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Mailing List Logs for ShadowRN

From: Matt Breton <mbreton@**.NETCOM.COM>
Subject: Re: My auction
Date: Thu, 22 Oct 1998 21:21:16 -0500
On 10/21/98 10:59:34 you wrote:

>Something else.

*Sigh* Among poeple I really have to apologize to, Sorrow, you're at the
top of the list. Sorry to bail on you, so many moons ago.

>I don't really like the mechanics of the game. I thought it'd grow on me,
>but it didn't.
>Before I go much farther, let me say that I understand *why* FASA made
>it work the way it does. Now, my biggest complaints are the following:
>* Because of the limits imposed on your deck (60 card min, 4 of any one
> card with a few exceptions), the *reliablitity* of you being able to draw
> the cards you need when you need them is very low. Because of this,
> the 'luck of the draw' pretty much undermines one's skill in building a
> deck. I'm not saying you can't build a deck that works or that isn't
>really
> successful. I'm just saying that such a deck will not be *reliable*.

I dunno about this. *Most* ccgs have a sixty-or-so card limit; a few are
notably smaller (L5R is 40-plus-forty, but for the longest time was 3-+30).

Moreover, there are a *lot* of deck management cards in SRTCG; although
I don't think any of these are *very* powerful, most are definitely usable.

There's a flip side to the coin: decks that are entirely too predictable. I'd like
to make a suggestion that all pain would be eased if, say, Challenges were kept
in a separate pile; unfortunately, Challenges (and not having them at crucial
moments) are a major part of the game. I could probably come up with a whole
slew of net.cards to make use of a separate Challenge deck (and right there, I've
discovered, it gets confusing when your talking about your draw-Challenge-pile
versus your defending-Objective-Challenge-stack). Those would just be net.cards,
though -- actually printing them out on stock, updating the rulebook and so on
takes time and money.

>* Because of the above, there can be 15, 20 and even up to 30 minutes
> where the players are doing _nothing_. Turns consist of nothing more
> than gaining the Nuyen, maybe deploying some runners and maybe
> playing some specials.

This, again, is true of any game. Give me just holdings in L5R, or just land in
Magic: nothing to do. The solution may be to lower the Reputation even further,
especially if you're just looking for a fifteen-minute game -- or come up with an
alternate
win condition (whoever can keep a Prime Runner for ten turns, whoever can get five
Drug tokens at the Vortex and bring them to the Iron Lung, whoever can trash eight
Challenges first, and so on).

It may also be the players: You've got the Runners, you've got the Specials -- what are
you waiting for?

> I guess I'm just spoiled with the fact that V:tes has a NCL and I'm used
> to building decks that do what I want when I want.

NCL?


- Matt

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