From: owner-the-edge-digest@ (The Edge Digested)
To: the-edge-digest@robin-nvh.bvsd.k12.co.us
Subject: The Edge Digested V1 #68
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The Edge Digested       Wednesday, June 24 1998       Volume 01 : Number 068



Today's subjects from The Edge:
	Re: [The Edge] Where to Start From??
	Re: [The Edge] Where to Start From??
	Re: [The Edge] Where to Start From??
	[The Edge] =?iso-8859-1?Q?=5bThe Edge=5d Decks and Recommendations?=
	Re: [The Edge] Decks, Devices, and the Problem with On the Edge
	Re: [The Edge] Decks, Devices, and the Problem with On the Edge
	Re: [The Edge] =?iso-8859-1?Q?=5bThe Edge=5d Decks and Recommendations?=
	Re: [The Edge] Where to Start From??]
	Re: [The Edge] Decks, Devices, and the Problem with On the Edge
	Re: [The Edge] My favorite deck concept
	Re: [The Edge] =?iso-8859-1?Q?=5bThe Edge=5d Decks and Recommendations?=
	Re: [The Edge] Where to Start From??]
	Re: [The Edge] My favorite deck concept
	[The Edge] =?iso-8859-1?Q?=5bThe Edge=5dResponse and a weird Question.?=
	Re: [The Edge] Response and a weird Question.
	Re: [The Edge] My favorite deck concept
	Re: [The Edge] My favorite deck concept 
	Re: [The Edge] Decks, Devices, and the Problem with On the Edge
	[The Edge] New Cards [was Decks, Devices, etc.]

----------------------------------------------------------------------

Date: Wed, 24 Jun 1998 11:31:37 -0500 (CDT)
From: David Buckley Ebrey <dbebrey@MIDWAY.UCHICAGO.EDU>
Subject: Re: [The Edge] Where to Start From??

> Question:  I'm going to try and start up OtE again.  I've only GM'ed it once
> and I wasn't very good (lack of experience, I guess).  I'm wondering if
> anyone has a good starting point adventure for new characters (they've all
> lost theirs after a year).  I've done the ones in the back of the Main
> Sourcebook, but they didn't go over too well.  I'd be really glad for any
> advice, hints, suggestions, and/or whatever!!

OTE is hard to run because there is a huge world and many ideas to wrap
your mind around.  I suggest focus.  To start, choose a
relatively simple plot that does not draw in too many different factions.
Try to keep it in one Barrio so you don't have to remember all that stuff.
Then you can slowly expand from there.  I think the "pary time" adventure,
or whatever it is called (from the back of the book), is a poor one
because it asks you to do one of the hardest things you can (remember all
the junk from the book on the fly).  Perhaps the first adventure should
focus on the mood.  Being OTE, a surreal mystery might work.

David



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Date: Wed, 24 Jun 1998 11:36:06 -0500 (CDT)
From: Russ Collins <rgc@IO.COM>
Subject: Re: [The Edge] Where to Start From??

On Tue, 23 Jun 1998, Troy George wrote:
> Background:  The group I RPG with has a tendancy to jump from system to
> system.  We've gone through:  AD&D, Palladium, Vampire, Shadowrun,
> Deadlands, Dragonlance 5th age, Star Wars, Gurps, and, of course, Over the
> Edge (I know I'm forgetting a few, but I'm fairly brain dead right now).  We
> switch GM's every so often and play whatever system they want to do.  After
> about a year, it's finally coming back to be my turn.
> 
> Question:  I'm going to try and start up OtE again.  I've only GM'ed it once
> and I wasn't very good (lack of experience, I guess).  I'm wondering if
> anyone has a good starting point adventure for new characters (they've all
> lost theirs after a year).  I've done the ones in the back of the Main
> Sourcebook, but they didn't go over too well.  I'd be really glad for any
> advice, hints, suggestions, and/or whatever!!
> 
Check out Greg Stolze's adventure in Forgotten Lives...

Russ Collins
rgc@io.com
- --
Deck us all with Boston Charlie
Walla-Walla Wash., an' Kalamazoo!
Nora's freezin' on the trolley
Swaller-Dollar Cauliflower Alley Garoo


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------------------------------

Date: Wed, 24 Jun 1998 11:42:55 -0500 (CDT)
From: Eric Jome <ejome@execpc.com>
Subject: Re: [The Edge] Where to Start From??

On Tue, 23 Jun 1998, Troy George wrote:

> Statement:  I love this newsletter/game hints/community help center.  I just
> wish I had more people to play OntE with.  Just me and 2 other guys in the
> area have cards (that I know of) and they don't want to play.  Really Sucks!!

one of the best ways to play OnTE is Booster League.  buy a box of
boosters or two off the net... should set you back all of $50 for
3 or 4 if you look hard (or just call shops directly).  teach a person
how to play with non-tournament style constructed deck and then
describe Booster.  give them the Boosters.  and you are off; everyone
is happy with the small collection, you can trade, play for ante,
and there is little cost for the newbie.

you can do something similar with Omni, but over time, its likely that
people will lose enjoyment in a small world Omni league.  someone will
get ahead, there is no trading, and no expansions.

> Question:  I'm going to try and start up OtE again.  I've only GM'ed it once
> and I wasn't very good (lack of experience, I guess).  I'm wondering if
> anyone has a good starting point adventure for new characters (they've all
> lost theirs after a year).  I've done the ones in the back of the Main
> Sourcebook, but they didn't go over too well.  I'd be really glad for any
> advice, hints, suggestions, and/or whatever!!

well, my experience with _campaign_ OTE is limited, but i will put in
a few notes on what i think makes a good start.  first, OTE is best
if played in an episodic format.  this is almost like the X-Files;
you want to have common elements and some background plot, but the
foreground of every episode is most important issue.  occasionally,
you can have the background fade into the fore, but its best left
in the shadows.

second, OTE lives for soap opera type plots.  this is not a game of
bionic arms and machine guns, even if it might appear to be that way.
concentrate on cerebral and moral adventures; put the characters in
difficult situations of having to make hard choices.  and follow the
soap opera (and comic book motto); no one is ever dead forever!
villians (and plots) are best if woven into a tangled skein, so
keep the plot flowing and convoluted in the background, but stick
to very clean, obvious interactions in the foreground (the day to
day play session).

with that said, here is an example i pitched once, but i never ran.
premise; Constance and Cheryl are really the same (schizo) person.  the
group will be alternately pulled and pushed by the two competing
organizations in each session and gradually they will reach an impass as
they are told by one group to subvert the other and vice versa.  Mom
is very interested in ensuring no one knows of the mental problems of
her daughters, so you have a deus ex machina handy to pull your bacon
out of the fire.

this is a very simple idea.  each session, you can hack through a "job"
from one or the other.  little simple things, like bringing in a supply
of a new drug for a Temple party (bought from an agent of Constance?)
or seeking insider information on a coporate merger (the primary
Karla Sommers importer?) ... each session should provide limited
indications of the nature of the campaign.  the ()'s above show how
the tasks can begin to strangely merge with Constance always involved
with but hating Cheryl and (again) vice versa.

and this campaign can continue indefinitely or have a climactic moment
when the truth is revealed (and a solution must be sought?).  but the
important thing this idea illustrates is that you have an overarching
plot driving device, episodic formats which clue into the larger device,
and built in conflict of interest (esp. as groups of NPCs who recognize
players as working for one see them working for the other).  lastly,
this shows how the plot can involve any character as it does not
revolve around the characters specifically.



eric


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------------------------------

Date: 24 Jun 98 11:04 GMT
From: FRANK M ADAMS <FRANK.M.ADAMS@slchicago.infonet.com>
Subject: [The Edge] =?iso-8859-1?Q?=5bThe Edge=5d Decks and Recommendations?=

- -------------------LURKING DEVICE DE-ACTIVATED------------------
You wrote:

<<noted before, what we've done is build about 16 different theme decks, all 
of which are roughly balanced to one another, which are more or less public 
cell property. Thus when anyone feels like a game, they can either pull a 
few decks at random or suggest a particular match-up to other prospective 
players. It keeps things balanced, there's enough different decks to keep 
things interested (and all of the decks have sideboards so players can do a 
few tweaks before playing), and the themes give it a reasonable amount of 
story flavor>>

I have a bunch of cards (who doesn't) and no players. I've got a couple of 
friends who'd be willing to give it a try, but I don't have the time or the 
energy (work + school + wife + baby = (no time)^100) to put together decks. 

I have been reading the last few threads (especially the one about a common 
card deck) with great interest and would appreciate if you'd post (or send) 
a few of the easier to build decks so that I could get up and running.

Also, on an unrelated side note, I've got a limited budget and would like to 
pick up an OTE supplement or two. Which ones give the best bang for the 
buck? I've been considering Cloaks and Weather the Cuckoo Likes. Any 
recommendations?

Thanks.

Frank Adams
frank.m.adams@slchicago.infonet.com

- -------------------LURKING DEVICE RE-ACTIVATED------------------



     

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------------------------------

Date: Wed, 24 Jun 1998 12:11:24 -0500 (CDT)
From: Eric Jome <ejome@execpc.com>
Subject: Re: [The Edge] Decks, Devices, and the Problem with On the Edge

On Wed, 24 Jun 1998, Peter Jansen wrote:

> Specifically, that the cards are cheaper than dirt.

hmmm.  in some ways yes and in others no.  the game is not "for sale"
anymore as far as i can tell.  walk into a store and good luck finding
it... but with research and mail order, you can pick some things up
fairly easily.  dont mistake your personal situation for the way the
rest of us see it.

anyway, i think your real problem isnt the low cost, but the prevalence
of Mr. Suitcase in this game... but more on that in a bit.

> As far as straight power decks vs. theme decks: the only power deck I have
> is my Omni deck - just ask Jeff Tidball.

why ask Jeff when you are here?  whatcha got in dere?  :)

> All the rest have a theme,
> reflected in their names:
> Big Brother (CPC/Law/Net/Neutralizer)
> Al Amarja Van Lines (Mover)
> Who's Driving this Spaceship Anyway? (Quisling/Alien/Android)
> Fast Food (Burger)
> Tales from the Boyz in the Dark Side of the 'Hood
> (Compton/Saou/Nekros/Hermetic, although this last will be replaced with
> Glorious Lord in its next incarnation)

these sound pretty cool.  care to post the contents of any of them?

> Regards the Throckmorton deck: in my experience, a deck of only
> Throckmortons is (in the word of a Magic player describing the flaw of
> mono-red) fragile.  From what I have seen, it needs to be Control with a
> Throckmorton specialization;

this seems to be my understanding as well.  first, Throckmortons have
no resource trait of their own and their next most common is Human and
Control.  so, its a natural extension.  the other route is picking a
common support trait, like Psychic, Astral, or Fringe and including
cards like this.

> although I admit I have not done an exhaustive
> analysis of the decks posted, they look at first blush to be rather nasty.

actually, every deck i have sent in i would consider playing in a
tournament format.  these are not friendly play decks.  so, dont
feel like these are my ideas of themes or play for fun...

> I have the advantage in the first aspect of playing mere minutes from the
> Atlas Games offices, so cards are readily available - now that I'm done
> buying Arcana (5+ displays) anyone want to trade for Janis?  But everyone
> else has this access as well, and decks that comprise almost nothing but
> rares are to my mind, degenerate, and less than thrilling to play AND to
> play against.

indeed, degenerate decks are not fun to play against... over and over.
i like to see a new idea and i love to see a new deck exploit that idea
to win.  but i dont like to play against the same deck over and over.
its always best to go on and look for the next thing...  keep it fresh.

in an environment where everyone can have unlimited copies of all of
the cards, i find that it enriches the occurence of new ideas and attempts
at strange decks.  this is entertaining to me, the increased flexibility.

> As far as the second, you should stop by The Source sometime and watch Nate
> Nolan and myself play a game and do our Itchy and Scratchy imitation.

who is who?  :)

> Playing just to tick someone
> off, though, to my mind is a bit immature, as is the player who HAS to win,
> and gets overly irritable when they do not

this is a game.  that means two things.  first, you should play to have
fun.  second, you should play to win.  note that the first rule and second
rule dont always play nicely together.  thats why we have Special Issue
Rule Three; when Rule One and Rule Two are in conflict, Rule One takes
precedence.  :)

> My point is that the challenge of deckbuilding is a different one when you
> have the option of putting in three or four of Mars Royale or Michiko Ishii
> instead of one, maybe.

exactly!  in this game more so because there is no formal or informal
limit on the number of cards per deck, so if you own 10 Mars, all can
make an appearance.

> How do you keep it interesting?

you have already given one great method; themes.  making decks around
story telling or thematic ideas ensures that you have a fresh start
or fair playing level.

Omni and Booster hint at another method; limited selection formats.
this one is limited only by your imagination.  you can limit cards
by rarity (ever try limits on _commons_?), uniqueness, expansion,
traits, artists, or just about any other criteria (heck, try a
tournament with only odd collectors numbers allowed some time).

a third method involves exercising your creativity; make up new
cards and new expansions.  how many people have a Jeff Tidball
Turncoat card lying around?  every use it?  why not come up with
more of your own cards, even if that means writing a whole new
expansion?  and this will give the person with the huge collection
something to do with all their extra cards; turn them into new ones!

> Just keep building new decks and tuning old ones?

the last one (for now) is the above; just reorg the cards you have.
look for wacky combos or trait groups.  when was the last time you
built a deck around one of the less common traits like Alien or
Academic?

> And the problem I currently have with Omni league is simply that no one
> will play me anymore.

sounds like you are set to retire.  :)  try offering more than 1 card
as ante, offering the challenger their pick when choosing, or (best
of all) letting the challenger limit what you can bring.  try handing
them all the resources you have and say "pick any 12 and i will make
the deck from those".

> Finally, what I meant to say from the beginning of this diatribe, is that I
> think the unlimited availability of cards is hurting the game.

actually, i think it hurts the game only if you let it.  i would love
to get more people involved, myself... so the more availability the
better.  and you can always limit yourself, even if no one in your
group agrees to apply your personal limits to themselves.  though
your wins be more rare, they seem more fair (ie lovely).  :)


eric



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------------------------------

Date: Wed, 24 Jun 1998 12:18:51 -0500 (CDT)
From: Eric Jome <ejome@execpc.com>
Subject: Re: [The Edge] Decks, Devices, and the Problem with On the Edge

On Tue, 23 Jun 1998, Chris Johnson wrote:

> Ummm...not to put too fine a point on it, but, OTE is dead. Sure we all
> like it, and it *is* a good game, but it is, in fact, pushing up the
> daisies.

are you so certain that this has to be true?  it doesnt look too dead
to me... there is a tournament at Gencon again this year.  and i bet
more people than last year will show up.  why does OnTE have to be
Magic to be considered "alive and well"?

> I'll continue to play it, and collect it, but OTE's day has clearly
> passed. In a few years, Atlas may finally sell out of their stock on
> hand, but I doubt it.  :/

why do you collect and play it?  is it fun?  why cant it be fun for
others?  maybe even fun for people who havent played before?

why cant people do their own expansion?  i mean cards and all.
if i can get my act together, i plan on handing out boosters for
a new expansion at Gencon.  cards you can throw in decks and
play; think Atlas will care?  the game doesnt have to die just because
Atlas wont support it... they arent the only people with an interest
in this.  i _know_ i have an interest.  and i dont see why others
cant develop an interest too.

> In short, the unlimited availability of cards can't hurt OTE anymore, it
> can only affect individual play groups. If a play group is so hung up on
> munchkin decks that the availability of cheap cards detracts from play,
> perhaps one should reconsider playing with them.  ;)

exactly.

> (who'd rather Atlas have a trickle of cashflow from OTE, as opposed to
> none at all, and who doesn't mind $20 boxes of a good game in the
> bargin)

why not buy some and give them to new people?  play Booster League?


eric


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Date: Wed, 24 Jun 1998 13:19:53 -0400 (EDT)
From: Kevin Patrick Hogan <dromedan@UMICH.EDU>
Subject: Re: [The Edge] =?iso-8859-1?Q?=5bThe Edge=5d Decks and Recommendations?=

> Also, on an unrelated side note, I've got a limited budget and would
> like to  pick up an OTE supplement or two. Which ones give the best bang
> for the  buck? I've been considering Cloaks and Weather the Cuckoo
> Likes. Any  recommendations?

Definitely Weather the Cuckoo Likes.  A lot of bang.  And whirs and
tweets.

  --K  (dromedan@umich.edu)


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Date: Wed, 24 Jun 1998 12:23:33 -0500 (CDT)
From: Eric Jome <ejome@execpc.com>
Subject: Re: [The Edge] Where to Start From??]

On Wed, 24 Jun 1998, Florian Merx wrote:

> a)Make them members of TV-Team trying to make a report about Al Amarja.
> This would get them instantly into the midst of things as various power
> groups would try to stop them from giving AA any publicity.

seems like they would be pawns in the conspirators games on AA...
lots of groups would love to expose their enemies.  and certain
groups are intimately tied into this very concept...

> b)Make them part of a group of people invited to Al Amarja for an
> inheritance.

this isnt too bad either, but it needs to have additional tie ins
to last for more than a handful of sessions.  i could (as storyteller)
cover this in one sitting.


eric



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Date: Wed, 24 Jun 1998 12:27:08 -0500 (CDT)
From: Eric Jome <ejome@execpc.com>
Subject: Re: [The Edge] Decks, Devices, and the Problem with On the Edge

On Wed, 24 Jun 1998, Keith Baker wrote:

> As I noted before, what we've done is build about 16 different theme decks,
> all of which are roughly balanced to one another, which are more or less
> public cell property. Thus when anyone feels like a game, they can either
> pull a few decks at random or suggest a particular match-up to other
> prospective players. It keeps things balanced, there's enough different
> decks to keep things interested (and all of the decks have sideboards so
> players can do a few tweaks before playing), and the themes give it a
> reasonable amount of story flavor.

this is an absolutely _fabulous_ idea!  i for one would _love_ to see
the contents of the decks and their sideboards.  how bout posting one
a day or one a week!  please?  :)

> Well, given the ease of access to cards, we've been switching to new omni
> decks practically every time we decide to play omni. We used to allow
> players to retire decks if they hit 70 or 50 cards, but these days, we tend
> to open new decks each cycle.

this seems to defeat the purpose of omni league play.  how often do you
switch?  how long is a cycle?


eric



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Date: Wed, 24 Jun 1998 12:29:44 -0500 (CDT)
From: Eric Jome <ejome@execpc.com>
Subject: Re: [The Edge] My favorite deck concept

On Wed, 24 Jun 1998, David Freier wrote:

> One deck concept which I used, and still sorta have together was a deck 
> called "Sunglasses".  I went through and pulled out all the cards I could 
> find that had a person or featured sunglasses in some way and built a 
> deck using appropriate basic resources.  I think I threw in a couple of 
> Patrol Baboons for muscle, but the surprise was that the deck actually 
> worked fairly well.

i remember being shown this at Gencon... it really _was_ a good deck!
do you remember what went into it, Dave?


eric



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Date: Wed, 24 Jun 1998 12:43:57 -0500 (CDT)
From: Eric Jome <ejome@execpc.com>
Subject: Re: [The Edge] =?iso-8859-1?Q?=5bThe Edge=5d Decks and Recommendations?=

On 24 Jun 1998, FRANK M ADAMS wrote:

> I have a bunch of cards (who doesn't) and no players. I've got a couple of 
> friends who'd be willing to give it a try, but I don't have the time or the 
> energy (work + school + wife + baby = (no time)^100) to put together decks. 

you have no time to make decks, but you will have time to play?  making
decks takes time best measured in minutes, playing takes time on the
order of hours.

> I have been reading the last few threads (especially the one about a common 
> card deck) with great interest and would appreciate if you'd post (or send) 
> a few of the easier to build decks so that I could get up and running.

the Speed Method for deck construction is pretty easy;

10 characters with pull
8 characters whose AP is higher than DP (attackers)
8 characters whose DP is higher than AP (defenders)
10 cards which are not characters
10 resources

pick two common traits, such as Psychic and Patrol Baboon or Fringe and
Astral.  take 5 resources of each type if they both have one or 10 of
one type if the other does not have its own resources.  then just look
through your cards and pull as many different characters as you can
with one trait or the other and drop them into the above categories.
lastly, you need to fil out the "10 non-characters"; choose some of
the basics from the basic set, like Blackmail, Smear Campaign, Wiretap,
etc. and maybe one or two that match your traits.   just make sure that
there are very few duplicates in this set.

this should allow you to crank out decks in very short order.

> Also, on an unrelated side note, I've got a limited budget and would like to 
> pick up an OTE supplement or two. Which ones give the best bang for the 
> buck? I've been considering Cloaks and Weather the Cuckoo Likes. Any 
> recommendations?

if you like the Cut-Ups, Weather is the way to go.  its one of my top
two or three favorites.


eric



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Date: Wed, 24 Jun 1998 13:44:52 -0400 (EDT)
From: Spike Y Jones <spikeyj@ACCESS.DIGEX.NET>
Subject: Re: [The Edge] Where to Start From??]

Playing in one of the original playtest campaigns (back when the game was
still called Al-Amarja), the GM, Robin Laws, didn't bother coming up with an
introductory plot for us; he let us do it for ourselves. He just picked up on
plot threads on the character sheets (like the criminal connections of my
Mafia flunky character) and let us try to accomplish our own goals within the
strange environment. He presented some background colour for us (like scenes
in the Terminal, and the announcement of a spectacular rock concert by the
biggest star on the island Dawn Summers (yes, before the name became Karla),
which my Mafioso character mistook to be the arrival of "Don Summers", an
unknown rival to my boss's power on the island) which we either pursued or
ignored.

[O] [O] [O]                        Spike Y Jones
[O]Spike[O]  Freelance writer, editor, proofreader, and ex-bingo-caller
[O] [O] [O]   spikeyj@access.digex.net     http://www.io.com/~spikeyj/


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Date: Wed, 24 Jun 1998 13:04:46 -0500 (CDT)
From: Jeremiah Thomas Isaacs <jti0001@JOVE.ACS.UNT.EDU>
Subject: Re: [The Edge] My favorite deck concept

On Wed, 24 Jun 1998, David Freier wrote:

> One deck concept which I used, and still sorta have together was a deck 
> called "Sunglasses".  I went through and pulled out all the cards I could 
> find that had a person or featured sunglasses in some way and built a 
> deck using appropriate basic resources.  I think I threw in a couple of 
> Patrol Baboons for muscle, but the surprise was that the deck actually 
> worked fairly well.

these are the kinds of ideas i like.  im trying to get the local slackers
to start playing again, so i can try out "The Spice Girls", another one of
my deck ideas that will lose.. (like my Sub-random / Glorious Lords / Koan
Head deck, to which noone one.  i decimated people, but had almost no
pull..) the spice girls are SLipper, Josephina Shoukry, Eileen Pitchford,
Blush Quay, and either Anastasia or Wanda Rod.  plus psychic singularity..
for some reason Tomek is the bouncer.  this deck still isnt together, but
its just one of the current ideas.

regarding still having pride, i used to play a Brinker deck..<whimper> it
was fun dammit!

                                                  ---
      jeremiah                                    jti0001@jove.acs.unt.edu
                                                  people.unt.edu/~jti0001
- ---
excuse me           but i just have to            explode
explode this body   off me                        wake-up tomorrow
brand new           a little tired                but brand new

      bjork



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Date: 24 Jun 98 13:52 GMT
From: FRANK M ADAMS <FRANK.M.ADAMS@slchicago.infonet.com>
Subject: [The Edge] =?iso-8859-1?Q?=5bThe Edge=5dResponse and a weird Question.?=

Eric responded:  (A Question follows this response...)

<<On 24 Jun 1998, FRANK M ADAMS wrote:
     
> I have a bunch of cards (who doesn't) and no players. I've got a couple of 
> friends who'd be willing to give it a try, but I don't have the time or the 
> energy (work + school + wife + baby = (no time)^100) to put together decks.
     
you have no time to make decks, but you will have time to play?  making 
decks takes time best measured in minutes, playing takes time on the 
order of hours.>>

A point of clarification. I should have phrased that last part 
differently, I have a very limited amount of free time and would rather 
spend it playing than building decks. I tend to get anal about stuff 
like that and it takes forever.... I just don't know when to quit. 

But when I've got a shopping list of cards to build a deck from it's a 
different story. Someone else has already tested and put thought into it 
and it gives me a quick route to playing some themes I might not have 
thought of. I have no problem throwing it together (and maybe doing a 
tweak or two) and playing away.  

Hence my plea for deck ideas, especially ones that can be put together 
from the multitudes of commons I have laying around. I can also give 
them away to the people I'm trying to teach and they can all be 
different and interesting.

Thanks for your response on deckbuilding, I'll put it to use this 
weekend and see what I come up with. And thanks to everyone for the deck 
ideas already posted, let's keep them coming!

- ------------------------------QUESTION?

A question to everyone, what's the strangest character concept that 
you've had a player play? 

I'm trying to get a campaign off the ground (once a month with e-mail 
Q&A in between) and one of the players is (I'm not kidding here...) 
wanting to play an Omni-Sexual Necrophiliac Serial Killer Artist; he 
uses his victims in his artwork in a variety of disgusting, but 
ingenious ways. (Omni referring to men, women, boys, girls, dogs, etc.)

He's on the run from suspicious authorities in the U.S.A. and is being 
pursued by an over-zealous Detective who was suspended during the course 
of the investigation and one of his victim's vindictive Mother.

Needless to say, the group is loosely connected at best. I've got some 
good ideas to use with this character, but I'm a little light on Al 
Amarja info. 

What existing characters/locations would be good for this guy:  a dark 
and creepy underground artist hangout, rich degenerate art patrons, meat 
markets to pick up new materials (victims), etc.?

But back to the other question - this is one of the weirdest characters 
I've seen played what are some of yours?

All responses to both questions are greatly appreciated.

Sincerely,

Frank Adams
frank.m.adams@slchicago.infonet.com



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Date: Wed, 24 Jun 1998 15:30:15 -0500 (CDT)
From: Eric Jome <ejome@execpc.com>
Subject: Re: [The Edge] Response and a weird Question.

On 24 Jun 1998, FRANK M ADAMS wrote:

> A question to everyone, what's the strangest character concept that 
> you've had a player play? 

actually, the weirdest thing i ever saw was a character i tried
to play once.  a WWI fighter pilot blown thru time (and off course)
who shows up on the island in his plane landing at the Terminal.
this was intended for an all Terminal campaign/adventure... but
it didnt get very far.  and the storyteller didnt like him.

> What existing characters/locations would be good for this guy:  a dark 
> and creepy underground artist hangout, rich degenerate art patrons, meat 
> markets to pick up new materials (victims), etc.?

Compton.  this guy has compton all over him.

> But back to the other question - this is one of the weirdest characters 
> I've seen played what are some of yours?

i have had a psychic imprinter which was pretty tricky.  it was basically
a human tulpa; every time someone thought he was something, he would
slowly become that thing.  spy, criminal, etc.  very hard to use, but
a lot of fun if you can handle it.

and i have seen a fair number of serial killers.  i usually reject
these ideas out of hand because they cannot possibly fit into playable
society.


eric


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Date: Wed, 24 Jun 1998 16:40:08 -0400 (EDT)
From: David Freier <freier@mail.med.upenn.edu>
Subject: Re: [The Edge] My favorite deck concept

Wow!!!  Someone used this at Gencon.  I'm impressed now, especially since 
I've never been there.  I designed the deck about three years ago, just 
before I left Minnesota.  I know several of the players up there liked 
the theme idea of it quite a bit.  Perhaps one of them took the idea and 
also built a similar deck.

I'll see if I can find it at home and try and post it tommorrow.

David "Throckmorton" Freier

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Date: Wed, 24 Jun 1998 15:09:27 -0600
From: Trevor Stone <tstone@robin-nvh.bvsd.k12.co.us>
Subject: Re: [The Edge] My favorite deck concept 

Long, long ago, in a galaxy far, far away,
David Freier <freier@mail.med.upenn.edu> said:

>One deck concept which I used, and still sorta have together was a deck 
>called "Sunglasses".  I went through and pulled out all the cards I could 
>find that had a person or featured sunglasses in some way and built a 
>deck using appropriate basic resources.  I think I threw in a couple of 
>Patrol Baboons for muscle, but the surprise was that the deck actually 
>worked fairly well.
>
I've been pondering a Noose-neck deck sorta like this...  Anyone who's wearing
a rope tie.  And the best part is, Friends in Broken Wings fits right in...

One of my favorite decks is a Tarot deck, each major arcana is represented by
a card (a few are represented by 2 or 3).  Added in are some Psychic and Astral
readers so I can have some hitters/blockers (Barber Hammok, Abdula Mustafa,
etc.).  Then, I have a fair smattering of Good/Bad Lucks.  It's a little slow
to get rolling, but it's got lots of pull and decent defense.

The arcana are:
0 Fool: Kunigunde Himmelsbach
1 Magician: Sir Arthur Compton
2 High Priestess: Karla Sommers
3 Empress: Monique D'Aubainne
4 Emperor: Clyde Throckmorton (from Shadows)
5 Hierophant: Horus Redwell
6 Lovers: Portia, Love Philtre
7 Chariot: Giovanni Mancini (Death Car would also work)
8 Strength: Armada, Latent Strength
9 Hermit: Tanja Voss (or some other fringe lab scientist)
10 Wheel of Fortune: Wheel of Fortune (you guessed it!)
11 Justice: Otto Finkelstein
12 Hanged Man: Friends in Justice Barrio
13 Death: Ravage
14 Temperance: Arwa Marabu
15 Devil: Bast (Avon Bloodlord would work too)
16 Tower: Golden Barrio (The Terminal also works, though doesn't help the deck)
17 Star: Starwalk (Vortex may help the deck more, but is less resemblant)
18 Moon: Moonsilk
19 Sun: Sunshine Allarha
20 Last Judgement: Cut-Ups Machine
21 The World: Al Amarjan Friends 

=-=-=-= Trevor Stone =-=-= aka Flwyd =-=-= tstone @ robin . ml . org =-=-=-=
Eclectic philosopher, New Vista computer admin,  gamer, witster, esotericist
http://robin.ml.org/~tstone/             Thou wanton paper-faced horn-beast!
Panties aren't the greatest thing in the world, but they're next to it.

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Date: Wed, 24 Jun 1998 16:22:09 -0500 (CDT)
From: Clay Colwell <eris@BGA.COM>
Subject: Re: [The Edge] Decks, Devices, and the Problem with On the Edge

On Wed, 24 Jun 1998, Peter Jansen wrote:

> My point is that the challenge of deckbuilding is a different one when you
> have the option of putting in three or four of Mars Royale or Michiko Ishii
> instead of one, maybe.
> 
> How do you keep it interesting?  Anyone?  Just keep building new decks and
> tuning old ones?

Oh, indeed.  In fact, our group (before it disbanded) was having some
fun with the idea of extending Uniqueness to the deck as well; to wit,
only 1 instance of a Unique card in any deck at any time.  (Yeah, it
pretty much put Dead, Dead, Dead out to pasture.)  We had some pretty
fun times with that.

I'd tried a themed deck (Psychic/Animal focus), chock full of
Patrol Baboons, Psi Cats, Bubbles, Andalusian Dog, Rex, and lots
of cards to give other cards the Psychic trait, but it never
seemed to work well.  Too large, too unwieldy, too slow.

I've always had a bit of trouble limiting the size of my playdecks:
there are just so many *fun* cards to play out.

On themes:

I had what I considered to be an interesting degenerate deck titled
"Pass The Bottle (Glug, Glug, Glug)" [yeah, I'm sure the trick is
old hat, but *I'd* liked it]:

2 Silver Detti
2 Abel Ludo
2 Jonny Rama
2 Don Rozo
2 Guiseppe Sizo
2 Mary Zule
2 Lissy Omgek

2 Glug Secret
2 Copper Dagger

4 Negative Energies
4 Poltergeist
2 Robert Martinez (the first one)

6 Astral Wisdom
3 Friends in Golden Barrio
3 Trade Contacts in the Edge


Basic idea: get out resources and hope things pan out until you
can get all your Characters out in a blaze of glory, doing the
GlugCrank with the Copper Dagger, passing it via Poltergeist to
an adjacent Glug, GlugCrank with the CD, having Robert Martinez
uncrank said Glug, and redoing the GlugCrank to get anywhere from
10-20 Influence in one turn.

Negative Energies helps as protection, and the Glug using it takes
no negative (heh) effect, being Immune: Astral.   

Problems: it's *terribly* obvious. And slow.  In cases where the 
deck gets hosed (whether it be by Ideological Polarization or even one
too many Psychovores), it can still provide a bit of beef to
hinder other players -- let the Pharaohs quail!  And Lissy's 5/5
doesn't hurt.


******  Clay Colwell (aka StealthSmurf)  **********  eris@bga.com  ******
* "In the future, we will recognize software crashes as technologically *
* mandated ergonomic rest breaks - and we will pay extra for them."     *
*    -- Crazy Uncle Joe Hannibal                                        *


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Date: Wed, 24 Jun 1998 17:24:28 -0500
From: "Paul J. Lareau" <pjlareau@wavefront.com>
Subject: [The Edge] New Cards [was Decks, Devices, etc.]

Eric Jome wrote:

> a third method involves exercising your creativity; make up new
> cards and new expansions.  how many people have a Jeff Tidball
> Turncoat card lying around?  every use it?  why not come up with
> more of your own cards, even if that means writing a whole new
> expansion?  and this will give the person with the huge collection
> something to do with all their extra cards; turn them into new ones!

A subject very close to my heart.   CCG's have a very unique trait among games.
In order to encourage people to keep buying them, each new series starts a few
tempting new concepts or groupings.  As later series come out, these concepts and
groupings are filled out.  But when a CCG stops being incremented, the concepts
and groups from started in previous series end up as orphans, some of which are
nearly impossible to use.  In OnTE, the best examples are groups like Guild,
LeThuy, Sandman, Saou, and Vornite.  Also the Agara.  Poor Portia is lonely!

Perhaps this would be best addressed directly to the ATLAS staff (John, are you
listening?) but based on comments I get on the website and on this forum, I
believe the answer would interest many people.

I would honestly like to know more about the copyright laws and some of the Atlas
business thinking under which On The Edge operates.

From the very beginning, OnTE devotees have created their own cards.  The "Cold
Numbers" expansion has been around for several years on the Internet.  Very
imaginative people have made up cards that (1) express novel play concepts; (2)
add to orphan groups making them more playable; or (3) create new characters,
often personalized ones, like OvTE characters the creator has portrayed, or even
cards portraying a favorite boyfriend or less-favored politician!

In my opinion, admittedly not knowing the ins & outs of the very tough game
business, it seems to me that there are missed business opportunities here, if
not for Atlas, for others whose efforts might well help Atlas.  For example, here
are a couple of ideas that come to mind, bearing in mind that I am only referring
here to ON THE EDGE, or to other CCG's who have ceased production:

(1) FINAL FILLER EDITION.  Produce a series of perhaps 25 or 50 new cards,
specifically intended to fill in holes that didn't get resolved before the plug
was pulled on the game.  These cards could be priced relatively high ($3-5 per
card?), printed in a very limited edition, and marketed directly by the company.
They could even be sold by single card only, rather than in packs.  And by
"completing" already introduced concepts, the existing cards will have more value
to future players.  And these specials would be more prized than boxes as prizes.

(2) FRANCHISEE CARDS.  Given that computer graphics are quite advanced now, allow
individual designers who wish to design their own cards and produce them in
limited numbers do so provided they have Atlas's permission, and use
(Atlas-produced and sold) card blanks.  Atlas probably would want ultimate
editorial control over authorized additions of this kind to keep undesrable cards
(either "degenerate" or "pornographic") from coming out.

(3) PERSONALIZED CARDS.  Two years ago, I designed a prototype concept for an
inexpensive product that would enable devotees of this or any other CCG to create
"personalized" cards for their own use in their favorite game in a way that would
in no way detract from the playability of the game (no killer cards).  The
product in question could be produced by Atlas, perhaps in cooperation with
companies owning the copyright on other "deceased" CCGs, and would indeed be a
variant on Eric's comment above concerning reuse of old cards, and "Jeff
Tidball's Turncoat".

On this last suggestion, although I have prototype examples, I have always
hesitated to contact Atlas direct because of the warnings that I have seen
concerning unsolicited ideas being trashed without looking, due to possible
copyright problems.  Does Atlas have any clarifications to this rule?  Are
unsolicited suggestions welcome?  Is there a proper, legal way to make
suggestions to Atlas.

This is actually the crux of this post.  It is obvious from comments made on this
forum, and from contributions made to the various Internet sites, both OnTE and
OvTE, that there are a great many talented people who support these games, who
have ideas that might well be commercially viable either for Atlas or for
licensed "subcontractors", and who might even be willing to assign those rights
to Atlas if it would help a great company's profitablility, and the prognosis for
their favorite games.

I might add that the recent call for submission to the Al Amarjan Business
Directory is a great example of tapping the creative power of Atlas addicts!
Can we, as a group, find other ways to help Atlas continue to produce quality
products??

- --
Paul J. Lareau
No, I don't work for them!   ;=)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[POST] 135 E. Viking Dr. #301, Little Canada MN 55117 USA
[HOME PAGE] http://www.wavefront.com/~pjlareau/
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



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End of The Edge Digested V1 #68
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