Showing posts with label Running a League. Show all posts
Showing posts with label Running a League. Show all posts

Friday, November 16, 2012

League Night: We're Talkin' 'bout Playoffs

Iron Warriors
Abstract:  Summarizing the last five weeks of time I've been too lazy to post about the league and using it as an excuse to run pictures of the "Best Painted" entries, finished off by my thoughts of the last nine weeks.

An absence from the game store became prolonged due to a hurricane.  I came back to find that the league had kind of taken care of itself.  Mostly. 

...and Champion
I knew I had a vacation coming up, so I made arrangements to have scores posted on the store's forums.  That turned out to be a great move, because the scoresheet gnomes wandered off with them in the meantime.  Between those results and what I pieced together from the few recorded games I found for the extra third week, I deduced that the final standings for the top two tables looked something like this:

Group A
*Necrons
*Blood Angels
Kustom Dakkajet
Eldar
Chaos Space Marines

Group B
*Tau
*Imperial Guard
Tyranids
Grey Knights

The lower two tables did not exactly keep up with their games, which doesn't really surprise me as it was pretty common knowledge that they were out of the running for the league title (which is something I think I'll talk about in the next league post).  Moving on from that point, in an effort to keep folks interested and coming until the next start up, we began running increasingly narrative driven games for anyone not in the playoffs.  These were a big hit and led to cries for more.

My Word Bearers
The initial random draw produced groups that saw a few surprise contenders advance.  In particular, the 'Nids player sought me out and mentioned that after three straight games of getting roflstomped, he was ready to return to the kiddy table for a while.  The real contenders really separated themselves at this stage, and while some folks came up with surprise L's, they were mostly after the dust had settled and the cream of the crop had secured advancement to the next stage.  That stage, being the single elimination playoffs type of deal, had fixtures that looked a little something like this:

Necrons vs. Imperial Guard
Tau vs. Blood Angels

Red Orks Biker
At this point, scenarios became random again, and ended up having a hand in who would eventually advance.  The heavily static Guard played Crusade against the hyper resilient Necrons.  In a game with three objectives, the 'Crons got two of them, and made no mistakes.  He refused a flank, got into the lines fast enough, and swept away his competition.  Meanwhile, the Blood Angels and Tau played Purge the Alien.  All those rail rifles led to easy light vehicle punches and the BA player got held off just long enough to secure an 13-7 victory for the Tau.  Between the Drop Pods and the Razorbacks there were just too many easy targets for that much strength 10.

Interestingly, this set up the first rematch of the league, as the Tau and Necron player both came out of the same initial group.  I think that speaks to how strong the group was, as even the bottom two players were pretty solid.  After way too many jokes about how nervous they were about playing for all the hyperbolic marbles, they rolled up the straightforward "Emperor's Will" scenario.  The Tau successfully shot everything to death except the Wraiths.  The Wraiths then ate all the Tau.    Thus ended the first league.

Frankly, I'm kind of glad.  I know I initially wrote about how excited I was.  In retrospect, I really think I got the format wrong.  Like, REALLY, wrong.  As much as it appeals to me, as much as it works cleanly and efficiently, as much as it is a strong system, it is just plain wrong for this store.  Other stores may have the culture to do it and enjoy it, but the guys here want the freedom to play whomever they darn well please.  If there is a structured way to determine who won the whole thing, that's great, as long as it is very simple and doesn't get in the way of pitching the dice.  So that creates the challenge.  Can I get creative and be versatile in creating a whole new format that appeals to this kind of player?  I've got two weeks to figure that out. 

   

Monday, October 8, 2012

League Night: Herding Cats

We have (mostly) completed Round One of the current league.  Things have not been boring.

Red Fish, Blue Group.
Current Standings (W-T-L Pts VP Diff)
Blue Group
Guard         3-0-0 6pts +14
Eldar           1-0-2 3pts +1
Tau              1-0-2 3pts -7
Guard          1-0-2 3pts -8

Black Group
Necrons            3-0-0 9pts +10
Tau                   1-0-1 3pts -1
Space Marines  0-0-2 0pts -4 
Orks                 0-0-2 0pts -5

Mano a mano, gunline a gunline.
White Group
Grey Knights     1-1-0 4pt +5
Space Wolves   1-0-1 3pts -3
Orks                 0-1-0 1pt +0
Chaos Marines  0-0-1 0pts -3


Red Group
Blood Angels  3-0-0 6pts +9
Tyranids         2-0-1 6pts +1
Orks               0-0-2 0pts -2
Orks               0-0-2 0pts -7


Blue Group had a runaway winner, but the final game saw the winless Eldar player win big over the Tau.  This forced a three-way tie, which had to be broken by VP differential.  The size of the win swung things, and the Eldar squeak through.  Black Group also had a runaway winner.  One game is supposed to get played this Monday, between the Tau and Marines.  I'm expecting the Tau to win, but you know how dice games go.  Red Group was an easy one.  The Orks lost both opening games, so the Blood Angels and Tyranids played to essentially see who would win the group.  Finally we have White Group.  White Group embodies a problem I'm going to talk about in a minute, but it is easily filled with the most intrigue.  I've been told that all the games have or will be played, but pretty much everyone is eligible to win this thing.  The deadline is Tuesday, so we'll see what happens.

IG+Fortress=Win.  Who knew?
I do have my doubts about White Group completing the course.  They are a microcosm for one of the problems with the league as a whole, and, perhaps, for gamers in general.  Thursday is league night.  How the heck do you pin people down for this thing?  Life does happen, and gaming doesn't exist that high on the priority list, but the commitment level seems to be very lacking.  I've had to be pretty quick on my feet as far as setting up games against ringers (which is why the game totals don't add up).  With a league of 16 people, we should filling up tables, no problem, but we only had five playing league games, and not all of them were complete league pairs.

I need to find a way to incentivize attendance, rather than disincentivizing forfeitures.  Perhaps I'll award points for attendance in future leagues.  I don't feel comfortable changing the rules now.  I've always been taught you finish with the same ruleset that you started with.

Having seen the dedication of other groups in the area, it's disappointing not to be able to match it.  I worry that some of that is on me being too rigid, but on the other hand, maybe I thought the group was ready for something it wasn't.  I don't know that this sort of league is the right ruleset for the group.  It may be elegant if you're sure you can pull it off, but a loose group of casual gamers are never going to make it work.  I am pretty sure that's what I have on my hands, which means I have to abandon some of my preconceived notions about what makes for a "good" league, in terms of competition, balance, and functionality, and sacrifice it for a "good" league, in terms of generating enthusiasm and providing a background for people to gather.  I'm pretty sure I've got an idea for how to pull that off too.

In the meantime, how to make what we have now work?

Saturday, September 22, 2012

League Night, Opening Moves

One week down, seven to go.
Kick off for the new league happened Thursday night.

We had a pretty good turnout.  I was expecting something in the mid-teens and ended up having fifteen.  I gotta say, that's pretty solid.  We've got pretty much everyone from the previous league returning minus a few stragglers.  There is a pretty solid mainstay that we can rely on on that front.  We also have a couple new faces.  I've gotten to play against some of them, and they're at least decent dudes and good sports which is all you can really ask for.

The selection process seemed to go pretty smoothly.  I had everybody draw poker chips from a bag and grouped them according to colors.  "Random" doesn't always mean "fair", of course, but you have to be the last guy standing at the end anyway, so no loss in crawling over the toughest competitors in the opening stage anyway.  If anything, getting one of the tougher players in your opening group means you can avoid them in round two if you advance.

That said, match-ups are always a thing.  Here's what we came up with:  Blue group has two Imperial Guard players, plus Tau and Eldar.  Black Group has Necrons, Orks, Tau and Marines.  Red Group has Tyranids, Blood Angels, and a pair of Orks.  Finally, White group has Chaos Space Marines, Grey Knights, and Orks, and fields the ringer or wild card.  Interesting, only four power armored forces take the field, which is equalled by Orks, as well as the extremely shooty pairs of Imperial Guard and Tau.

Black group appears to be one of the toughest.  Necrons are a heck of an army, while the Tau and Orks are played by two of the better players in the league.  Blue group will likely have the most games fought at range, with Tau and both Guard players.  Red group is the one I am least sure about who will come out on top.  Finally, White group will have the easiest time through, since only three of the people there are eligible to advance.  I'm hoping one more person shows up to fill in the gap.  Meanwhile, it's not the worst thing to know that I have a chance to get in a weekly game.

Though I didn't stay for the entire night, it was interesting to see the way some of the games were going.  Two of the apparent favorites looked to both be on their way to posting losses, while the third was slogging his way through Guardsmen in a Fortress of Redemption.  If the first week is any indication, the league is wide open, which makes for an entertaining few weeks.


Saturday, September 15, 2012

Beginning a New League plus Putting on the Pants

The bad news:  Thursday's regular 40K night was lackluster, with a grand total of two games being played.

The good news:  That's because it's the off week before the next league starts.

The exciting news:  I've been asked to run the upcoming league.

Previous leagues have been very well run, but the organizer has a lot going on and has decided to take a step back.  I was asked to step in and fill the void by the store owner, and the decision seems to be well received by those in the league.  I am very excited about the opportunity. 

While not being eligible to win the league is a drawback, directly contributing to the community I enjoy so much makes it totally worth it.  I also enjoy the organizational aspects involved in running things, whether that be an event or a sustained competition.  Blending the game into an elegant and competitive string of events that everyone looks forward to and can't wait to attend gives me a lot of the same things I enjoy about the game itself.  Additionally, if I'm being totally honest, I enjoy being "the guy."  I take a certain amount of pride from being the one to ask about rules, the ambassador to new players, and generally being in charge.  It feels good to know that you've got the trust of the whole group.  I might rethink that if we get three sign-ups for the next one.

Of course, running the league means coming up with a set of rules for the league.  Previously, there was not an established form for the league.  Things changed each time we started back up.  That means I'm working with a blank slate, which is bad since I have nothing to go on, but good because I'm free to operate without precedent.

The format I've come up with is drawn from my days playing volleyball in college.  It involves pooling players, then re-pooling those who finish high enough in their group together, and, finally, giving those who finish well in those groups a slot in the single elimination final four.  I'm expecting there to be roughly sixteen participants which would be ideal.  This would allow for four groups of four, though I can support more of each, with two members of each group advancing each round.  Because of this, players aren't eliminated with a single loss or hosed by a single bad game, nor can they win it all with a lucky draw and run against lesser players. Meanwhile, we still get the high stakes of a playoff at the end, so no one can run away with things.


There's no guarantee it will be perfectly, but I have seen it work before, and I think it accomplishes most of the things I want it to.  I guess we'll know in about eight weeks.  In the meantime, it should make for some solid material to post every Friday.