Didaktische Hilfen zu VTES Lehren
- SalinenCon
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Didaktische Hilfen zu VTES Lehren
Geistert irgendwo im Netz sowas rum? Ich denke da an eine Übersicht des Zugablaufs (inklusive der jeweiligen Kartensymbole), sowie dem Kampfablauf.
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- hardyrange
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Re: Didaktische Hilfen zu VTES Lehren
Nun, jein:
http://www.vekn.net/index.php/complete-rules-reference
Aber das ist die Overkill-Variante, und meines Erachtens nur bedingt zum Beibringen des Spieles geeignet...
http://www.vekn.net/index.php/complete-rules-reference
Aber das ist die Overkill-Variante, und meines Erachtens nur bedingt zum Beibringen des Spieles geeignet...
"It was a perfect plan - until it had contact with reality"
---
Hardy Range
Playgroup Tradition Compliance Manager
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Hardy Range
Playgroup Tradition Compliance Manager
- ghost of extrala
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Re: Didaktische Hilfen zu VTES Lehren
Die Franzosen (vekn.fr) haben da mal eine Powerpoint Präsentation gemacht. (ist auch etwas grösser, so knapp 8 MByte). Ob didaktisch gut geeignet, sei mal dahin gestellt, aber als Vorlage oder als Anfang auf jeden Fall geeignet.
Habe ich dir zugeschickt, Tobias.
Habe ich dir zugeschickt, Tobias.
Luck is not a factor.
Hope is not a strategy.
Fear is not an option.
_________________
http://vtesone.wordpress.com
Hope is not a strategy.
Fear is not an option.
_________________
http://vtesone.wordpress.com
- blackkn8
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Re: Didaktische Hilfen zu VTES Lehren
mir hatte das hier immer wieder geholfen.
Vorsicht 19MB... ^^.
Link zu Bild:
http://www.vtes-hook.com/images/howto.png
Sollte es vielleicht mal verkleinern...
Vorsicht 19MB... ^^.
Link zu Bild:
http://www.vtes-hook.com/images/howto.png
Sollte es vielleicht mal verkleinern...
- Männele
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Re: Didaktische Hilfen zu VTES Lehren
Gutes Teil, muss man halt leider noch übersetzen.ghost of extrala wrote:Die Franzosen (vekn.fr) haben da mal eine Powerpoint Präsentation gemacht. (ist auch etwas grösser, so knapp 8 MByte). Ob didaktisch gut geeignet, sei mal dahin gestellt, aber als Vorlage oder als Anfang auf jeden Fall geeignet.
Habe ich dir zugeschickt, Tobias.
Ich habe noch nie etwas vergessen. Das wüsste ich.
- alf
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Re: Didaktische Hilfen zu VTES Lehren
Hast Du nen Link dazu?ghost of extrala wrote:Die Franzosen (vekn.fr) haben da mal eine Powerpoint Präsentation gemacht. (ist auch etwas grösser, so knapp 8 MByte). Ob didaktisch gut geeignet, sei mal dahin gestellt, aber als Vorlage oder als Anfang auf jeden Fall geeignet.
Habe ich dir zugeschickt, Tobias.
-Alf
<insert clever quotation here>
- alf
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Re: Didaktische Hilfen zu VTES Lehren
Ein Klassiker aus der newsgoup von David Zopf:
I think the two most frequent demo problems I see are that 1) people often
try to teach from the rulebook, and 2) demo-ers get caught up in explaining
the details of play for this or that card. The Rulebook is great as a
collected reference, but as a such, it isn't organized to run through the
basic concepts of the game quickly (nor should it!)... The basic principles
(the Ten VTES Demo Commandments) I try to teach are (in order)
1. Setup
2. How to Win
3. how to play a master card (introducing concept of pool cost)
4. How to influence vampires
5. how to take, and resolve, an action (first a simple bleed, later other
actions; equip, rush, retainers, etc.)
6. how to block
7. how to resolve a simple combat (no maneuvers, strikes for hand damage)
8. Stealth/intercept concept, which segues nicely into
9. action modifiers and reaction concept(s).
10. The absolute VTES timing rules (ie. there is no 'interrupting' another
person's card play)
The above gives a framework that is sufficient to play a game with the demo
decks, and is a foundation upon which the player can categorize more
detailed card play (equip actions are just like any other action; something
your minions do to generate a game effect). The first four are absurdly
simple concepts, which take all of three minutes to explain. Items 5, 6 & 7
go hand in hand, and take about ten minutes. 8 & 9 are another five
minutes. 10 is a one minute explanation, but is important enough to merit
its own Commandment.
From there, I generally focus a little more on "why" you would do, or not
do, any of the above in a given situation (ie. why you won't generally spend
yourself down to three pool). As others mentioned, I'd leave off on
political actions for the first session, but then roll them in quickly..
Given more time to demo, I'd elaborate on combat phases, and show what you
can do there to get various combat outcomes. If it comes up as a result of
play, you can address things like political actions, contesting, etc, as
needed. Let player questions be the way to raise the niche issues, rather
than trying to voluntarily address them all of them yourself.
Regards,
DaveZ
Atom Weaver
I think the two most frequent demo problems I see are that 1) people often
try to teach from the rulebook, and 2) demo-ers get caught up in explaining
the details of play for this or that card. The Rulebook is great as a
collected reference, but as a such, it isn't organized to run through the
basic concepts of the game quickly (nor should it!)... The basic principles
(the Ten VTES Demo Commandments) I try to teach are (in order)
1. Setup
2. How to Win
3. how to play a master card (introducing concept of pool cost)
4. How to influence vampires
5. how to take, and resolve, an action (first a simple bleed, later other
actions; equip, rush, retainers, etc.)
6. how to block
7. how to resolve a simple combat (no maneuvers, strikes for hand damage)
8. Stealth/intercept concept, which segues nicely into
9. action modifiers and reaction concept(s).
10. The absolute VTES timing rules (ie. there is no 'interrupting' another
person's card play)
The above gives a framework that is sufficient to play a game with the demo
decks, and is a foundation upon which the player can categorize more
detailed card play (equip actions are just like any other action; something
your minions do to generate a game effect). The first four are absurdly
simple concepts, which take all of three minutes to explain. Items 5, 6 & 7
go hand in hand, and take about ten minutes. 8 & 9 are another five
minutes. 10 is a one minute explanation, but is important enough to merit
its own Commandment.
From there, I generally focus a little more on "why" you would do, or not
do, any of the above in a given situation (ie. why you won't generally spend
yourself down to three pool). As others mentioned, I'd leave off on
political actions for the first session, but then roll them in quickly..
Given more time to demo, I'd elaborate on combat phases, and show what you
can do there to get various combat outcomes. If it comes up as a result of
play, you can address things like political actions, contesting, etc, as
needed. Let player questions be the way to raise the niche issues, rather
than trying to voluntarily address them all of them yourself.
Regards,
DaveZ
Atom Weaver
<insert clever quotation here>
- SalinenCon
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