Wednesday, July 24, 2013

My Hall of Fame Vote

I'm really excited to be picking some players for this year's Hall of Fame.   My first and easiest selection was of course, Chris Pikula.   I do understand that most everyone's first pick was the great LSV, but I go for the altruistic vote first - and in this case Chris has it in spades.   Oops, I guess I spoiled my second vote, it's none other than LSV.   His play is almost as good as his legendary puns.   When you think of limited, if his name as a Pro Player isn't the very first you think of, well, you're not in touch with the community.

My third pick has to be... {KNOCK, KNOCK}.

Sorry, let me get that, I'll be right back...

Oh.   Oh my.   It appears there has been a mistake.   I don't get a chance to send in a ballot this year, there's been a horrible misunderstanding on my part.   Aside from the fact that voting has closed, there's another little detail.   Only a few people in the Magic community are allowed to vote.   In fact, I probably won't ever be eligible to vote on this topic.   If writers for major support websites that have five years or more in service don't get a vote and people like Nathan Holt aren't asked to be a part of the selection committee, the chances of me participating are about 1,000,000 to 1.   (I stopped at a million because I didn't want to bore you with zeros - nothing is more boring than zeros).

So why write an article about my picks?  Or what they would be?   Better yet, why should I spend one second of my time as a player reading the seemingly endless array of articles by those on the committee defending their votes?   Seems like utter non-sense to me.

Let's back up for a second.   Surely there is some logic behind the current system.   I'm too new to know all of the reasoning behind the vaunted HoF selection process.   I'm obviously too wet-behind-the-ears to appreciate the nuance of selecting a candidate to vote for from the tremendous field of eligible and esteemed Magic personae.   **POP**   I've just removed the tongue from my cheek.   I'll be good from here on in, because I think there is still a worthwhile discussion to be had here about the current process and how it may (emphasis on MAY) be changed for the better.

Ground Rules
I'm going to debate two sides to this argument.   You'll see them both.   I'll only use what I've learned in the past few weeks along with my own opinions.   I am going to try to convince you, using both voices, that the opinion being expressed at the time is the only opinion worth considering.   To make it sporting, I'll take the voice of someone who wishes to maintain the current system.   Then, after you've read both arguments I want you to think about them.   If one of them hits you particularly hard, I encourage you to comment about it.   Use any method available to you - but know that Twitter seems to be the place that professional Magic players hang out and ultimately they are the ones that may have the most to say about changing the system.

Your ONE job is to look at both sides as objectively as possible.   You don't have to comment.   But I want you to try to look at both arguments with a blank slate.   In the end, you may be surprised by which side makes you feel more interested.

Support the Current System - Down with Change!
*Ahem*

Is this thing on?

Ah, it is.   Well then allow us to proceed.

There is one thing you need to know before we begin.   In fact, this one thing outweighs nearly all other considerations and arguments to be presented.   It is so important, I could simply close when I'm done saying it.   Ready?   It's not the Magic Hall of Fame.   It's not the Magic the Gathering People's Choice Hall of Fame.   The official name of this is the Pro Tour Hall of Fame.   Let's let that sink in, shall we?   The Pro Tour Hall of Fame.   Pro Tourrrrr.   It's not the Tom, Dick and Harry Hall of Fame.   This is for the elite players of the game.   Those who have repeatedly proven themselves as spell slingers of the highest ability.   Why on earth should we need to expand the voting to include everyone?

I can stop here, and my argument for not changing the current voting system would be safe from the drivel that is to follow.   Pro players around the world would give me a nod, or a golf clap and feel that the system would stand up to any further inspection.   They're right.   But let's look at this from another point of view.

Pro players and other members of the selection committee (including those who have had something to do with the Pro Tour in one capacity or another over a period of time) all have one advantage over the rest of us.   Actually I think it's two distinct advantages, but we'll treat it as one for the sake of brevity.   They know the candidates.   Brian Kibler, one of the many members of this year's selection committee actually knows and has played against a number of the eligible candidates.   Sheldon Menery has spoken to candidates either in a coverage capacity or as a Judge.   Mark Rosewater...well, we get the idea.   These people know more about the candidates for this year than we do.   The know whether or not this person shares their knowledge.   They know what kind of player this person was in the 90's.   They know whether or not this person has spent their time and efforts supporting the game and to what extent.   In short, Pro Players and those that interact with them know Pro Players best.

Truth is, this system has worked rather well.   Players are judged in areas that matter beyond their lifetime Pro Points.   Integrity, Sportsmanship and Contributions to the Game are all considered and weighed.   There is no need nor desire by anyone to change this existing system.

You're still not convinced?   Then let's try this argument.   Any other system would be needlessly complex.   How on earth can we open up voting to everyone who plays Magic?   What bloody safeguards would be needed to make certain some knucklehead IT guy doesn't send in 300 votes for someone who's integrity is questionable at best and who never spent day one advancing the game?   It'd be chaos, and I for one would not support it.   A limited voting pool is obviously the only clear choice.

And now, we'll give my opposition a chance to speak...

Burn this Sacred Cow - Let's Change the HoF System!
Now that evil Magic Dad has spoken, it's my turn.   I'm going to ask one question first.   Why, for the love of all things holy, do so many pros write articles justifying their vote or talking about the process when only approximately 250 people can vote?   That's less than 1% of Magic players out there.   Heck, it's probably 1% of 1%.   It's like dangling a 14-ounce steak before a mob of toothless carnivores.   They know they want it.   They can practically taste it.   But they have no means of actually eating said steak.  Their only means of interacting with such a juicy morsel is visually and on the whole, completely unsatisfactory.

Let me say it again.   The current process is unsatisfactory to the thousands upon thousands of gamers who watch the process in intimate detail but have no ability to interact with it.   It may not be in danger of failing yet.   But it surely isn't very satisfactory in it's current form to many players.

Over the past few years, I'm led to understand that the Pro Player system has greatly evolved.   It has done so apparently to create a marketable entity.   Wizards treats the system as a means to drive business in a positive fashion (as they should).   Magic players the world over have started to identify more with particular Pro players.   I'd like to think that I personally identify with players like LSV and Kibler.   Their individual play styles speak to me, as I'm sure Eric Froehlich and Brad Nelson speaks to other players.   This is a byproduct of the current Pro Tour.   Elevating particular players to a status where we appreciate who they are and then we as players move to emulate them.   They, whether they want to be are not, are being elevated to the level of rock stars.

That helps Wizards.   Because to emulate our favorite Pros, we have to purchase product.   We have to invest time in Grand Prix events.   We want to win everything from FNM to *GASP* a seat on the Pro Tour of our very own.   We end up spending more, which in turn helps to sustain the Pro Tour system up to and including the Hall of Fame.

But when it comes to the HoF, our participation stops.   We feel the bitter disappointment that we can't participate further in the journey of our favorites.   We no longer have a stake in the game.   We watch as discussions rage and Twitter erupts for over two weeks on the topic, but have no real say in the matter.

We could get better at the game.   We could spend weeks and years of our lives in pursuit of something that may or, more likely, may not happen.   Or, Wizards could find a way to allow us to participate in the final step of a Pro Player's career.

This year, we may see a slate of HoF candidates enshrined that are all Americans (for a host of reasons up to and including it may be that they are the best options of the available candidates).   Would a popular vote of some kind change this dynamic?   And would that be the worst thing that could come of this change?

I propose that it's not hard to come up with a situation that engages Magic players the world over in one final step of the journey.   And it could be eminently fair to everyone.   It would take two steps.   First, give the current selection committee a weighted percentage of the overall vote - their experience does matter.   Perhaps 80% would be fair to everyone.   Then, allow for 20% of the weighted vote to come from you, the gamer.   To make this as fair as possible only allow us to vote for 3 candidates total (not the 5 allowed the selection committee) AND only allow voting through our Planeswalker account.   Votes could be tracked and limited this way to no more than one per person.   Any shenanigans that are detected could be invalidated - or if necessary invalidate all of the popular vote.   By tying it to a Planeswalker account, players the world over would have a chance to participate and perhaps make the voting more equitable on a global scale.   To be absolutely fair, Wizards could even set it up so the first year they introduce it our vote doesn't count.   We'd essentially beta test for a completely new method of voting for the HoF.

Wizards wants to use the Pro Tour to promote Magic.   I suggest that this system of weighted participation, does just that and more.   It provides a voice, limited but a voice nonetheless, in the final disposition of the ballots.   It gives the casual player or the weekend grinder a vote in one of the most exciting debates annually in Magic (or rather, what should be the most exciting debate).

Sending in the Ballot
I submit, my reader whoever you are and where ever you are, that there is something to be considered here.   The Pro Tour Hall of Fame is not the Grammy's or the Academy Awards.   This is a game that is supported by the community at large in such a way that music and movies are not.   We're not just end users.   We are commentators and game designers.   We are teachers and active participants.   We are fans and gamers.

We are legion.

(Oops, disregard previous - I'm getting zealous again).

We love this game for a host of reasons.   I think that my love of the game is no less than a Pro Player's.   In fact, my enjoyment may at times be greater.   I'm still discovering new things.   I'm still finding out about cool rules interactions and game types to play.   And I'm always finding a new friend.   I don't have to deal with the grind weekend to weekend.

Perhaps that is reason enough to maintain the status quo though.   I can see it, these people on the selection committee have rightfully earned their place (I speak of them as a body, I don't have any idea if there are some silly politics there regarding selection).   They are the people we look up to and they should have some perks as such.   And what would 3 weighted selections given to the average gamer do to actually change the outcome?

Perhaps though, those 3 votes per player that count only towards 20% of the total vote prove the Pros are right on the money.   There may be middle ground here that satisfies everyone.



Before I Go
I have two final thoughts.   The first is that this post was born as another concept.   I'm still exploring the first idea.   I'm not sure how best to express it and I've spent time talking to various people in the community about it.   I'm tremendously excited by the concept and I know it will see the light of day soon.   As I was struggling with my first draft of it though, an off-hand concept regarding how we may seek to improve the HoF system was born.   I sincerely recognize that the current method is one that is tested and works well.   I simply can't leave some things alone.   I only hope that the discussion that may follow is immune from some of the typical vitriol that is seen these days on the Internet.   Which brings me to my second comment.

In the past few days, there was a shake-up on Twitter.   I won't go into it is deeply personal for a number of the people involved.   Those that follow Magic players and personalities I'm sure you at least picked up on it.   I want to offer one statement regarding this incident and life in general.   Please leave the people involved alone, unless you have something to say of a supportive nature.   The veil of anonymity provided by Twitter doesn't give people the right to be cruel.   I doubt one person who had a negative thing to say would have done so to the any of the principals in a personal, one-on-one.   Your parents (or those that raised you) taught you better manners than that.   I know that if you're reading this you aren't likely part of the problem - many of the comments likely came from male gamers under the age of 20 that had nothing better to do with their time and no amount of common sense.

It sounds a little preachy, but that is what it is.  Leave them alone.   Be kind if you can't.   Keep your nasty, snarky comments to yourself.   And if you can't do any of that, remember.   Karma, my friends, is a bitch.

____________________________________

Reblogs & Retweets & Mentions of all kinds are appreciated - as an independent writer I'm only read when others like what they see and share with their friends.   In this case, you may not like what you see though - but please share it with your friends anyway.

Thursday, July 18, 2013

Achievement Unlocked: Becoming Johnny

Let's start with a pair of definitions from Mark Rosewater (footnote 1).   My G&T teacher in middle school was fond of creating boundaries in speeches through the use of defining a key term - and I see no reason to go back on that advice now.   (Probably because I still fear her wicked stare).

"Timmy is what we in R&D call the 'power gamer'. Timmy likes to win big. He doesn’t want to eke out a last minute victory. Timmy wants to smash his opponents. He likes his cards to be impressive, and he enjoys playing big creatures and big spells."

"Johnny is the creative gamer to whom Magic is a form of self-expression. Johnny likes to win, but he wants to win with style. It’s very important to Johnny that he win on his own terms. As such, it’s important to Johnny that he’s using his own deck. Playing Magic is an opportunity for Johnny to show off his creativity."

How many of you remember that moment you changed from being a Timmy into a Johnny?   Or from a Johnny into a Spike?   What was that golden moment for you as a player when you evolved?

Me, Myself and I
I've been a proud, self-professed Timmy for some time.   I like playing mono-red with Thundermaw Hellkites.   I enjoy smashing face and turning cards sideways.   My win percentage isn't anything to brag about in Standard or Limited, but when I do win I generally do so very decisively with big, nasty creatures or powerful spells.   When I draft, I'm always looking for bombs then creatures.   I worry about removal, combat tricks and combos when I'm darn good and ready.   Which is as you're likely aware, is too late to do anything about it in most cases.

I am, by every measurement and definition, an old and goofy Timmy.   I enjoy the game for the game's sake. No deck is to tricky for me to play against, no opponent is to smart.   On any given day, I believe my stable of big nasties will overwhelm my opponent - if only I can get to them.   I have my share of nemeses that I will one day defeat, some of them have beaten me consistently since I've started.   There is a part of me that wants to beat them as a Timmy, but the reality is a Timmy may not have the right skill set to do it in any format. 

I think 95% or more players start as out as a Timmy.   The rare exceptions are those people that come to the game with a definitive skill set in place from other similar games.   While there is a part of me that wishes I could say, "I was always a Spike or a Johnny from day one," I know it would be a lie.   To be honest, I'm proud of my status as a Timmy.   It fits me and my play style.   My son, Jacob, is also still a Timmy.   I'm sure he'd be happier as a Johnny.   From what I've seen, he'll make a good one.   He loves to brew up the jankiest of decks.   When he spends a little bit more time figuring out combos and rules - he'll take the next step.

Dispelling the Myth
Those preceeding paragraphs are 100% true.   Almost...

A few weeks ago, I was drafting in a DGR format at my local LGS.   I wanted to force Simic after my first couple of picks.   As the draft progressed though, things didn't quite come together.   I knew I'd be in trouble, so I started to think defensively.   I picked up a few counter spells, which goes against my overall play style.   There was one card, and one play from those matches that I recall as being important.

Lacking any strong creatures only a few picks into Pack 2, I selected Dispel.   Not a typical Timmy card by my definition.   It's simple enough, but I want to be hitting hard, not playing the denial game.   As I sat there looking over my picks when the drafting portion completed, I knew that Dispel would have to go into my deck.   For me, it was the 23rd card.   I wasn't happy giving it a slot in my deck, but given the alternatives felt it was justified...barely.

The games that night were a blur.   Play a creature or two, lose to someone playing better creatures and spells.   My Simic build was just too weak to go toe to toe with the rest of the field.   But there was a moment.   Just a singular, perfect moment two matches in when I had the perfect set-up in my fourth or fifth turn to play Dispel.   It only found its way into my hand once that whole night.   When I played it though, something happened.   Deep down, in the cockles (what the heck is a cockle anyway?) I felt a stirring.   I denied my opponent a chance to play what they wanted.   I found a way to limit their game plan and forced them to reevaluate me as an opponent.   This wasn't the Timmy they were used to playing.   It felt glorious, to see the look on their face as I kept them from doing something nasty to the board state.

Was this the moment?   Did I finally break through to a new level of play?

I don't think it was.   Most players would agree that this fails the test.  One singular Dispel does not a Johnny make.   But I had a taste of something and wanted to do it again.   I wanted to find ways to use my cards in a more creative manner, timing my plays to my advantage.   How would I capitalize on it though?

Achievement Unlocked
So there I was, only a week later playing in a sealed pool.   I had built a pretty interesting Orzhov/Boros deck, relying on Extort and a some strong creature support and spells to win out.   During my build, I had added Weapons Surge almost as an afterthought.   We've all seen it, +1/0 bonus with a chance to Overload it cheaply.   The kind of card that can win a game in the right circumstances.   My opponent had been whittled down to two creatures and I was well situated with 5, including a Ripscale Predator along with a 1/1, 2/1 and a 2/3 (I know I had something else mid-range).   He was at 13 life.

I was at the point of the game that I just wanted to win - but winning wasn't quite enough.   I wanted to do so with style.   A small crowd had gathered watching our play.   Maybe that was reason enough for me to want to do better.   Or, more likely, I simply was tired of just squeaking by in Limited formats.   So I looked and calculated, taking my time to figure out the board position.   If everything fell into place, I was pretty sure I had the game.   But I've been here before.  I've been down this road.   Oh, how I've been down this road, only to lose to a last second removal spell or a clever block.

I've been close.   I've been so sure of myself.   I was feeling good and wanted the win.   This time, I was pretty sure I had it.

With a breath and one last glance at my opponent, I turned them sideways.   All of them.   I calculated damage and knew he had to block.   So did he.   He put his paltry two chump blocks into play, thinking it was only going to buy him a turn and one set of creatures in trade would head to the graveyard.   I did one more quick calculation and realized I had missed something very important.

I was short 1 damage, even with an Overloaded Weapons Surge.   But that wasn't what I missed.   No, I had missed something more important.   I had missed my two creatures with Extort.   And I had the mana to spare.

Smiling quietly to myself, I played Weapons Surge.   I declared I was Overloading it and paid the costs.   Then I put the hurt on my opponent - I called the two Extort triggers and added them to the stack.

My opponent looked at his hand, the board, his hand, the board...(you know how this goes folks, he's trying to fathom how to get out of an impossible situation).   It was after his second look to the board that I knew I had him.   After what seemed like an eternity and about 10 more looks, he reached across the table, offered his hand and scooped.

(As near as I could tell he simply didn't have the cards to do much better than he had already played and he was a good sport about it.)

Afterwords, we talked for a few moments.   I left before too long, wanting both to report and to let him have a minute to himself.   But as I walked up the Judge's station, I reflected.   Was this the moment?   Did I just leap into the world of 'Johnnydom'?

My play was as clever and as tricksy as my deck allowed.   I had played smart, offensive Magic, luring my opponent two other times in the game into making bad decisions.   And I closed out strong, using every available resource to me to do so.   Did this, in fact, mean I had unlocked the achievement?   I hadn't simply attacked.   I didn't just use a combat trick.   I attacked, used a combat trick and pulled out some triggers for good measure.

I think this was the moment I unlocked the achievement.   It feels right and true.   But I know that it will be a little bit of time before I'm sure.   One strong series of plays, regardless how well done does not a Johnny make.

I'm a VERY red player (and there will be an article on this, following some other thoughts I have).   I incorporated the best of red that I was given, and tied it into a workable deck that did what I wanted it to do - better yet, what I envisioned it could do.   Then I willed it to happen.   This is, at the crux, what being 'Johnny' means to me.

Timmy?   Who's  Timmy?
To be safe though, I'm going to refer to myself as a Timmy for a little while longer.   I think it's bad form to just jump ahead without more evidence that I have earned it.   That one game will serve as a bar to me that I must reach again if I'm to consider myself a Johnny.   I'll keep you posted.   Or maybe, just maybe, I'll simply change my description one day to one that a Johnny would be proud to have.

You never know - we Johnnys can be tricksy.


Footnotes
"Our Three Favorite Players: Timmy, Johny and Spike," by Mark Rosewater, http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr11b

____________________________________

Reblogs & Retweets & Mentions of all kinds are appreciated - as an independent writer I'm only read when others like what they see and share with their friends.

Monday, July 8, 2013

Summer Camp Magic!

As you've read in my other posts, I'm an Assistant Scoutmaster with my local Boy Scout Troop.   This week, my Troop journeyed to Ockanickon Scout Reservation in Pennsylvania (about 3 hours from home) and had an excellent experience.   No, it's not because of the 5" of rain we received the first day which temporarily flooded out our campsite.   And no, it's not because of all of the merit badges being earned.   And again, no, it's not because of the cool wood burning craft area they have and the nifty stuff that can be made...

Boros Emblem, now on WOOD!

Rather, it's all on account of a gentleman by the name of Terry Robinson, and a legacy he has built at Ockanickon one night a week each week the camp is open - for the past 13 years.

Magical Scout Camp
Across the nation, Scout Camps regularly host several hundred Scouts a week for between 4 to 8 weeks during the summer.   At these camps, bright Scouts who have picked up the game of Magic play between meals and classes at picnic tables.   They battle for honor and a bit of respect.   Yet at Ockanickon, there is a rather unique occurrence.   Once a week, campers battle it out in a special tournament sponsored on site.   It's the only time that I'm aware of that you can see a tournament attended exclusively by Boy Scouts.

A recently retired L2 judge by the name of Terry Robinson comes into camp with some boosters of Magic product and runs a highly customized MTG tournament out of Foster dining hall on the property.   Instead of random pick-up games, Scouts can come in and for a very reasonable fee either play in a constructed or a sealed tournament.   Because this is a Scout camp and things run on a stopwatch, there isn't much room for a tournament structure as you'd know it as found at a LGS or a GP.   One difference is players who play sealed only get five packs and 30 minutes to build.   All games are on a thirty minute clock.   And no matter how many players there are, he only runs three rounds total - a concession to the need to be done by 10pm, when Scouts have to be back at their campsites.


Photos of the half of the Dining Hall in use for Magic Night

Terry runs a very tight ship, and his experience shows it.   But don't let the short clock or limited sealed pool offerings fool you - Scouts know how to game under pressure and almost no one goes back to their tent unhappy.   While he is no longer a staff member of Ockanickon, his smile and presence is welcomed by all. Magic Night at Ockanickon is seen by many as the highlight of their summer camp experience.   When you offer a program as deep and varied as Ockanickon's, that is high praise.

The Game
This past Tuesday night, Terry was a little overwhelmed by the number of Scouts that showed up to play (along with a couple of leaders including myself).   He had 36 Scouts for constructed, 27 for sealed and a total of about 90 people in the room at any one time.   In a camp with about 500 campers, that's pretty significant.   Camp staff are allowed to participate, but only in the sealed pools.   Camp staff also helped him run the tables and performed setup, helping to get things running smoothly.



I entered to play sealed.   I figured my skills were best in that area, and I had no idea what weird meta-game I'd face in constructed with so many Scouts from Maryland, New York, New Jersey, and Pennsylvania playing.   My son, Jacob, originally thought to play constructed, but changed his mind at the last moment and entered into sealed with me.   We paid our $20 each, received our five packs and found a spot to start brewing.   Terry got things going immediately, once he had everyone into his database he started the clock on sealed deckbuilding and moved right into registering the entrants for constructed.

Jacob and I both started with 3 packs of Gatecrash and 2 of Dragon's Maze.   While he pulled a Ral Zarak, my best value card ended up being a Watery Grave.   Five packs total to pull from simplifies and complicates brewing.   It's almost a skill unto it's own.   For starters, the obvious thing is your pool is smaller, so it should take less time to evaluate what is good and what direction you need to go into for your build.   On the other hand though, your pool IS smaller.   Meaning you have to be a little bit more creative and you practically have to be in three colors (unless you get a nut draw like my first opponent did).

Son of Magic Dad, Jacob, with his intense game face.

Thirty minutes goes by fast!   But anyone who spends as much time as Jacob and I do drafting, we knew the clock would not be our friend and came up with something we felt we could play with that wouldn't completely embarrass us.   His deck ended up being a patriotic mash-up including: Boros Charm, Ral Zarek, Simic Manipulator, and a choice foil Lavinia of the Tenth.   While he only went 1-1-1, that was a strong enough showing to earn a pack of M13 with a Thragtusk inside.   He made back his entry fee in card value and overall was very pleased with himself.

Decks built and ready to play.

I on the other hand didn't fare so strongly in the rare department.   I ended up with a satisfactory Orzhov/Boros deck though, playing Skynight Legionnaire, Sepulchral Primordial, Warleader's Helix, Ripscale Predator, Weapon Surge (a wicked combat trick that won me a match), and three or four Extort creatures.   While I was fearful I would have an uphill battle, in the end I did well enough to end with a 2-1 finish.   My one loss was to a Scout that somehow pulled a nightmare combination of Selesnya cards - I don't think he could have done better with 8 packs to choose from.   My two packs worth of prizes did have some very playable cards, but nothing that is worth reporting as a return on value.

Turning them sideways!

The best part of the evening?   There wasn't just one.   Playing Scouts from other Troops and seeing the bond that is Magic pull Scouts together in a way that you normally only see when they are faced with a unique task was amazing.   Sitting across the table from a Scout no older than eleven and watching him strategize, while keeping a strong conversation going with an adult was well worth the price of admission.   Watching a number of Scouts from my Troop, who I had only taught how to play Magic a month ago play in their first organized event was priceless.   Even seeing the unique tournament structure that Terry has developed was worthwhile.   When the last match had been reported and the last prize had been given out, I sat down with the man who organizes this weekly tournament to talk about his thoughts on the game.

 Jacob, on the left, battling it out.

Two Scouts, Oliver and Cole, in their first organized play experience.

Meeting Terry
As mentioned, Terry is a recently retired L2.   His real life job as an Actuarial Analyst combined with the fact that these matches are unsanctioned contributes to his no longer being a certified judge.   But that hasn't diminished his love for the game, nor this desire to give back to Scouting.   He's been running tournaments at Ockanickon for 13 years, since Odyssey.    He seems to have it all down to a science.

Terry Robinson calling out pairings.
With a mounted deer head in the background.
Wearing sunglasses.
Your argument is invalid.

(Please bear with me, we had little time and I'm not a journalist by trade.   This ended up being more of a conversation than an interview.   If you've ever talked with him, you'll know that he's fast, smart, and able to leap tall buildings in a single thought.   I really should have recorded it, as I have no skill at shorthand).

Once we covered the preliminaries, my first question was about whether or not he had noticed any growth in the tournaments he runs at Ockanickon.   He was quick to reply that while there's a certain ebb and flow (noting Kamigawa as a lower point in participation), that numbers are definitely up this year.   That parallels what the larger tournament scene is experiencing.

He then jumped right into telling me about the format he uses and the challenges it represents.   When Jacob and I registered, we did present our DCI cards - only to be told the event was unsanctioned.   The format he uses isn't sanctioned by Wizards of the Coast because it's held on private property, thus not open to the public.  He spoke about the challenges of running events that fall outside of MTG's definition of a sanctioned tournament.   One of the biggest issues for him is it's harder to obtain certain product.   Terry mentioned that the most popular product he could sell would be Deck Building kits and other introductory level products, as many of his participants are brand new to the game - where one Scout goes, three other follow along just to see what the fuss is about.

How many Tournaments do you know start with the Scout Sign?

He then changed gears, wanting to accentuate the positive.  One area that he spoke very highly of was of the changes to the rules made in recent years.   While the Comprehensive Rules is still a scary document for some, he notes that the number of rulings he has to make - even at a large tournament of almost 70 players - really isn't more than one or two a night.   Terry expressed that the rules on the cards are so much more clearer than they used to be.

We didn't have much time, but there was one other thought that percolated to the top of our conversation.   Terry expressed that for many Scouts, this night would be the highlight of the week.   For many, this would be there first chance to play in any type of organized play.   Judging by the interactions I had earlier in the evening, I couldn't agree more.   Even lined up outside of the dining hall before gaining admittance, there was an energy to the crowd of Scouts that you don't find anywhere else in camp.   Terry may have been almost overwhelmed with the number of Scouts that showed up to play, but he wasn't going to allow a single one of them leave disappointed.   His prize structure is generous.   Even when Scouts don't win a pack though, the ability to hang out in air conditioning for a few hours of a very hot week can be prize enough.

Final Thoughts
The pairing of Scout camps with Magic - or any other collectible card or board game - seems to be a natural fit.   Scout camps are always looking for unique, fun, and challenging programs for their evenings.   Many fill these holes by offering a movie night or Troop swims at the pool.   But actually offering a mini-tournament using Terry's model is something that I'm surprised more camps don't try to adopt.   Obviously, you need an ambassador with Terry's love for Scouting and Magic to make it work.   You also need someplace on site to hold a tournament that is air-conditioned (humidity is not a friend to Magic cards).   Luckily, Ockanickon has such a place in their dining hall.

I'm paraphrasing some what Terry expressed in his conversation with me, as he thinks that Wizards should create a system that supports programs like the one he runs at Ockanickon.   Unsanctioned events shouldn't have to mean unsupported.   Scouts can have a tremendous organized play experience that is tailored to their needs with support from WotC.   The chance to sell product combined with introducing a legion of new fans to Magic seems like a win-win to me.   Terry obviously felt this way, or else he wouldn't give as much of his time as he does every summer.   So I offer it for consideration: an unsanctioned format, with custom match software, product support, and a registered judge to oversee the event.   Create a system by which product can be obtained that fits the demographic of new students to the game and sold to the Scouts attending.   With camps regularly seeing attendance numbers of over 200 Scouts a week, there is little to no reason why some creative marketing can't make this a more common occurrence.

Terry's thought on this extends to even having a flyer with a list of LGS's that are authorized re-sellers within a 50 or 100 mile radius of camp and how to register for a DCI #.   This would offer Scouts a starting point after they go home at the end of the week to continue playing and building their collections.   People like Terry, who run events of this nature should be able to obtain product and become and authorized reseller with little fuss.    There may be a few naysayers that see this as potentially cutting into their profits.   To be honest, every single one of them should be thankful that in at least one instance, there exists a man like Terry to introduce new generations to Magic, one sweltering week of summer camp at a time.

Here's one more reason to offer more support to people like Terry offering unsanctioned events.   If you were to stop by the Trading Post at Ockanickon during the day, you'd see that they sell boosters, playmats and other gaming supplies in addition to flashlights and hammocks.   Aside from the slushies on a hot day, I didn't see anything more popular in the store than the Magic cards.   It's a phenomenon, and I can't think of a better way to help capitalize on it than to promote the work being done by Terry and helping him to better serve the community.   What works at Ockanickon can be adopted elsewhere with some clever marketing.   With the recent creation of the Game Design MB, there is also hope that a formal agreement can be made at some point in the future with the Boy Scouts of America.

Victor, who only learned to play less than 20 days ago in his first tournament!

And that friends, would be a great day indeed.   Fresh faces, brought up to be respectful and follow the Scout Oath and Law, would create a whole new generation of players.   The perfect match of a quality organized play experience with new people to play the game.


More photos:








Afterword: Neshaminy
Here's my list of the top 10 translations of the Lenni Lenape word for our campsite at Ockanickon.   For those that have camped there in extremely wet conditions, actually for Boy Scouts in general, this should be a good bit of fun.   Everyone else, thanks for reading my article and I hope you have a great week!

10. No Lifeguard on Duty
9. Good Fishing Grounds
8. Bathing Attire Required
7. Land of the Longboat
6. Just Add Water
5. Muddy Swimming Hole
4. Campsite That Will Not Drain
3. Home of the Wet Sneakers
2. Wooded Home Surrounded by Frogs (you had to be there)
1. Birthplace of the Muddy Slip-and-Slide

The actual translation for Neshaminy is believed to be - "Place where we drink twice."   I think that is an incorrect translation.  It should be, "Place where we were dunked twice."   Long story behind that one.   Seriously, it's all in good fun, we had a great week there and I hope Troop 94 will choose to return to Ockanickon.   Thanks go out to Bill and his camp staff for making the week memorable.
____________________________________

Reblogs & Retweets & Mentions of all kinds are appreciated - as an independent writer I'm only read when others like what they see and share with their friends.

Photo credits: Christina Preissman, Charles Featherer, Ed Heierbacher (Ockanickon Staff)