Gangrel Antitribu Newsletter



	From the topmost towers of Legbiter Hall you can look over the
Solent towards the Isle of Wight, with the whole of Portsmouth spread out
before you, glittering like an animated Byzantine tryptich. I especially
like to sit here on stormy evenings, watching the orange and purple
lightning flickering over the English Channel. Lady Legbiter won't let me
smoke in the mansion so I tend to sit out here on the balcony ... I find
the odd sly puff helps me to plot, y'see. And tonight I have company ...
the gangrel antitribu have heard the rumours of impending war and we are
having a council of sorts, the kind where everybody speaks at once and
VERY LOUDLY and nothing much gets done. Sigh.  Maybe I will give up being
a chronicler and settle down to the quiet unlife of Cat-Herding.

	"What we REALLY need is more brethren, and a sharper distinction
between ourselves and the Bumpkins." That's Zachary, of course. He is
winding up Genevieve and Caitlin, but Samantha and Blaise are nodding in
agreement. So am I, inwardly ... still smarting from the VERY many
occasions when I've deployed my fractious troops against more-focussed
clans and gone down like a tart's drawers. Country and City gangrel may
have the same symbols in the corners but they are actually more different
from each other than, say, the Toreador are from the Brujah, or the
Malkavians from the Tremere. Perhaps we can still be friends once we are
separated .... or perhaps not, but who cares provided we get to kick the
!Ventrue and Tzimisce and not vice-versa, as happened last Saturday
night. Luther stops scratching for a moment and turns to me. "Legbiter,
what do YOU think? Did you get any solid information from the Infernal
Powers That Be when you were in the States?"

	Indeed. I explain to the clan what I have found out, but since this
is a secret gathering I can't let you lot know exactly what I say. Enough
to create a rare moment of silence once I've finished speaking, anyway. A
silence that's eventually broken by Shane Grimald. "Does this blazer make
me look fat?" "No, darling, it just makes you look ambiguous, which is
just one of the MANY things we LOVE about you. My dears, be content. The
War is almost upon us, and it's up to us all, old friends and new, to
make our mark in it. And now I'm hungry. Let's eat!"

	A recent topic of conversation on the newsgroup was all about making
and breaking deals, the extent to which retaliation was wise and should
be taken, and so on. I don't think any real consensus was reached but
some quite interesting points were raised and an entertaining time was
had by all, or at any rate by me, especially when I came across the post
which said that sometimes Deal-Breaking should be Mandatory. And since
the not-so-gentle Rob Treasure has been talking about the related matter
of agitation in his excellent ventrue newsletter I thought I would just
say a few words more about how to make and break deals in VTES.

	I'd better preface my remarks by saying that this is one area of the
game where not only do I lack the basic skills but I even KNOW that I
lack them. I well remember being dealt out of victory in the first final
my ToGP deck got to when Rob, my predator, somehow persuaded Pierre, his
predator, that his [Pierre's] interests would best be served by a cross-
table rush against me. I think even Rob felt a bit guilty about that one
and in fact we tied the final, Rob winning the tournament overall on his
performance in the heats. However, not being able to do something is no
excuse for not commenting on it, as any follower of English cricket or
football or whatever is well aware, so here is what I think about making
and breaking deals.

	Never make a deal that isn't going to give you a solid advantage.
Usually this will mean an advantage in the game, and by VTES rules it may
not involve non-game components, which basically means no bribery, but
there are solid reasons for making deals which give you no VP for the
game. The best example of a deal of this kind is one which buggers up a
deck you can't deal with so that, for instance, it doesn't get to the
final. There are others, but I'm not making this point to go over the
ground of what isn't or is a legal deal in Jyhad: I'm making it because
if your deals arenít good for you then you are being STUPID, and that
means you will get used by more-skilled players. If your deals always
blow up on you then don't make deals at all; the other players may THINK
you are stupid not to make any deals, but if you make crappy deals then
they will KNOW you are stupid, which is MUCH worse. A good way to do this
is to pretend that you have forgotten how to speak whatever language you
normally use; alternatively you may find that you urgently need to go to
the bathroom whenever the subject of deals comes up. Learning an
uncontrollable stammer, brought on by the stress of deal-consideration,
can also be a good tactic.

	Never break a deal unless it gives you the game right away. Again,
I'm not making a moral point here, and in fact I'm not even making a new
point. If you break a deal but leave your opponents alive they will get a
chance to retaliate, which will bugger you up and, MUCH more seriously,
make you look stupid. If you break a deal and win you will get some sour
looks and may lose important chances to copulate with attractive members
of the individually-preferred but usually opposite gender, but nobody
will think you are stupid for breaking the deal. In short, your
reputation as a Good Player will be enhanced, and this may actually make
it more likely that people will deal with you in the future - or as
Machiavelli put it, it is better to be Feared than Loved. All of which
leads on to the final point I want to make:

	Be wary of making deals with stupid people. If somebody is a poor
deal-maker it's quite likely that they are also a poor card-player and
deck-builder, which means that even with the best will in the world they
may not actually be CAPABLE of fulfilling their side of any proposed
deal. On the other hand, you can sometimes make quite spectacularly
brilliant deals [for you, anyway] with people who are poor at dealing,
especially if they have cross-table abilities like politics or combat in
their deck, and even more so if they think VTES is an RPG in the same
sense as VtM. As Rob hints in his newsletter, the way to do this is often
to start off by coaching them [in-game, of course] on how to play their
deck properly, and then once you've helped them to some modicum of
success you propose or even better acquiesce to some utterly ridiculous

	In summary, therefore, I suggest that making and breaking deals is a
skill. Deploying this skill is part of your growth as a VTES player, and
you need to do it right, or not at all, because your reputation as a
skilled player is of tremendous long-term value to you.


	Derek Ray sent me a nice Gangrel/!gangrel talbot's chainsaw deck but
unfortunately I can't get at it right now because deja seem to have
trashed all my old mails as part of their move to a new server. Perhaps
Derek will repost it to me, or slot it right into this thread: either
way, I recommend the deck - loads of fun and quite worrying for a ToGP
deck because, of course, taking over the chainsaw is generally a bad
idea, since very few decks can use it without commiting suicide.
Certainly it was one of the scariest decks I saw in America. Maybe Todd
Banister's Assamites were scarier, or maybe it was the way he played

OK, that's it for this month. Remember to order your Sabbat War. Get some
extra for your friends, mum, dog and hamster. Lay in a few extra cases in
the event of nuclear war - we could be underground in the dark for a LONG
time, and the cards do wear out eventually. Spend ALL the money you can
spare on Sabbat War. You can still buy food, but only if there are no
soup kitchens in your locality. And I'll see you all in November, when
just think how lean and fit we will all be from eating less and toting
around those HUGE bundles of cards everywhere!