[PBBL House Rules] Alternate League Rules
Posted: Wed Dec 21, 2005 2:45 pm
[Please note: This post refers to a set of alternate league rules (house rules) designed to be used in conjunction with the PBBL system currently in development. They are not intended to be suggestions for PBBL - quite the reverse! This is a parallel idea, aimed at experienced coaches. It was recommended to me that it would be best to post this here in the House Rules forum: however, I wouldn't want to confuse coaches who are only familiar with the present LRB official rules. I'm sure that if this threatens to happen, the thread can/will be moved to the Playtest Vault forum (although there it might muddy the waters of PBBL discussion proper.
)]
<i>Are you a jaded Blood Bowl coach?</i>
If so, then these <b>Alternate Blood Bowl league rules</b> may be for you:
http://www.friedgold.co.uk/altbbligp.htm
I'm not, for the record, feeling jaded at the moment. For one thing, PBBL seems set to reinvigour Blood Bowl in a number of ways, and seems to hold many new possibilities.
However, at the start of last year I had become somewhat bored with the pattern a new table-top Blood Bowl league always seemed to follow: as an experienced coach, when you start a new team you know what skills you mean to pick, what order you will make purchases in, and so on. On the pitch, every match can be entertaining and different - especially if you have fun opponents to play against - but off it, team development can become repetitive and predictable.
Now, I'm well aware of all the usual remedies for this problem: learn to run an entirely different kind of team; run a team in an unconventional style; run an underpowered team; organise a Stunty, or other unusual, league. These and more are all good options, and I have tried most of them: with the same skeleton of league rules, the same problems tend to resurface. Even with PBBL's many new skill choices - and doubtless many new optimum strategies to be discovered - in time these issues will arise again.
These may well not be a concern for some, but they led me to design a heavily-modified set of Blood Bowl league rules: a rule set which attempts to take some of the mayhem and unpredictability which you get on the pitch, and bring it to the process of team development. These don't directly affect the familiar on-pitch rules, but offer a radical alternative in the areas of player recruitment and player and team development.
(Veteran Blood Bowl coaches will note that some of the ideas below draw a lot from the second edition Blood Bowl league rules. This is entirely acknowledged on my part: but while the stuff in second edition was the inspiration for some of my rules, they have come along way from those beginnings.)
Let me note one thing: <i>the idea of this set of rules is not in any way to compete with, or act as a critique on, the official LRB rules</i> (or the PBBL rules, for that matter). The objective of both those rules-sets is to establish a level playing-field for on-going leagues, and I think they succeed in doing this as well as is possible for a dice-based game. My rules are designed as an alternative for experienced (and somewhat jaded) Blood Bowl coaches, who would appreciate more variety and unpredictability in the development of their team, as well as perhaps a little of the flavour of real-world sport. The objective of my rules is not fairness at all: in fact every coach using them should frequently if not constantly feel brutally <i>un</i>fairly treated - while understanding that this feeling is all part of the 'fun' of it all.
These rules have been successfully run over the course of one testing league, but certainly still need a lot more work: they should be considered to be 'in beta' for the time being. <i>Sample at your own risk!</i>
They have recently been re-written to be compatible with the latest PBBL/Vault rules (and only those rules at present - and, boy, did the removal of Traits and Ageing simplify the design!).
I'll summarise some of the distinctive points of this system below. Please take a look at these before you attempt to wade through the full rules linked above:
• there are three types of players: Rookies; Pros; and Stars
• new players are always Rookies: a Rookie who reaches 6 SPPs will become either a Pro or (if he is lucky) a Star
• Pros will make up the bulk of most teams: they can only ever acquire three advances (always normal skills) and are basically dull but dependable
• a player who becomes a Star will gain a number of advances immediately (and can go on to gain up to seven), which will include a higher proportion of stat increases and double skills than usual, but sometimes will also include random skills which the coach cannot select exactly to taste
• Stars also possess Quirks. Quirks are character traits rather than abilities. A few of them are good; more are bad; some are a mixed blessing; and there are one or two which could give a coach nightmares. However skilled a Star may be, if he has too many bad Quirks, he can be more trouble than the rest of the team can carry
• in addition, the more Stars a team has, the more Random Events it will attract before each game. Again, some events are good, but more are bad. A nasty combination of events and Star Quirks can be disastrous for a team (in the short term)
• new players are bought at auction as Rookies. New Rookies have a Star Potential modifier, which affects their chances of becoming a Star later in their career. Rookies with higher Star Potential will naturally attract higher bids
• Stars who are unhappy and/or mismanaged, or who a coach wants to retire, may leave a team, becoming Free Agents or Freebooters, available for permanent or temporary hire by other teams in the league
• players and staff may be traded between teams in a league (though the League Commissioner must monitor all transfers). Special rules apply when a Star changes teams: Fan Factor and other Stars' attitude can be affected
And that's about it: the major stuff anyway.
Anyway, all feedback on these rules is welcomed: I'm not in a regular table-top league at the moment so I'm in no position to continue testing them myself for the time being. Please feel free to post replies here; to PM me; to contact me via the e-mail address listed in the rules file; or to badger me about them in fumbbl irc if I'm not looking for a game there.
All opinions are more than welcome: although I should say in advance that I am well aware that these rules would not by any means be to every coach's taste. They were designed to provide an alternative flavour for those coaches who take to them: other coaches would want to spit that same flavour out!

<i>Are you a jaded Blood Bowl coach?</i>
If so, then these <b>Alternate Blood Bowl league rules</b> may be for you:
http://www.friedgold.co.uk/altbbligp.htm
I'm not, for the record, feeling jaded at the moment. For one thing, PBBL seems set to reinvigour Blood Bowl in a number of ways, and seems to hold many new possibilities.
However, at the start of last year I had become somewhat bored with the pattern a new table-top Blood Bowl league always seemed to follow: as an experienced coach, when you start a new team you know what skills you mean to pick, what order you will make purchases in, and so on. On the pitch, every match can be entertaining and different - especially if you have fun opponents to play against - but off it, team development can become repetitive and predictable.
Now, I'm well aware of all the usual remedies for this problem: learn to run an entirely different kind of team; run a team in an unconventional style; run an underpowered team; organise a Stunty, or other unusual, league. These and more are all good options, and I have tried most of them: with the same skeleton of league rules, the same problems tend to resurface. Even with PBBL's many new skill choices - and doubtless many new optimum strategies to be discovered - in time these issues will arise again.
These may well not be a concern for some, but they led me to design a heavily-modified set of Blood Bowl league rules: a rule set which attempts to take some of the mayhem and unpredictability which you get on the pitch, and bring it to the process of team development. These don't directly affect the familiar on-pitch rules, but offer a radical alternative in the areas of player recruitment and player and team development.
(Veteran Blood Bowl coaches will note that some of the ideas below draw a lot from the second edition Blood Bowl league rules. This is entirely acknowledged on my part: but while the stuff in second edition was the inspiration for some of my rules, they have come along way from those beginnings.)
Let me note one thing: <i>the idea of this set of rules is not in any way to compete with, or act as a critique on, the official LRB rules</i> (or the PBBL rules, for that matter). The objective of both those rules-sets is to establish a level playing-field for on-going leagues, and I think they succeed in doing this as well as is possible for a dice-based game. My rules are designed as an alternative for experienced (and somewhat jaded) Blood Bowl coaches, who would appreciate more variety and unpredictability in the development of their team, as well as perhaps a little of the flavour of real-world sport. The objective of my rules is not fairness at all: in fact every coach using them should frequently if not constantly feel brutally <i>un</i>fairly treated - while understanding that this feeling is all part of the 'fun' of it all.

These rules have been successfully run over the course of one testing league, but certainly still need a lot more work: they should be considered to be 'in beta' for the time being. <i>Sample at your own risk!</i>

I'll summarise some of the distinctive points of this system below. Please take a look at these before you attempt to wade through the full rules linked above:
• there are three types of players: Rookies; Pros; and Stars
• new players are always Rookies: a Rookie who reaches 6 SPPs will become either a Pro or (if he is lucky) a Star
• Pros will make up the bulk of most teams: they can only ever acquire three advances (always normal skills) and are basically dull but dependable
• a player who becomes a Star will gain a number of advances immediately (and can go on to gain up to seven), which will include a higher proportion of stat increases and double skills than usual, but sometimes will also include random skills which the coach cannot select exactly to taste
• Stars also possess Quirks. Quirks are character traits rather than abilities. A few of them are good; more are bad; some are a mixed blessing; and there are one or two which could give a coach nightmares. However skilled a Star may be, if he has too many bad Quirks, he can be more trouble than the rest of the team can carry
• in addition, the more Stars a team has, the more Random Events it will attract before each game. Again, some events are good, but more are bad. A nasty combination of events and Star Quirks can be disastrous for a team (in the short term)
• new players are bought at auction as Rookies. New Rookies have a Star Potential modifier, which affects their chances of becoming a Star later in their career. Rookies with higher Star Potential will naturally attract higher bids
• Stars who are unhappy and/or mismanaged, or who a coach wants to retire, may leave a team, becoming Free Agents or Freebooters, available for permanent or temporary hire by other teams in the league
• players and staff may be traded between teams in a league (though the League Commissioner must monitor all transfers). Special rules apply when a Star changes teams: Fan Factor and other Stars' attitude can be affected
And that's about it: the major stuff anyway.
Anyway, all feedback on these rules is welcomed: I'm not in a regular table-top league at the moment so I'm in no position to continue testing them myself for the time being. Please feel free to post replies here; to PM me; to contact me via the e-mail address listed in the rules file; or to badger me about them in fumbbl irc if I'm not looking for a game there.
All opinions are more than welcome: although I should say in advance that I am well aware that these rules would not by any means be to every coach's taste. They were designed to provide an alternative flavour for those coaches who take to them: other coaches would want to spit that same flavour out!
