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Messages - Sailor Vulcan

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3046
Spells / Re: Wizard Tower
« on: September 06, 2013, 09:08:08 PM »
I think being borderline OP could still a problem, because it means you have to be that much more careful with adding new cards to the game that can combo with it. If it's borderline OP, maybe choosing the right subtle nerf might be enough to stabilize its balance in the long run?

Of course, I'm not a playtester, so I wouldn't really know...

3047
Alternative Play / Re: Custom Dice Varients
« on: August 31, 2013, 09:30:34 AM »
I thought you were asking for feedback on the variants you had already thought of, not ideas for new ones. Sorry if I misunderstood.

From the sound of it, you haven't tested these variants yet, so to an extent whatever I say could just be educated guesswork. I gave you my honest opinion. I might be wrong. That does not mean that I'm bashing you or devaluing your ideas, it simply means I disagree.

Seriously, if you're really that interested in this endeavor, why not just try it out and see how it goes? Even though I don't think it will be as fun as regular mage wars, it doesn't hurt to experiment. I doubt blank d6s are really that expensive.

3048
Alternative Play / Re: Custom Dice Varients
« on: August 30, 2013, 07:18:05 PM »
I think the dice rolls are a bit more realistic. After all, in real battles, I doubt you can expect the exact same amount of damage every single time you hit a particular enemy. Also, this way when your opponent attacks you for what could be a killing blow, it isn't definite. The unpredictability makes it more interesting. I love that moment towards the end of the game when the attack dice are rolled and you don't know whether that's the end or not, and your watching the dice fall with tense excitement.

Also, I think the uncertainty caused by the dice rolls creates MORE strategy, not less, since you have to plan for more possibilities. While I hate it when games have too much luck involved just as much as any other strategy gamer, I think that completely removing the luck factor might not be such a good idea.

3049
Alternative Play / Re: Apprentice Level 2
« on: August 30, 2013, 06:44:30 PM »
This looks awesome. I think I'll try this at my next board game club meeting. I'll let you know how it goes! ;D

3050
Rules Discussion / Re: Wizard revealing elemental training
« on: August 28, 2013, 08:35:58 PM »
Wow, I never thought of that!


I think it might also add some flavor. After all, there's got to be an announcer in the Mage Wars Arena right? And the crowd will be more interested if they know a little bit about the mages fighting. Like this:

"In the western corner, a monster of a man with a heart of ash, burning with darkness, a nigh-undefeatable warlock said to be a demon himself, (WARLOCK'S NAME HERE)! And in the eastern corner we have a powerful forcemaster, the might of her mind has crushed all who stand before her in a nightmare of blood! (FORCEMASTER'S NAME HERE)!"

Also, I think something to keep in mind flavorwise is that at the beginning of the game, the mages don't necessarily look like they do on the cards. No armor, no cool-looking creatures or magical items. All they have is their spellbooks and the clothes on their backs. This means that without the announcer, neither of the mages know what type of mage the other is until they start casting spells. But in a game of mage wars, both the players know, and can start strategizing of how they're going to deal with the particular mage they're facing before that mage starts casting any spells.

I think that revealing training is important not just for gameplay, but to prevent a disconnect between gameplay and flavor.

3051
World and Lore / Re: My theory about how magic works
« on: August 25, 2013, 11:34:53 AM »
So then it wouldn't always be tangible ingredients or ingredients that go directly into the ink. Like say, a beastmaster would use different magical hairs and feathers and bones to write his spells with, and a priestess would bless her ink in an Asyran temple, while a forcemaster would use a symbolic/sentimental object to charge the spells she writes with power.

I guess that makes more sense. And this way anyone who claims that the wild beastmaster is unschooled can say he learned a rudimentary form of writing thorough a combination of instinct and interaction with other humans.

I mean, different animals often have different forms of communication, like dancing, or making lights or sounds. The beastmaster could see writing as originating from the wild, rather than civilization.

3052
So I brought my mage wars set to the board game club on its first meeting of the year. It was a much bigger success than I thought it would be, and it happened far more easily than I thought it would. There was already someone there who played the game (he didn't bring his mage wars though, and didn't play mage wars that night.) Only a few minutes after the meeting began, I got to run a demo with four players, two per mage. It was awesome!

I'm glad I switched to a MUCH bigger school. You were right stormmaster, I was mostly surrounded by the wrong demographic. Now that I think about it, I think most of my friends from my last school are a lot more into video games than board/card games. I don't know why I never noticed that before.

So basically I had nothing to worry about. We had a great time!

3053
Off topic / Re: Customizable strategy variant format of "Go"
« on: August 18, 2013, 09:58:36 AM »
Since I don't know where to buy the new pieces, I think I'll have to put stickers on Go stones that already exist. But since I just started playing the game, I should probably wait until I have a better grasp of it.

3054
Off topic / Customizable strategy variant format of "Go"
« on: August 16, 2013, 05:45:45 PM »
http://www.di.fc.ul.pt/~jpn/gv/pieces.htm

Yes you heard right! I found a variant format of Go that uses different kinds of pieces with different abilities! Each player starts with a certain amount of points to "buy" different kinds of stones, so they can build their own set. Aside from having different types of stones, the rules are the same as regular Go.

It looks REALLY fun, but I can't figure out where I can buy the different kinds of stones...


3055
So I've been wondering about ways to present Mage Wars to people so that they will be willing to try it and won't be scared away. There are several things about the game that could cause people to run away without giving Mage Wars a chance, including its complexity, steep learning curve, time investment, and the fact that the core set costs sixty dollars alone if you buy it from the main site, which makes the game as a whole appear far more expensive then it actually is.

So how do we overcome these barriers and convince our friends and neighbors to play their first game of Mage Wars? I have a few thoughts, but I haven't had the chance to test them yet.

A lot of people, at least in my culture, have a double standard when it comes to what games are "too complex". To them, "too complex" does NOT include chess, or stratego, or scrabble or anything that's either a sport or already well marketed, with the exception of CCG's, which either are "too complex" or not, depending largely on (IMO) multiple cultural factors such as age. For some reason, these complex games are accepted and don't scare people away, while newer games with the same or relatively similar levels of complexity appear overwhelming to most people.

So far I've only thought of three ways for Mage Wars to overcome this bias. Firstly, if more people try the game, they will see that it is far more intuitive and fun and far less of a chore than they thought. However, since the bias in question prevents so many people from being willing to try the game in the first place, merely saying that more people should give Mage Wars a chance doesn't solve the problem.

The second way we could overcome this bias and convince people to give Mage Wars a chance would be giving them information about the game. Providing knowledge about the game and what sets it apart from other games and makes it so great could get people to be more willing to try it.

Or they might not really listen because of a gut reaction caused by their strong bias against learning new complex games because they believe it would take too much effort and time. In which case, I think the only way would be the third option: comparing Mage Wars to another well-known/well-established/well-marketed game of equal or similar complexity.

While it's important to stress that Mage Wars is its own unique game, I think comparing it to other games gives people a better context for beginning to understand what kind of game it is before they decide to try it. However, I do not think that we should be comparing it to CCG's very much at all. The similarities between games like Magic the Gathering and Mage Wars are usually superficial in terms of game play, even though they have several significant thematic similarities.

Instead, I think we should be comparing Mage Wars to Miniatures games, Tabletop RPG's, and Deckbuilding games, in that order. Chess, Go, Stratego, Warmachine/Iron Kingdoms, Dungeons and Dragons, Dominion, Ascension, Thunderstone, etc.

Especially miniatures games. Having all your cards out in front of you and not having to depend on lucky draws might seem like a very big innovation for card games, but in miniatures games it's not so much of a big deal. For example, Chess. Out of all the pieces in your army, you can move any of them that you want. You decide which one to move, where to move it, and then do so, without having to worry about "luck of the draw". In Mage Wars, out of all the spells in your spellbook, you can choose any two of them to cast during that round. You decide which of your prepared spells to cast, plan where you're going to cast them (limited by range of course, like how chess pieces are limited by their movement abilities), and then you can cast them. Sounds very familiar, doesn't it?

While it sounds great to say that Mage Wars is half card, half miniatures game and is combining the best of both worlds, the truth is that Mage Wars plays more like a minis game then a card game. If I were to succinctly describe what kind of game Mage Wars is, I think I would say,

"Its an extremely fun miniature wargame that uses cards instead of miniatures, in which two magic users fight to the death in a gladiator style battle. It's a very unique game, but I would say it plays kind of like a mix between 'Go' and 'Dungeons and Dragons'."

In terms of price, Mage Wars also more closely resembles Minis games then CCGs. CCG's have a low cost to get into, but a very high cost to stay into. Minis games have a higher cost to get into, but a lower cost to stay into.
The Mage Wars core set costs $40-60, depending on where you buy it. Each expansion after the core set costs a lot less. In Magic the gathering, a starter kit costs around $30, while a competitive deck usually costs around $300. In Warmachine, different starter sets vary a lot, between around $50 to over $100 or so, but then individual models cost somewhere around $5-$20 each.

The Mage Wars Core set costs $40-60 depending on where you buy it, but each expansion after that costs around $20-$30. Naturally, this is far less expensive then collectible miniature games like Warmachine/Hordes. In fact, I would even go so far as to say that using cards instead of miniatures might be one of the major reasons that Mage Wars is so much less expensive then other miniatures games.

Anyways, I'm hoping to try to eventually start a Mage Wars club at my university, so I need to be able to convince people that it's worth their time, in spite of the cultural bias against learning new complex games. How have other people's experiences been in this endeavor? What's worked and what hasn't? Since school is starting in less than a week, some advice/feedback would be greatly appreciated.

Thanks!

3056
Custom Cards / Re: The Mighty Alchemist
« on: August 15, 2013, 02:44:35 PM »
The Warlord we have now is a war/earth Orc. What I'm thinking is that not all warlords would be landlubbers. Why not make warlord training War & (Earth OR Water)? Then there would be two versions of the warlord, each with a slightly different ability cards.

Also, I think that there's a problem in the location of the arena being on land. It gives land dwelling creatures an advantage. The water/war mage herself would have to be able to breathe, not just the creatures she summons. Plus, how would a merfolk enter the arena? They don't have legs. I suppose a merfolk could use a wheelchair, if Etheria were technologically advanced enough.

Not all witches live in coastal towns. Pretty sure that aspect of the theme doesn't work.

Other than just another version of the warlord, or a siren, I have no idea what a war/water mage would be called. Maybe a Mermaster?

3057
A problem with apprentice mode is that it only teaches you the very basics. It doesn't teach you as much about the different kinds of cards and mechanics in the game since its only two mages playing it at a time, and without their ability cards, and the game only uses half the cards of a normal game anyway.

Perhaps more important to note: While Mage Wars is very intuitive, you can't expect new players to know that right away. The reason for this is that there are a lot of things to keep track of in the game. So even though nearly everything is intuitive once you think about it, a new player that isn't used to multi-tasking in this game is going to be focusing a lot more of their thoughts on just trying to keep track of everything going on in the arena—remembering to pay upkeep costs, turning over markers, keeping track of ranges between different objects, etc.

Just last night both my opponent and I each forgot to reveal our nullifies at vital moments. My opponent when I cast a spellbound drain power, and me when I was force pushed without armor through a wall of thorns. And perhaps surprisingly, that game was the closest I've ever come to winning. I've lost count of how many games I've played and I'm bad at estimating, but I joined this forum nearly two months ago and have been playing a lot more frequently since my summer classes ended a couple weeks ago, and I even taught one of my friends how to play in real life.

I haven't won a single game yet, and I still keep coming back for more. While having a steep learning curve is daunting to most new players, Mage Wars isn't like other games in that losing doesn't make it any less fun. It's is a 1-3 hour game—quite a time commitment for someone who doesn't love it.

In other games, if you lose your first ten games then you're too frustrated and discouraged to continue. in Mage Wars, if you've even played enough to feel like you're constantly losing, that probably means you already love the game. Mage Wars is such an enriching experience that even if you mess up a lot and lose your first many games consecutively, it's still fun.

I think the problem is that people see the learning curve and are scared away because they wrongly assume the game is too difficult to enjoy. Strategy guides would probably be helpful, but I think in their introductions they should emphasize that

1. Mage Wars is dynamic and evolving; no two games are likely to be exactly alike and there are always more strategies to discover. Be adventurous and creative!
And
2. The main point of playing is to have fun, and winning/losing is secondary to that. (In fact if you're willing to play a 90 minute game a second time at all it's kind of expected that you'd like it.) So don't be afraid of making mistakes and messing up A LOT in the beginning.


One more thing: a strategy guide is a guide, not a manual. It shouldn't be taken as a be all end all authority on the game.

3058
Custom Cards / Re: The Mighty Alchemist
« on: August 14, 2013, 01:48:23 PM »
   I have been working on exactly this!  But as a witch concept. I have not had enough time to flesh it out as a full set worthy of implementation/testing but it is not far off.  She would have potions as you mentioned. Her sphere would be alchemy and any one other sphere/element except war. She would brew her potions via her cauldron spawn point in her witches hut, and hurl them at opponents. She would have a garden for components she mixes in. The more components added to a potion the stronger it would be, or the further it would work or such. She would have a familiar too. And additional things too.

   I envisioned the thematic as her in a coastal village versus a merfolk water mage, who is war/water school. While schooled in war, not a warlord per se(no siege items). He has water attacks, and would summon aquatic creatures who would come on land to do battle. There would be flood conjurations that slow all non aquatic creatures (sadly this was my idea without knowledge of the vine mechanics of the upcoming druid). The flooded zones also would remove the suffocation condition that gets applied when an aquatic creature is in a nonwater zone. And many other things too.

   When I have the set firmed up with all of the mechanics and tested some, I had intended on submitting it to the forums for in depth consideration and playtesting in a wider audience. It just is not ready as yet.




You mean a Mermage?

Sorry, I just had to say that.  :)

Also, the water/war mage you're thinking of? Definitely a Siren.

http://en.wikipedia.org/wiki/Siren

I think it would be an attrition build of some sort.

3059
For some reason most of this post does not show up on tapatalk.

3060
So remember when I posted a hypothesis about the different playstyle archetypes in mage wars and their matchups? In case you don't remember, here it is. I decided to rename some of them to be less confusing.

Swarm (offensive aggro)>Position control (defensive control)>Assassination (offensive combo)>Attrition (defensive aggro)>Few Big (offensive control)>Denial (defensive combo)>Swarm...

Swarm=Attrition
Few Big=Position control
Assasination=Denial


Before my hypothesis can be tested, the playstyles of the different mages need to be defined.

Here is my chart:

Beastmaster

His main strategy is Few Big, or offensive control. This usually involves summoning a few creatures and buffing them, while holding off enemy threats with their offensive power. The beastmaster can also do some swarming if he uses some position control via hindering, tanglevines, and his fox's taunt.

Priestess

Her main strategies are attrition (defensive aggro), and Few Big (offensive control) She summons defensive creatures with armor and defensive enchantments to outlast the enemy by being able to survive more damage than the enemy can. She's good at transitioning from an attrition strategy to a Few Big strategy with her powerful angels and knights.

Earth Wizard

Position control and Denial. These two strategies work really well together. Denial seeks to prevent your opponent from using their best spells or objects, often using things like conditions, counterspells, or mana denial. When you add in position control, you could be adding things like tanglevine, walls, force hold, and stun conditions, which not only helps control position, but it also can help a denial strategy a lot, since controlling creature positions helps lessen the effectiveness of those creatures' actions. You often don't need to deal with a bear strengthed creature directly with things like weak or daze when you can just prevent the enchanted creature from ever reaching you.

Fire Wizard

Few Big and Denial

Air Wizard

Position Control, Few Big and Denial

Warlock

Few Big and Assasination

Forcemaster

Position Control and Assasination

Warlord

Few Big, Attrition and Position Control

Necromancer

Swarm and Few Big?

Druid

Denial and attrition? Maybe with a bit of position control?


I strongly suspect it's safe to assume that hybrid builds are more competitive than non-hybrid builds. With that in mind, in order to test my hypothesized match ups, looking at the game outcomes are not enough. Since mages can use multiple different playstyle strategies in the same build, you would have to keep logs of a large quantity of games between players of relatively equal skill and try to figure out what strategies the players are using at any one time, as well as who has the advantage at that time.

Recording/logging competitive games and writing down our observations about the strategy in those games would probably be a long project, but I think it will be worth it for informing new players and improving spellbook construction and how we describe our strategies.

Thoughts?

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