Since vtesinla.org is not online anymore for some time now, I took the liberty of reposting some of the articles posted there. The first one is an interview with the creator of Magic: The Gathering (1993) and Vampire:The Eternal Struggle (1994), that Robert Goudie conducted in 2001,
How better to celebrate the good health of V:TES than to take a look back with its creator, Richard Garfield. Richard was kind enough to take a few moments from his day to answer a few questions about our favorite game…
Robert Goudie: Have you kept up with the ups and downs of Jyhad’s (now V:TES’) near death and recent rebirth?
Richard Garfield: No, not really. Certainly not formally. It is something I hear about from players when I go to conventions, and it is news I enjoy hearing about. However this conduit has become very narrow because I have cut way back on my convention visits, while my children are young (now 1 and 3).
Goudie: Are you surprised by the resiliance of the game and the loyal following it has created?
Garfield: Certainly – though now I recognize that it had some advantages. It was a really early TCG in a world which had a lot of interest. It was the first TCG as heavily oriented toward multiplayer play. After that, if the game is worthwhile, the players will keep it alive. Though, of course, for a fan base keeping a TCG alive is a lot harder than keeping an RPG alive.
As part of the “2012 Magic Cruise“, Richard Garfield, creator of VtES and MtG (among other games), gives a presentation about “Luck Versus Skill” when designing games .
The Magic Cruise is a multi-day MtG event, but not in a regular convention center or something, but on a cruise ship. This year’s Magic Cruise was taking place from June 1-9, 2012 and the sea voyage was from Seattle to Alaska (and back).
“The major reason you lose games is because of things you do. If you blame luck for your loses, you’ll never get better. Figure out what you did, and thus can learn not to do, that caused you to lose.” — Mark Rosewater on the question how to become better at Magic.
Reference: Mark Rosewater on Tumblr.
Here’s a little video showing the basics of identifying fake Magic the Gathering cards. Luckily, fake cards doesn’t seem to be problem (or at least not a big one) with VtES, but still interesting to know.
On VEKN.net there was a discussion (as part of a thread regarding the fan-made set for VtES in 2012), what a proxy card in a collectible card game actually is. Wikipedia has the following definition for proxy cards:
A proxy card is an easily acquired or home-made substitute for a collectible card. A proxy is used when a collectible card game player does not own a card, and it would be impractical for such purposes to acquire the card. This usually occurs when a player desires a card that is cost-prohibitive, or is “playtesting” with many possible cards. When doing intensive training for a competitive tournament, it often makes more sense to use proxy cards while figuring out which cards will be brought to the tournament. Another card is substituted and serves the same function during gameplay as the actual card would.
A proxy can also be used in cases where a player owns a very valuable card, but does not wish to damage it by using it in actual play.
Common use of proxies
Proxy cards can be used in various situations. The rules and restrictions are object of common agreement, or a given policy, and may differ from the above mentioned “fair play requirements“.
- In casual games, the players may agree on a common policy of how to deal with proxy cards. This allows to play a higher variation of card combinations and strategies, while keeping a limit on the expenses.
- In tournaments, the organizer may permit a limited number of proxy cards, and define rules about how these cards must look. This policy has become especially popular in games or formats where some vital cards are far too expensive, such as the vintage format in Magic: The Gathering.
- For playtesting. Proxy cards allow a player to test new cards, before he or she decides to actually buy or trade for them.
- In card prototyping. Card developers in companies like Wizards of the Coast use proxies to playtest their ideas for new cards before they are printed.
- Some players create cards based on their own ideas for card themes and mechanics. In this case, however, the term “proxy” may no longer be applicable, as these cannot be considered substitutes for existing objects.
- An extreme form of copying original cards is forgery of expensive cards, which is again outside the “proxy” category.
“What turn is it?”
“Two Explores.” — Alex Bertoncini, MtG player, now banned by the DCI for 18 months.
Reference: Alex Bertoncini at SCG Kansas City
More context on the issue at hand: