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DreadBall Season 3 Teams Beta Test

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Well yesterday went so well that I’m going to start putting up the team stats for you to play with today.

Each team will be posted separately so that we can try to keep the attached comments  reasonably on topic. That will help ensure that I don’t miss anything important.

The first two teams will go up today and the other two tomorrow.

Note that these are all still in playtest so do feel free to join in and give them a go yourself. Simply proxy some models and get them on the pitch! Assuming you already know the DreadBall rules you’ll find all the extra information you need for each team in its pdf.



DreadBall Nameless Team (Beta) Stats

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Nameless modelsThe Nameless really do have a name, but for the purposes of this Beta we’ll not fret over that just yet. Let’s focus on the gameplay.

Nameless conceptThe team has a couple of signature features. The first is very good Strikers. The second is the pairing of the two types of Guard. Used together they can be devastating.

I’ll let you find out the rest for yourself.

Nameless team Beta v1


DreadBall Teraton Team (Beta) Stats

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Teraton conceptTeratons are big and tough and have the disconcerting ability to teleport away from trouble. In some games this will come up a lot; in others it will hardly feature. In all games their ability to smush most opponents easily will be a core feature of play. balancing this is their far lesser ability to score quickly. But then, as with all fighty teams, they can always take the view that dead opponents don’t score well either.

Let me know how you get on with them.

Teraton team Beta v1


New Tab

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new tab in menuIn case you hadn’t noticed I’ve added a DB Season 3 Beta tab to the black menu bar (↑up there↑) so you can find the latest version of the rules easily. As we go along I expect to need a v2 or v3 of some rules and these will be posted in new threads of their own so we can discuss the correct version without having to scroll down 200 comments to find the pertinent bit. Collecting the current versions of everything in their own tab (while the Beta is live) should make it easier for you guys to follow where things have got to and send your feedback to the best place :)


A Barrel Of Monkeys

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Typically, the Zees are failing to comply to my orderly plans. You’d think they were a disorganised bunch of naughty monkeys or something. Wait a second…

One of the playtesters came up with some intriguing wrinkles in their rules which need ironing out before they are posted. No point in putting up stuff I know is broke. At least, know needs looking at. I ran through most of this today, but not quite all. Not long.

The Asterians will be up in a few minutes though, so all is not lost ;)


DreadBall Asterian Team (Beta) Stats

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Asterian DBThey’ve got pointy ears and they can’t be trusted even slightly. That’s about the normal Corporation citizen’s understanding of the aliens known as Asterians. True to form, the DGB do not disappoint, with an underhand team full of dubious ploys that are guaranteed to get the crowd on their feet, baying for blood and shouting at the ref.

Oi! Where’s your specs?

What do you think?

Asterian team Beta v1


DreadBall Zee Team (Beta) Stats

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Zee-TeamFunnily enough, balancing the Zees is a bit like keeping order at a chimps’ tea party. At least, I imagine it is. I’ve never had that dubious pleasure.

They’re an odd lot, but it’s probably best to just let you read for yourself.

Zee team Beta v1


Zee Beta v2

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After some discussion on the original thread and another game myself last night, I’ve made a few small changes to the Zees. Much of this is slight wording changes and clarifications for specific instances which have been brought up here – so the Beta’s doing its job ;)

The more dramatic change is that I’m limiting the range of passing off the blame to 3 hexes. This makes a bit more visual sense and mitigates probably the major abuse of this which is a permanent camp on the entry hex.

We’ve had a couple of highly entertaining sounding games reported and hopefully you guys will be able to get some more in soon. It’s always nice to hear that they’re working!

Please post any new comments on the Zees to this thread.

Zee team Beta v2



Apologies

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Been a bit absent of late, due mainly to looming deadlines. I have, however, been reading all the comments on the DB teams and have made some tweaks accordingly. The feedback has been very useful and I need to thank all of you who’ve taken the time to read and respond with your thoughts (whether I agreed with them or not). This is especially true of those of you who’ve found the time for a game with the new teams.

I’ve also been working with various clients to reorganise my schedule. This means some short deadlines in the short term, but a better spread overall and hopefully better visibility for what’s on the horizon in the medium-long term. All of which is intended to allow me to do more public testing for longer. It’s not going to happen overnight, but it does look like it should happen.

With that in mind, you can treat this as a heads up, or a warning order (if you’re feeling particularly military) for some Deadzone stuff in the next week-ish. There will only be a very short window to test it out, so if you want to join in now’s the time to get the stuff ready that you’ll need.

All of which reminds me that I still haven’t finished the post I started about playtesting and the various stages thereof. Ah, well… another time.

 

 


FInishing Off DB3

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Just putting the last bits into the manuscript for DreadBall Season 3 today, and off to be laid out next week. On top of all the new gubbins I’ve been looking at some of the issues in the DreadBall world at the moment and finding elegant and simple ways to address those where possible. In effect, I’m taking the role of the “real” DreadBall Governing Body and tweaking the game rules to ensure that the game is as fun and exciting a spectacle as it can be. This is the same sort of thing that sports governing bodies do on a regular basis and I see no reason why it wouldn’t apply in the Corporation as much as on Earth.

The two main areas of concern this time were the whole issue around launching the ball and the example of unpleasant gamesmanship called prone cages. Both have been addressed in different ways to mitigate or avoid the issues and move the game back to where it should be.

Of course, many Coaches haven’t bumped into either of these problems in their own games, but I’d rather they never did. As ever, it is the top players and the tournament circuit which digs deepest into the detail of the rules and bends things furthest soonest. Im sure they’ll find something else to exploit, and I would expect nothing less. It’s the way to find that competitive edge. For my part, I’ll continue to fix what I deem to be undesirable in terms of tactics and rules that reduce the game’s level of tactical thought and fun. This means that you can just get on and play the game. I’ve got your back ;)

 


DreadBall Ultimate Pitch

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I know many of you will have seen this , but just in case you missed it this is the multi-team Ultimate DreadBall arena in all its neon glory.

Ultimate ArenaThis version takes up to 6 teams at once and is, as you might expect, somewhat anarchic. Loads of fun though ;)


DreadBall – New Rules For Launching The Ball

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These rules are coming out in Season 3, but as I said earlier this week I’d post up a set for you to read in advance.

Here they are as a pdf. I’m afraid you’ll have to do without the fancy diagram for the moment. I’m sure you’ll find them straightforward enough. Basically it just says that you can’t catch it till it scatters, and so players that are in the way get hit instead.

S3 launching the ball v2


Launching Notes

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Well that seems to have caused quite a stir!

I’m disappointed that a lot of the comments on yesterday’s post about the new rules for launching the ball are rather negative. Rather than say the same thing to each comment I thought I’d post some of the rationale behind it here, in one go.

Firstly, why make the change?

Well, because you guys said it needed to be done. Sometimes in words, sometimes in actions, the driver was the DreadBall community.

Whilst I was personally quite happy with the original rules, they were increasingly used in one of two problematic ways. Some Coaches were standing a good Striker where they could intercept a newly-launched ball and then by scoring once they could catch the newly-launched ball and score again before their opponent had a chance to do anything. Rinse and repeat a couple of times and you have a landslide. All entirely legal, but not much fun for either player.

The other problem was pushing your opponent into the same position, but making sure it was one of their players who had little chance of catching the ball, thus causing the end of their Rush as soon as a new ball was launched. More un-fun landslide potential.

Now I’ve been told by quite a few Coaches that they simply wouldn’t stand for this sort of nonsense in their group, but you can’t rely on the social dynamics of groups to fix loopholes. After all, both of these manoeuvres were entirely within the rules as they stood.

So I either sat on the rules as they were or did something to improve them. I opted for change.

The core problem as I saw it was one of predictability. You knew the ball would be in a certain place, so putting a model in front of that would basically guarantee the result. So, I made it unpredictable. Of course, people will still push opponents into the line of fire, but it will no longer cause the end of a Rush or a landslide. One injury more or less in a DreadBall match is hardly a major concern.

Then, if the ball is launched with extra force to get to this position of being uncatchable on launch, the subsequent scatter follows naturally. The momentum has to go somewhere.

Now, the naysayers seem to think that this is disasterous. Well all I can say is that it hasn’t seemed so when I’ve played it. Either way, the possibility of a model dropping a catch and ending a Rush from this scatter is rare and also unpredictable (thereby fixing the original problem). In order to drop a catch a player has to be (a) in a position the ball can scatter to, (b) the player has to be facing the right way, (c) they have to be the right kind of player, (d) they have to fail their catch.

So, if we use Line’s percentages as a starting point (http://www.lines42.de/Material/DreadballLaunchProbabilities.pdf) and imagine that our player is in one of the few “worst case” 11% hexes, that’s a mere 1 in 9 chance of the ball getting to them. But it’s rather less than that chance of a dropped catch. He’s still got to be the right kind of player, the ball still has to get to him without stopping at or bouncing off someone else first, the player still has to be facing the right direction and they still have to fail their catch. So decidedly less than 1 in 9 at the end of the day, and that’s a worst case. If you actually try to avoid the problem then you can make it drop into the 1 in 1000s.

So why is this perceived as a problem?

Sensible readers may chose to stop here. The following is a mini-rant that can be happily ignored for the purposes of the new launch rules ;)

 

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So why is this perceived as a problem?

Well, I’d guess that people don’t like change for a start. I’d also say that there is a strange double-think among many gamers that goes on about chance. Some kinds of random are seen as acceptable, and others are an issue. If I fail a dice roll on a 1 in 9 chance then that’s acceptable. I’m not happy, but hey, them’s dice. If the ball scatters onto me from a launch (another dice-driven process) then it’s somehow worse. I have no answer for why that should be, but I’ve seen, read and heard it expressed many times. It also happens when the same dice odds are translated to cards. This seems like another example.

Is that wrong? No, not at all. People can like and dislike what they want, and I’d always encourage people to house rule what they felt would give them a better game among their friends. However, I’d also always encourage gamers to try a game a few times as written before they decide to change it. I’m talking in general here, about all games, not just mine. When I review stuff I always play it repeatedly using the rules as I understand them. Very often I can see what they were trying to do after a couple of games, and that may well not have been obvious on a first reading. Only when I feel that I have a solid grasp of how the game is supposed to work will I then start to mess with it. My Dreadfleet variation was an example. I tried that game several more times than I really felt it warranted, straight out of the box, just to make sure I wasn’t missing anything. Only when I’d played against several different opponents did I try some changes. Partly this is out of respect for the designer because I know from experience how much effort these things take and how much trial, error and consideration one line of rules can represent. However, it’s also a selfish wish not to short change myself. I assume that the designer wanted the best game possible (until proven otherwise). I also assume that they’ve played a lot more than I have and so can see the meta game better. For example, I played Chaos in the Old World the other day. Several aspects seemed a bit random and odd on first explanation, but you hang in there and it all falls into place. I still don’t have a proper grasp of all the rules after a single game and some still seem a little out of balance, but after one play I’ll assume that it’s my lack of understanding rather than a squiffy game and carry on as written when I play it again.

All of which is a bit of a side rant I hadn’t meant to get into. Ignore that if you will – it’s just my approach and you may have another. At the end of the day, it’s your time playing your game and you should do whatever you need to to maximise that enjoyment. Few of us get the amount of gaming time we’d like, so it makes sense to up the quality of that limited time whenever we can with whatever means we have available.

Happy gaming :)


A Final Change

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It’s amazing how excitable people can become over a single roll of the dice.

In response to the many comments about the new ball launch rules I’ve talked to Mantic and they’ve kindly agreed to delay the book slightly to make a final change. The new rule will be as follows.

S3 launching the ball v3


DreadBall – Threatening & Gotcha!

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Since the DB3 rules have come out on pdf there has been discussion over whether there is  a mistake in the Threatening rules on page 31.  I’ve spent some time trying to get to the bottom of this and here’s the answer:

Yes, page 31 is in error. It should read “or -2 with Gotcha!“, not -3.

Apologies for this mistake. It seems to have snuck in during proofreading. Someone asked the question whether the -2 in my original text was right or whether it should be -3. Unfortunately this was read as a change to make rather than something to check, so it was altered.

We’ll obviously be looking at how we can avoid this sort of thing happening again.



The Future Of DreadBall

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We spent some hours yesterday talking about the next steps for DreadBall and I managed to sneak a quick photo of Ronnie’s explanation of his vision. I don’t want you to get too excited yet, but I couldn’t keep this to myself.

DB future

I can’t say any more. A picture’s worth a thousand words so I may already have revealed too much.


Frantic At Mantic

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Rhymes, eh? Where would advertising be without them?

Seriously though, I was at Mantic yesterday where it was all hands to the pumps packing  shiny DB3 boxes for despatch all over the world. Stacks and stacks of the things in great ziggurats filling the warehouse. Well they were before the postie turned up. When they weren’t doing that a few brave souls were still fighting the last battles in the Deadzone, fending off terrifying Stage 1P printers and other nasties. And, to add to the excitement, within mere hours of arriving is a vast fleet of invaders. Yup, the Mars Attacks Kickstarter goes live tomorrow, and I’ve seen the saucers they’re coming in.

Very nice ;)

Personally I’ve also got the God of Battles campaign day this saturday at Foundry in Nottingham  and have been quietly working on some campaign rules in general that can use it (in part) as a bit of a test. It’s all looking like being very free form and relaxed, which is always a fun challenge. If you’re able to, why not drop into Foundry and join in? The nature of the event means that it can accommodate all manner of later arrivals. That’s one of the common issues with running campaigns so it’ll be good to be able to test some ideas out with several gamers at once :)


Another Interview

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I’ve done another interview for a podcast, this time a Spanish one (though it’s in English) at http://laserburn.blogspot.com.es/2013/10/mars-attacks-dreadball-season-3-en-el.html

It’s been a while since I chatted to Miguel so we talk a bit about DreadBall as well as Deadzone and, of course, lots about Mars Attacks. I think. To be honest I can never remember exactly what I’ve said in these things and whether or not I got carried away and let things slip early.

You’ll have to listen to find out ;)

 


Inner Secrets Of DreadBall

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People often tell me that they like hearing about the process behind the games, so as I’m freshly returned from a long meeting about the details of DreadBall’s next big thing (after the Annual), I thought I’d share the summary.

As Mr Renton himself put it:

“DreadBall Xtreme is like fishing in Cornwall.”

So now you know :)


DreadBall Digital

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