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The Tools of Ignorance 
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Post The Tools of Ignorance
A game I've had in the back of my head for some time is a baseball RPG. It's got a great structural similarity to RPGs - team play, season as campaign, individual heroics within the context of a group, rivalries and friendships both within the team and with other teams, tactics, strategy, risk, and reward. It's also awesome fun!

I want to do this using the StarPool resolution system - used in Blood Games II, OHMAS, and Outremer - because it's easy to deal with contested actions by subtracting successes from each other, or with uncontested actions by changing the TN. I would also set up a Company Resource allocation bit like in OHMAS and Outremer, to buy Free Agents, maintain and expand the park, and pay for other players. Income would be based on market size and modified by success. There would be a troupe aspect - the players would be both owners as well as players.

Most games wouldn't be played out - I mean there are 162 games in the season, plus playoffs and World Series. A Notice system might make sense as well - as in the In Harm's Way series of games - for appropriately rewarding important successes and failures.

Sound interesting?

-clash

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Tue Nov 09, 2010 10:19 am
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Post Re: The Tools of Ignorance
It does...I'd be interested as to how you would handle the issue of not actually playing the games out. At first blush makes a lot of sense. However, it kind of just popped into my head that the games, the stuff that happens in them, I would think would have to be a big part of the drama. Can you abstract a game enough that you're not slogging through 162 games, but keep the pieces of information that would result from the game including some dramatic moments? That would be interesting to see (as I could see it being used for other things I'd immediately have in mind). Would you do it, perhaps, at the series level? The hated rival come to town for a three game series. You were 3 for 11 and in game two you made a tremendous defensive play that made Top 10 on ESPN.

Just brain-sprinkling....

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Tue Nov 09, 2010 10:53 am
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Post Re: The Tools of Ignorance
Jim Skach wrote:
It does...I'd be interested as to how you would handle the issue of not actually playing the games out. At first blush makes a lot of sense. However, it kind of just popped into my head that the games, the stuff that happens in them, I would think would have to be a big part of the drama. Can you abstract a game enough that you're not slogging through 162 games, but keep the pieces of information that would result from the game including some dramatic moments? That would be interesting to see (as I could see it being used for other things I'd immediately have in mind). Would you do it, perhaps, at the series level? The hated rival come to town for a three game series. You were 3 for 11 and in game two you made a tremendous defensive play that made Top 10 on ESPN.

Just brain-sprinkling....


My idea is basically to work off contested Team base ratings to get a modifier, then roll once for the unplayed game, win or lose. A highlights roll could also be made - each player roll 1d20, any 1 rolled means the player had a personal highlight. This TN should be modified upward depending on the star status (as determined by accumulated Notice) of the player - A standard player +0 to the TN, Rising Talent +1, Star +2, and Superstar +3. The quality of the highlight could be handled by a second roll with number of dice = 1, modified by star status, and counting only the highest roll. Thus the range of the result would be the same - anyone can hit a dramatic home run, or make an athletic catch - but the stars would have a better chance of getting the better success. I would let the player dictate the actual play, based on the roll and the predetermined result - no walk-off doubles when you lose the game! The highest result would decide first. The highlight would count toward Notice.

I am in a quandry on how to manage Designated Hitters, though! A player that concentrated on only offensive skills would not have to spend skills on defense, and should thus be far better at hitting than a normal hitter, but this doesn't reflect reality. DHs are only a bit better hitters on average than position players. That's going to be a tough nut to crack!

-clash

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Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
I FLY BY NIGHT Blog: http://iflybynight.blogspot.com/


Tue Nov 09, 2010 11:25 am
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Post Re: The Tools of Ignorance
Possibly the remedy to the "DH situation" is to make skill acquisition random...

-clash

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Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
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Tue Nov 09, 2010 1:34 pm
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Post Re: The Tools of Ignorance
Clash,

I've been noodling over a baseball RPG for a while now. I have a draft of it that is a hack of Lady Blackbird (http://www.canonpuncture.com/wp-content/uploads/mtb_lady_b_style_082410_plytst.pdf). It's much more focused, set in yesteryear America in a small town with a minor league team playing on the last series of the season. It's also soley about the PCs, not really about the whole team. Its a fun little game, but not as comprehensive as your idea.

As for playing through a game or resolving it quickly, I like the idea in The Shadow of Yesterday, where you resolve a game in one roll, but players can take it down to more of a play-by-play resolution. I broke a game simulation into three inning chunks to save time. To get a higlight, a player had to pay to dial into an at-bat. Then between games, players could have character scenes to rebuild the budget they spent to dial into at bats or higlights.

It worked well for a small game, but I dig the scope of your idea, Clash. I've been playing a bunch of this little Korean iPhone baseball "RPG" lately, and it makes me yearn for a baseball tabletop RPG something fierce.

Where is the easiest place to find a summary of the StarPool mechanics?

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Tue Nov 09, 2010 3:52 pm
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Post Re: The Tools of Ignorance
flyingmice wrote:
Possibly the remedy to the "DH situation" is to make skill acquisition random...

-clash

Or you could make it cost more if the player wants to be a DH....or something....

So for positions have categories - Pitcher, Catcher, Position Player - infield, Position Player - Outfield, DH. If you choose DH, your hitting skills that you're buying with what would be defense skill points cost twice as much as normal. If you choose Pitcher, your Pitching skills that you buy with your batting skills costs twice as much.

Again...just off the top of my head...

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The rules are my slave, not my master. - Old Geezer

I'm reaching out for something, touching nothing's all I ever do.

If you're interested in GaryCon


Tue Nov 09, 2010 3:57 pm
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Post Re: The Tools of Ignorance
orklord wrote:
Clash,

I've been noodling over a baseball RPG for a while now. I have a draft of it that is a hack of Lady Blackbird (http://www.canonpuncture.com/wp-content/uploads/mtb_lady_b_style_082410_plytst.pdf). It's much more focused, set in yesteryear America in a small town with a minor league team playing on the last series of the season. It's also soley about the PCs, not really about the whole team. Its a fun little game, but not as comprehensive as your idea.


Ha! It was your Lady Blackbird hack that made me want to finally get to work on it, Rich! :D

Quote:
As for playing through a game or resolving it quickly, I like the idea in The Shadow of Yesterday, where you resolve a game in one roll, but players can take it down to more of a play-by-play resolution. I broke a game simulation into three inning chunks to save time. To get a higlight, a player had to pay to dial into an at-bat. Then between games, players could have character scenes to rebuild the budget they spent to dial into at bats or higlights.


Sweet! I like that!

Quote:
It worked well for a small game, but I dig the scope of your idea, Clash. I've been playing a bunch of this little Korean iPhone baseball "RPG" lately, and it makes me yearn for a baseball tabletop RPG something fierce.


Thanks! I have been wondering if I was the only one who would like this. :D

Quote:
Where is the easiest place to find a summary of the StarPool mechanics?


StarPool is one of the drop-in mechanics for StarCluster 3, and it's available from the SC3 page on my site: http://www.flyingmice.com/StarPool.pdf

The SC3 page has a bunch of drop-in mechanics for DL - http://www.flyingmice.com/starcluster3.html

I've developed it for Blood Games II, back in 2006, and used it in OHMAS and Sweet Chariot 2, and as a drop-in for SC3, In Harm's Way: StarCluster, and Commonwealth Space.

-clash

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Flying Mice Games/Better Mousetrap Games: http://jalan.flyingmice.com/flyingmice.html
Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
I FLY BY NIGHT Blog: http://iflybynight.blogspot.com/


Tue Nov 09, 2010 4:06 pm
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Post Re: The Tools of Ignorance
Jim Skach wrote:
flyingmice wrote:
Possibly the remedy to the "DH situation" is to make skill acquisition random...

-clash

Or you could make it cost more if the player wants to be a DH....or something....

So for positions have categories - Pitcher, Catcher, Position Player - infield, Position Player - Outfield, DH. If you choose DH, your hitting skills that you're buying with what would be defense skill points cost twice as much as normal. If you choose Pitcher, your Pitching skills that you buy with your batting skills costs twice as much.

Again...just off the top of my head...


That could work! Thanks, Jim!

-clash

_________________
Flying Mice Games/Better Mousetrap Games: http://jalan.flyingmice.com/flyingmice.html
Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
I FLY BY NIGHT Blog: http://iflybynight.blogspot.com/


Tue Nov 09, 2010 4:06 pm
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Post Re: The Tools of Ignorance
flyingmice wrote:
Ha! It was your Lady Blackbird hack that made me want to finally get to work on it, Rich! :D
-clash


Oh, perfect! How keen!

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Rich Rogers
Host of the Canon Puncture Show
http://www.canonpuncture.com
"Thunk weeeooo KABLAM!" - Thalaba
@orklord you're the octopus of podcasting - boulet


Tue Nov 09, 2010 4:17 pm
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Post Re: The Tools of Ignorance
orklord wrote:
Oh, perfect! How keen!


How does it feel to be an inspiration? :D

-clash

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Flying Mice Games/Better Mousetrap Games: http://jalan.flyingmice.com/flyingmice.html
Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
I FLY BY NIGHT Blog: http://iflybynight.blogspot.com/


Tue Nov 09, 2010 4:39 pm
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