VEKN Brujah Newsletter
July 2002

Introduction:

With all the turmoil about the new Camarilla Expansion I think it's
time to give you all a little rest from all these passionate rants,
speculations and curses. So here it is - the new issue of the Brujah
Newsletter, with next to no reference to the big news.
My original plan was to finally write about intercept decks in general
and Brujah ways to intercept in this issue. But even without taking
your reasonable concerns about the wackiness of such decks into
consideration, it will not happen NOW. You could chalk it up to
laziness from my side (it is an extensive topic) and would be right
usually, but not this time. The fact is: In our local metagame there
is simply not a chance to test one of these creations - they would all
fail miserably. 
All decks I present in these newsletters share one thing: They do not
win every game. The sometimes so elusive term "metagame" makes sure
that every deck has and will meet its nemesis not only in theory, but
in practice as well. That's what is happening these days in Munich:
After tormenting folks with an unending stream of variations on the
classical Brujah themes, some of them have come up with
decks/strategies that make it very difficult to stay competitive with
Brujah. Potence/Fortitude combat, Tzmisce intercept, you name it. So
this issue is dedicated to the metagame and it's impact on deck
building.

Fiction:

Mr. Winthrop had cleared away most of the remnants of the
brainstorming session-slash-party of the night before - including the
torporous bodies of Yuri and Bianca. The Don sits underneath Rake's
piece of graffiti and is busy decyphering and extrapolating some of
the possible strategical approaches sketched out on the big map. His
elegant handwriting can be seen next to and covering some of the
stains on the paper. "Possible regional alliances?" and "Who's the
enemy?" are the last notes he penned next to marks for Dre (in Cairo)
and Brachah (an arrow pointing from Tunis/Carthage into the Lybian
desert). He adds a cryptic "Akram", then sits back and muses over the
situation. Mr. Winthrop slides into the basement with a tray: brandy,
a tumbler and some ice. The Don nods his appreciation.

"The situation seems confusing", Dónal admits, sitting in his Dublin
office and connected to the Don, Constanza and Volker in a video
conference. "It's not the fact that most of the organizations we have
found, like Mausoleum and Al-Muhajabat, have closed their business and
disappeared - that was to be expected. It is the enormous ammount of
kindred activities surrounding all our activities. To me it seems like
there are many other factions involved, that they know what we are
doing and  - Caine forbid - are using our struggle within the
Camarilla to weaken the overall structure of our society..." Suddenly
the picture of Dónal turns grainy, distorts and disappears. Instead
the Don finds himself confronted with a sinister figure - a hooded
apparition wearing a white porcelain mask over his face. It speaks,
but only fragments of noise emerge from the speakers. "Turn it off!",
someone screams. The Don feels a numb fear creeping down his spine.
Someone has pulled the plug, but even after everything turned black he
remains seated, trying to grasp the remote sense of knowing haunting
his brain. "Getaway's servers have been compromised. Traceroute shows
a path into southern Europe, but yields no definite results", comes
the brief status report by one of his assistants. The Brujah justicar
nods, but doesn't seem to listen. There's a new battle emerging, the
Sabbat is challenging the Brujah movements...

Three weeks later. Still no sign from Brachah and only sparse news
from Dre who is trying to establish a network in Cairo under the
suspicous eyes of the local princess, Suhailah. Not that this would
matter to the Don. The Sabbat Threat has occupied his mind almost
exclusively during the last nights. Finally another piece of the
puzzle seems to fall into its place. Again he's down in the Vermont
basement, Rake's words still adding ominous meaning to the room's
atmosphere. After almost a month of stagnation there's finally a new
development. The European princes had gone into full paranoia mode
after it was obvious that all the old communication routes were
compromised by the new enemy. They had gathered in Rome and turned the
domain into a fortress. Which had attracted enough attention that the
right persons got curious - and burned their fingers. He scrolls
through a set of pictures freshly send by Constanza - a gaunt figure
clad in a faded hooded robe. The blood has been wiped off his crushed
skull, but the imprint "SPQR" caused by a heavy object is still
clearly visible. Could this be The Scavanger? The Don nods, but this
time there is a smile on his face.


Strategy:

Defining a metagame:

There has been quite some nastiness flying around in the newsgroup a
while ago about metagame issues (the infamous "blah blah blah...our
metagame this...our metagame that..." thread). Apart from insults and
"My dick is longer than yours" arguments it shed a glaring light on
the fragmented landscape of V:tES playing in the world. There is no
such thing as THE metagame, which led some people to claim that there
is no metagame at all. I think the V:tES community is comparable to a
tribal society at the moment, therefore the metagame is to be found
locally. The big Powwow or Thing that is the newsgroup is just
starting to form a more global feeling about the fluctuations while
trying to establish the rules for competetivness on a worlwide base.

Of course a highly evolved local metagame leads to deck constructs
that seem ridiculous by other people's standards (see Noal McDonald's
use of Clan Loyality and the reasons behind it), but they show an
admirable thing about this game: It can live in a set of environments,
and these environments are characterized by what I would like to call
the metagame in the strict sense, i.e. the response and
counter-response to the decks being played, and through more
"metaphysical" elements: Local playing style for once, which can be
established through what people like (casual vs. competitve play,
interesting/original strategies vs "I play to win" philosophy, social
pressure against certain deck types, etc.) and through the
evolutionary process of the players (for example many mimmick the
style of the successful players to become more competitive without
ever fundamentally questioning this style). Also in my experience a
local metagame will always find its equilibrium at a certain,
sub-optimal level of play. It's not a pure evolutionary process in the
end, as the powers that be will always use agition, table deals etc.
to keep revolutionary ideas at bay - a deck will never evolve in a
particular local metagame if no one reacts to it in terms of deck
building and people instead anathemize it in the social context or
gang up on it during the game (That is to say: A local metagame will
always have its deck equivalents to the QWERTY keyboard I'm sweating
over at the moment - completely logical by its inherent thinking, but
unfathomable to an outside observer.)
In theory the tournament environment should be less infested by these
metaphysical elements of the game, but in my experience (albeit
limited, I admit) that is not always the case. Simply because most
tournaments are held in a particular environment, one that is
dominated by one or more local playgroups. A tournament is never a
gathering of otherwise completely independent playing entities.
The mentioned discussion on the newsgroup therefore showed an inherent
problem of the newsgroup itself. People always play within a local
metagame, and they thrive to get better within its limits. I look at
the newsgroup for new ideas all the time, but many decks presented
will not work here without major surgery. This is a metagame issue as
well as a question of my playing style, of course. I use the newsgroup
as a reservoir of ideas, but I am extremely sure that it will never
answer any of those questions whether American players are better than
British... (Not that I would know, but I had way more success with
copying "American decks" like Peter Bakija's Protean weenie horde than
with say Rob Treasure's creations, which sure must be terrific, but
not in my humble hands. On the other hand I was looking at some
US-tournament winning decks and I had no clue how they were supposed
to work, let alone win - and that is about ALL I can say on this
issue... So onwards to something more useful.)

How the local metagame works, and how to exploit it

Most players, due to limited card stock in the beginning, start with
playing one clan/deck type more or less exclusively, and this will
always have a huge influence on their perception of the game and their
style of playing. Especially now that we all hope for new players
joining our ranks with the upcoming Camarilla Edition this fact will
play a major role in most local metagames. I played mainly Ventrue in
my first years of the Jyhad, and even today I can do the tap and vote
and bleed dance in my sleep - which influences the way I play other
deck types and sometimes even the way I create them. I know what sort
of deck everyone in our group feels most comfortable with, and I
always try to keep this in mind when I design a new deck.
It is all about "Know thy enemy" of course, so basically only usable
in a well-established playgroup. "Know thy enemy" means many things:
knowing preferences in strategy and style, but also what they hate. In
my old Bochum playgroup for example almost everyone was averse to
extreme combat, we tended to have nice little bloat and vote and bleed
marathon games which fielded shiny ranks of powerful vampires all over
the place. It was an important step for me to challenge these
aesthetics of the game, to insert something we all hated and profit
not only from the unpreparedness of the other decks (which changed
quickly, of course), but also from the pressure the mere presence of
dedicated blood thirsty combat extended.

Apart from knowing the players of course you have to know their decks.
Watch closely what they actually do, and don't let yourself be fouled
by only thinking in archetypes: Tzimisce intercept is not a monolithic
strategy, it can be implemented in many ways. Does he use Drawing Out
The Beast to keep you at close range in combat? How does he untap?
Does he try to beat S:CE, or is he ignoring it? Etc. Every deck can be
countered, every deck has one or more weak spots. But V:tES is not a
duel, so you even in a perfect world where you know what everybody
else will play you have a minimum of three decks to handle. Make that
six if everyone has at least two decks ready all the time. Typically I
try to react to the dominant two decks that are around at any given
time. They win, so they will be played, and I will have to beat them
to win myself. (If one of my decks is dominating, I usually continue
playing it. I could try to anticipate metagame shifts caused by it,
but I find it more entertaining to find the answers to new challenges
as a player first - not as a deck designer.)

Metagame decisions about decks have two possible outcomes: I can tune
a deck that lost the other day, or I can create a brand new one.
Whereas some very focused deck types are worth spending a long time
for tuning (see Peter Bakija's Potence weenies and the by now fabled
last "prayer card" to include - Hellhound last time I checked. That
one has been going for years now), the search for new interesting
concepts and the desire for variation results in a typical life cycle
somehwere between 2 weeks (hopeless crap) and 6 months (tried and
tested) for my decks (we play weekly) - but most major adjustments are
done within the first eight weeks. My aim is to have a deck that is
good at what it is supposed to do, not one that wins every game. (And
your aim should never be to create a deck that is supposed to win
every game.) So generally my reaction to a changing metagame will
eventually result in me changing my deck. But to go full circle to the
start of this discussion: Not every player owns 3000+ cards and is
able to follow all his whims with whipping out an all-new deck every
other week. Many clans offer a variety of strategies that let you
compete in an evolving metagame by tuning and redesigning, and while
V:tES is sometimes like rock, paper, scissors in strategical terms, by
no way is it always the Tzmisce that win against the Lasombra. 

The tournament situation:

I usually take at least two decks to every tournament and decide by
gut feeling and in the last second which one to play. But that is
basically an "ignore the metagame, do the stuff that feels right"
thinking which I adopted after I miserably failed with a power weenie
deck once and had no fun whatsoever. The decks I bring are all
adjusted according to some of my ideas about tournament metagames
though. But even before you start digging out those old tournament
reports to learn about what sort of stuff people that might show up
usually play, mind the most important, and as far as that is concerned
only rule: Do us all a favor and bring a good deck! Something you know
how to play and something that does the stuff it's supposed to do.
What that stuff is is a different question.

There are some good theories about what to expect at any given major
tournament: certain percentages of weenies, stealth bleed, princely
bloat, ours truly Euro-Brujah etc. You will encounter a wide variety
of players and many proven-to-be-good deck strategies. Try to get
information about who will attend and study their decks on the
internet if possible. Try to find answers to the common (and
proven-to-be-good) strategies. If your deck has no chance against
weenie bleed and can't handle a moderately bloating prey, think about
leaving it at home. Don't try to find answers to everything though.
There is no deck that has them. 
I see two promising ways to enter a tournament: Either play something
that is proven-to-be-good, or bring something that is the rock to the
scissors of what you perceive to be the most common type of deck on
that tournament. 
The surprise factor of some trick deck you have developed can be big
enough to see you through to the final, but bear in mind that as a
general rule of thumb the playing level is higher in a tournament
metagame, and you are not only competing against the players you face
in the preliminary rounds, but against everyone present. "Surprise
factor" is to a huge extent a psychological effect, and these don't
work that well in the bigger frame of a tournament.
If you are not entering a local tournament, be aware that your local
metagame might differ a lot from the one you will encounter. Try to
evaluate your local metagame in terms of strategies, counter
strategies and how it came to this point. Have the proven-to-be-good
decks had an influence on this? If not, try to envision how they will
fare in your current environment. And never be so foolish to assume
that your local metagame is superior - strong archetypes might have
problems within the complex interaction of your group, but you will
not play within the ecosphere of your group at a tournament. It's
going to be you and your deck in a hostile country ;-)

One final thing, related to tournament play and more general to
becoming a better player: Have a look at successful decks. There is a
ton of stuff on the net, grab those that did well on major tournaments
(Gencon, Origins, the EC). Try to understand why they did well, try to
get a feeling for them. If one suits you (i.e. you intuitively
understand what it does and how it works), build something similar and
play it locally. Don't be disappointed if it doesn't work too well in
the local metagame, learn how it handles different (and difficult)
situations. If you have fun playing it you have the core to your own
potentially successful tournament deck. The gist: Don't force yourself
to reinvent the wheel.

Deck:

SPQR

This months deck doesn't offer anything dramatically new, it's more an
illustration to what I said above. I took the challenge of our current
metagame which is very unfriendly towards typical Brujah decks: combat
heavy, more than casual intercept to be expected, with Gangrel hordes,
pot/for rush and aggro-poking Tzmisce. Playing political without
massive stealth means inviting doom, as the Tzimisce are happy for
every action they can block. S:CE helps against them, but not against
immortal grappling Gargoyles or Blood Brothers. The prospect of combat
is grim, as mutual destruction seems to be the common result. Still,
after my Carthage Remembered decks (see the May newsletter) have
grounded to a halt, combat it will be again. I decided to insert a
"Thrown Junk" Euro-Brujah bruise deck in the middle of this turmoil,
which, by almost guaranteeing long range, keeps me unharmed by
everything apart from the occasional Breath Of The Dragon, eats
Tzmisce for breakfast and gives the Blood Brothers and Gangrel a run
for their money. It will probably not work very well in a tournament
due to the marginal bleed power and the vulnerability to S:CE in
combat. It is a specialized deck, custom made for a specific metagame
situation, and as soon as Fortitude becomes even more dominant than it
is now, it's time to move on.
(The deck's name is the inscription on the eagle standard of the Roman
legion under which the soldiers gathered when they were pressed hard
in battle. The abbreviation stands for "SENATVS POPVLESQVE ROMANVS",
the senate and the people of Rome, and is incidentally engraved on
many sewer lids in the Italian capital.)

Crypt:
2 Anvil
2 Constanza Vinti
2 Dónal O'Conor
1 Dre
1 Jimmy Dunn
2 Theo Bell
2 Volker

Library:
2 .44 Magnum
1 Al's Army Aparatus
5 Blood Doll
5 Blur
8 Conditioning
5 Deflection
2 Dominate
1 Dreams Of The Sphinx
1 KRCG Newsradio
7 Pursuit
7 Psyche!
7 Second Tradition: Domain
3 Sideslip
1 Sudden Reversal
5 Taste of Vitae
9 Thrown Gate
10 Thrown Sewer Lid
4 Wake With Evening's Freshness

Final words:

The first preview for the new Camarilla edition is up at
www.white-wolf.com/vtes/Preview_Camarilla.html, and lo and behold: The
first vampire shown is a Brujah:

Sir Ralph Hamilton
Brujah 6
cel POT PRE ser
Camarilla: Ralph gets +1 strength in combat with a younger Camarilla
vampire. Followers Of Set get +1 bleed when bleeding Ralph's
controller.

He fits into what I was expecting (more cel/POT as opposed to CEL/pot)
and also into the latest trend of vampires that all seem to have at
least four lines of card text. Conditional advantage, conditional
disadvantage - seems balanced. He's not overpowered compared to
Bianca, who has unconditional +1 strength and superior Celerity to
make that count more than once per round, but POT/PRE is something
that we didn't get cheaper than 8 so far. Serpentis offers some
interesting new possibilities as well. Don't like the picture
though...

The other previewed card is the (long-expected, by some)
disciplineless Concealed Weapon - no weapons dealing aggravated damage
or being unique allowed, but nevertheless good news for Brujah
"blurred .44" decks.

There are a lot of card changes coming our way judging from the
heavily grinding rumor mill on this newsgroup, but I will abstain from
commenting before I have the full picture.

Finally I have moved and improved my Cold Dawn webpage, which was
unreachable (and outdated) for a while now. You can find it at
www.8ung.at/colddawn.

All comments and suggestions welcome at skaffen_amtiskaw@mail.ru.

Thanks for reading

Skaffen

Archon of The Cold Dawn
www.8ung.at/colddawn

"Quod populi Priscorum Latinorum hominesque Prisci Latini aduersus
populum Romanum Quiritium fecerunt deliquerunt, quod populus Romanus
Quiritium bellum cum Priscis Latinis iussit esse senatusque populi
Romani Quiritium censuit consensit consciuit ut bellum cum Priscis
Latinis fieret, ob eam rem ego populusque Romanus populis Priscorum
Latinorum hominibusque Priscis Latinis bellum indico facioque."
(The Roman way of declaring war, according to Titus Livius, in 'Ab
urbe condita')