will act dejected and sulk for a few minutes, thus proving that pity and compassion often work better with certain incompetents than would an aggressively authoritarian posture. Each incompetent has their own 'button' to be pushed, and it is your job as manipulator to figure out what that button is. And then push that button like your pool depended on it! It does! Truly, sometimes this game often eschews the predator-prey mechanic altogether for some kind of social darwinism. But I enjoy that aspect of the game when it comes down to it... ========================================================== CARD ANALYSIS -- Typhonic Beast Typhonic Beast Combat 1 blood Common Only usable before range is determined. [ser] For the remainder of combat, this vampire gets +1 strength. [pot + ser] As above, and this vampire can prevent 1 damage each round. [POT + SER] As above, and this vamipre gets an optional press this round. Our Dark Lord Sutekh was known during his reign as a powerful hunter and warrior. You wouldn't really know it though, by looking at many of his followers in these Final Nights. No, it is true that the Followers of Set are often seen as a weak clan where combat is concerned, and for the most part this has been true. We excel at votes and bleeds and various "steal minion" strategies, but combat has mostly been our weakness rather than our strength. This may be true for the CCG but it is not so for the RPG, where Serpentis is on par with Protean in terms of martial prowess. With the new Black Hand card Typhonic Beast, we now have a combat option worthy of true warriors of Set. And is there any player who does not currently have a deck based around this card? It seems everyone is playing it (even though Consignment of Duat is stronger, in this editor's humble opinion). Yes, in a bizarre reversal of roles, Setites are tearing arms off of vampires worldwide in these Final Nights of Gehenna. Who woulda thunk it? At first glance, this card is very similar to Skin of the Adder. Both cards increase strength by 1 and decrease damage by 1. It is interesting to note that the order of these abilities is reversed on each card. So if you were to play Skin of the Adder at [ser] and Typhonic Beast at [ser], it would be the equivalent of playing either card at the second level (ie both prevent and +1 strength). Of course, this would also cost an exorbitant 2 blood which means it would probably not be worth it without a Path of Typhon in play. Where Typhonic Beast stands out is that it is stackable. You could play multiple Typhonic Beasts in one round, giving yourself plenty of strength and enough damage prevention to survive almost any combat unscathed. And this from a clan that is usually considered fragile. If you are stacking them, you will want one of two cards in play... Path of Typhon and/or the Eye of Hazimel. The Path of Typhon will make each Typhonic Beast (and Skin of the Adder) free, which will make a huge difference. After all, what's the point of preventing 3 damage if you are paying 3 blood to do it? Similarly, the Eye of Hazimel lets your vampire pay 1 less for combat cards, and also gives that vampire [POT] which will then let us play Typhonic Beast at superior. The +1 strength and ability to rush will also complement Typhonic Beast nicely. One problem that stands out with Typhonic Beast is that no vampires are currently able to play the card without being given [POT]. At the [pot + ser] level, however, a total of 11 vampires can play Typhonic Beast, including our most recent addition Ezekiel. Ironically, Sutekh himself (blessed be His name) can also play Typhonic Beast, which is likely to surprise anyone who decides that he looks crunchy in milk (typical Detroit smack-talk). The hunted becomes the hunter! The third level of Typhonic Beast stands out with its press, but this is not essential in most combats. Presses are useless more often than not; the payload of most effective combats occurs in the first round. In any case, if you know your opponent will not be ending combat somehow, you could play Typhonic Beast during the first round, and then press for additional rounds, increasing your strength geometrically each round while giving yourself successive presses, until your opponent's vampire is finally torpored. Most players will probably opt instead with playing Immortal Grapple, which itself includes a press at superior. I would advise prospective Typhonic Beast players to opt for the following combo: Typhonic Beast + Immortal Grapple + Disarm. That's a pretty effective combat right there, and usually enough to put your opponent into the ground. Followed by a diablerie by Samat or Amam and you just ruined that player's day. Serves him right for burning Sutekh with Protect Thine Own the turn before *sigh*. ========================================================== DECK CONSTRUCTION -- Pseudo-THA multi-task module The intention of this 15-card module is to provide a string of vampires with the permanent ability of Rutor's Hand without taking away from the focus of the deck itself. What we want to be able to do is give each vampire superior Thaumaturgy *temporarily*, have them play Rutor's Hand, and then take advantage of the additional two actions from that point on. This strategy is not meant to be super fast. It is meant to give a significant advantage in the mid-to-endgame, effectively doubling the actions we can take with all of our vampires. A typical setup using this module will go something like this: 1) Vampire A plays Vast Wealth (or better equip option) to search for the Veneficorum Artum Sanguis, giving that vampire [THA]. 2) Vampire A plays Rutor's Hand. 3) Vampire B takes Veneficorum Artum Sanguis from Vampire A (or transfer using Heidelberg/Rave). 4) Vampire B plays Rutor's Hand. 5) Rinse and repeat If all goes as planned, we now have a *lot* of actions available to us. What you do with all of those extra actions will obviously depend on the *non-module* part of the deck. I'll leave it up to you to build that part. Since the only THA card we will be using is likely to be the Rutor's Hand, we can pretty much forget about the Veneficorum Artum Sanguis once all our vampires have played Rutor's Hand. Unless we want to be rushed by Tremere, always a pleasant experience. So the module should look something like this: 6 Rutor's Hand 4 Rave (optional) 2 Vast Wealth (or better option) 2 Veneficorum Artum Sanguis 1 Heidelberg Castle Germany (optional) Heidelberg will help in several ways. First of all, it will effectively save you two actions. If Vampire B is taking the equipment from Vampire A, then she will not be able to take the Rutor's Hand action immediately. With Heidelberg, we can transfer the Veneficorum Artum Sanguis over to vampire B without taking an action, and also if needed, transfer enough blood for B to play Rutor's Hand at superior. Rave gives us similar options with a more transient effect. The additional benefit of Heidelberg is that we can later take advantage of the fact that our vampires will have two actions to transfer needed blood over to other vampires. For example, one vampire hunts twice and then transfers two or more blood over to some other vampire who needs it. And since we are using Vast Wealth, we will likely be including other equipment which can also be transferred back and forth. As you can probably guess, this module will help large vampires who would not normally have access to cards like Freak Drive, Domain of Evernight etc. There are many vampires who are not currently able to take multiple actions without something like this module to give it to them. It should be considered exactly what you will want to do with extra actions however, as not every deck will benefit from this. For example, a deck that *only* calls votes would have little need to take two actions per turn because each vampire could only call one vote per turn anyway. But a deck focusing on Eye of Hazimel for example, which gives both +1 bleed and a built-in rush could have that vampire take advantage of both bleeds and rushes in the same turn. (In fact, that vampire may end up with CHI, POT and THA all from equipment cards!). Similarly, a deck that is very "toolboxy" will benefit from being able to do many diffferent things during the same turn. One vampire could hunt and then recruit an ally, while another hires a retainer and then equips a weapon. If such a deck survives to the endgame, it will likely be a powerhouse with plenty of powerful permanents. Wall decks can also benefit from this module because they will generally want to have untapped vampires at the end of their turn. So a vampire could bleed for 1 and then untap to block potential threats from other players, giving the wall deck a forward momentum that it might not otherwise have. ========================================================== CONTEST I've been having a hard time thinking of *exciting* contests lately, if that isn't already evident to my reader(s). At the same time, I often wonder if people even read my newsletters as quite often there is almost no feedback (to be fair, sometimes there is lots). Therefore, for this month's contest I have decided to feature a reading comprehension test. This will give you something to do while waiting for the next FoS newsletter (you don't read any *other* newsletters now, do you? Here are the questions for this month. 1) Smudge is at 1 capacity and has superior Chimerstry, Potence and Thaumaturgy. He has not received any discipline skill cards. How? 2) My predator has just helped me oust my prey. And they even think this is a good thing for them. Why? 3) My dog has no nose. How does it smell? ========================================================== SIGN OFF I hope you have enjoyed this most recent installment of the Followers of Set newsletter. As always, questions and comments are appreciated. Cheers, WES