A rant on the topic of
NPE...
I'm a play tester for another popular tabletop game. One of the things we're aware of when designing/testing/revising new game effects is whether or not that effect, on its own or in combination with other effects, might be "unfun" for one player and lead to NPE.
One effect type that can cause NPE in a game like Mage Wars is preventing a player's pieces (creatures or conjurations or whatever) from doing anything useful for one or many rounds. For example, my spouse willingly played Mage Wars (Arena) with me for a few matches and overall enjoyed it... until one time I cast [mwcard=FWI05]Mass Sleep[/mwcard] on her swarm of 4 or 5 animal creatures, essentially wasting all the actions and mana she'd put into amassing her army, and then I went on to beat down her defenseless and toothless Beastmaster with my Forcemaster. After that match, she swore never to play Mage Wars again.
She has since commented that, now knowing such a thing is possible, she might build her deck differently and/or play around that situation... but that assumes she's willing to play again at all, which she isn't sure about. I've seen new players have similar reactions to many other games, where the player experiences an NPE situation in a first or second play and decides the likelihood of unenjoyable games isn't worth the investment (time and effort). These players would rather play a different game where all the players have an enjoyable experience far more often than not. Why waste your life playing games that might result in a completely unenjoyable experience?
Another related effect type that can cause NPE is resource denial. In MtG for example, "land destruction" has been mostly removed from the game (or heavily limited) since it was introduced long ago. The reason land destruction isn't really a thing anymore is that, by destroying all your opponents lands (especially early in a match), it is possible to prevent them from ever having enough resources to play any meaningful cards, reducing them to simply drawing a card they can't play (or that won't have much effect) each turn while you slowly beat them down with your 2/2 morphed creature or whatever. Using land destruction strategies might also cause them to flip the table...
(And don't get me started about the now-banned Erayo/Arcane Laboratory hard-lock Commander deck... the most frustrating one-on-one MtG experienceS I've ever encountered, as my regular tournament opponent would prevent me from ever casting a spell, then had to draw through ~40 more cards, on average, to find his one win condition... partly because I refused to concede as I figured he might "mill" himself if he didn't actually have a win condition in his deck. Btw, his win-con was a single morphed 2/2 creature...)
Mage Wars avoids complete resource denial by having a built-in Channeling for each mage. However, there are still several effects that reduce your opponent's resources, and we've noticed that even in Academy, resource denial is both present and, at least for Wizards, an encouraged strategy. It was a strong theme of the Arcane school in the first edition of Mage Wars (Arena) (see [mwcard=MW1J14]Mana Siphon[/mwcard], [mwcard=MW1C24]Mana Leech[/mwcard], [mwcard=MW1E15]Essence Drain[/mwcard], [mwcard=MW1J16]Mordok's Obelisk[/mwcard], [mwcard=MW1Q32]Suppression Cloak[/mwcard], [mwcard=MW1Q31]Staff of the Arcanum[/mwcard]) and to our surprise, there are several cards in the first Academy set (
aimed at new players to get them hooked on Mage Wars) that involve "Mana Drain" or "Mana Transfer" effects (although they spell it out in words rather than using these keywords); e.g. Mana Worm = baby Mana Leech, the Wizard's weapon has a Mana Drain effect when attacking non-mage creatures, Wizard's armor turns 1 point of Mana Drain into Mana Transfer each round, and there's a Minor Essence Drain that is a cheaper/weaker Essence Drain that can only target Minor creatures. These effects have the potential to give a new player (e.g. whoever is playing the more straightforward Beastmaster) a sour taste in her mouth right from the start. In my opinion, the last thing you want is for a first-time player to have a NPE during her first play of an introductory game...
On top of this, Academy has a few effects that prevent creatures from doing anything. While there isn't any Sleep in Academy (yet), there is the new effect Stagger, which effectively Incapacitates Minor creatures until the end of their next activation. If this effect showed up on one or two cards in the Academy starter box, it might not be a problem... but MANY spells (e.g. MOST attack spells, nearly HALF the creatures) deal out the Stagger condition. While it goes away at the end of the creature's next activation, this can be critical considering that most matches only last 5-7 rounds. In my last match, I was able to Stagger every one of my Beastmaster opponent's Minor creatures so they were never able to attack or Guard, then swing in with my Wizard's (much more powerful) creatures. I took a total of 5 damage in the match (from a lucky attack by the opposing mage); it wasn't even remotely close. Sure, there's often a die roll needed to Stagger a creature, but there are so many effects that can do it (creatures, attack spells and Enchantments) that it's bound to happen eventually, and can happen routinely. Guarding seems really important in Academy, but given that the Wizard can use his Quick Cast to Shrink any un-Stagger'ed creature (and cause that creature to become a Pest), it's very easy for the Wizard to waste any creature's Guard token on demand. And if that isn't enough, it's also possible to "banish" any Minor creature using the extremely efficient Exile Enchantment... which can waste several of the Beastmaster's actions and mana spent buffing up his Minor creature "buddy" (if going that route rather than a swarm). I Exiled my opponent's [Weasel] a Thousand Bites who had 2 or 3 Enchantments on him... and if he wasn't a very calm fellow, I think he might have flipped the table right then and there. And that's playing the "introductory" game of Mage Wars Academy using the recommended spell books.
Why doesn't the Beastmaster avoid Minor Essence Drain, Exile, etc, by casting Major creatures? Because he only channels 7 by default, meaning all Major creatures are going to require saving mana for 2+ turns. And that's assuming he actually channels 7... i.e. assuming the Wizard isn't effectively bringing his Channeling down to 6 or 5 via Mana Drain effects. With a few Mana Worms out, the Beastmaster feels obligated to spend all his mana every turn... which means he's going to be limited to creatures that cost 6 or under (since he probably needs to spend 1 mana on his built-in [mwcard=MW1I23]Rouse the Beast[/mwcard] ability). If that isn't bad enough, most of his creatures cost 4 or 8 to cast, so he has to work hard to spend all his mana in one turn (probably on a cheap creature plus maybe an Enchantment or cheap equipment), and can't summon a larger creature without saving mana - and thus losing mana to Mana Drain effects.
In summary, from the few matches I've played so far, I've found that the Wizard is often channeling 8 or 9 (from his Amulet plus the Mana Transfer ability of his armor) while the Beastmaster is effectively channeling 6 - or spending all his mana to avoid losing mana to Mana Drain (which is harder than it sounds due to spell costs, especially creatures). This means the Beastmaster is limited to mostly level 1 creatures, while the Wizard is often able to get out one or two much more powerful creatures. In fact, in all my matches, the Wizard ends up with more creatures in play than the Beastmaster, and almost all of those creature have more powerful attacks and abilities. And each player I've introduced Academy to has complained about NPE due to mana denial or inability to use the creatures they've summoned (thanks to Stagger or Exile) - strong enough NPE that they're unlikely to play Academy again and/or can assure me that their gaming and/or life partners would not be interested in playing Academy (which was one of the reasons they were interested in Academy in the first place) because there are too many "unfun" things going on.
I realize there are things I could do to avoid NPE when teaching Academy to new players - e.g. don't use spells or strategies with NPE-inducing effects like resource denial and Stagger. In fact, I could always play the (relatively vanilla) Beastmaster and encourage my opponent to use the best Wizard strategies (e.g. use Mana Drain/Transfer and Stagger/Shrink all my Minor creatures/Guards) so they aren't the victims of NPE. But this shouldn't be an issue, because in my opinion, good game design should avoid putting NPE-inducing effects in a core set for an introductory game designed to hook people on the grander Mage Wars universe.
Note to Arcane Wonders design team: If you want people to like Academy enough to play it again, don't include resource denial as a primary strategy of one of the only two mages available upon release - especially not in the recommended starter spell book - and don't include a condition (let alone
invent a new condition specifically for this set) that prevents creatures from functioning when one of the two mages is supposed to be all about summoning creatures. Hopefully this isn't "too little too late."