I agree that the
CoE website must become the point of reference for everyone who's interested in MECCG. In my opinion the CoE website should be divided in 3 macro-sections, each one taylored on the needs of the 3 main groups in which the MECCG players can be divided:
1) potential new players and newbies
2) occasional players
3) veterans
Each one of these 3 groups has different needs, and the contents of the 3 macrosections should be differentiated accordingly
1) These are the those people who show up now and then on the forums and say "Surfing on the Internet I discovered by chance that there's this CCG about Tolkien's world. Where can I get the cards? How can I get in touch with other players?" and so on. This group also includes people who has a few starters/boosters at home (bought years ago out of curiosity) but never got to play the game because of the lack of anybody to play with. Their section should include:
- A brief summary of MECCG's story, with an overview of the various sets printed. I refer to something pretty much like these pages on Patrick Kaercher's website:
http://www.treebeard.com/Information/WhatIsMECCG.html
http://www.treebeard.com/Information/sets.html
(possibly with scans of some cards: images would be really helpful to make people understand what MECCG is all about)
- A complete card list in .xls format.
- Card spoilers.
- A FAQ section.
- A Links section (websites of national councils, online shops selling MECCG, GCCG website and so on)
- Tutorials on how to play MECCG and how to use GCCG, possibly videos or PowerPoint presentations. Videos could be uploaded on youtube too (a CoE channel on youtube could be an idea)
2) These are the players who can already play MECCG, but only now and then. These people just need clarification on the most obscure aspects of the game rules, and they also need to be updated on the news regarding the MECCG community, and be given the chance to keep in touch with the other players, including newbies in their area: many of them can only play live games at great events (Lure, Worlds, national tourneys...) and would be happy to help somebody new in their area to get into MECCG. These people need mostly:
- Some tutorial on how to teach MECCG (with links to some pre-constructed decklist for HerovsHero casual play)
- A newsletter service (with an online archive)
- Erratas and clarifications
3) These are the most active players, who regularly play, both live and via Internet. They have a deep knowledge of the rules. These are usually the players who are most active into developing new projects like DCs, VCs, scenarios and so on. Their section would include:
- Scenario rules in .pdf format
- Downloadable images of VCs and DCs
- Tutorials and guidelines on how to organize tourneys and bigger events (Worlds, public demos at game conventions...)
There's plenty of stuff that I may have overseen, of course, but I just wanted to give an overview: I didn't mean to make an exhaustive list.
As far as
casual play is concerned, I agree that something could be done. In
another discussion I had suggested a possible solution: defining WHAT casual play is, and what is not compatible with casual play, in order to see competitive and exciting games played with original decks. Unfortunately the proposal didn't receive much feedback. Of course I'm not saying that it is a good idea for sure, but honestly I expected it to produce a little more interest: should it be deemed as totally wrong, but should the debate lead to some positive innovation, I'd be very happy anyway.
New
scenarios would be a good thing as well, but honestly I have never seen many fresh ideas coming out. There are a lot of scenarios in the METW player guide (I guess it's the same in the MELE player guide, but I can't say it for sure because I don't own one), maybe they could be a good source of inspiration. Frankly, I've never read those pages carefully, then I don't know if they can actually be of any use, but I guess they're worth a try.
Optional rules may help to do something against deck stagnation. For example, as far as minion RW are concerned, the main problem is the impossibility to make decent decks with active RWs (except Ako). Just a couple of proposals to get over this problem:
- Minion RW decks get an additional slot in the pool for a mode card which is played as perm event at the beginning of the game and is put on the RW when he comes into play (pretty much like some stage cards like Huntman's Garb, Grey Hat...). An optional rule could prevent the mode card from being discarded if at a darkhaven during orga phase, if deemed necessary.
- Add to the unleashed cards the text "You may bring this card from your sideboard into your play deck and reshuffle during your organization phase." so that they don't clog your hand if the RW doesn't show up in the early turns of a game or he gets duplicated (a player could choose to use up to 3 further sideboard slots for the unleashed cards of the backup RW).
The most suitable events to test any new scenario, DC/VC set, and so on are Worlds and Lure of course. Since every new project needs playtesters and developers, a good way to encourage participation to sucha projects would be reserving nice prizes for those taking part to test-tourneys.
In any case, my opinion is that the whole ICE's legacy should be set in stone and untouchable: every innovation promoted by the CoE should be clearly kept separated from the official MECCG as it is, simply because the players who want to stick to the game in its standard form must be given the chance to do it. Never forget that MECCG is a community of peers, there are just more experienced and more active players, but nobody has an higher authority.
A note on ARDA: I had the chance to play it at the Worlds08 in Antwerpen and I really liked it. I think it's one of the most promising projects at the moment, I suggest putting a lot of effort into promoting it in the future. Congrats to Joe for the idea.