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Post by Eliath on Jul 16, 2020 6:57:21 GMT -6
...randomizing an entire territory roster?
While I await the arrival of a bunch of cards that will catch me up to current release I find myself considering the roster of talent I'd like to work with. I find myself selecting the same core group of fighters over and over but I feel like I'm not giving the wealth of depth a proper opportunity.
I'm thinking of making a numbered list of all the fighters, randomizing rosters (keeping duos together) & forcing myself to creatively build something new.
Any thoughts on this? Let's discuss.
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Post by ewtVerse on Jul 16, 2020 9:26:33 GMT -6
I’m a core of fighters kinda fella but I often think 🤔 I might be missing on opportunities to do some things with other characters but then I roll the dice and I’m all good. To answer your question RANDOMIZE this bad boy!!!
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Post by Eliath on Jul 16, 2020 11:59:07 GMT -6
I'm usually the same way. I stick to the core & I'm happy. I'm thinking of building something new and exploring a new crop of talent.
Thanks for the feedback!
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Post by Dustin on Jul 16, 2020 12:19:55 GMT -6
I've been pushing myself to venture outside of my favorites. It's been a lot of fun, but I still want to go back to those originals.
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Post by Eliath on Jul 16, 2020 12:38:39 GMT -6
I'm looking at the roster I initially selected & it's a murderer's row of top tier fighters.
I find myself thinking it might be fun to shake everything up and randomize everything & see what I come up with.
Maybe 4 territories to start. Not sure yet.
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Post by maddog1981 on Jul 18, 2020 15:57:37 GMT -6
Let me dig it up. A guy who plays Face to the Mat did a contract system for territories.
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Post by Eliath on Jul 19, 2020 13:23:29 GMT -6
Here is the contract system that I use:
I run 16 singles and 8 duos in each territory. Everyone starts out with a 5 fight contract (1 month). After that month I decide if there are any that I want to build the promotion around and offer them 15 fight contracts (3 months). Those fighters that fit the territory well and drive the action get 10 fight contracts (2 months). I also run fan popularity for the fighters and that contributes partially to if the fighters are offered a new contract. Fighters have the first option of resigning, but the front office has the final determination (for storyline purposes in most cases).
This allows me after the first PPV on a fighters contract to decide if they fit in the territory or if they need to be released. It also allows me to shuffle talent around as I expect a system of fighting territories would experience. Injuries also play a role in contracts.
As an example with my current rosters at the end of a month I roll a d6 for every territory. If the roll is a 1-2 then someone wants to leave. I roll a d6-1 to see how many want go & I have a chart that I roll on to determine who wants to leave & why. I also roll a d6 to see if any free agents want to join the territory (3+ on the roll) & then roll d6+1 to see how many want to join. This really gives a feeling that the territory system is alive and in constant motion. Plus, it's fun to creatively storytell why my current champion has decided that the grass is greener in another territory.
Ideally, this experience would be next-level awesome if there were several other promoters involved sharing talent and operating their own promotions.
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Post by maddog1981 on Jul 19, 2020 13:29:08 GMT -6
This is a contract system for Face to the Mat. This was set up to start with a league of 24 wrestlers but you could apply this system right now in your existing federation of any size. I assume you have a bunch of cards you don't use anyway, other sets, or could create your own to create a Free Agent Pool. Here is the summary: Create contracts for workers you want to keep on your current roster. Then you create a Free Agent Pool and every month thereafter you could hire 0-3 new workers after drawing them randomly. Contract length is based on 1 die roll (1-6 months). You could attempt to extend anyone at the last month of their current deal using 2 dice (3-11 months), but a double number = rejection. A success is an extension which of course could be extended again next time unless you roll doubles. A worker who rejects it gets put on a Restricted List for six months. Then the worker gets put back in the Free Agent Pool and could be hired using 1 die (1-6 months). Here are the basic steps for quick reference: 1) Assign contracts to your existing roster, and keep track of the expiration dates and any new contracts you make from now on. 2) Create Free Agent Pool. 3) At the beginning of every month, draw three Free Agents. 4) If you want any of them, Roll 1 die to assign number of months (1-6) for the new contracts. (You always roll 1 die for contracts from the Free Agent List.) 5) If you do not want them, they remain in the Free Agent Pool. 6) If you want to renew/extend/re-sign any contract, if has to be done in the last month of the existing contract. You roll 2 dice to extend your employees always: a double roll = rejection; any other roll = 3-11 additional months until expiration, after which you may do this process again (2 dice since 1 die is only used for Free Agents). 7) Anyone who rejects your extension (double roll during the renew phase), who is fired, or who was not offered an extension, is placed on the 6-month Restricted List. After six months, the person moves from the Restricted List to the Free Agent Pool so you may offer a new contract (1-6 months/1 die) with no hard feelings, NOT a renewal (3-11 months w/double roll rejection) as the worker is not an employee. Example: In your current game let's say you assign your best two wrestlers 2-year deals to keep them, and everyone else has no contracts. You write the two stars's contract end dates somewhere. You take your wrestler cards which are not in your league and create a Free Agent pool. At the beginning of your next month, you draw 3 free agents and want all three. You roll a 3, 1, and 6 respectively for each wrestler, one at a time. You write their expiration dates down. With your roster bloated as it is, you fire a bunch of jobbers whom you did not give contract to when you started this system, and they go on the Restricted List for six months. Write all that down so you can move them in the Free Agent Pool after six months. Maybe they can have a use in the future. Next month your Free Agent #2's contact will expire. You have within 30 days to try to re-up the worker. Maybe you wait three weeks to see if he/she is a good find. You roll two dice (5 and 3) and add them to come up with 8. You write the new expiration date down, added from the original end date, not from the date you offered the extension (unless you renewed it on the last possible day). If you are OK with your roster, you don't have to hire anyone every month. Anyway, after 8 months, Free Agent #2's contract is up again, and you want to renew it since he/she has become a star. Roll two dice. Oops! You rolled a 2 and 2, double numbers. The worker has rejected your offer and goes on the Restricted List for six months. After that, the worker goes in the Free Agent pool. Hopefully you draw that card one month but it is not guaranteed obviously, since it is a random draw every month. If you draw it, roll 1 die and automatically get that worker under contract for 1-6 months. Here are the detailed steps: 1) To keep it simple, assign 1-2 year deals (or other time frame) to everyone on your current roster. You could keep track of their expiration dates in a spreadsheet, book, on front or back of card, or counter. Instead you could lock up your stars/face of the company/keepers with contracts and leave the rest without contracts and fire them at any time. Or you could randomly assign some workers with a contract using 1 die roll. No preference here- depends on what your roster looks like. 2) The key is to have a "Free Agent Pool" (a list or separate deck pile) of wrestlers who do NOT work for you, but who may become available to work for you. I used all of my "extra" cards from different eras and fictional universes. 3) At the beginning of every month randomly pick (via shuffle + draw, spreadsheet randomize, dice, random generator, etc) THREE wrestlers from the Free Agent Pool. You may enter negotiations with any of them or pass on any of them at this time. 4) Roll 1 die for each wrestler you choose. The result equals the number of months the person has contracted to work in your organization. 5) If you do not want to hire a worker at this time, he or she goes back into the Free Agent Pool with no harm done, and gets shuffled in for next month. (The person may not fit the storyline, your roster may have too many workers, or whatever, but the point is you are under no obligation to sign anyone. In fact you may not want any new hires for a few months.) 6) At any time during the last month of the expiration date of a contract, if you want to RENEW a contract from a free agent OR an original contract you assigned in Step 2, roll TWO DICE. A double roll (i.e. a One and a One, Six and Six, etc.) means you CANNOT RENEW (due to the worker finding a better offer elsewhere, unhappy, life change, does not like travel, needs a break, or whatever reason it is that a wrestler does not want to come back). If you get a non-double roll, the worker will re-sign with you for the result (3-11 months, no double rolls). The new contract kicks in once the old one ends, so you just add the additional months to the old expiration date to create a new end date. The wrestler will LEAVE your roster if you did not offer an extension during his contract and go on the 6-month Restricted List. So if the contract expires on Dec 31, 1984, you have Dec 1-31 to extend. The worker is gone Jan 1, 1985. Obviously, you may attempt to renew contracts for as long as you'd like, until you hit the double roll = rejection and the worker heads to the Restricted List. 7) Any worker that leaves your organization due to firing, contract lapse, or extension rejection (that rhymes) does NOT go back in the Free Agent Pool until at least six months. This is the Restricted List. After six months, the worker goes back to the Free Agent Pool and you may offer a new contract if you draw the worker again (1-6 months/1 die roll, NOT the double dice extension method). Benefits 1) Simulates fresh faces, new opponents, and the way most leagues worked in real life. 2) Offers a new challenge (you are no longer a god who has access to every worker in the multiverse at your call). 3) Adds booking strategies to quickly push a monster heel to get a title shot for a big card in 1-2 months, having a rookie job out to learn the ropes or to be fed, add a "relative" to help someone in a feud, create a new team or stable member, or other traditional booking method that uses new talent. 4) Forces you to value your whole roster since some workers may be leaving soon. 5) Creates the illusion of a bigger world where other stuff seems to be going on (free agents exist and workers leave.) (If you run multiple leagues in the same universe, you could alter the Free Agent Pool to be a full or partial roster of another league and "share" or steal talent) 6) The roster changes over time organically. 7) Creates anticipation of who will be available next month and tension if someone is leaving. 8) It is different and fun. Like everything with FTTM, add, drop, or change whatever you want, as FUN is paramount. If you ever "run out" or can't draw 3 free agents, you can improvise by only drawing 1 card (or none!) or adding more cards to the Pool.
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Post by maddog1981 on Jul 19, 2020 13:30:14 GMT -6
That is the one I kept. Very similar to what you were doing but some wrinkles in there as well.
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Post by Eliath on Jul 19, 2020 14:07:35 GMT -6
I actually like the idea of drawing 3 random fighters to represent those that are interested in contract discussions. Love the d6 months per free agent contract. I may alter my contracts to that system right away. Once stars emerge you could offer them 1-2 year contracts after the initial contract. I think that would keep things very interesting as the year progresses. I also like the potential of someone saying "No Thanks" to a contract extension (doubles). That's pretty cool. Thanks for sharing this maddog1981!
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Post by maddog1981 on Jul 19, 2020 14:09:51 GMT -6
Those are exactly the things that drew me to that system. I lile that a guy might just say "na, I'm moving on." I have used the system and the only changes I made were champions had their contracts frozen and a couple of guys would homestead and just have permanent contracts.
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Post by Eliath on Jul 19, 2020 14:15:11 GMT -6
I think homesteading is a great idea for those 1-4 guys that just "fit" the territory. I know what you mean about champion's contracts being frozen, but I like the possibility that a champion might opt out & try to take his title with him. "If you want this title then somebody better take it from me before I go."
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