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Game #10: Championship Dynasty

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IngredientX
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OK everyone, here's a link to the rules to my game, Championship Dynasty.

In this game, everyone is a coach of a fictional team playing a fictional sport. The game spans several seasons, during which coaches draft, trade, and develop players. It's funny that I'm following Brykovian's bit-heavy economic game with my own bit-heavy economic game.

Make no mistake, even though there is a sports "wrapper" around this game, it is an economic game at heart. It is also a somewhat complex game; the rules take up about 10 pages in Word, and I've split them into five web pages. So be sure to have some time if you intend to go over the game rules.

Despite its complexity, I think it's possible for this game to work. Sports sim games are extremely popular as computer programs, and they're usually very accurate in terms of simulation, because they can easily track the many variables that a game like this requires. And there's this moment after the first couple of seasons that starts to kick in, where the game takes on the feel of a soap opera, and you want to see how your team does, and follow the careers of these players who suddenly have identities. I've been dying for a board game like this, and I'm surprised the challenge hasn't been taken up by designers more qualified than me.

One of this game's big influences is Die Macher, a board game that models an election in Germany. It takes about four hours to play, and uses several interlocking simple and heavily-abstracted game systems to capture the feel of a very complex process. That's what I was going for in this game. Therefore, expect a relatively heavy "gamer's game." It's not meant for the general public or family gaming, but for someone who's willing to take on a Die Macher-esque challenge. Please keep that in mind when posting suggestions and critiques.

That's about it. Knives out!

Torrent
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First thoughts

First thoughts.. (I like having no classes monday and with the time difference I tend to get first read of GDW games. yay me)

I like this game, it looks like it could be a fair amount of fun. That said, my comments tend to go toward visual and comprehension ease of use and toward theme, basically because that is what I like.

1) Since the players (player cards) are never drawn straight from the deck it doesn't matter that coaches may know who is coming up. SO it might be kinda neat to design the player cards as if they were like basball cards. A big picture on one side with the stats and such and a portrait on the other. I dunno, thematically it might work.

2) My gameplay thought.. it seems sort of strange to me that each match is decided by a single roll of the dice. Would it perhaps be better to do a 'best of three series' for each match. This would seem to attenuate your luck some. Basically a single weak player couldn't completely lose a series for you, but would still make it more difficult to win. The downside would be the extra game time that it would add, but again from your lead-in that doesn't seem to be a problem.

3) I really like the MVP rule at the end of the rules. I personally think that should be developed into the main part of the rules. From your lead-in, you mention the 'soap-opera' effect of watching specific players do well in a career. Perhaps the MVP gets a single RawTalent token per series/match, hence getting better. Also, I think the player with the MVP token should get some extra money or something, representing the extra fans that come to see the best player.

4) Term thought. Perhaps the Order Tokens could be called 'Seed' tokens, isn't that more of a sports term. Also, if it looked like there was a lot of draft pick trading, a second set of Order Tokens could be used. At the beginning of the turn, you have the same number on both the ORder and Draft token, but could trade the draft token. Little slips of paper would seem strange for a published game.

5) Could you have switch-hitter sort of players. Some that had two positions on them and could play both.

6) If you switch the order of the Amateur Draft and Contract renegotiaion, doing all the upgrading of your rookies before getting new ones, you wouldn't need to mark the new rookies.

7) During Playoff games, who is the home team?

8) The Upgrade/Downgrade chart took me a bit to understand. From what I think I get is that the downgrade is really the cost used at any point in the game to trade BACK a skill token to pay injury/trainingcard costs. The Upgrade seems to be the cost in RawTalent to force a player without injury into another role, either up or down.

9) To add some strategy, a thought might be the ability for a player during a match to spend a raw talent token to re-roll the Injury/Bonus Die once. Thus, they use their talent to make things happen, but they have to stick with the second die roll, and cannot trade skill/health for extra tokens to do it.

10) Is there any way to regain health? Can I add health instead of RawTalent during Training.

11) Just a really random sort of thought... thematically it might be neat to have some set of sports headlines or such. I don't know how it would fit, but the atmosphere would be interesting.

12) I have a question about the training cards. If there is a number in the bench that goes to ALL my benched people. Oh and in the components list they are called Offseason cards, and they Type on them wasn't explained. In all of the examples the Bench is a positive number, so if that was always true I would be better off pulling my best guy to the bench after my last match and putting him back in before my first match to make sure he wasn't going to get hurt.

Overall I really like the dynamics and the idea.

Andy

Scurra
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Game #10: Championship Dynasty

(note: the "back to page 1" link on the various pages of the ruleset doesn't work - I assume this is because your page 1 is called "index" or something, instead of "cd_01"?)

You've done a fantastic job here of constructing a high-level abstraction of a genre - the comparison with Die Macher seems very appropriate.
It's interesting to see this in comparison with hpox's Future Sport game which attempts a similar abstraction but concentrates on the game itself a little more, since that game is trying to be a Sports Sim, not an Economics game.

The result is, as Torrent observes, that the actual matches themselves are something of an anti-climax. I realise that you are trying to force the players into building a balanced team, but the sheer frustration factor that could be threatened by a series of bizarre dice rolls cannot be underestimated :) I think I'd second the "best of three" suggestion, although this isn't an ideal fix.

The rest of the model is nicely balanced between judgement and risk - the money seems very tight (which is good!) and the decisions don't seem too deep whilst still being significant.

(I'm sitting here with a stinking cold, so I'm not really in a position to analyse the rules in the detail they deserve. Suffice it to say that the game seems great, and the token overload doesn't seem nearly as disturbing as it did in Dirty Business :))

IngredientX
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Re: First thoughts

These are my replies to Torrent's comments. Scurra, I haven't read your comments yet... I will later today. :)

Torrent wrote:
First thoughts.. (I like having no classes monday and with the time difference I tend to get first read of GDW games. yay me)

That's cool... the only reason I was able to get the game up in time was because I was on vacation for all of last week. 8)

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1) Since the players (player cards) are never drawn straight from the deck it doesn't matter that coaches may know who is coming up. SO it might be kinda neat to design the player cards as if they were like basball cards. A big picture on one side with the stats and such and a portrait on the other. I dunno, thematically it might work.

Yes, it would. There's one impact on gameplay this would have... remember, after the Initial Draft that opens the game, the four Player decks are shuffled into a single deck, and is drawn from at the beginning of each season for the Amateur Draft. This means that everybody will know the first card in the Amateur draft for the next season. This isn't a bad thing at all, because it would resemble the buzz a young number one draft pick gets just before he graduates college.

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2) My gameplay thought.. it seems sort of strange to me that each match is decided by a single roll of the dice. Would it perhaps be better to do a 'best of three series' for each match. This would seem to attenuate your luck some. Basically a single weak player couldn't completely lose a series for you, but would still make it more difficult to win. The downside would be the extra game time that it would add, but again from your lead-in that doesn't seem to be a problem.

Actually, extra game time would be a problem... that's the only reason why I'm a little cautious about changing the match play system. I'm obviously open to suggestions; otherwise I never would have posted this game on the GDW. But I ask that you consider two things when critiquing match play.

First, as the rules go now, we can assume each match takes 30 seconds, tops. In a four-player game, there are 12 matches. That translates to 6 minutes for that part of the game. If we can assume the other two game phases total to 15 minutes per season, then we're looking at about 20 minutes per season. In two hours, six seasons can be played. That's probably not enough to decide the game; it would realistically take closer to three hours. That's not a problem; but if you add any strategic thought into the phase, the game would balloon to four to six hours to play. IMHO, matches need to remain less than a minute, to keep the playing time practical.

Second, the meat of this game is really in the Offseason and Training Camp phases. That's when most trades will be made, players will get upgraded (and downgraded), contracts renegotiated, and teams built and dismantled. In a computer sports sim, the regular season is the time when the GM has the least influence. Anytime a real GM is seen during a real sporting event, he's usually up in the press box sweating as he watches his team perform.

So as much as it sounds like a copout of an answer, I don't really mind the regular season being so deterministic. A stock market simulation shouldn't be completely strategic, because of the market's chaotic nature. GMing a sports franchise is similar, in that you can't completely control your team's outcome.

Of course, if someone suggested a killer mechanic for matches that was under a minute, I'd absolutely consider it. :D

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3) I really like the MVP rule at the end of the rules. I personally think that should be developed into the main part of the rules. From your lead-in, you mention the 'soap-opera' effect of watching specific players do well in a career. Perhaps the MVP gets a single RawTalent token per series/match, hence getting better.

Yeah, I threw that in at the end because I've had one solo playtest of this game, and without that rule. Its purpose would really be to break up overperforming teams quicker, to keep the game competetive. I think you're right... it should eventually end up in the main rules.

I'm not too sure about the MVP getting Raw tokens, only because it would be a "rich getting richer" situation. I'd rather keep the coaches' decisions difficult. :)

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Also, I think the player with the MVP token should get some extra money or something, representing the extra fans that come to see the best player.

I thought about this for awhile while originally considering the MVP rule. The problem with it is, if the MVP is going to cost more money (in the form of a potentially higher contract), then giving money for the MVP is somewhat pointless. In any event, the team with the MVP will wind up get more money under the existing rules, because each Win token translates to $1 at the end of the season.

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4) Term thought. Perhaps the Order Tokens could be called 'Seed' tokens, isn't that more of a sports term.

Yes, absolutely. "Seed" or "Rank" would be better terms here. However, they would have to go in descending order. That might be intuitive or counter-intuitive; I'll have to see in playtest.

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Also, if it looked like there was a lot of draft pick trading, a second set of Order Tokens could be used. At the beginning of the turn, you have the same number on both the ORder and Draft token, but could trade the draft token. Little slips of paper would seem strange for a published game.

This is a good idea, and any way to avoid slips of paper would be great (hey, did you spot the rule I thought of as I was writing the rulebook? :) ) I'm hesitant to add another set of bits to an already bit-heavy game, so I'm curious what everyone else thinks. But seperate draft order tokens would be very interesting.

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5) Could you have switch-hitter sort of players. Some that had two positions on them and could play both.

Very interesting idea. That would certainly spice up drafts. A player like this might need to have an extra contract card dealt to him (like the MVP), because he is more valuable.

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6) If you switch the order of the Amateur Draft and Contract renegotiaion, doing all the upgrading of your rookies before getting new ones, you wouldn't need to mark the new rookies.

Yes, but I don't want this to be a "gotcha" phase. By having the Ammy Draft before Contracts, coaches can better plan for next season. Most coaches will have to release one or two players in the offseason, and they'll be better informed as to who to drop if they have their replacements in hand.

Also, all real-life teams have scouts, so by having the new players come out of the blue after all the contracts are locked up, the game might not feel true-to-life... not a huge consideration for me, because I don't really want this to be a sim. But I don't want it to feal cheap, either.

Now that I think of it, the best way to do this would be to prepare the 3-5 new Amateur Draft players first, then do the Contract Negotiations, then Free Agency, and finish with the Ammy Draft. This is how computer sports sims do it. There would be some turn angst, but this may not be a bad thing. Is it too fiddly, though?

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7) During Playoff games, who is the home team?

Oops, rules omission. The team with the highest Order token (highest-ranked team) is the home team. I'll get that in for the next rules draft. Nice catch!

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8 ) The Upgrade/Downgrade chart took me a bit to understand. From what I think I get is that the downgrade is really the cost used at any point in the game to trade BACK a skill token to pay injury/trainingcard costs. The Upgrade seems to be the cost in RawTalent to force a player without injury into another role, either up or down.

This is one of the most important mechanics of the game, so naturally, it's one of the most difficult to explain. :) You're right with your second sentence, in that coaches may need to downgrade their players' skills to pay for injuries. The Upgrade improves a player's skill, which improves his performance in matches.

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9) To add some strategy, a thought might be the ability for a player during a match to spend a raw talent token to re-roll the Injury/Bonus Die once. Thus, they use their talent to make things happen, but they have to stick with the second die roll, and cannot trade skill/health for extra tokens to do it.

Not a bad idea, and would keep the stakes high. I considered giving coaches the ability to spend money to modify the die roll, but it just didn't keep with the theme. Paying Raw tokens is a better idea. I'd imagine that it should be the player indicated on the Positional Die who spends his Raw tokens, because the other way would be too much of an advantage.

Another idea would be to spend a Raw token to improve your performance a level, but I don't think the resulting spend-fest would be much fun.

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10) Is there any way to regain health? Can I add health instead of RawTalent during Training.

No, once Health is gone, it's gone. Each player is a ticking clock. I should clarify this in the rules.

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11) Just a really random sort of thought... thematically it might be neat to have some set of sports headlines or such. I don't know how it would fit, but the atmosphere would be interesting.

Those would probably best go on the Training Camp cards as flavor text. It would be a nice touch... good idea!

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12) I have a question about the training cards. If there is a number in the bench that goes to ALL my benched people. Oh and in the components list they are called Offseason cards, and they Type on them wasn't explained. In all of the examples the Bench is a positive number, so if that was always true I would be better off pulling my best guy to the bench after my last match and putting him back in before my first match to make sure he wasn't going to get hurt.

Shoot, so much for double-checking my rules. :)

First off, they were originally called Offseason cards, but they made more sense as Training Camp cards. I'll have to correct that in the rules. Also, I forgot to mention in my disclaimer that the "Type" is just for me; I have different types of TC cards, some more extreme than others. I want to see which ones I can get away with in the game. If the game is ever completed, Type won't be included.

The Bench is positive in the four cards I picked as examples, but there are plenty of cards where they're negative numbers. Nowhere to hide.

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Overall I really like the dynamics and the idea.

Thanks, and I appreciate your input! I have pretty high hopes for this game myself... it might be the first one of mine that playtesters may actually like! :D

Keep 'em coming!

jwarrend
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Game #10: Championship Dynasty

Both yours and Brykovian's games seem like counter-arguments to going to a one-game-a-week format for the GDW. The extra complexity is fine, particularly since it's what you seem to be going for, but my ability to commit to reading the rules and really understanding gameplay is limited, and thus, just as I haven't yet given Brykovian an intelligent set of remarks based on his game, neither, I suspect, will I have a very well thought-out set of remarks for yours. Sorry!

In skimming the rules, it does sound like you've put a lot of thought into the game. It seems very heavy on simulation, but obviously that's what you're going for, so that's fine.

I'm sure you're aware of the game Slapshot/Phantoms of the Ice. That game also simulates a "season", also emphasizes building a strong team, but plays very quickly, is really funny, and has some element of suspense to the game play mechanic. So, to be a little blunt, why would I want to play your game instead?

Obviously, your answer is that the additional levels of detail add more strategy and depth to the game. And you're probably right. In slapshot, the drafting and trading mechanics are heavily luck-based, so something with more simulation in it would likely lead to more interesting choices. Yet, I can't help but feel that 4 hours is unnecessary for the depth of the game. It feels to me like it has enough meat to warrant a 2 hour duration, and that the extra 2 hours will be associated with all the bookkeeping that is required.

I say this because the actual "Match play" mechanic doesn't really sound very interesting. Each side roll a die, the chosen "player" whose rating is highest, wins. I understand that it isn't the sport you're simulating so much as the business side, but still, if the game is built around a sports business, the sport should be an important component of the game, or else your game could just as easily be about the music business, with "matches" switched to "chart ratings" and "playmakers" changed to "hitmakers", etc.

I mentioned Slapshot, which has a silly War-style resolution, yet, it is incredibly fun to play. There's some decision making in arranging your deck, in hoping you don't end up getting your good players taken out by a "Bruiser", etc. I don't know if you need a system like that here, but I feel like all the effort you will expend trying to put together a team must be guided by the details of the performance of that team in the actual sport, or else the business stuff will seem kind of pointless. Why did I spend all this money on a great Forward if there's only a 1-in-6 chance that he's ever going to matter in the actual game? Are there enough games played to even out the statistical probability of rolling an F at least enough times that I'll even get to use that Forward? Moreover, it's unsatisfying from a simulation standpoint. Having Jordan on your team should give you a big advantage toward winning in every game. In your game, you only get his benefit when his die comes up. Sure, your game isn't basketball, but in all sports, the superstar is always a factor.

At a minimum, you could switch to a system where you compare your Forward to the other guy's Defense, and if he succeeds, you compare with the Goalie, or something...anything...

So again, I understand that you're trying to make a business game, but if the resolution of the matches is boring, and doesn't seem strongly correlated with the decisions you're making in the business side, then the whole game will seem dry.

I had an idea for a similar game where you're trying to put together a good team, with the idea there also being that most of the action happens in the off-season. But the dilemma was, and is for me, that there must be some tension and suspense in what actually goes on in the "on-season".

So, my main concern, from a game mechanic standpoint, is that the random nature of the die rolls will be such that you can invest in a good team, but may not reap the benefit of that due to the small number of games played in a season (8 matches per season in a 5-player game).

That said, I understand that you have a lot of games in a season, and you need a quick resolution. I just wonder if there's a more interesting way to do it. Maybe even having players rolling 2 dice. Just something so that you are sampling your probability space more comprehensively.

I could have misunderstood some things, but anyway, there are some knee-jerk reactions for you. I like the idea behind the game, and I think you have a nice simulation model. I don't personally go in for games of this complexity in general, but I'd definitely be interested in a dramatically streamlined version of the game. That doesn't fit with your goals for the design of course, just letting you know where I'm coming from...

Torrent
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Game #10: Championship Dynasty

I agree with jwarrend. Even though the 'point' of the game is to fiddle about during the offseason, there needs to be some goal to that fiddling. I need to see that getting a better team actually does win me more games. Currently the dice randomness feels odd and does not seem like it would encourage me to have one type of team or another.

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Of course, if someone suggested a killer mechanic for matches that was under a minute, I'd absolutely consider it.

Mmmm a challenge.
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At a minimum, you could switch to a system where you compare your Forward to the other guy's Defense, and if he succeeds, you compare with the Goalie, or something...anything...

Ok, this is my quick version of 'anything'. Partly pulled from experinces playing Blitzball in FinalFantasy.
Home team goes first. Compares the skill/RawTalent of his Center to the defense player of the opposite team. Add die roll perhaps. If Center is higher, good. If center is lower, bad. Next compare Home Forward with Goalie, roll two dice. If good result earlier take highest, if bad result take lowest. Add to forward and compare to goalie. If Forward wins, take a point, otherwise not.
Repeat for Visitor Center/Forward against Home Defense/Goalie. Then figure something for ties.

Ex. Center fakes left then right, diving past the visiting defender. (Center+die higher than Defender), he passes the ball to the forward who has a clear shot at the goal but just can't connect, no point. (Forward +hightest die still lower than Goalie). Visiting team gets the ball. Center attempts the same left-right fake of his opponent, but this time the home defender is on to it. (Center + die lower than Defender) The pass to the forward is too soon, but he catches it and makes a quick solid go for the goal and just squeaks it in. (Forward + lowest die higher than Goalie). No overtime, visitors win.

I dunno, just a thought. It is also sort of remeniscent of Volleyball where the play is the same steps on each side (pass, set, spike sort of thing).

This sort of thing also lends you to being able to see some teams as dominating defense and some dominating offense, just like in real sports.

Andy

IngredientX
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Game #10: Championship Dynasty

jwarrend wrote:
Both yours and Brykovian's games seem like counter-arguments to going to a one-game-a-week format for the GDW. The extra complexity is fine, particularly since it's what you seem to be going for, but my ability to commit to reading the rules and really understanding gameplay is limited, and thus, just as I haven't yet given Brykovian an intelligent set of remarks based on his game, neither, I suspect, will I have a very well thought-out set of remarks for yours. Sorry!

That's fine... it looks like you're giving us plenty to discuss below! :twisted:

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I'm sure you're aware of the game Slapshot/Phantoms of the Ice. That game also simulates a "season", also emphasizes building a strong team, but plays very quickly, is really funny, and has some element of suspense to the game play mechanic. So, to be a little blunt, why would I want to play your game instead?

A crucial difference between Slapshot and my game is that Slapshot only goes through a single season. Through that whole season, a player's abilities are completely static. They will never change.

In CD, players' abilities are dynamic. They will rise and fall over the course of several seasons. This gives the game a more "operatic" feel.

Finally, remember that the bulk of the action in CD really happens in the offseason because of free agency and drafting, neither of which exist in Slapshot. All trading is in Slapshot is giving up one of your cards, and choosing a card at random from your opponent's team. Fine for what it is, but I'm shooting for something a little deeper.

Thanks for bringing Slapshot up... working on this game brought up some very good memories of sending Le Goon out to do his worst! :)

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Yet, I can't help but feel that 4 hours is unnecessary for the depth of the game. It feels to me like it has enough meat to warrant a 2 hour duration, and that the extra 2 hours will be associated with all the bookkeeping that is required.

I really hope that sessions of this game don't last more than three hours. Four hours will probably be the upper limit. Playtesting will tell much, of course.

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I say this because the actual "Match play" mechanic doesn't really sound very interesting. Each side roll a die, the chosen "player" whose rating is highest, wins. ... Why did I spend all this money on a great Forward if there's only a 1-in-6 chance that he's ever going to matter in the actual game?

Like I said, I'm not crazy about the match play either. I'll defend what I've put up... though I realize that the point of this venue is to improve the game, and my game won't improve if it doesn't change. But I want to show you that match play may not be as deterministic as you think.

Let's say you are the Home team, and you have one Playmaker and three Backups. You have a 1 in 3 chance of hitting the Playmaker in the roll, not a 1 in 6 chance. Don't forget, if you roll the H on you positional die, you get to choose your player. That means two faces out of six help you.

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Having Jordan on your team should give you a big advantage toward winning in every game. In your game, you only get his benefit when his die comes up. Sure, your game isn't basketball, but in all sports, the superstar is always a factor.

Well... I'm of the opinion that Jordan had a marvelous supporting cast, without which the Bulls perhaps would win one or two titles, but not dominate the NBA like they did. IMHO, a team with a bunch of Starters should win the majority of games against a team with one Playmaker and a bunch of Backups.

So say that Team A has a Playmaker and three backups, and Team B has four Starters. Without influence from the I/B die, Team A will win 1 out of 3 games. Team B will win 2 out of 3. If Team A improves to a Playmaker, a Starter, and two backups and Team B remains at four Starters, then the odds become more even. I'd agree with you that 1 out of 6 would be a problem, but I believe that the current game system isn't as unbalanced and deterministic as you think it is. I'm not saying it doesn't need work, though... :)

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At a minimum, you could switch to a system where you compare your Forward to the other guy's Defense, and if he succeeds, you compare with the Goalie, or something...anything...

I had three previous attempts at this game, and they all had intricate match game systems. But all eventually proved to be too difficult and time-consuming to play. Right now, I'm hypothesizing that a quick and dirty match play system with minimal influence from the coach should solve my problems, but I'll take your vote as a strong "nay." :)

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So again, I understand that you're trying to make a business game, but if the resolution of the matches is boring, and doesn't seem strongly correlated with the decisions you're making in the business side, then the whole game will seem dry.

I had one solo playtest, but the matches actually weren't too boring. I'm more concerned with capturing the flow of a season than trying to mimic a single game, so regular playtesting may show that I'm way off mark. If you can think of a way to improve match play (and I still love Torrent's suggestion about letting a Raw token provide a re-roll; that will make it into the next draft), I'd love to hear it!

Jeff, I appreciate your candor. Thanks for letting me know how you feel. I'm sorry if I'm putting too much energy into defending the current system, but I believe that with a couple of tweaks it can work, unless someone can help guide me towards a better one. I'm just worried that having complex matches within a complex game will kill off all my players. :)

Keep 'em coming, everyone!

IngredientX
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Game #10: Championship Dynasty

Torrent wrote:
I agree with jwarrend. Even though the 'point' of the game is to fiddle about during the offseason, there needs to be some goal to that fiddling. I need to see that getting a better team actually does win me more games. Currently the dice randomness feels odd and does not seem like it would encourage me to have one type of team or another.

I appreciate the point that this being a game that involves sports, people want more on-field action. I suppose that this is where hard data from playtesting would come in, and we could see whether players are missing anything or not. I wonder if I could run up some odds about how teams of varying skill level would compete against each other.

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Ok, this is my quick version of 'anything'. Partly pulled from experinces playing Blitzball in FinalFantasy...

I had a similar system in a previous version, but I didn't like the multiple die rolls.

You know, I wonder if coaches could use a hand of cards instead of the dice to make the matches more strategic... and yet, if the game were decided by one card from either player, then they'd fit the time limit. Of course, the cards couldn't just be a raw qualitative value, because then a coach could get hosed by a bad draw of cards, and we're back to determinism again.

It would have to have enough strategy to justify having yet another component to an already-complex game. I'm thinking of some samples, but they're all variations of Paper Scissors Rock (better than Nothing Beats Rock, I suppose... :) ). I'll think about it...

jwarrend
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Game #10: Championship Dynasty

Why not have the cards in your hand be a "play" -- eg, some sophisticated combination of the abilities of your players? eg, "Forward + Center x 3 - Opponent's Defense x 2 - Opponent's Goalie", and so you want to choose a play that maximize the strength of your players vs those of your opponent. Then, to get more "play" cards, you'd need to hire a "coach", with better coaches bringing more (or better) "plays".

It would be a little mathy, and would take a couple of seconds to do the math, yet, it might be a good bridge between die-rolling and power-cards.

IngredientX
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Game #10: Championship Dynasty

jwarrend wrote:
Why not have the cards in your hand be a "play" -- eg, some sophisticated combination of the abilities of your players? eg, "Forward + Center x 3 - Oppoenent's Defense x 2 - Oppoenent's Goalie", and so you want to choose a play that maximize the strength of your players vs those of your opponent. Then, to get more "play" cards, you'd need to hire a "coach", with better coaches bringing more (or better) "plays".

It would be a little mathy, and would take a couple of seconds to do the math, yet, it might be a good bridge between die-rolling and power-cards.

I'm at work now, so I can't really dive into this, but this has potential. The Training Camp cards will become Play cards. They'll have the same Training Camp values on them, but will also have Play information on them.

One Play could be "Add up the total of your lineup, with Backups being 1, Starters 2, and Playmakers 3." Another could be "Take the player with the most Raw tokens, and multiply the number of his Raw tokens by 2." Another could be something like Jeff's idea, "Add up your Forward and Center, and subtract the total of your opponent's Defensman and Goalie from that number. Multiply it by three." Yeah, that last one's a little long, but you get the idea.

During the Training Camp phase, coaches draw X number of cards, and choose Y cards from them. At this time, coaches can spend $1 to draw another card, but they still must choose Y cards. Discarded cards go to the bottom of the deck.

Training Camp cards work the same way as before. Remember, the Training Camp info is still at the bottom of the card. The better the Play, the better the Training Camp, so players will have to choose where they want their good cards to go.

The Play cards determine how a team performs in a match. One card is played by each team per match. The card is placed face-down, then flipped over.

I'm toying with the idea of having each card being worth a certain amount of money, from $.50 to $2. The better cards would be worth more. A player can trade in cards for the sum total of cash, rounded down.

Another idea would be to print the value of the card on the card back, and have players purchase the cards. Perhaps really bad cards could have negative numbers.

This might be something, because I see three paths to victory here... either through playing your cards early and developing players, playing your cards late and having strong scores, or saving up for lots of cards and having a well-coached team, with a plan for everything. If all three are balanced, the game might become more strategic, with no significant time added to match play.

I don't think I'd need to add a coach, because spending money to get more Play cards would be the functional equivalent to spending lots of money on coaching.

Fantastic idea, Jeff! Thanks!

IngredientX
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Ooh, one more thought...

Each Play card has a "Player of the Game," who will be one of the players mentioned in the formula to come up with the Play's power.

At the end of every match, the losing coach discards the Play card he used, and the winning coach puts the used Play card next to the Player of the Game. Voila! No more win tokens... one less set of bits to include!

My next task... I wonder if the dollar value of the used Play cards next to each player, plus a base amount for the Skill, could replace Contract cards...

IngredientX
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Hokay, here's where we stand right now...

I'm removing contract cards from the game. Each Play card will be worth $1. For every Play card played on a specific player (say that three times fast), his asking price will increase by $1 the following season. Every Skill token will have a base salary on it, so Playmakers will always be the most expensive players. So now I've successfully lost two components of my game (win tokens and contract cards), and it's much less bit-heavy. Awesome!

I'm considering moving the Ammy Draft to the last stage of the offseason, as long as the available draftees are drawn and prepared at the beginning of the offseason, so Coaches can plan for their next big things. By doing this, I don't have to worry about Rookie contracts, because all the contract payment will be done for non-rookies beforehand, and the free Rookie contract is implied. Much less fiddly.

Finally, each Play card is going to have a set of arrows at the top, like yay... (apologies in advance for my terrible ASCII art)

<br />
  /\         ||<br />
/    \       ||<br />
  ||       \    /<br />
  ||         \/<br />

So each card has an arrow pointing up on the left, and pointing down on the right. These arrows come in four different colors, with the two arrows on each card probably colored differently.

During a match, the Play cards are flipped over in a way that their top edges are adjacent. So each player has two arrows in a row pointing towards him. If those arrows are the same color, then he is injured. Perhaps there's an extra variable I can add, like a dot on some arrows, to decide if the injury is worth one or two points.

Nevertheless, the nice thing about this is that a coach has no idea whether the card he plays will injure either player, which is the way I want to go. Le Goon was nice in Slapshot, but that's not what I'm aiming for here. :) Perhaps I can juggle things so some cards are "riskier" than others, but this is my plan for now.

And hey, that ices a third component of the game... the four match dice!

Unfortunately, with my work schedule, I'm not sure I'm going to have time to update the rulebook today. I'll try, but there's a lot to change... which is absolutely nothing to complain about. :)

Two days, and the game seems to have improved tremendously. Thanks for your replies, everyone! Keep 'em coming!

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IngredientX wrote:

Unfortunately, with my work schedule, I'm not sure I'm going to have time to update the rulebook today. I'll try, but there's a lot to change... which is absolutely nothing to complain about. :)

Let me just point out that updating your rules mid-stream was never intended to be a requirement for participating in the Forum. You're welcome to do it, of course, but the point is more to generate discussion about your existing rules, which you can then mull over and make changes at your leisure (and tell us about them, even if it's months from now!)

So, if you have time to make changes, go for it, but don't feel like you have to as part of your participation here, or that you must post those changes within this one week slot.

IngredientX
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jwarrend wrote:
Let me just point out that updating your rules mid-stream was never intended to be a requirement for participating in the Forum. You're welcome to do it, of course, but the point is more to generate discussion about your existing rules, which you can then mull over and make changes at your leisure (and tell us about them, even if it's months from now!)

So, if you have time to make changes, go for it, but don't feel like you have to as part of your participation here, or that you must post those changes within this one week slot.

Yes, that's cool. I understand. However, I've noticed one thing that happens in the GDW is that the thread gets so long, someone who jumps into it mid-week may read the rules and comment on them without reading all 2 or 3 pages of the discussion where the designer may have completely changed the rules. Heck, I've done it myself.

So I just wanted to lay down a disclaimer for anyone who skims the discussion that the rules are not current at this point. That's all. :)

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I'm a little late to the discussion, but I'm operating from out of town ... but I had to comment on a couple of things.

First, this type of game really fills a hole I felt as a kid playing APBA baseball with my brother. We had developed small leagues that played through a number of seasons, and while the APBA system gives tremendous in-game detail, we really wished there was some formal way to structure the management part of the game. I've seen games (mainly computer-based) that have done that since, but it was missing at the time I was looking for it. ;)

Second, I actually liked the way matches were decided (I haven't had time to read through the changes yet) ... it was quick and made having a balanced team be a goal -- which gave a coach something to do with the trading/drafting part of the game.

Last, the only area of concern I had was how money was earned and paid out to players (I'm actually confused a bit on it, so forgive me if I'm totall off-base). If I understand it right, the teams with more wins could spend more money on next season's draft, getting higher-skilled players, leading to even more wins ... wouldn't a bad first season doom you to not being able to win the game?

That's all I have time for now ... I'll check back later to read through the updates you've made.

-Bryk

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Brykovian wrote:
First, this type of game really fills a hole I felt as a kid playing APBA baseball with my brother. We had developed small leagues that played through a number of seasons, and while the APBA system gives tremendous in-game detail, we really wished there was some formal way to structure the management part of the game. I've seen games (mainly computer-based) that have done that since, but it was missing at the time I was looking for it. ;)

Yes, that's exactly the feel I want to grab. Not a single game on the field or even a single drive to a championship, but the ebb and flow of a team over the course of several seasons.

Quote:
Second, I actually liked the way matches were decided (I haven't had time to read through the changes yet) ... it was quick and made having a balanced team be a goal -- which gave a coach something to do with the trading/drafting part of the game.

I didn't think it was too bad originally, and I may recycle it into a similar game. But I think coaches could use the extra immersion, and it greatly helps the strategy. Plus, it drastically cuts down on the number of bits, which is always a plus.

Quote:
Last, the only area of concern I had was how money was earned and paid out to players (I'm actually confused a bit on it, so forgive me if I'm totall off-base). If I understand it right, the teams with more wins could spend more money on next season's draft, getting higher-skilled players, leading to even more wins ... wouldn't a bad first season doom you to not being able to win the game?

Not exactly... :) Each team gets $8 at the end of the season, plus $1 for each win. Of course, the team with the most money is in the best position to negotiate for free agents... but since they have the highest Order token (or lowest Rank token, depending on if I change it), they won't get a shot at the available free agents until the other teams have had a crack.

Also, I'm aiming for an end-of-season dollar amount through which most teams will have a hard time hanging onto a bunch of stud players. One Playmaker and a Starter, yes... but anything more starts to stretch the budget. The Play cards add to this, in that a coach can forego extra players and buy more cards that can help him.

Finally, the Ammy draft consists of teams drafting players for free, with the worst team drafting first. The best players in the draft can be immediately turned into Playmakers the following season with the right Training Camp results, so things can turn quickly.

The above is very similar to how most American sports handle their offseason, so it shouldn't look to foreign to people who play lots of Front Office Football and Out of the Park Baseball... or those of you who remember Sierra's Front Page Sports series.

Torrent
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Hmm.. a few days without a comment, I'm getting slow.

I do like the idea of the cards being used for plays but I have some questions. I'm sure they are just due to the simple description and would be explained in a longer rules update, but her goes...

1) A play card has a training camp section, a play section, and a set of arrows, yes? So you get to choose whether it goes into the 'playbook' (ie hand) to get played during the games, or gets used as training? So buying extra cards lets you do training and pick better plays.

2) Thought about the arrows. If you had different strengths/sizes/numbers on the arrows. If the arrows add up to above a certain threshold the player is injured, perhaps his skill level or something. Thus a Card that was Down 2 and Up 2 is pretty risky for you and the same for the other guy, but a down 3 and up 1 is a very risky play for you and not so for the other guy, but it might be a really great play. So you have some idea of what could happen, but not a complete idea. Sorta like real plays, you know what you want to happen, but it may not end up like that.

3) How do the two plays interact? Math equations are compared and the game is won? Thats what I read it as but just asking.

4) Plays do seem to get double charged perhaps. If I pay $1 for the card to begin with (+- the few that I get to draw free), but every time I use it the player that made it charges me more. So from my math that means that each game needs a play card and each card costs me $1 in salary at the end, with 6 games that is a really big chunk of my $8+ wins. Especially as you have the base salaries. I don't think the charging per play is a bad idea, on the contrary it is a neat way of making the more proactive players the higher paid ones. I just say make sure to check the math carefully during playtest.

Hmm... Random Idea. Maybe the play cards could be worth a certain number of MVP sort of points which are tallied at the end of the season for a Season MVP/Heisman Trophy sort of thing. I dunno.

Andy

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IngredientX wrote:
Not exactly... :) Each team gets $8 at the end of the season, plus $1 for each win. Of course, the team with the most money is in the best position to negotiate for free agents... but since they have the highest Order token (or lowest Rank token, depending on if I change it), they won't get a shot at the available free agents until the other teams have had a crack.

Doh! I forgot about the draft order! Of course that, corrects for things a bit. It might be as important to draft the first (and perhaps only) player if they are a ringer, as it would to be able to afford to pretty-good'ns.

(Btw, I *loved* FPS: Football ... one of the best balanced games between gameplay and managing I've ever played -- but only when played in coaching-only mode. Controlling the movement of players did not add much to the playability of it.)

Torrent wrote:
2) Thought about the arrows. If you had different strengths/sizes/numbers on the arrows. If the arrows add up to above a certain threshold the player is injured, perhaps his skill level or something. Thus a Card that was Down 2 and Up 2 is pretty risky for you and the same for the other guy, but a down 3 and up 1 is a very risky play for you and not so for the other guy, but it might be a really great play. So you have some idea of what could happen, but not a complete idea. Sorta like real plays, you know what you want to happen, but it may not end up like that.

That seems like a pretty interesting idea ... but developing & balancing cards would be more of a hastle. It's easy to generalize that riskier cards would yield better results -- but probably tricky to actually implement.

-Bryk

sedjtroll
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I haven't really gotten into these this thread, but the thing that first jumps to mind is something I've mentioned from time to time before...

Blood Bowl.

In BB you are a manager of a football team- you hire guys to replace guys who get injured or dead, and also when you make money you can hire more powerful guys and re-rolls and stuff.

The games themselves are the interactive part, you play a game of football, and you throw blocks to knock people down and try and hurt them. It's a rowdy, dirty game, with the winner being the one to score the most touchdowns.

Both teams earn money after each game, depending on the Gate proceeds(determined by the total populartiy, or "Fan Factor" of each team) with modifiers for having cheerleaders or winning, etc.

the game is best played in league format, so you get a chance to play manager between games, and your guys get a little better as time goes on as well- they have a sort of XP system with abilities which can be gained.

I would like to do something sort of like this with Flatball, so I really ought to read through this thread for ideas :)

But take a look at Blood Bowl, maybe it'll give you some insight to help out with your game.

- Seth

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Torrent wrote:
1) A play card has a training camp section, a play section, and a set of arrows, yes? So you get to choose whether it goes into the 'playbook' (ie hand) to get played during the games, or gets used as training? So buying extra cards lets you do training and pick better plays.

In Training Camp (I'll call it TC), you get a set of, say, three cards. Perhaps you can discard cards that you don't already like (I haven't decided yet), but once you're up to three cards (or five, or however many that I end up deciding on), any further cards that you draw cost $1. One of these cards is played as the TC card, and the values in its TC section are used. The rest of your cards are played throughout the season.

Quote:
2) Thought about the arrows. If you had different strengths/sizes/numbers on the arrows. If the arrows add up to above a certain threshold the player is injured, perhaps his skill level or something. Thus a Card that was Down 2 and Up 2 is pretty risky for you and the same for the other guy, but a down 3 and up 1 is a very risky play for you and not so for the other guy, but it might be a really great play. So you have some idea of what could happen, but not a complete idea. Sorta like real plays, you know what you want to happen, but it may not end up like that.

Hmmm... interesting idea. I'm not sure if I want to get into weighting the cards that much, but it could help the game's strategy. I'll think about it.

Quote:
3) How do the two plays interact? Math equations are compared and the game is won? Thats what I read it as but just asking.

Yes, the higher score wins it. If Coach A gets 7 points and Coach B gets 5 points, then Coach A wins it. Raw tokens still break ties.

Quote:
4) Plays do seem to get double charged perhaps. If I pay $1 for the card to begin with (+- the few that I get to draw free), but every time I use it the player that made it charges me more. So from my math that means that each game needs a play card and each card costs me $1 in salary at the end, with 6 games that is a really big chunk of my $8+ wins. Especially as you have the base salaries. I don't think the charging per play is a bad idea, on the contrary it is a neat way of making the more proactive players the higher paid ones. I just say make sure to check the math carefully during playtest.

Yeah, this needs fine-tuning. Why have each win get you $1 when it'll just cost you $1 later on? Perhaps one way is for the player with the most play cards (the MVP) to ask for a set amount of money, second most to get a set amount of money that's a little less, and so on. I'd have to figure that out, but at least that way, the player's cost isn't exactly the same as the amount of Play cards they have.

Quote:
Hmm... Random Idea. Maybe the play cards could be worth a certain number of MVP sort of points which are tallied at the end of the season for a Season MVP/Heisman Trophy sort of thing. I dunno.

Already covered. :) That's the MVP rules I have for the player with the most Play Cards (previously Win Tokens) at the end of the season.

I don't want to introduce this for no reason other than chrome. The current MVP rules are in to keep winning teams from becoming too strong.

Thanks for your comments... keep 'em coming!

IngredientX
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sedjtroll wrote:
I haven't really gotten into these this thread, but the thing that first jumps to mind is something I've mentioned from time to time before...

Blood Bowl.

I haven't played BB, only heard of it. But now that you mention it, it makes perfect sense. It's only natural; after all, what is a season, but campaign rules for a sports team? :)

Of course, BB games take a whole lot longer to play than CD matches. So the scale is a little different; a BB campaign may not even be a group of seasons per se, but a bunch of games played together. And it would take a lot longer, which is fine; but that's merely a matter of scale. :)

Quote:
I would like to do something sort of like this with Flatball, so I really ought to read through this thread for ideas :)

Cool! The invoice is in the mail. :twisted: Just kidding...

Quote:
But take a look at Blood Bowl, maybe it'll give you some insight to help out with your game.

I will, thank you Seth! I was worried you wouldn't wiegh in on my game, but I'm glad you piped in.

Anonymous
Game #10: Championship Dynasty

Hey, X, :)

Hmmm... I would like to raise two points that are bound to become apparent in extensive playtesting anyway, but might allow you to focus said playtesting better if you deal with them right away:

:arrow: Point the first: There isn't enough money in the game.

I realize that money management is meant to be a major part of your design. The thing is, there isn't even enough money to field a basic team.

Take a 3-coach game, for instance. If you win half your matches, you'll have 10$ per season. Looking at the contract cards, that's just enough for two starters and two backups. Forget that playmaker. Plus, never mind about benched players either...

Now, the consequence of this is that the stronger, more expensive players are going to spend the whole of the game trying to peddle themselves off to the coaches as free agents, and that ain't nice... :) I'm thinking stars like Aikman, Marino, Jordan, Johnson, DiMaggio, Gretsky, to name but a few in a few different sports, did _not_ send their teams into the brink of bankrupcy nor turn their teammates into blithering idiots (vacant slots).

And then, there's the whole point of card purchasing to consider...

Plus, make note that, in a 6-coach game, coaches will have, on average, 13$, which is like, one extra player than the 3-coach case. You might consider basing the fixed amount of money on the number of coaches in play.

What I suggest is to heavily penalize any vacant spots on a fielded team. For instance, the coach with the most vacant spots automatically looses a match, without playing a card/rolling the dice/whatever. Then, increase the money available, so that coaches have a good chance of maintaing a playmaker, two starters and a satisfying number of backups, and then perhaps purchase one or two cards. I'd aim for a basic stipend of 20$-n, where n is the number of coaches in play. Add to that, of course, 1$ per win, as before. This will give coaches an average of 19$ per season. You might also look at setting the initial amount at 20$, rather than 12$, for similar reasons.

Also, I would further encourage a strong bench by making injured players sit out the next game or two that team plays, provided it's the same season. In order not to increase the number of bits, mark the back side of the raw tokens with injury indicators.

By the way, this leads me to...

:arrow: Point the second: There are way too many injuries in the game.

The number of injuries per season that a coach has to deal with is proportional to the number of matches per season, which will be roughly proportional to the number of coaches in the game. And so will the number of seasons. This means that the total number of injuries per coach throughout the game will grow quadratically with the number of coaches.

Now, the only two ways to compensate for injuries are training camp and the injection of fresh talent from rookies, and those are both quite linear. Each coach gets one of each per season, period. Add to this the fact that the average quality of the rookies actually decreases as the number of coaches increases (0.5 talent tokens per coach, to be specific).

What I would suggest is to give each coach as many free raw talent tokens as there are coaches in the game, that they can assign freely to any players they own, after resolving all the TCs.

Another alternative, perhaps not as good in my mind, is a rework of the training cards. Make sure every card is at least slightly positive on the average, and make coaches apply more TCs in games with more coaches, i.e., one TC for 3 coaches, two TCs for 4 coaches, three TCs for 5 coaches and four TCs for 6 coaches. This feels highly artificial, though.

Anyways, this grows way too long already. I hope you find all this stuff useful. Like I said, I believe that playtesting would have eventually turned all of these up, but at least now you have something to watch for. :)

Cheers,

J.

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JMendes wrote:
Hey, X, :)

Hmmm... I would like to raise two points that are bound to become apparent in extensive playtesting anyway, but might allow you to focus said playtesting better if you deal with them right away:

These two points are great, because rather than playtesting for awhile and then coming across them, I can have them in mind at the outset of playtest. Financial balance is very important in any economic game, and will require a good healthy amount of playtesting to correct. Any advance information that can advance my limited number of playtest sessions is a Good Thing.

Quote:
:arrow: Point the first: There isn't enough money in the game.

I realize that money management is meant to be a major part of your design. The thing is, there isn't even enough money to field a basic team.

To me, there's a second problem underneath what you've suggested, which I haven't even considered (but feel stupid now for not thinking about). Coaches will have expectations as to what a team will look like. I want a tough financial system, and I originally didn't mind having blank spots in teams' rosters. Of course, now I see that it's silly and unrealistic. It'll take coaches out of the game, because it will feel artificially difficult.

On the other hand, I really don't want players to have too much money. Then it just becomes a question of who bought the best player. I want big expenditures to carry heavy consequences. Of course, this isn't something that can be easily tweaked during this conceptual stage; it must be wrestled with during playtesting. All I can do now is prepare for it, and that's exactly what your post has done: prepared me. :)

Quote:
Now, the consequence of this is that the stronger, more expensive players are going to spend the whole of the game trying to peddle themselves off to the coaches as free agents, and that ain't nice... :) I'm thinking stars like Aikman, Marino, Jordan, Johnson, DiMaggio, Gretsky, to name but a few in a few different sports, did _not_ send their teams into the brink of bankrupcy nor turn their teammates into blithering idiots (vacant slots).

I actually don't mind a bit of this, because to an extent, it does happen. Big contracts are musical chairs, and there's often one player who's considered too old, too injury-prone, or not quite talented enough to get the money. If you follow baseball, Pudge Rodriguez is a great example of this. Before this season started, he came very close to not being signed at all. Yet the way he's played this season and throughout his career, he's easily someone of "Playmaker" skill.

But I'm sure you'll agree that this needs to be a very delicate balance. Most free agent Playmakers should be signed in the first round, with only the oldest ones (i.e. few Raw tokens or low Health rating) lowering their prices for the second round.

Quote:
:arrow: Point the second: There are way too many injuries in the game.

To be honest with you, I don't think the game balance is too far from optimal right now. Right now, most injuries are easily paid for with Raw tokens, and a player often can get away with getting to the end of the season with his Skill intact. It's usually over the course of a few seasons that a player will get hit enough that his health, and then his Skill, will have to decline. Coaches have a lot to do with this; if they rush a player into a Playmaker skill and leave him with no Raw tokens for the season, he could be back down to Starter skill before the season ends.

Of course, I'll keep an eye on this. But while it might seem to be a huge problem on a conceptual level, the fact that most injuries are little nibbles off a players Raw talent means that it won't need a huge amount of tweaking.

Quote:
Anyways, this grows way too long already. I hope you find all this stuff useful. Like I said, I believe that playtesting would have eventually turned all of these up, but at least now you have something to watch for. :)

Hugely appreciated. Thanks!

Anonymous
Game #10: Championship Dynasty

Hey, X, :)

IngredientX wrote:
Hugely appreciated. Thanks!

Coolness. Just wanted to reiterate that you should at least consider ways to have money and injuries be more independent of the number of coaches in the game. Otherwise, you may end up having a game that is tuned to perfection for four coaches but doesn't quite work for 3 or 5 and fails miserably for 6.

Much like Britannia is meant for four players, but has rules for 3 and 5 that don't quite work.

Cheers,

J.

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JMendes wrote:

Coolness. Just wanted to reiterate that you should at least consider ways to have money and injuries be more independent of the number of coaches in the game. Otherwise, you may end up having a game that is tuned to perfection for four coaches but doesn't quite work for 3 or 5 and fails miserably for 6.

Much like Britannia is meant for four players, but has rules for 3 and 5 that don't quite work.

I haven't followed this discussion, so I couldn't say whether making these changes will be easy or hard, or whether it's a good or bad idea, I just wanted to point out that many, if not most, games have an "optimal" size, and this is not necessarily a bad thing. If there's an easy way to make the game playable for different sized groups, great, but don't make your design sub-optimal for 4 just so it's playable for 3,5, or 6. Examples, New England has rules for 3, but I think many people say it just doesn't work. Acquire is playable for 2-6, but it really shines with 4. The game still plays with 5 or 6, but it's a very different experience. Diplomacy is only good with all 7 (or so I hear). Puerto Rico works pretty well with 3,4, or 5.

So, there's precedent for both sides. But having a game that is optimized for 4 players, or even 5, is not a problem. If it's optimized for 6 or 7, it's going to be tougher to get people to play it. 3 player games are relatively few, which is kind of surprising. Seth's game will probably do well because it is a good 3 player game, which is a rarity.

So, at the stage you're at, I'd say, just design the best game you can for whatever target group you have in mind. Then, when it's "perfect", you can start playing with the systems to see if it's scalable. But make a great game before you worry about how well it scales with different sizes. But by all means, if there are easy ways to make it scale well, go for it!

IngredientX
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I appreciate the time everyone's taken to look at my game. And as my moment on the stage comes to an end, I just wanted to thank everyone for their input. Of course, this being the GDW, comments are welcome anytime; this thread will never really close. I may even post updated rules, once I start testing the next version of this game.

Scalability shouldn't be impossible; I'd imagine much of it will have to do with the amount of money coaches get at the start of Offseason. Perhaps that can vary depending on the number of players. Playtesting will provide the answers.

Anyway, thanks again!

sedjtroll
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Joined: 07/21/2008
Maybe this is for "Sports Games in General"

I'm not sure if I remember, but I think you had said your "sport" was a fictional one... maybe futuristic.

Also, I remember a previous GDW game being about a fictional futuristic sport, with passing and shhoting a heavy ball at columns.

This is largely unrelated, but I wanted to say it anyway before I forget- in case it sparks anybody's intrest.

On the longer-than-usual car ride home from southern California (you know it's on fire, right?) today I thought of a potentially neat idea for such a futuristic sport. This would probably not work well for a board game (unless it's one of those flavor things where it doesn't really matter exactly how the sport is played), but could be kinda neat as a video game or in some cheesy movie like Rollerball. The sport would be called MagBall or something like that, and would be played with the following equipment:

A heavy metal ball, and "Coils," or gloves the players would wear which produce a magnetic field.

The object of the game would be to do something with the metal ball, maybe destroy columns like the aforementioned GDW game, or maybe put it through a type of goal or target. This would be accomplished by manipulating the ball only with the magnetic fields produced by the gloves. Actually touching the ball could be considered a foul or turnover... or perhaps you could "hold" the ball but not move with it. You'd want to 'drg' the ball with your magnetic field and throw it around to teamates, etc.

Ok, I'm babbling now. I'm probably under the influence of some heavy duty pain medication, so if I'm incoherant then we can just preted this conversation never happened :)

G'night all...

- Seth

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