V:EKN Clan Gangrel Antitribu Newsletter, September 1998 Gangrel Anti Newsletter Vol1 number 7 September 1st [o alright, the 2nd] 1998 IN THIS ISSUE .... FICTION: The Electric Rays from Space [excerpt from jol story4] A STATISTICAL APPROACH TO VAMPIRE: THE ETERNAL STRUGGLE; I. ASSESSING THE WORTH OF THE GANGREL ANTITRIBU: [A paper on using statistical methods to figure out whether cards really are over-powered.] ******************************************************** THE ELECTRIC RAYS FROM SPACE - "So, Fraulein Zoe, you really have no recollection of the events of a certain November night 3 years ago? The events that lead to your, erm, admission to this specialist psychiatric facility?" - "Yes or No, Herr Doctor." - "Excuse me?" - "I mean whatever you want me to say, Herr Doctor." - "Now Fraulein Zoe, when you first came here you DID have a clear idea of what had happened. Here, I have the tapes right here ....." ["..... it was the Electric Rays from space. THEY killed all those people with the Electric Rays from space, it wasn't me, i just happened to be in the area, and i was licking up the blood because i like blood. That's how they got Kennedy too, y'know ...."] - "Well, I must have been deluded when i said all that. Thanks to all the electrotherapy, i feel a lot better now ..... but i can't ... remember much, anymore." The Herr Doctor smiles to himself. It's true what they say, the old methods ARE the best. And nothing else seems to work for the deluded serial killers they send to this secret unit. One day, he will be able to tell the WORLD. What a pity there isn't a Nobel Prize for Psychiatry ...... The Camera moves up towards the roof, and through it, but we can still see the scene below, getting smaller and smaller as we zoom up through the clouds into the cold blackness of space .... the camera turns to survey the curvature of the earth, cool and blue, with the stars beyond .... and something else ...... we drift towards it .... it's a space craft, a satellite, dark bronze in colour and curiously organic in form. As we get nearer we see a dark-coloured thread-like umbilicus, perhaps 3 meters in diameter, extending from the earth-ward side of the craft towards the earth itself, as far as we can see. We circle the satellite and take in its form .... it is flower-like, perhaps, resembling a demented water lily .... pan in through a crystalline portal and now we move through the darkened space craft, peering into chambers where unidentifiable living things twitch and writhe in liquid-filled vats, noting lights flashing over consoles inscribed with Egyptian hieroglyphics ..... and lastly we enter a VERY dark room, right in the centre of the space-craft. Here there is no light except for a single globe of brilliant whiteness within which we can see two delicate nine-fingered hands manipulating the keys of a console. Figures appear on the screen above it, but nothing we can read. A third hand emerges from the darkness, massive and claw-like compared to the others. It grasps a bronze lever, and pulls. An invisible electric ray springs from the underside of the spacecraft and penetrates the atmosphere below. Sleeping in her strait jacket at its point of impact with the earth is Zoe. Her eyes snap open. "Yes Master. It shall be as you command." For Zoe knows that NOTHING can resist the Electric Rays from Space ..... Over the special hospital, miles up in the dark void of space, the bronze craft stabilises by means of its manouevering jets. The buckminsterfullerene tube of the space elevator unfolds and descends ..... inside the craft there is movement in the dark. A figure, o definitely NOT a human figure is moving, or perhaps oozing or lurching would be better words, towards the mouth of the elevator ..... and in, and down. The tube bulges, like a snake swallowing its prey, and we watch the bulge descend into the clouds .... On the other side of the clouds, in Zoe's cell, another figure is pacing up and down in the dark. There is a soft thud, and something spills into the room through the bars of the window. It coalesces, before Zoe's horrifed gaze, into That Which Abides. If Zoe had a mind to lose she would lose it now. As things are, she gives a soft moan and bares her neck, to which part of the Thing attaches, like some hideous parody of a scarf .... it is heavy, and Zoe staggers back, followed by the shape .... they seem to dance together, lurching around the cell. Cue music: The Dance of Death .... Some time later, Zoe is going up and down in the world, and in and out of it. This is the Night, in which she believes. And in the city of Salsburg there is much to be learned from the doings of the Canaille, much that will be useful to the Harbinger,the Master of the Electric Rays from Space ..... Zoe makes her way to the Mozarthaus and marches straight into the gift shop, just as it is closing for the night. "I want the Mozart kugeln, please." "Yes Fraulein, that'll be 40 Schillings, please." "No, you don't understand .. i want ALL of them." Half an hour later and several hundred thousand Schillings poorer, Zoe is carefully unwrapping the Mozart kugeln and arranging the wrappers on a huge warehouse floor. Lurking on a gantry high overhead is a shape, or possibly a sound or a conflagration of impossible colours. As the tiny pieces of foil accumulate its uncanny senses begin to detect patterns, and it begins to see strategies, and to sense the future .... ************************************************ A STATISTICAL APPROACH TO VAMPIRE: THE ETERNAL STRUGGLE; I. ASSESSING THE WORTH OF THE GANGREL ANTITRIBU Legbiter, Prince of Wessex, Sealed-deck and Sabbat Sealed-deck Champion of Portsmouth, Complacently Slow-Minded Minion of Chaos and Entropy, Slayer of Fish and Fanner of the Rules-Fight Flame. Senior Lecturer in Malkavian Taunts and Japes, Marinus van der Lubbe International Fire-Bombing Society Address: not.available@your.security.clearance Address for correspondence: james.mcclellan@port.ac.uk ABSTRACT A method for objectively and quantitatively assessing the power of VTES clans is described, and applied to answer the question of whether the Gangrel antitribu are an effective clan in the jyhad on-line environment. It is shown that they are 5.83 times better than average, with a significance value at the 0.01 confidence interval. The result is discussed in the context of ongoing debates about balance and power in the VTES community. INTRODUCTION A serious problem with much of the newsgroup discussion about card power is that it is unscientific - not in any pejorative sense [most discussion is intelligent and well reasoned, if sometimes a little heated] but in the sense of drawing large conclusions from small and unverifiable data sets, usually one's own experience of play. The first to realise the sterility of this brand of argument was Eric "King of the Gods" Pettersen, whose excellent analysis of card power is linked from the jol page at deckserver.net, and cited as reference 7 below. In that article, Eric provides compelling evidence for the objective superiority of certain disciplines and clans over other disciplines and clans in the on-line environment. This paper is an attempt to build on Eric's pioneering work by using statistical methods. This has the advantage of giving a value for the goodness or badness of a card or set of cards, and a yardstick to determine whether any differences seen are likely to be significant. To exemplify the method I have chosen to assess the worth of a particular vampire clan, namely the Gangrel antitribu. I picked this clan because I am the official newsletter writer for it. I analyse the available data from jyhad on-line to determine whether the Gangrel antitribu are better or worse than average. Jyhad on-line is a big data set and is freely available to anyone with net access, so it is an appropriate starting place for a study of this sort. The cosmopolitan nature of its client group makes Jyhad on-line a genuinely world-wide sample: moreover, the data is of unusually-high quality, because it is guaranteed to have been thoroughly checked by at least 8 people. It is true that like all groups Jyhad on-line has house-rules, so conclusions drawn from this data set may not be applicable in other environments. However, the method IS generally applicable, and it is to the establishment of the method that this paper is principally directed. DATA, ANALYSIS AND RESULTS Are the Gangrel antitribu any good? In an attempt to answer this question scientifically, i've analysed a sample of the finished games at jyhad on-line. The URL is: http://www.deckserver.net/misc/old.html I used the games prefixed by JOL, omitting the story games because I played in all of them and I like the gangrel antitribu, and omitting the jol games because i could not easily clone the decks from them. Looking through this data we find that out of 27 games, 5 [jol 38, 55, 58, 62, 68] were won by decks containing at least 1 Gangrel antitribu. On the other hand, 6 decks containing Gangrel antitribus played in the games but did not win [jol 45, 49, 54, 57, 60, 66] - though one of these gained 1 VP in jol45. Since there are 22 different possible Clans [counting the Caitiffs and Panders], and 214 total decks [one table had only 6 players], we would expect to see a total of 214/22 = 9.72 decks containing Gangrel-antitribu if all decks were single-clan and if Gangrel-antitribu were averagely popular; or 27.18 if the distribution of vampires in crypts was entirely random, and if the average number of vampires activated per player per game was 4 [the probability that NOT ONE of the vampires in your starting crypt is a Gangrel-anti is approximately (319/330) raised to the power 4 = 0.873; therefore the probability that at least one of them IS a Gangrel-anti is 1 - 0.873 = 0.127; and 0.127 x 214 = 27.18]. The lowest expected figure is 9.72, the maximum expected figure is 27.178; the observed figure is 11: since these figures are not significantly different in statistical terms, it appears that the Gangrel-antitribu are about averagely popular. The table size is 8 in on-line games. Thus, if winning or losing with Gangrel-antitribu were random, we would expect to see 11/8 = 1.375 winning Gangrel anti decks in the sample. Conversely, we would expect to see 11 - 1.375 = 9.625 losing decks in the sample. The actual figures are 5 winners and 6 losers. We may test for statistical significance of these results - the null hypothesis is that the Gangrel-antis are neither better nor worse than random. Applying Yates' correction for one degree of freedom to the standard Chi-squared test [Fowler et al, 1998] we evaluate Chi-squared as: ((|6 - 1.375| - 0.5)squared/1.375) + ((|5 - 9.625| - 0.5)squared/9.625) = 12.375 + 1.768 = 14.143 This value of 14.143 is significant at the 0.01 confidence interval [Fowler et al, 1998]. In other words, this result would be obtained by chance less than 1 time in 100. Therefore, the null hypothesis is rejected and we conclude that in jyhad on-line games Gangrel-antitribu vampires are significantly over-represented in winning decks. A few caveats need to be made here, in deference to game realities. Many decks are based on particular disciplines or strategies rather than clans, or on small vampires virtually irrespective of clan. Also, the winner of a game tends to bring out more vampires than any single loser, so there is a higher chance that ANY vampire of ANY clan is in a winner's active region than in a loser's. It is therefore more difficult in practice to estimate the "chance" number of Gangrel-antitribus. Although it is difficult to quantify the effect of these factors our feeeling is that they probably do not skew the expectations by more than about 20%: and in reality, they would be expected to favour Camarilla/Independent vampires [because there are more of them] and Caitiff/Panders at the expense of Sabbat Clan vampires. Thus, the significance of the result does appear quite solid, though the margin of 5-6 fold advantage will need to be looked at again once the analysis of ALL clans is complete. DISCUSSION Why should Gangrel antis be over-represented in the crypts of decks that win on-line games? Cost of cards cannot be the answer, because as James Coupe pointed out on the Newsgroup, everyone is Mister Suitcase in the online environment. We can think of several possibilities: 1. The Gangrel-anti may actually be better than average. 2. Unusually-good players may choose to play Gangrel-anti decks more often than predicted by chance. 3. The combination of disciplines, capacities and special abilities possessed by Gangrel antitribus may overlap with some "winning" strategies in Jyhad on-line. 4. There may be special features of the on-line environment other than the above. At the moment it is difficult to distinguish between these hypotheses, and perhaps there are others which we have not thought of. What is possible however is to reconstruct those winning decks that contain Gangrel antitribus. They are appended below, with comments - for those interested in the method of construction it is described briefly in Legbiter's Gangrel antitribu newsletter Volume 1 Number 1 [March 98]. In summary, the winning decks implement the following classical Jyhad strategies with success: Combat, Weenie Swarm, Bleed. Offensive Voting is virtually absent from these decks but light defensive voting is a feature of George Fink's deck from jol 62. The creative deck which won jol58 for Jason is particularly worthy of note. From this data, can we say how much better are the gangrel antis than the hypothetical "average" clan? We can answer this question quite precisely. The average clan's win-lose ratio is 1.375/9.625 = 0.143. The Gangrel antis' win-lose ratio is 5/6 = 0.833. Thus, on the results of this data set the gangrel anti are 0.833/0.143 = 5.83 times better than average. If Gangrel antis are good online, does it necessarily follow that they will be good in Real-Space? The simple answer to this is No, because several power cards are banned in JOL. These include Thoughts Betrayed, whose full force is only apparent when played by vampires with DOM - a discipline difficult to find amongst Gangrel antis. Also, all the data analysed is pre-7/7. Subjectively we see no reason to believe that the 7/7 rules will make unlife tougher for this clan, but it will be interesting to analyse real data once they become available in order to test this subjective impression. If the Gangrel-anti, or any other clan, turn out to be objectively more powerful using this technique, does this constitute a problem? Again, at least in our view, the answer is No. Complete balance is neither desirable nor achievable in games. In this context I cannot do better than quote Longwatcher's wise words concerning the Rage:Snake Eyes expansion from the Rageinfo list for 5th August 1998: "You can choose your rationalization, but the *real* reason is simple - game balance. If it's shown, over time, that game balance is *not* the result of the rules - then I'm sure the design team will consider alternatives." My main concern with this argument (Although I can accept it) is that at least two other games I played stopped being fun and eventually lost most of their new players because they were more concerned with game balance than game fun. SFB comes to mind. TFG spend so much effort balancing the different races' ships for the few tourament players, that the regular players just stopped playing the game, because it no longer had that feel that they all liked. I am still holding out hope that the actual card sets will contain cards that make the game fun for me with the way the rules are set. however, a lot of the things I (emphasis on I, me, myself) liked about Rage I seem to be missing from Rage II. I feel like the game has been modified more to correct for the rules problems and complaints, then for making the game fun. Still as I said, I have hope, otherwise I would have signed off this list and you would probably never hear from me again. BTW: one of the considerations that may be affecting my choice of rules likes/dislikes is my age. I suspect that I out-age a lot of you (but maybe not all) The only hint I will give is I remember seeing Neil on the Moon in elementary school. Longwatcher sends" In conclusion, we believe this study scientifically proves the Gangrel anti-tribu to be a successful clan in the on-line environment. The fact that this can be done, incidentally, conclusively refutes Ryan Dancey's newsgroup assertions that Jyhad is a game where the luck of the seating order, conspiracy with and/or mistakes by other players determines the outcome. Clearly, the methodology employed here is generally applicable, and it will be interesting to see how the other clans, strategies and individual cards fare when similar analyses are performed. As time allows, we intend to perform such analyses, and we encourage others to do so also. Potentially, a good deal of presently-fruitless Newsgroup argument may be resolvable as this analysis proceeds. REFERENCES 1. STATISTICAL METHODS AND TABLES: Fowler, J, Cohen, L and James, P. [1998] Practical Statistics for Field Biology [2nd Edition]. Wiley, Chichester UK. 2. DATASET: http://www.deckserver.net/misc/old.html 3. NEWSGROUP DISCUSSIONS: http://x13.dejanews.com [search using Coupe, Jasper, Dancey etc for cited comments which all come from the period July-August 1998] 4. VEKN PAGE ARCHIVING OFFICIAL CLAN NEWSLETTERS: http://madnessnetwork.hexagon.net/madness_player_clannewsindex.html 5. TECHNIQUE FOR CLONING DECKS FROM JYHAD ON-LINE: http://x13.dejanews.com/getdoc.xp?AN=327815859.2&CONTEXT= 902391987.2114191419&hitnum=179 6. DECKBUILDER FOR COUNTING AND CLASSIFYING VAMPIRES: http://benthic.ddg.com/lassolite/vampires/ 7. ERIC PETTERSEN'S ORIGINAL ANALYSIS: http://www.cgl.ucsf.edu/home/pett/vtes/JOL/stats.html ACKNOWLEDGEMENTS I thank George Fink for Jyhad on-line, since without the data collected there this study would not have been possible. I also thank Gomi No Sensei, Jasper Phillips and Mastraacht for insightful NG comments on the value [or not] of data collection as applied to the analysis of VTES. Thanks to Sorrow, Joss Duffin and Mike Beer for comments on the manuscript. Finally I congratulate George Fink, Michael Beer, Jason, Ragtag and Quicksilver [Michael Kelly] for their excellent deck-construction and playing skills. In fairness to all of them I should point out that the decks in the appendix are NOT the ones they started with, but reconstructed versions implemented using Legbiter's cloning technique described in the Gangrel-anti newsletter volume 1 number 1. This paper is dedicated to Sorrow [chris boget]. May he sleep in peace, until Gehenna. APPENDIX: WINNING DECKS CONTAINING GANGREL ANTIS. Michael[jol 38] This deck is an intercept-guns-rush deck which specialises in out-of-turn combat. CRYPT [12 vampires]: 4 x Zachary 7 Chandler 3 Sadie 2 Huang 1 Sarah Brando 3 Angel 2 Nik 1 Carter 2 Kanya Akhtar 2 LIBRARY [74] 22 MASTERS [30%] Pentex(tm) Loves You! Elder Library Campground Hunting Ground The Hungry Coyote 2 x Protean 3 x Celerity 7 x Blood Doll Dreams of the Sphinx KRCG News Radio Sudden Reversal 2 x The Parthenon Haven Uncovered 4 ACTIONS [5%] 2 x Bums Rush 2 x Arson 2 ACTION MODIFIERS [3%] 2 x Earth Control 6 REACTIONS [8%] 6 x Wake With Evening's Freshness 26 COMBAT CARDS [35%] 3 x Earth Meld Form of Mist 9 x Psyche 5 x Quickmeld 5 x Pursuit 2 x Side Strike Taste of Vitae 13 EQUIPMENT [18%] Ivory Bow 3 x IR Goggles 4 x Sport Bike 4 x Assault Rifle Laptop Computer 1 RETAINER [1%] Jackie Therman jol62. George Fink's winning deck. This deck is designed to Rush and Burn opposing minions. CRYPT [12 vampires]: 2 x Luther 6 2 x Sadie 2 2 x Samantha 10 2 x Monique 5 2 x Leon 3 2 x Caitlin 5 LIBRARY: [67 cards] 18 MASTERS [26%]: 5 x Gangrel Conspiracy 3 x Haven Uncovered 3 x Fortitude 3 x Animalism 2 x Protean Blood Doll Campground Hunting Ground 7 REACTIONS [11%]: 4 x Wake With Evenings Freshness 3 x Guard Dogs 7 ACTIONS [11%]: 2 x Shepherd's Innocence 3 x Bum's Rush 2 x Tier of Souls 4 Action Modifiers [6%]: 2 x Dawn Operation 2 x Freak Drive 28 COMBAT CARDS [42%]: 2 x Shadow of the Wolf 2 x Carrion Crows 2 x Skin of Night 5 x Amaranth 6 x Bone Spur Undead Persistence Drawing out the Beast 2 x Skin of Rock 3 x Scorpion Sting Resilience 2 x Gleam of Red Eyes Unflinching Persistence 3 Retainers [5%]: 2 x Raptor Raven Spy JOL 55 Michael Beer Mike's deck makes good use of allies and equipment. As originally constructed it had fortitude, but in play it turned out not to need this element to achieve a win - the only fortitude cards played by Mike in this game were discards. Thanks to Mike for pointing this out! [This deck has an illegally-low number of library cards. To make it legal, use the percentages and scale up to whatever library size is required]. CRYPT [12 vampires]: 3 x Caitlin 5 3 x Dani 2 3 x Navar McLaren 1 3 x Vliam Andor 2 LIBRARY [39 cards]: 8 MASTERS [21%]: 2 x Blood Doll Backways 2 x Sudden Reversal KRCG News Radio London Evening Star Campground Hunting Ground 5 REACTIONS [13%]: Guard Dogs 2 x Cat's Guidance 2 x Wake with Evenings Freshness 12 COMBAT CARDS [31%]: 2 x Song of Serenity 3 x Carrion Crows Scorpion Sting Earth Meld 4 x Form of Mist Aid from Bats 6 EQUIPMENT [15%]: 2 x IR Goggles Ivory Bow Leather Jacket Sport Bike Flak Jacket 5 ALLIES [13%]: Renegade Garou 2 x Shadow Court Satyr Gypsies Black Spiral Buddy 3 RETAINERS [8%]: Tasha Morgan Raven Spy Jackie Thurman JOL 58 Jason In this unusual deck, the strong bleeding element is obvious and the other tactic is to Impersonate Setites. Corruption now becomes a viable strategy since the Freak Drives allow an extra action each turn. CRYPT [15 vampires]: 3 x Igo the Hungry 1 3 x Stanislava 11 3 x Gitane St Clair 7 3 x Chandler Hungerford 3 3 x Pieter 6 LIBRARY [55 cards]: 14 MASTERS [25%]: Eco-Terrorists The Rack The Barrens 2 x Fortitude 2 x Blood Doll 3 x Sudden Reversal 2 x Malkavian Dementia Giant's Blood Temple Hunting ground 23 ACTIONS [42%]: 2 x Revelation of the Sire 5 x Corruption 6 x Clan Impersonation 6 x Force of Will 4 x Computer Hacking 8 ACTION MODIFIERS [15%]: 8 x Freak Drive 10 COMBAT CARDS [18%] 6 x Form of Mist 4 x Earth Meld JOL 68 Robert A weenie fortitude deck, specialising in swarm-bleed and pool-gain. [This deck has an illegally-low number of library cards. To make it legal, use the percentages and scale up to whatever library size is required]. CRYPT [15 vampires]: 3 x Lolita 4 3 x Roman Alexander 4 3 x March Halycon 1 3 x Roland Loussarian 3 3 x Leon 3 LIBRARY [37 cards]: 12 MASTERS [32%]: 7 x Fortitude 2 x Blood Doll Gird Minions Anarch Troublemaker Elysium the Arboretum 16 ACTIONS [43%]: 2 x Rapid Healing 6 x Restoration 2 x Arson 2 x Computer Hacking 4 x The Embrace 1 VOTES [3%]: Conservative Agitation 3 ACTION MODIFIERS [8%]: 2 x Day Operation Freak Drive 1 REACTIONS [3%]: WWEF 4 COMBAT CARDS [11%]: Pulled Fangs 2 x Unflinching Persistence Skin of Steel