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post #1 of (permalink) Old 01-04-2013, 05:02 AM Thread Starter
The Imperfect
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The Super Gridiron League, Season I

Before I begin its introduction, I'd like to begin with a little session of frequently asked questions, in order to lay some groundwork down for you all.

Q: What is Super Gridiron League?
The Super Gridiron League is the next big thing coming to Wrestling Forum. The SGL is a fantasy football league per say, but here's the catch: it's not fantasy football. Nope, the Super Gridiron League is a simulated professional, American football league coordinated by me and my buddies, these two dice I hold in my hand. These two dice hold the keys to the success of your team, and the luck of your players. The Super Gridiron League is a dice-simulated football league where the board members are the team owners, I'm the league commissioner, and fictional players on fictional teams are given ratings for certain attributes pertaining to their skills, and every player acts as the general manager and coach of their very own football franchise.

Q: Wait, what the hell is dice-simulated football?
Let's shorten that to "dice football". It is the simulation of an entire sports league/association, simulated by the roll of the die. Dice is already used for an assortment of varieties of board games, and can be used in a similar fashion to simulate a pro football game. Each team is given a certain amount of rolls for every quarter, but stronger teams will always have more rolls than weaker teams, giving them more chances to score, and hence, a better chance at winning. But luck may have something to say about the stronger team going home happy. While a strong team with stronger players receives more rolls per game because of these players' attained attributes, the roll of the die may produce the underdogs victory, thus, adding in the reality-based factor of: chance.

Q: You're telling me an entire league can be simulated just using a pair of dice, and a computer?"
Yes, it's that easy! While other sports may come easier to manage, professional football simulated by two dice is the real deal. And it can be a whole lot of fun, all created by a community of committed players/owners, who want to make it a fun time!

So what do you say? Have a sparked your interest?

I hope so.

If you are interested in how this whole thing works a little bit more, continue on with the next paragraph to get an in-depth look at how a game is simulated, and what each specific rolls of a dice mean for your potential franchise.

Each team always begins with five rolls per quarter, or 20 rolls per game. Special attributes obtained by most players either provide their team with more or less rolls per game, while defensive players can take away rolls from the opponent, while poor defensive players can end up giving an opponent more rolls per game. The more rolls your team takes compared to an opponent, the stronger is. However, on any given day, the dice may not be on your side, and an underdog can come out on top, by even more than you might have anticipated.

Obviously, the ideal roll would turn out to be a touchdown, while is determined strictly by rolling doubles of any number 1-6.

Field goals are the second way of scoring, and are of course worth only three points. Field goals are to be attempted after two dice roll a combination of 4:5, 4:6, or 5:6. If one of these combinations are rolled, depending on the skill of your kicker, a single die is rolled to determine if the field goal is successful. The better your kicker, the better the odds of the field goal being complete.

There are two types of turnovers to be worried about, however: fumbles and interceptions.

A 1:2 rolled results in an interception, which takes away one roll from that team in that quarter, while providing the opponent an extra roll to try their luck at the end zone.

A 1:3 rolled results in a fumble, which also takes away one roll from that team in that quarter, and also provides the opponent with one more roll, same as an interception.

The roll of the dice following a touchdown or turnover, also determines, which players can be attributed to these plays.

Anything else, results in an unsuccessful drive, and thus a punt as the game continues on.

If you want to play statistics, hypothetically, a punt should be rolled 58% of the time, a touchdown and field goal 16% of the time, and turnovers 5% of the time. But, honestly, don't let those numbers fool you...

Continuing on...

Each team has an offense consisting of seven players, including one quarterback (QB), one running back (RB), at least two wide receivers (WR), and three offensive line men (OL). There are two offensive formations, the first being the Standard Set consisting of a one RB, two WR, and three OL. The only other option would be the Wide Set, featuring no RB, three WR, and three OL. Both sets obviously feature the QB as well.

Every defense has only two positions: defensive linemen (DL) and defensive backs (DB). There are two standard defensive sets, the 3-4 and the 4-3. In this instance, a 3-4 defense stands for a starting defensive lineup featuring three defensive linemen and four defensive backs, while a 4-3 would be the opposite, with four DL and three DB.

And don't forget the 15th member of your starting roster, your kicker (K)!

A team's bench consists of seven slots, and can hold whichever players from whatever positions, but must always have seven players on board the bench.

Improving your players' ratings is one of the most important factors in determining the success of your team in the present and in the future. Just one rating adjustment higher could determine if your team makes it to the playoffs or not.

There are four important numbers for you to remember:

5, 18, 48, & 54

A player can earn his team one less roll or his opponent one more roll if their rating is equal to or below the rating of 5. Quarterback's are even more susceptible, as ratings of seven or lower for Accuracy, Distance, and Control can really hurt his team's chances. Low ratings result in negative attributes, which in the end, cancel out any positive attributes some of your best players may provide. Therefore, it is important to make sure your team is working towards getting rid of negative attributes on certain players by using upgrades to improve those specific ratings; because a team with a few superstars but a bunch of negatively-attributed players, is potentially worse than a team with no superstars, but no negatively attributed players.

Ratings equal to or above the rating of 18 are the goal of each player. These ratings provide serious boosts for their team, most likely either a plus one roll or minus one roll per game for his team or against his opponent. When a player reaches 18 or greater, they have set themselves from the rest of the pack, and have proven themselves as a top-tier talent in the league.

48 & 54 are important when looking at a player's 3-SET ATTRIBUTE.

What is a player's 3-SET?

A 3-SET rating equal to or higher than 48 in total, earns that player the All-Pro attribute, a strong bonus earning +2 Rolls Per Game for his team or against his opponent. The biggest and baddest attribute to earn is also determined by the 3-SET, at a rating of 54 or higher. These players either earn the title Field General or Line General, which earns their team a +3 Rolls Per Game bonus, the strongest bonus a player can earn.

To determine what a player's 3-SET rating is, you can either look at your 3-SET OVR next to the OVERALL of the player on your team's roster, but you can also determine this number by hand. Take a look at the specific attributes below for each position. You will see with a quarterback, for example, his 3-SET OVR is determined by adding up his Accuracy, Distance, and Control. When the sum of those ratings is equal to 48 or higher, he earns the All-Pro attribute, on top of any other attributes earned, while a rating of 54 or higher earns the coveted Field General attribute.

Each three different ratings which factors in to a player's 3-SET rating is given in each attribute table for each specific position.

The consistency for injuries is never too threatening, as we can say, there's a one out of six chance your team will suffer an injury. After every game, no matter what the outcome, one die is rolled in order to see if any injuries were suffered. The first roll is a YES/NO outcome if an injury occurs. There is a one in six chance because if the die rolls in a 1, an injury occurs. Any other number 2-5 does not result in an injured player.

If a player is injured, another roll takes place to decide who had brought upon an injury when all is said and done. A single die is rolled to determine which position has suffered an injury. With six different main positions, excluding the kicker, the numbers one through six are used. There is no need to list off what each number equals, because in the end it doesn't matter. If you do not have a player to replace that injured player, a player from a different position can substitute in, while the team can also sign a free agent to take over, but they must let go of a player already on their bench, if of the seven bench players, none can replace the required position.

Other factors are determined by roll of the die as well, including which specific player is injured, as well as the duration of the injury. As common sense applies, a high severity of injury is correlated with a roll of lower odds.

There are four sets of unique statistics to track when developing your franchise. They are...

Continuing on...

Okay, so you're pretty sure you understand the die portion of what the hell is going on. It may be a bit confusing at first, and all the combinations of what is happening at once may not make sense at first, but if you're a player interested in what's going on, but don't quite grasp it entirely at first, don't worry, it's actually really easy to see what's going on.

Now you're probably wondering about these seven different positions your team consists of, and what they're all about. Obviously, we all know what a quarterback is, but, it's important to learn about a quarterback's four ratings which are used to determine his skill, what comprises his 3-SET, and what attributes earn what rewards, or, negative effects.

Ratings: Accuracy, Distance, Control, & Mobility
A quarterback's most important statistics are his Accuracy, his Distance on the ball, and his Control of the ball. Mobility, on the other hand, is not as important, but can play a key component in the success of a quarterback, because a quarterback with a high mobility rating can receive a bonus roll each game. The quarterback can also be considered the most important player of your team, while a team cannot play on the field without one.

Running Backs & Wide Receivers
Ratings: Rushing, Receiving, Blocking, Hands
The four ratings to be concerned for both running backs and wide receivers, the offensive weapons available are Rushing, which concerns a player's ability to run with the ball both out of the back-field and in the open-field; Receiving, which concerns a player's ability to make catches and run routes; Blocking, which deals with a player's ability to make blocks as well as make them effective; and Hands, which is how good a player can catch and hold on to the ball.

Understand that a high rating in Rushing is more important for a running back than a wide receiver, while Receiving is vital for a wide receiver. High ratings for Blocking and Hands results in the same bonus for each position, but poor ratings in Rushing and Receiving for running backs and wide receivers, respectively, results in a -2 Rolls Per Game effect on their team.

Offensive Linemen
Ratings: Pass Block, Rush Block, Discipline, Endurance
The final piece of the offensive puzzle are the offensive linemen, who, although may not be the stars of the game by any means, can also play a dramatic effect on the success of your team. Like all positions, offensive linemen are rated by their own four attributes: Pass Block, which is a linemen's ability to protect a quarterback; Rush Block, a linemen's ability to push and get his running back good gains; Discipline, a linemen's discipline on the line of scrimmage in terms of penalties and form; and Endurance, a stamina of a linemen.

Defensive Linemen
Ratings: Run Defense, Pass Rush, Pass Coverage, Turnovers
The men up front are the defensive linemen, who share the four attributes a player's skills are determined by with the only other defensive unit, the defensive backs. Run Defense, defines how well a linemen can stop the run; Pass Rush, deals with how well and fast a linemen can get to the quarterback; Pass Coverage, determines a linemen's ability to bat the ball down and cover a receiver if need be; and Turnovers, which is how well a linemen can strip the ball and force a turnover.

VERY IMPORTANT: Please understand that when determining the effectiveness of a defensive player, the better a defensive player is, the more rolls they take away from the opponent. Thus, as you read the charter of attributes below for defensive linemen, understand that attributes acquired by ratings ≥ 18 actually take rolls away from the opponent, while poor ratings ≤ 5 give rolls to the opponent. This is very important to understanding how many rolls a team has each different game.

Linemen are more concerned with two of the attributes, and less with Pass Coverage. For linemen, strong Run Defense and Pass Rush is important, while combined with Turnovers, those three create the 3-SET statistic which determines if a player can be considered first, an All-Pro, and eventually, a Line General.

Defensive Backs
Ratings: Run Defense, Pass Rush, Pass Coverage, Turnovers
In the backfield of the defensive are the defensive backs, your last stand between your opponent and your end zone. The same attributes are rated as defensive linemen, however, more emphasis is put on Pass Coverage, because defensive backs mostly deal with covering receivers and stopping the pass. Run Defense, is how well as defensive back can stop a big gain or stuff a run on a blitz; Pass Rush, is how well a defensive back can get to a quarterback when blitzing; Pass Coverage, is how well a defensive back can cover a receiver, bat down a potential pass, handle their zone...basically everything a defensive back needs to be effective; and finally Turnovers, which is how well a DB can grab an interception or strip a pass for a fumble.

VERY IMPORTANT: Seriously, please understand that when determining the effectiveness of a defensive player, the better a defensive player is, the more rolls they take away from the opponent. Thus, as you read the charter of attributes below for defensive linemen, understand that attributes acquired by ratings ≥ 18 actually take rolls away from the opponent, while poor ratings ≤ 5 give rolls to the opponent. This is very important to understanding how many rolls a team has each different game.

Defensive Backs should be focused on having high Pass Coverage and Turnovers ratings, while a strong Pass Rush rating is essential to a defensive back's earning of an All-Pro or Line General attribute and bonus rolls for his team.

Ratings: Kick Accuracy, Kick Power
Kickers perhaps aren't athletically appeasing, but they sure are essential to the success of your team. A weak kicker can really hurt a team's chance to put extra and important points on the board, while a very strong kicker can give his team a better chance at a successful field goal, as well as more rolls per game.

Continuing on...

So now you know every position necessary to play this game, and every attribute that contributes to every overall rating of each position. Again, remind yourself of the 3-SET attribute which contributes to the potential elite status of players, and familiarize yourself with the attributes contributed to each player by specific position. Now, I would like to introduce you to the ratings system.

The SGL ratings system is on a 1-20 scale, with 20 being the highest possible rating.

As previously stated, 18 is an important number, because when your player is rated between 18-20 in a specific attribute, they will in most cases earn themselves a new attribute depending on the specific rating, and thus, a bonus roll for their team or taking one away from the opposing team. However, remember that players can also have very poor ratings for their specific skills, and can also harm a team by taking away a roll, or help their opponent by providing them a roll.

Okay, this all make sense, but I want to know how do I upgrade my players!?

A question you will be asking, I'm sure.

Let's begin with upgrades while the season is in progress. You can upgrade your players while the season is in progress, using the upgrade points you have available to your team at the start of the season. The first season will see each team begin with the same amount of upgrade points, which may only be used a week at a time. Said otherwise, you can only upgrade one rating of one player by one point once a week. This is to simulate a slow progression of a players abilities, but still completely in your control, so you can focus on turning that one player's rating from a 16 into an 18, so they earn that +1 Roll Per Game bonus; or completely eliminating a -1 Roll Per Game bonus when a player has a rating equal to or lower than 5. It's very important to improve your team, and to keep up with your opponents as they improve theirs.

But there's another factor in improving your team.

It doesn't always work.

That's right, the dice come into play here, as upgrades attempted depend on the roll of the die if they are successful. Upgrading a player is risky business. A single die is first rolled to determine the upgrades success or failure. If a 6, 5, 4, or 3 is rolled, congratulations, your player successfully upgrades that rating by plus one. If a 1 or 2 is rolled, the upgrade is unsuccessful. There's another layer to it though. If a 6 is rolled, the die is rolled once more, and if a 6, 5, or 4 is rolled again, the player doubles their upgrade, improving by two points! But if a 1 is rolled, the player is deducted one point from that rating!

In the off-season, players also improve or worsen their ratings, this method, yet to be determined. The method will most likely be revealed when the first off-season makes its way here, but until then, there are more important things to concern ourselves with...

Continuing on...

...Such as, who the hell wants to play?

That's right, it's your opportunity to own your very own fictional football team, in a fictional league, playing with and against real people!

The first season as of now shall consist of 12 teams, due to my attempts to minimize the workload on my plate as the season is played out, and to smooth out any rough patches we encounter along the way.

If you wish to play, send me a personal message with the following information.

Only realistic cities will even be considered. So don't give me your hometown in British Columbia, or something like Shanghai, where American football is already extremely popular. Only cities that have a professional team in real life are acceptable applicants.

Team Name
Once again, realism is the goal. You can think of something unique, but something outlandish or offensive will not be considered and will immediately through out your application.

Team Colors
This is self-explanatory. But if I find myself with a bunch of red and white teams, don't be surprised if a diversify the color combinations of the league.

Team Logo
If you already have a logo in mind, don't be afraid to link me, because I would prefer to use a logo you choose over one I create for you. But if you don't have one, don't worry, I can make one using the color combinations you provided.

Head Coach Name
Yes! You're team has a head coach, and he will eventually have an effect on your team. A fresh head coach has no bonus or negative effect on his team, but as the wins or losses accumulate, the pressure will build for a new coach, and the negative effects may soon rack up, or their world championship win may bring them an incredible roll bonus for their now experienced team. Don't give me a real head coach, or I'll just come up with a name using a random generator.

Best Players
Although player ratings are randomly generated, and although edited by me to balance out the nonsense, I'm giving you the opportunity to choose which positions you'd like your team to excel at. Choose three positions you wish to have your superstars at. A die will be rolled, and if its unlucky, only one of these positions will receive the elite status. Or, maybe, two will. Or, maybe, all three.

Why Do You Want An SGL Franchise?
Seriously, why do you want a franchise? The better your answer, the more consideration your application will be given.

How Active Are You?/What Timezone Are You In?
Are you available on WF every day? Do you spend a few hours every two days? Or do you only visit once a week? If you visit less than every other day, please don't consider sending an application, because the league's success depends on the interest and activity of its owners. Also, I'd like to know what time zone you are in.

For now.

In the mean time, I'm expecting some questions for me. Or if you like the idea, shout something out for me. So feel free to comment as the league gets under way and I receive some applications.


One more thing.

Go back up there and actually read all of this post.

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