RavenProject
03/22/2003, 15:28
Okay, before we get into this, please read the following:
Have a Gouda Time? (http://www.wizkidsgames.com/heroclix/marvel/gameresources.asp?cid=37558)
300 in Balance (http://www.wizkidsgames.com/heroclix/marvel/gameresources.asp?cid=37557)
Done? Good, let's proceed.
I actually appreciate what the WK staff is trying to do with these articles. The first, discussing "cheese" and how we should be there to have fun, is a cute little "rah-rah" piece. The second discusses the idea of whole-team coordination and play strategy. As general ideas, these are solid concepts to promote.
However, they lose it in the specifics... and unfortunately, each one kinda feeds into the other.
The "Gouda" article probably had a lot of people shaking their head sternly and saying, "Yes, those bad, bad powergamers, they are a blight upon our society." But it doesn't do anything to *solve* the problem. If someone is indeed the kind of schmuck the article discusses, they simply *don't care.*
The core failure in this article lies on one sentence: "Mr. Gouda is first and foremost a collector and less a player."
Here, let me give you Mr. Gouda's response in an intellgent fashion:
"HeroClix is based on comic characters, but it's also a game. I choose to play the game WizKids created, by the rules they created. If you want to play a 'fun' game, you're welcome to play any time you want. But in a sanctioned tournament, we're there to play the game, and I'm there to win by whatever legal means I can."
We all know this is a frustrating response, but it is still his prerogative to play the game as he sees fit just as you choose to play the game as you see fit. Just clucking your tongue and saying, "Shame, shame" will not dissuade them.
So how *do* you stop them?
In sanctioned tourneys, talk to your Judge. If the powergamer is simply being a jerk and ruining people's fun, then he is well within his rights to ban the player. This accounts for behavior like extreme poor sportsmanship, including stalling, but should *not* be applied to the teams he plays or the stragteies he employs. As long as he is following the rules, you should not ban him.
By that same token, I don't recommend using House Rules to simply legislate the problem away. I've had extensive experience dealing with powergamers over the years in RPGs, LARP and now minatures. You may think that banning the most obvious problems will be the solution, but to a true powergamer part of the fun is finding ways to take advantage of the system. If you eliminate one trick, then they'll simply find another. It never ends.
Your Judge can, however, use his power to create Scenarios to prevent the powergamer from sticking to one trick over and over again. Special team-building rules or stipulations encourage gameplay that is both fun *and* competitive, and keeps the powergamers off-balance because what works in one setting may be certain death in another. Truly skilled players, as opposed to powergamers, can rise to the challenge.
What about you, the average player? What can you do to help eliminate the scourge of the cheesemonkey?
Beat him.
And no, that does not mean "fight fire with fire." You don't need to build your own multi-Firelord team just to win. But you need to be aware that they're out there, and you need to develop your team and your strategy accordingly.
Speaking only for myself, I've won tourneys using teams that were both fun and strong. Two versions of my Spider-Villain team. My DC Bad Guy team. Two versions of my HeroChix team. Sometimes it takes a little stretching, I'll admit -- like putting a Hobgoblin figure on a Doombot base, long as I remember to remind people throughout the match -- but I build my teams for fun and winning in equal measure.
And I've beaten Firelord teams. I've beaten Batman teams. I've beaten Batman/Superman/Wildcard teams. And I've watched other players do even worse... completely *demolish* cheese teams using totally lactose-free forces.
That, more than anything else, is how my main group dealt with the Firelord problem. We beat the living daylights out of it. When the players who ran cheese teams and relied on turtling and stalling realized they were getting their butts whipped anyway, they stopped coming. Because now, *they* were the ones who weren't having fun.
Now I know, because of the way the game is constructed this does kinda rule out playing certain combos in tourney play. But if you want *only* fun play, arrange fun play. In a tourney, bring your "A" game because you know others will.
Which brings me to the second article. (Really, I was leading here all along. ;))
As I said at the start of this post, I do commend the writer for looking at the idea of a team as a unified whole, considering the role each is expected to play in the battle. It's a well-rounded approach that single-figure reviewers like azs and I can only touch upon. He also goes on to discuss strategy for using that force in battle. These are good things to consider. I'm not certain what I personally think of the team he created, but his presentation is solid.
The problem here is that the team article, strong as it may be, is incredibly inconsistent with the article most of us read *immediately* before it. We've just read an article about how HeroClix is supposed to be about creating battles from the comic books, and how people who play with teams built to win just don't get it. Then we come back and read about a "balanced" force which combines heroes and villains, has no sense of thematic unity, features lesser cheese in the Vulture taxi and then compounds the problem by running duplicates of that figure, and touts having "only one Unique" but that Unique is the single hardest one to get.
So which is it, guys? Despite being written by different Judges, by placing them on the HeroClix page WizKids has cast them as their official viewpoints. This contradicatory view coming from the game's *source* causes the confusion we see among the player base, rather than easing it.
What the player base -- the *entire* player base -- needs to accept is that you simply can't polarize the game into "fun play" and "powergamer" and expect it to stand. It is definitely possible, however, to do both at once. Doing so requires a shared responsibility by the players, Judges, and WizKids to communicate ways of "having it all."
-J
PS:
In the interest of balanced coverage, WizKids has done several articles that I found very useful for HeroClix players, especially newbies. These include:
Deconstructing Firelord (http://www.wizkidsgames.com/heroclix/marvel/gameresources.asp?cid=37508)
Top Ten HeroClix Pointers (http://www.wizkidsgames.com/heroclix/marvel/gameresources.asp?cid=37442)
Marvel HeroClix Basic Team Building (http://www.wizkidsgames.com/heroclix/marvel/gameresources.asp?cid=37421)
The Women of Hypertime (http://www.wizkidsgames.com/heroclix/dc/gameresources.asp?cid=37521)
Have a Gouda Time? (http://www.wizkidsgames.com/heroclix/marvel/gameresources.asp?cid=37558)
300 in Balance (http://www.wizkidsgames.com/heroclix/marvel/gameresources.asp?cid=37557)
Done? Good, let's proceed.
I actually appreciate what the WK staff is trying to do with these articles. The first, discussing "cheese" and how we should be there to have fun, is a cute little "rah-rah" piece. The second discusses the idea of whole-team coordination and play strategy. As general ideas, these are solid concepts to promote.
However, they lose it in the specifics... and unfortunately, each one kinda feeds into the other.
The "Gouda" article probably had a lot of people shaking their head sternly and saying, "Yes, those bad, bad powergamers, they are a blight upon our society." But it doesn't do anything to *solve* the problem. If someone is indeed the kind of schmuck the article discusses, they simply *don't care.*
The core failure in this article lies on one sentence: "Mr. Gouda is first and foremost a collector and less a player."
Here, let me give you Mr. Gouda's response in an intellgent fashion:
"HeroClix is based on comic characters, but it's also a game. I choose to play the game WizKids created, by the rules they created. If you want to play a 'fun' game, you're welcome to play any time you want. But in a sanctioned tournament, we're there to play the game, and I'm there to win by whatever legal means I can."
We all know this is a frustrating response, but it is still his prerogative to play the game as he sees fit just as you choose to play the game as you see fit. Just clucking your tongue and saying, "Shame, shame" will not dissuade them.
So how *do* you stop them?
In sanctioned tourneys, talk to your Judge. If the powergamer is simply being a jerk and ruining people's fun, then he is well within his rights to ban the player. This accounts for behavior like extreme poor sportsmanship, including stalling, but should *not* be applied to the teams he plays or the stragteies he employs. As long as he is following the rules, you should not ban him.
By that same token, I don't recommend using House Rules to simply legislate the problem away. I've had extensive experience dealing with powergamers over the years in RPGs, LARP and now minatures. You may think that banning the most obvious problems will be the solution, but to a true powergamer part of the fun is finding ways to take advantage of the system. If you eliminate one trick, then they'll simply find another. It never ends.
Your Judge can, however, use his power to create Scenarios to prevent the powergamer from sticking to one trick over and over again. Special team-building rules or stipulations encourage gameplay that is both fun *and* competitive, and keeps the powergamers off-balance because what works in one setting may be certain death in another. Truly skilled players, as opposed to powergamers, can rise to the challenge.
What about you, the average player? What can you do to help eliminate the scourge of the cheesemonkey?
Beat him.
And no, that does not mean "fight fire with fire." You don't need to build your own multi-Firelord team just to win. But you need to be aware that they're out there, and you need to develop your team and your strategy accordingly.
Speaking only for myself, I've won tourneys using teams that were both fun and strong. Two versions of my Spider-Villain team. My DC Bad Guy team. Two versions of my HeroChix team. Sometimes it takes a little stretching, I'll admit -- like putting a Hobgoblin figure on a Doombot base, long as I remember to remind people throughout the match -- but I build my teams for fun and winning in equal measure.
And I've beaten Firelord teams. I've beaten Batman teams. I've beaten Batman/Superman/Wildcard teams. And I've watched other players do even worse... completely *demolish* cheese teams using totally lactose-free forces.
That, more than anything else, is how my main group dealt with the Firelord problem. We beat the living daylights out of it. When the players who ran cheese teams and relied on turtling and stalling realized they were getting their butts whipped anyway, they stopped coming. Because now, *they* were the ones who weren't having fun.
Now I know, because of the way the game is constructed this does kinda rule out playing certain combos in tourney play. But if you want *only* fun play, arrange fun play. In a tourney, bring your "A" game because you know others will.
Which brings me to the second article. (Really, I was leading here all along. ;))
As I said at the start of this post, I do commend the writer for looking at the idea of a team as a unified whole, considering the role each is expected to play in the battle. It's a well-rounded approach that single-figure reviewers like azs and I can only touch upon. He also goes on to discuss strategy for using that force in battle. These are good things to consider. I'm not certain what I personally think of the team he created, but his presentation is solid.
The problem here is that the team article, strong as it may be, is incredibly inconsistent with the article most of us read *immediately* before it. We've just read an article about how HeroClix is supposed to be about creating battles from the comic books, and how people who play with teams built to win just don't get it. Then we come back and read about a "balanced" force which combines heroes and villains, has no sense of thematic unity, features lesser cheese in the Vulture taxi and then compounds the problem by running duplicates of that figure, and touts having "only one Unique" but that Unique is the single hardest one to get.
So which is it, guys? Despite being written by different Judges, by placing them on the HeroClix page WizKids has cast them as their official viewpoints. This contradicatory view coming from the game's *source* causes the confusion we see among the player base, rather than easing it.
What the player base -- the *entire* player base -- needs to accept is that you simply can't polarize the game into "fun play" and "powergamer" and expect it to stand. It is definitely possible, however, to do both at once. Doing so requires a shared responsibility by the players, Judges, and WizKids to communicate ways of "having it all."
-J
PS:
In the interest of balanced coverage, WizKids has done several articles that I found very useful for HeroClix players, especially newbies. These include:
Deconstructing Firelord (http://www.wizkidsgames.com/heroclix/marvel/gameresources.asp?cid=37508)
Top Ten HeroClix Pointers (http://www.wizkidsgames.com/heroclix/marvel/gameresources.asp?cid=37442)
Marvel HeroClix Basic Team Building (http://www.wizkidsgames.com/heroclix/marvel/gameresources.asp?cid=37421)
The Women of Hypertime (http://www.wizkidsgames.com/heroclix/dc/gameresources.asp?cid=37521)