James Ruhland
05-25-1998, 10:55 PM
I can never keep out of a good rant, as we all know. :)~
>
> I don't like the card system for birthright battles. There. I said it.
I feel
> better already.
>
I totally and without reservation agree with you completely.
>
> I think it's a stupid, half-assed nod to the popularity of card games
that have
> inexplicably sprung onto the RPG scene in recent years. As a result we
are
> stuck with a simplistic method to determine large scale conflicts that is
about
> as sophisticated as a game of Go Fish.
>
Again, I absolutely agree. War Card units are, as they stand, bland,
faceless, and except for a few examples (mostly awensheigs and stuff like
Iron Guard), unchanging from realm to realm.
The results are that most battles are mere slugfests/contests of
attrition. This is furthermore encouraged by the highly restricted nature
of the "battlefield". IMO, it doesn't allow enough room for mobility/war of
manuver. This means that units like Khinasi Light Cavalry aren't as
effective as they would "realistically" be, because the usual practice for
such units is to avoid melee, manuvering around, falling back as the enemy
adances (including "retreating" all day long if you have to, like the Turks
and Manzikurt; who 'retreated' throughout the day but won the fight
handily). But if you "retreat" your units, you loose the battle in the War
Card system.
Also, I have to admit that if I had my choice, I'd prefer something akin
to the War Machine rules from D&D. Yes, no nice little counters. No colored
war cards. But you get to design (and pay for) your own army, to suit your
own vision of what you'd like your army to be like. Now, there are problems
with this method, too (especially the problem that once you "figure out"
the system, creating indestrictable, unconquerable armies is only a matter
of crunching the numbers just so.)
>
> Battle cards. Back in the days when I started playing RPGs you couldn't
get
> dice. Oh, you could snag six-siders from the family Monopoly game, but
anything
> other than the traditional cubes were as elusive as a unicorn. There
were like
> two stores in Southern California that sold the things and they were far
outside
> the reasonable travel radius of my Schwinn. Instead we had chits.
>
Oh, god. . .not chits. 1st "dice" I ever used were chits, too. Luckily,
Pegasus Games (Madison Wis.) was in business almost right from the
begining, and getting real dice wasn't hard. Of course, the 1st dice I
bought were crappy. But I soon got good dice.
>
> Mom would reclaim her cups and the whole set would get washed down the
drain
> with the rest of the dishes like Charybdis sucking down Argonauts.
>
*G*
> My point is that drawing Battle Cards is no different than using chits.
I mean,
> I've got dice RIGHT THERE ON THE TABLE, man! Just gimme a chart and a
> twenty-sider. Keep the lousy card stock (that aren't even glossy, thank
you
> very much) cards.
>
Well, since Next Generation Birthright, or Birthright: the New Era is going
to be a hardbacked book, hopefully they will rectifiy/rationalize this
horrible situation. Of course, now that good old TSR is the Vassal of a
CCGC ("Collectable Card Game Company"), I have my doubts. . .
But then again, the people who run WoC are also venerable gamers, so
perhaps they will Do the Right Thing.
> Plus, I really don't like the idea of using cards in a pen & paper game.
> Suddenly we have to stop one method of play and start a card game? What
if the
> NBA suddenly required players to stop and play out a couple of hands of
> Blackjack to determine the winner?
>
Or what if, god forbid, at the end of a Soccer (er, "Football" for you
ferigners) game, if the game was tied at the end of regulation play, they
all the sudden changed rules, and to "settle" the tie people just shot free
kicks rather than goingto Overtime PLAYING THE DAMNED GAME like it was
meant to be played??? I mean, if they did it that way, then weak febble
teams with no offence to speak of might deliberately play for a tie,
knowing that if they can somehow make it, then the results will be almost
as if you flipped a coin to determine the outcome. May as well just do that
at the begining and save everyone 90 min. of their lives if you are going
to have a rule like that. Good thing they don't. Oh, wait. . .that's what
they do do. Nevermind.
Anyhow, the Card system IMO is kind of like that. You can spend all the
time you want coming up with a nice, creative battle plan, but when it
comes right down to it you're presented with a set piece battlefield, and
units of uniform strength, and it's all a matter of a slugfest. Either you
have more units and spellcasters available, and thus win through attrition,
or you have less, and thus loose through attrition, or you have the same
amount and the results are a coin flip. Tactics play some factor, but are
comparatively negligable.
>
> So anyway, I avoid using the card system as much as possible. I like
them only
> as a reference. It makes more sense to me to modify the rules to
accompany
> dice.
>
At one point I almost got to liking the card system just fine. Or at least
it was ok. But I donno. . .I guess it's the battlefield I mainly don't
like. And I guess in that respect I have a problem with lots of wargames.
But it seems to me the Battlecard Battlefield is among the most restrictive
possible battlefields. It just doesn't allow a lot of room for manuver. Ok,
there are some "tricks" you can use, but only some, and once everyone you
play with figures thouse out, then it's like I said: not a matter of
tactics or better generalship anymore, but just pure attrition.
Anyhow, back to making plans to send 200 or so units against someone
else's 200 or so units and hoping that the flip of the coin is in my favor
(I guess in my character's case, that would be tails. Or heads? whatever.)
>
> I don't like the card system for birthright battles. There. I said it.
I feel
> better already.
>
I totally and without reservation agree with you completely.
>
> I think it's a stupid, half-assed nod to the popularity of card games
that have
> inexplicably sprung onto the RPG scene in recent years. As a result we
are
> stuck with a simplistic method to determine large scale conflicts that is
about
> as sophisticated as a game of Go Fish.
>
Again, I absolutely agree. War Card units are, as they stand, bland,
faceless, and except for a few examples (mostly awensheigs and stuff like
Iron Guard), unchanging from realm to realm.
The results are that most battles are mere slugfests/contests of
attrition. This is furthermore encouraged by the highly restricted nature
of the "battlefield". IMO, it doesn't allow enough room for mobility/war of
manuver. This means that units like Khinasi Light Cavalry aren't as
effective as they would "realistically" be, because the usual practice for
such units is to avoid melee, manuvering around, falling back as the enemy
adances (including "retreating" all day long if you have to, like the Turks
and Manzikurt; who 'retreated' throughout the day but won the fight
handily). But if you "retreat" your units, you loose the battle in the War
Card system.
Also, I have to admit that if I had my choice, I'd prefer something akin
to the War Machine rules from D&D. Yes, no nice little counters. No colored
war cards. But you get to design (and pay for) your own army, to suit your
own vision of what you'd like your army to be like. Now, there are problems
with this method, too (especially the problem that once you "figure out"
the system, creating indestrictable, unconquerable armies is only a matter
of crunching the numbers just so.)
>
> Battle cards. Back in the days when I started playing RPGs you couldn't
get
> dice. Oh, you could snag six-siders from the family Monopoly game, but
anything
> other than the traditional cubes were as elusive as a unicorn. There
were like
> two stores in Southern California that sold the things and they were far
outside
> the reasonable travel radius of my Schwinn. Instead we had chits.
>
Oh, god. . .not chits. 1st "dice" I ever used were chits, too. Luckily,
Pegasus Games (Madison Wis.) was in business almost right from the
begining, and getting real dice wasn't hard. Of course, the 1st dice I
bought were crappy. But I soon got good dice.
>
> Mom would reclaim her cups and the whole set would get washed down the
drain
> with the rest of the dishes like Charybdis sucking down Argonauts.
>
*G*
> My point is that drawing Battle Cards is no different than using chits.
I mean,
> I've got dice RIGHT THERE ON THE TABLE, man! Just gimme a chart and a
> twenty-sider. Keep the lousy card stock (that aren't even glossy, thank
you
> very much) cards.
>
Well, since Next Generation Birthright, or Birthright: the New Era is going
to be a hardbacked book, hopefully they will rectifiy/rationalize this
horrible situation. Of course, now that good old TSR is the Vassal of a
CCGC ("Collectable Card Game Company"), I have my doubts. . .
But then again, the people who run WoC are also venerable gamers, so
perhaps they will Do the Right Thing.
> Plus, I really don't like the idea of using cards in a pen & paper game.
> Suddenly we have to stop one method of play and start a card game? What
if the
> NBA suddenly required players to stop and play out a couple of hands of
> Blackjack to determine the winner?
>
Or what if, god forbid, at the end of a Soccer (er, "Football" for you
ferigners) game, if the game was tied at the end of regulation play, they
all the sudden changed rules, and to "settle" the tie people just shot free
kicks rather than goingto Overtime PLAYING THE DAMNED GAME like it was
meant to be played??? I mean, if they did it that way, then weak febble
teams with no offence to speak of might deliberately play for a tie,
knowing that if they can somehow make it, then the results will be almost
as if you flipped a coin to determine the outcome. May as well just do that
at the begining and save everyone 90 min. of their lives if you are going
to have a rule like that. Good thing they don't. Oh, wait. . .that's what
they do do. Nevermind.
Anyhow, the Card system IMO is kind of like that. You can spend all the
time you want coming up with a nice, creative battle plan, but when it
comes right down to it you're presented with a set piece battlefield, and
units of uniform strength, and it's all a matter of a slugfest. Either you
have more units and spellcasters available, and thus win through attrition,
or you have less, and thus loose through attrition, or you have the same
amount and the results are a coin flip. Tactics play some factor, but are
comparatively negligable.
>
> So anyway, I avoid using the card system as much as possible. I like
them only
> as a reference. It makes more sense to me to modify the rules to
accompany
> dice.
>
At one point I almost got to liking the card system just fine. Or at least
it was ok. But I donno. . .I guess it's the battlefield I mainly don't
like. And I guess in that respect I have a problem with lots of wargames.
But it seems to me the Battlecard Battlefield is among the most restrictive
possible battlefields. It just doesn't allow a lot of room for manuver. Ok,
there are some "tricks" you can use, but only some, and once everyone you
play with figures thouse out, then it's like I said: not a matter of
tactics or better generalship anymore, but just pure attrition.
Anyhow, back to making plans to send 200 or so units against someone
else's 200 or so units and hoping that the flip of the coin is in my favor
(I guess in my character's case, that would be tails. Or heads? whatever.)