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Tabletop Sports Weekly 4-7-2003

(2387 total words in this text)
(890 Reads)   Printer-friendly page

Happy Monday!  And welcome to another edition of Tabletop Sports Weekly.

Last week was quite a whirlwind for me, and I never got a chance to add my
opening comments.  I'll try to make up for that this week.

We had a huge jump in subscribers this week, adding over 60.  As you might
have noticed, the website has been as busy as ever.  It's good to see new
folks join our "family".

Speaking of the website, I am going to solicit some help.  I'm in need of
someone with a high speed connection to serve as my "backup specialist".
The website is now WAY too large for me to back it up regularly on this
dial-up account of mine.  We have almost 400 downloads alone, and should
something ever happen, I sure don't want to have to start at ground zero
again and enter those manually.  So, if you have a broadband connection, and
would be willing to backup the site once a week, please contact me.  I'm
always looking for reviewers as well.  So, if that is something you would
like to do, please feel free.

Ok, now that I have that out of the way, my gaming over the past two weeks
has pretty much been confined to 3 games.  Replay Baseball for a retro
league I'm involved in;  Legends of Wrestling; and my latest new toy,
Wrestling's Finest.  I know that whenever I talk about wrestling, I usually
upset a couple of you.  But, I make no apologies.  I've been a wrestling fan
for a long time, and the latest games I've added to my collection have
really sparked that passion again.  I've spoke at great lengths on Legends
of Wrestling, so today, I'll talk some about Wrestling's Finest.

Some have said that Wrestling's Finest is the Title Bout of Wrestling games.
I'll partially agree with that assessment, in that it does have that
"flavor" with the control factors.  However, WF is MUCH more detail oriented
than Title Bout.  Every nuance of professional wrestling has been accurately
captured in this game.  I know it seems irrational to talk about realism in
professional wrestling, but this game is by far the most realistic
representation of the sport on ANY platform.

I won't lie, the learning curve for the game is pretty steep in my
estimation.  While learning the game, my emotions went from utter confusion
to anger to elation.  I'll expand on that a bit.  At first, there is so much
to learn that it can be rather confusing to follow everything.  Luckily, my
good pal, Dave Arlington has created a quick reference sheet that simplified
everything nicely.  I'll also readily admit that there were times when I was
just plain frustrated, as the location of some of the ratings doesn't make a
lot of sense.  Once you've referred to them a time or two though, you get
past that ;)

If you have the patience though to stick with the game, the end result is
pure and total elation.   I have a virtual pro wrestling world on my
tabletop now.  One that lends itself to great storylines.  I want to
interject here that this game isn't like Face to the Mat in which the
storylines are created right before your eyes.  However, the results
themselves in Wrestling's Finest just make the storylines happen.  For
example, in one of my matches Bret Hart had Ted Dibiase on the verge of
defeat.  Out comes Jerry 'the king' Lawler with a chair to not only breakup
a pinfall, but he and Ted did enough damage to injure Hart for two "cards".
So, there you can easily see a feud developing between Hart, Dibiase and
Lawler.

In addition to storylines, this game has a very innovative counter system
that really shines in the realism department.  A great example of this would
be a hairpull move on say Goldberg or Steve Austin.  Both men are
notoriously bald, and the game will not allow a hairpull maneuver.  You also
aren't going to see King Kong Bundy leap from the top rope in this game.  I
know I've said it earlier, but this game is a realistic as a pro wrestling
game can get.

Other than the learning curve, the only non-positive thing I can say about
the game is that it is on the pricey side.  The game and 50 wrestlers will
set you back $40, which includes the shipping.  There are plenty of
wrestlers available for the game as well which sell for $15 per set of 25.
$10 if you order them with the full game.  For two years, I sat on the
sidelines with this game, due to the cost.  Having played several matches
though, I can honestly say the game is worth every penny.  I also want to
interject here, that each wrestler comes on a 8 1/2 X 11 sheet of cardstock.
So, most of the "expense" is due to good quality.  This game will certainly
stand many hours of gameplay.  The quality also translates to high shipping
costs for Tommy, the game's creator. So, I don't want to give the impression
that the game is overly expensive.  However, to leave this out, I would be
remiss.  As cost was certainly a factor for me for a long time.  Now that
I'm playing the game though, I truly wish that I had ordered it long, long
ago.

Ok, I'll stop my free advertisement. ;)

Last week, Dave Arlington mentioned Wizards of the Coast, and their
licensing setup.  On a personal level, I think this is a fantastic idea for
those that want to make official add-ons to sell.  I really think the idea
is a stroke of genius on the part of the company.  I'll also add that I
don't necessarily think that folks that don't "license" are in violation of
the law.  In fact, I'll suggest that Wizards knows this, as any company that
seems to challenge the system ends up being purchased before the case gets
to court.

I also think it's important to point out that the belief that Wizards has a
piece of every collector card game out there is false.  Again, the company
buys most that oppose their position.  Except in the case of Nintendo and
Konami.  And I challenge anyone to show me a "license" on a Pokemon or
Yu-gi-Oh deck! ;)

I sure don't want to come off as some wacko warrior against copyright and
gaming.  That really isn't/wasn't the point of my bringing this topic up.
Actually, had it not been for threats against me and the site, I would have
never really delved into the subject.  I do think it's an interesting topic.
 And I do think there is certainly a few people out there that would love to
push inaccuracies and fear as a means to make more profit.  I also find it
quite funny that those that champion "rights" in gaming usually don't feel
the same when it comes to player, team, and league licensing.

I guess that's all for me this week.  Now, let's get to your posts!

-Jeff Downey
www.tabletop-sports.com
submit@tabletop-sports.com

=============================================================
>From Allen Shock:

Just to make a slight correction to something that was
in the latest Table-Top sports newsletter:

The Open Gaming License that Wizards of the Coast came
up with is a free license. It allows publishers to use
the basic system as delineated in the D20 System
Reference Document for free. However, publishers using
only the OGL cannot mention any Wizards trademarks,
which means they cannot say "compatible with Dungeons
and Dragons". There is a separate license for the d20
Logo, which allows identification with the trademark
but requires said product to omit certain fundamental
rules and then say "This product requires the use of a
Core Ruelbook published by Wizards of the Coast".

Wizards collects no royalties on these licenses. Their
benefit is in increased sales of their somewhat
expensive core rulebooks, of which Dungeons and
Dragons is the main example.

Also, the OGL requires that at least 5% of an OGL
product to be "open content", which means other
OGL/d20 publishers can use those rules etc. also
without paying anything.

Allen Shock

============================================================================
==============================
>From Lee Harris:

Another great read, and an issue I picked up on is that of "asking for
stats".
I find myself spending a lot of time now making season cards for Statis Pro
football, and theres one or two sites that have a lot of good stats but
always theres a lot of hard work manually tweaking stuff, mixing and
matching and cross referencing. It would be great to get official stats but
whenever I try to write to NFL.com, or Sports Illustrated or even Elias
Bureau, no one ever replies.
Whats the big premium on such information, I mean, OK, someone had to
collate all this data and information is power they say, but what the heck
do they think people want this for. Even if I explain its all a non profit
for fun kind of thing for tabletop enthusiasts, nothing comes back. I've
even offered to pay for stuff. Someone, somewhere has to have all this stuff
in a handy zip file, and how great would that be if we could get a copy.
Freedom of information? I dont think so!
Sadly, the end result is this information just gets lost and is never really
used to its full potential. I mean, this is not a marketable asset, as I
doubt more than a  handful are interested, so what are these people gaining?
Its great that MLB.com seem to have historical stats but the NFL only show
the last year or two and even hobbyist stats sites dont have a complete set
of old data. I understand in the real world, everyone likes to put a value
on things, but I've spent many years running a very large internet golf tour
for free, and I've always enjoyed the tabletop style of hobby where people
do things for free, for the love of the game, and I think its a shame more
big organisations dont do more for releasing information, which, lets face
it, is not going to make them a raft of money but could be used by people
who willingly give their own time and effort to create things for other
people to freely share in.

============================================================================
===============================
>From Jason Graham:

Hi Dave,

I'm not against one's right to protect their intellectual property.  And
if all game company's were as forward thinking as this (WOC) company,
then growth would continue in a proper and good fashion.  His company is
growing and succeeding because he recognized the need to share and work
with others, even after he won in litigation.  His willingness to work
with others toward being recognized for his legitimate and "authorized"
games is a good idea.  I, for one, agree with copyright law (and I have
copyrighted and registered all of my original and creative work, from my
music CDs to my table top sports games); however,  I wouldn't be crazy
enough to kill a successful venture (nor did the this West Coast fella it
appears) by squashing all the inspired and creative work that continues
to "spur" the industry onward and upward.

However, I will say this.  My point still stands that if he had used his
success with the lawsuit to "restrict" others, then he might have found
himself in perpetual lawsuits, and might have slowed the industry and
excitement for his own games.  However, that is only a guess.  I
personally respect all copyright law, but that is because I personally
believe it is there to protect the author of original work from others
posing as the "real magic cards" etc, etc,...and to protect artists from
seeing their work literally stolen or copied and sold (black market CDs
for example).  It doesn't protect the idea.  I cannot copy Magic cards
and sell them as my own...that's the law; however, I can make a card game
call Geezuts and sell them as a new and original card game...that is
capitalism and that is free trade and free and fair
competition...Antitrust laws protect me from the same abuse of patent and
copyright law.  I wonder if one of these other companies had counter sued
as Antitrust practices it would have ended the same way?

Thanks Dave.

Good conversation.

Jason Graham

PS -- Please understand this is a friendly dialog, I'm not looking to
upset or fight with anyone...I just want to discuss and communicate these
ideas.  This is how we all learn and grow.

============================================================================
=============================
>From NJ Hickman:

Kent Rodway wrote:
> Regarding the stamina levels for basketball games, I am in agreement that
> the "average" game does not provide the best for replays.  [snip]
> My favourite board game is Statis Pro, allowing me to redo the great
> Celtics/Sixers/Lakers rivalries of the 80s.
>
> My solution to the stamina problem is to ignore the stamina levels for
> Statis Pro one-field-goal rangers and let the stars play to their best
> abilities.  The scorers will eventually have to sit down with foul
> difficulties, forced rests and injuries, or by simply taking them out of
> junk time.  This also puts an extra disadvantage on the teams that had one
> or less players in this category.  This also allows for big rebounders to
> stay in the game longer and clean out their share.

The "new" base-10 version fixes all this, by using the number of FAC turned
as a limit, rather than stats collected.  If you like Statis-Pro but don't
have this version, I recommend you try to find it.  This version not only
allows some shooters to collect big scores - there is even a new Z-result
that allows a shooter to have a Hot Hand for the night - but lets big
rebounders collect big hauls.  Under the old system, it was rare to have any
player score 30 points, and rarer still for 10-rebound tallies.  Under the
new system - where I have played fewer games - I have had a decent share of
30-point games with an occasional 40-pointer, and on the glass some 10 and
even 20 rebound nights (and Dennis Rodman will collect more rebounds than
points, something he rarely did under the old system where it was too
tempting to use his stamina for shots!).  The new improved Assist system
actually allows StocktontoMalone to happen a realistic number of times per
game as well!

One day, when time permits, I'll put some detail about this system, and my
own league I run, up on my website (don't hold your breath, it's been on the
List of Things To Do for 4+ years now!!!)

NJ Hickman

============================================================================
==============================
>From Mike Morgan:

(Mike didn't send this to the list.  However, I included it as Mike is a
great source for Statis Pro Baseball cards from all years.)

Jeff,

I'd appreciate it if you didn't post my spreadsheet tool for Statis Pro
baseball. It was a headache to support and had a number of significant
algorithm bugs that were leading to bad ratings. I've since modified the
entire thing and now have tools that have much better arm and fielding
ratings, individualized BD and CD ratings, and hitting cards for every
pitcher. I have also introduced ajustments for the average pitcher and
average hitter each season so that cards made for one season can be used
with another.

Acrobat Reader files of past seasons are availble from my web site for
$9.50. The current (2002) season is available for $12.50. I also make custom
sets. This has been a much easier way for me to support Statis Pro and frees
up my time to work on other projects. Supporting a software program was a
much harder job. I usually have the current season set finished in time for
the playoffs and World Series.

Anyone interested can visit my web site. The link is in my signature. Don't
hesitate to drop me an email if you have any questions.

Thank you!

Mike
Michael Morgan
michael-morgan@mindspring.com
www.geocities.com/mystatispro
======================================================================================
(END of TSW)
======================================================================================
  

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