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A great way to teach can be to play with no special ability cards.
A good way to bribe your kids to read is to tell them they can’t play Redemption until they can read.
The way I introduced the game was the objective is to rescue 5 lost souls and Son of God is the best card in the game. Tons of interest there sold a ton and had two great tournaments with almost all new players :-)
Why not continue down the path laid out by Unity and do keywords? Heck if we want to be less complex like MtG just name the search/take ability after some old-timey card that did a search. So instead of including all the text in the SA like Search your deck for a prophet and add it to hand or Take a prophet from your deck, you would just have the shorthand Battle Prayer: prophet.
Quote from: EmJayBee83 on March 20, 2018, 05:21:44 PMWhy not continue down the path laid out by Unity and do keywords? Heck if we want to be less complex like MtG just name the search/take ability after some old-timey card that did a search. So instead of including all the text in the SA like Search your deck for a prophet and add it to hand or Take a prophet from your deck, you would just have the shorthand Battle Prayer: prophet.Unity is probably the start of more keywords in the future. Redemption will ultimately have to go down that route I think, because there's simply not enough room on the cards for awesome long abilities.
Quote from: jmhartz on March 21, 2018, 08:55:10 AMQuote from: EmJayBee83 on March 20, 2018, 05:21:44 PMWhy not continue down the path laid out by Unity and do keywords? Heck if we want to be less complex like MtG just name the search/take ability after some old-timey card that did a search. So instead of including all the text in the SA like Search your deck for a prophet and add it to hand or Take a prophet from your deck, you would just have the shorthand Battle Prayer: prophet.Unity is probably the start of more keywords in the future. Redemption will ultimately have to go down that route I think, because there's simply not enough room on the cards for awesome long abilities.I don’t understand why there isn’t a lot of room on the cards for SA wording. I’ve seen other cards that have plenty of room for the SA. All that’s needed is to restructure the card some. For example, reduce the picture size as the picture isn’t that important. Then increase the SA box size and either leave the scripture reference in the same box or move it to a separate one underneath the SA box.
If you ask me, the one ability that absolutely should be phased out is ignore, as that is the most confusing to newer players (outside of protect). But, we're still using it, so it may take awhile.
For what it's worth, my two cents are that in general it's better for the game to keep barriers to entry low. We aren't as established as something like Warhammer where the complexity is half the draw; we can't afford to turn away players who try the starter decks and enjoy them but get overwhelmed by all the crazy and complex abilities in the more recent sets.
[Changing "search" to "take" is] just like how abilities that used to say "remove from the game" now say "banish".
Newcomers' life will get even harder when trying to get into the game! (Playing I/J starters is still fun and easy and complex enough for newbies - but the next step becomes more and more hard to take!)
A few days ago we had a long match basically using RoJ Angels where we nearly spent as many time reading REG, Rulebook, forum and ORDIR as we spent playing. (of course we are no experts but when considering newcomers do know much less this raises barriers!)
So card text isn't actually written in English......and every single card game does this. They always have a kind of loose rules template and a terminology template that they start with. They break it in about two cycles. And then they bumble along trying to fit the game into those rules until eventually...they can..they uh..they usually end up rebooting the game and rewriting those rules to a much tighter definition because they now know they need to.
I was listening to a podcast and the subject of LCG/CCG game design came up with a person who has been a playtester and designer of multiple xCG games. There was one thought that seem really pertinent to this discussion...QuoteSo card text isn't actually written in English......and every single card game does this. They always have a kind of loose rules template and a terminology template that they start with. They break it in about two cycles. And then they bumble along trying to fit the game into those rules until eventually...they can..they uh..they usually end up rebooting the game and rewriting those rules to a much tighter definition because they now know they need to.If this is correct the "complexity" of Redemption is that it never had the reboot, and so we keep bumbling along trying to force some cards into following rules that the cards were never meant to fit within.
Quote from: EmJayBee83 on March 23, 2018, 10:46:02 AMI was listening to a podcast and the subject of LCG/CCG game design came up with a person who has been a playtester and designer of multiple xCG games. There was one thought that seem really pertinent to this discussion...QuoteSo card text isn't actually written in English......and every single card game does this. They always have a kind of loose rules template and a terminology template that they start with. They break it in about two cycles. And then they bumble along trying to fit the game into those rules until eventually...they can..they uh..they usually end up rebooting the game and rewriting those rules to a much tighter definition because they now know they need to.If this is correct the "complexity" of Redemption is that it never had the reboot, and so we keep bumbling along trying to force some cards into following rules that the cards were never meant to fit within.Redemption has actually been in that reboot process for the last couple years. It's not an instant thing that changes in one set most of the time.
Quote from: Kevinthedude on March 23, 2018, 11:03:27 AMQuote from: EmJayBee83 on March 23, 2018, 10:46:02 AMI was listening to a podcast and the subject of LCG/CCG game design came up with a person who has been a playtester and designer of multiple xCG games. There was one thought that seem really pertinent to this discussion...QuoteSo card text isn't actually written in English......and every single card game does this. They always have a kind of loose rules template and a terminology template that they start with. They break it in about two cycles. And then they bumble along trying to fit the game into those rules until eventually...they can..they uh..they usually end up rebooting the game and rewriting those rules to a much tighter definition because they now know they need to.If this is correct the "complexity" of Redemption is that it never had the reboot, and so we keep bumbling along trying to force some cards into following rules that the cards were never meant to fit within.Redemption has actually been in that reboot process for the last couple years. It's not an instant thing that changes in one set most of the time.The difference is that Redemption can never really do the kind of "reset" that will simplify things enough for casual players if you insist on keeping all the cards in the pool. You have a bunch of older cards that kick and scream against being dragged into the strictures of the new terminology and rules.
One of the many reasons card games have set rotation.