Hell on Eight Wheels: Twelve – Teams
Getting back to work on Ho8W; it’s been a while since
I’ve looked at this, so it’s probably good that I start on a completely
different part of the rules.
I’ve been thinking about the ways in which skaters are
differentiated. This seems to be the key method where this game will vary from
the other roller derby games on the market, and I really love the idea of
personality tension on the track, synergy within the team, and varying ways to
play.
These are the things that keep a game evolving. Otherwise
is becomes like monopoly, you know how the game will play out and the whole
thing is basically just a sequence of die rolls, where luck is the only input
toward victory.
If we can make the skaters different, and give them
special abilities that play off one another then we bring another level of
strategic play into the bout. This is another place where the “Magic: the
Gathering” influence flows into the game. It might also help market the game
toward the “Fantasy Sports League” crowd, which has certainly gained popularity
in recent years in Australia (I’ve read two newspaper articles on them during
the last week, and actually heard about a “Fantasy Netball League” while a game
was being played on TV over the weekend). This gives players a bit more
interaction with the game beyond the mere board play, perhaps allowing options
for players to trade skaters within a closed league ecosystem…or maybe allowing
them to
I realise that this is a true can of worms. There are so
many options that could totally overwhelm a new player, so I know that I need
to be careful here. I’ll be working through this side of the game a few times
to get it right, stripping the customisation element bare for the basic play
experience but providing a richer range of choices for experienced
players.
Inundating new players with complicated rules is not a
way to endear them to a game. This is especially true with a game where one of
the key target markets is more sport oriented rather than game oriented. I
realise that this may sound like I’m stereotyping the girls who play roller
derby, some of them are comic fans, some are roleplayers, some may be just as
thrilled by the minutiae of game rules and mechanisms as the average old school
grognard…but this is meant to be a game that will draw them all into a new
world; a world familiar to them, but something that can be played without the
need to get twenty people together and a track laid out.
For a player’s first game, I’ll be recommending a choice
from a few sample teams. These choices will have a range of basic skaters, and
either a coach or some other support staff member. After a couple of games, a
player might choose to create a custom team and that will use a point-buy
system.
I like point-buy systems, some people hate them. No
system is perfect when players have the option of customising their capacity
within a game, and it’s hard to get a perfectly balanced point buy system…but
these work better than most of the other customisation options I’ve seen. They
make sense to most people, they allow for more versatility within player
choices, they ensure a semblance of balance between competing players and they
reflect the notion of “salary caps” within organised sport.
Many miniature wargames use point buy systems where each
side may have a few hundred points available, and they use these points to
purchase dozens of figures. Or they might have a few thousand points available
for purchasing a hundred figures in truly epic battles. Lots of points mean
lots of time spent balancing the points out and finding the perfect team
combination. Simpler games focusing on individuals rather than squads often
have fewer points for players to spend.
But there is another fundamental difference between a
bout of roller derby and a warzone. In a battlegame, you field everyone you can
at the beginning and the whole scenario is a contest of attrition where each
side wears away the other until an objective is completed or an enemy is
decimated. In roller derby, most of the team sits on the sidelines; only five
skaters at a time are on the track. This skews the values of the skaters; high
value skaters need to have something special about them in order to be worth
their cost.
To keep things simple, each skater (and support staff
member) will be assigned a value from 1 to 10. Where 1-2 indicates a rookie,
and 10 is one of the top stars of the sport. Most team members will possess a
value of 4-5 (regular) to 6-7 (experienced). Novice skaters have basic stats
and no special abilities; as skaters gain value and experience their stats
increase, but more importantly they start to gain special abilities that change
the tactics of the game and potentially alter way the game is played.
To allow a progression of complexity from simple games
for new players, through to complicated games with nuanced rule interactions
for experienced players, something more than a simple point buy system might
help…just a few minor restrictions to keep new players from biting off more
than they can chew.
The first thing to do when choosing a team is to decide
what level of game is being played. The basic games restrict the number of high
powered skaters, and this allows the players to focus on the basic rules
without getting caught up in the intricate details of specific skater
abilities.
Training
Minimum of 10 skaters (maximum of 15 skaters and up to 2
support staff)
40 points to spend on team members (no veterans or stars)
[or choose from a range of pre-constructed training teams]
Local Derby
Minimum of 12 skaters (maximum of 20 skaters and up to 2
support staff)
60 points to spend on team members (no more than 2
veterans, no stars)
[or choose from a range of pre-constructed local derby
teams]
Regional Derby
Minimum of 15 skaters (maximum of 20 skaters and up to 3
support staff)
90 points to spend on team members (no more than 6
veterans, no more than 2 stars)
National League
Minimum of 15 skaters (maximum of 20 skaters and up to 5
support staff)
120 points to spend on team members (no more than 6
stars)
Costs:
Rookie Skater – 1-2pts (Average stat = 5, No special
abilities, 2 traits)
Regular Skater – 3-4pts (Average stat = 6-7, 1 basic
special ability, 2 traits)
Experienced Skater – 5-6pts (Average stat = 8, 2 basic
special abilities, 3 traits)
Veteran Skater – 7-8pts (Average stat = 9-10, 1 basic and
1 advanced special ability, 3 traits)
Star Skater – 9-10pts (Average stat = 11, 2 basic and 1
advanced special ability, 4 traits)
Trainee Coach – 1-2pts (2 tactics, 1 basic special
ability, 1 trait)
Team Coach – 3-4pts (3 tactics, 2 basic special ability,
2 traits)
Experienced Coach – 5-6pts (4 tactics, 1 basic and 1
advanced special ability, 2 traits)
Veteran Coach – 7-8pts (5 tactics, 2 basic and 1 advanced
special ability, 3 traits)
Track Medic – 2pt (1 basic special ability, 1 trait)
Track Physio – 4pts (1 advanced special ability, 2 traits)
Cheerleader – 1pt
(1 basic special ability, 1 trait)
Refreshments/Waterboy
– 1pt (1 basic special ability, 1 trait)
Maintenance/Skate Technician – 1pt (1 basic special ability, 1 trait)
Corrupt Umpire – 2-4 pts (not sure about this one but it
could be fun)
I’m trying to work out a few more interesting types of
support staff
I should also explain the notion of the Traits. These
derive from collectible card games and some wargames, where they are used to
sort troop types along thematic lines. One card in Magic might be classified as
a “Dwarf” while another might be classified as a “Goblin”, they might have the
same cost and they might have the same basic stats, but there are other cards
in the game that might specifically target goblins, and thus they two cards
have different significances depending on the context of the cards organised
with them. As an example, a specific troop might give a bonus to all goblins,
and thus it makes sense to include it if you are playing with a lot of goblins
in your deck. On the other hand, a specific card might eliminate all goblins in
play and it would make sense to include such a card if your opponent tends to
use goblins a lot. This gives the game an evolving quality where one player can
maximise their strategies against a specific type of opponent, but this might
leave them open to other specific play styles.
I’ll be trying to link certain traits to certain types of
abilities. As an example, skaters with abilities that make them better blockers
might have a tendency to share the “Brick House” trait. This way, if we find
that the block bonus is too powerful, we can provide a few new skaters in later
supplements who gain an advantage when facing opponents with the “Brick House”
trait. It means we don’t have to issue as many erratas or changes to the rules
of the game once the core rules have been laid out.
Abilities are tricky; basic abilities tending to provide
a simple bonus in certain circumstances, and advanced abilities tending to
alter something specific about the way the game is played (maybe allowing extra
cards to be played, cards to be redrawn, changing threat zones, or providing
bonuses to teammates). In a lot of cases, where an ability affect someone else,
it will provide benefits based on traits possessed by the recipient (eg. As
long as they activate in your threat zone, a team mate gains +2 to their Speed
or +2 to all stats if they possess the “X” trait. ). I’m trying to think of
more eloquent ways to write this.
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