Friday, November 15, 2013

FATE Accelerated Football


FATE  Accelerated Football


Draft 1.1  September 30, 2013 - Blue Tyson

Ideas for sport have been running around in my head for a while, so I thought I'd begin with the type of sports game I have played the most.

FAE Football will be a game on several levels.  A basic strategy game, an advanced strategy game and a further advanced roleplaying game as you like.

THE BASIC GAME

A game for two players to use FAE and Fate dice to run a simple generic American Football simulation.  It can also be four players or more as you like with players running offense/defense platoons.  A basic understanding of the game in which you have 4 downs to gain 10 yards is definitely useful.

Starting the Game

Toss a coin or roll dice until someone gets a higher number to determine who gets to choose kicking off or receiving.

Kick Return

Fumble: Roll 4dF, on a negative the kicking team recovers.

-4
10
-4
5 Fumble
-3
8
-3
8
-2
5
-2
10
-1
2
-1
15
0
GL
0
20
+1
TB
+1
30
+2
TB
+2
40
+3
TB
+3
50
+4
TB
+4
TD


Timing

A game is four quarters of 15 minutes each.  The clock stops at the final two minutes of each half.

15 seconds: Kicks, Incomplete Pass, Out of Bounds, Penalty, Two Minute Warning, Timeout
30 secons: Other Plays

Timing Mechanisms

You can use a scoresheet pad with four boxes for each minute of the game, in four fifteen minute quarters.  You could utilise polyhedra to count down the boxes with 3 twenty sided dice.  Use a deck of cards and take the Aces and Kings from a second deck of a different colour to get 60 cards and use those to count with.  If you have tons of FATE Dice you could utilise a placement system, putting a die on the table on a minus face is 30 seconds.  Turn it to blank for another 15 and then plus for another 15.  Or multiple digital options.  Up to you.

Timeouts

Each coach has three timeouts per half.  These can be used to reduce a 30 second or two increment play to 15 seconds or 1 increment.

Yardage Mechanisms

A d100 or percentage dice can be used to track how many yards to go to the end zone.  A d10 can be used to track how many yards to be gained for a first down.  Otherwise, your standard scoresheet methods.  Or actual mark it off on a football game board

Basic plays

These are the zones that the coach calling plays on either side of the ball targets.

Offense

Run Inside
Run Outside
Screen Pass
Quick Pass
Short Pass
Long Pass [Outside 20 Yard line only]

Strategy

Play Action [Short or Long Pass Only]
Draw

Punting - if the offense wants to kick the ball away they just declare this and resolve on the table below as per the kickoff method.

Defense

Run
Neutral
Pass
Prevent
Blitz

Resolution

The defense and offense choose their plays and then reveal.  If you want a Fate dice implementation.  The offense should use two of different colours and a third for Play Action or Draw if they like.  The defense can use two of different colours similarly.

Offense Play Selection

Die 1            Die 2       Die 3
- Run Inside         Quick Pass  
0 Screen Pass  Short Pass   Draw
+ Run Outside  Long Pass    Play Action

Face
Die 1
Die 2
Die 3
-
Run Inside
Quick Pass

0
Screen Pass
Short Pass
Draw
+
Run Outside
Long Pass
Play Action


Defense Play Selection


Face
Die 1
Die 2
-
Run

0
Neutral
Blitz
+
Pass
Prevent


Tactical Matrix - Offense Vertical, Defense Horizontal


Run
Neutral
Pass
Prevent
Blitz
Run Inside
-1
0
0
0
0
Run Outside
-1
0
0
0
0
Screen
-1
0
1
2
2
Quick Pass
0
0
-1
0
2
Short Pass
+1
0
0
-1
Pass Rush
Long Pass
+2
0
0
-2
Pass Rush






Draw
+1
0
-1
-1
+2
Play Action
+1
0
-1
-2
Pass Rush

     

Yardage

Run Plays

Roll 4dF - +3/+4 gets to roll on Short Gain and then Long Gain tables on a second +3/+4

Roll
Run Inside
Short Gain
Long Gain
Run Outsd
Short Gain
Long Gain
-4
-1
10
20
-7
10
22
-3
0
11
22
-5
12
25
-2
1
12
25
-1
13
30
-1
2
13
30
2
14
35
0
3
14
35
4
15
40
+1
5
16
40
6
16
50
+2
7
18
45
8
18
60
+3
9
20
50
9
20
80
+4
Short Gain
Long Gain
60
Short Gain
Long Gain
100

 
Pass Plays

First you must determine if the pass is complete via the pass difficulty table.  Difficulties are adjusted by the modifier from the Tactical Matrix.  If the difficulty is bettered, go the yardage matrix.  If the difficulty is achieved exactly on a Short of Long, go to the Pass Rush table but add one to the roll.

Pass
Difficulty
Screen
See tble
Quick
-1
Short
0
Long
+1


Screen Pass

-4
Intercepted
-3
Incomplete
-2
Resolve yardage as Run Outside above
-1
Resolve yardage as Run Outside above
0
Resolve yardage as Run Outside above
+1
Resolve yardage as Run Outside above
+2
Resolve yardage as Run Outside above x 2
+3
Resolve yardage as Run Outside above x 3
+4
Resolve yardage as Run Outside above x 4


If the pass is complete, resolve yardage

Roll
Quick Pss
Short Pass
Long Pass
LG Quick
LG Short
LG Long
-4
1
8
20
20
22
50
-3
2
10
22
22
24
52
-2
3
11
25
24
25
55
-1
4
13
28
25
30
58
0
5
15
30
30
40
60
+1
6
16
38
40
50
65
+2
8
18
45
50
60
80
+3
LG
LG
LG
80
90
95
+4
LG
LG
LG
100
100
100

 
Pass Rush

-4
Sack
-3
Sack
-2
Sack
-1
QB Run [resolve as Run Outside]
0
Incomplete
+1
Incomplete
+2
Complete [resolve yardage as per play type]
+3
Complete
+4
Complete


Punting

On a Fumble roll 4dF, on a negative result the kicking team recovers.

Roll
Punt
Roll
Return
-4
20
-4
Fair Catch Fumble
-3
25
-3
Fair Catch
-2
30
-2
4
-1
35
-1
6
0
40
0
10
+1
45
+1
15
+2
50
+2
20
+3
55
+3
30
+4
60
+4
100

 
Like completing a pass, kicking a FG has a difficulty range on a 4dF roll.  The distance of a Field Goal attempt is 17 yards from the line of scrimmage.  Use the 18-19 range for a kicked extra point after a touchdown.


Distance
Difficulty
18-19
-3
20-29
-2
30-39
-1
40-49
0
50-53
+1
54-57
+2
58-59
+3
60-63
+4

THE ADVANCED GAME

Here a gamemaster/umpire will have a role.

Approaches

Careful
Clever
Flashy
Forceful
Quick
Sneaky

Positions

Wide Receiver
Tight End
Fullback
Running Back
Offensive Tackle
Offensive Guard
Offensive Centre
Kicker
Cornerback
Safety
Outside Linebacker
Inside Linebacker [Middle Linebacker]
Defensive End
Defensive Tackle [Nose Tackle]


Coaches

Players should do the team Coach as a FAE character as a starting point.  Then as a possible game starting point you can build out everything from there as you play.  From Blinged Out Wideouts to Injury Prone, Glue Handed Tight Ends and Red Rag to a Bull Linebackers.

Rules to come for tactics, but you can of course wing it with the usual rules, aspects and create advantages.


Players are used generically here, without tactical lineups and formations, which comes in the later version.

Player Position Approach Template Guidelines

Ap
WR
TE
FB
RB
OT
OG
OC
K
CB
SF
OL
IL
DE
DT
P
Ca
+1
+3
+2
+1
+3
+2
+2
+3
+2
+3
+2
+3
+1
+2
+3
Cl
+1
0
+1
0
+2
+2
+3
0
+1
+1
+1
+2
0
+1
0
Fl
+3
+1
0
+2
+1
+1
+1
+2
+2
0
+3
0
+2
+1
+2
Fo
0
+2
+2
+1
+2
+3
+2
+1
0
+1
+1
+2
+2
+3
+1
Qu
+2
+1
+1
+3
0
0
0
+2
+3
+2
+2
+1
+1
0
+2
Sn
+2
+2
+2
+2
+1
+1
+1
+1
+1
+2
0
+1
+3
+2
+1

     
Play Types and Approaches Guidelines

Play
Approach 1
Approach 2
Approach 3
Run Inside
Forceful
Careful
Quick
Run Outside
Quick
Flashy
Clever
Screen Pass
Sneaky
Clever
Quick
Quick Pass
Careful
Quick
Clever
Short Pass
Clever
Careful
Flash
Long Pass
Flash
Forceful
Careful
Play Action
Sneaky
Clever
Flashy
Draw
Sneaky
Clever
Forceful


1 = Approach 1 on Play List, 2 = Approach 2 on List, 3 = Approach 3 on Play List

Roll
Run Inside
Roll
Run Outside
-4
IL + DT  3
-4
DE + OL  3
-3
DT  2
-3
DE  2
-2
IL  1
-2
OL  1
-1
OC vs DT  2
-1
OT vs DE 2
0
FB vs IL  1
0
FB vs OL  1
+1
OG vs IL  3
+1
OG vs OL  3
+2
OG  1
+2
OT  1
+3
OC  2
+3
OC  2
+4
OC + OG  3
+4
OT + OG  3

If only a defender rating or the defender rating is higher than an offensive player rating, then subtract that number from the yardage.  The most you can lose on Run Inside is 3 yeards.  If only an offensive player rating of the offensive player rating is higher then add that number to the yardage.  If a contest and the ratings are equal, use the original yardage.


Passing Approaches are applied to determine whether the pass is complete, not for yardage.  Here the differential is applied, not the highest in a contest.  So if the offensive rating is +2 and the defensive rating is +3 then subtract 1 from the completion roll.  If the offensive rating was +1 and the defensive rating 0 then add 1 to the completion roll.

Roll
Quick Pass
Roll
Short Pass
Roll
Long Pass
-4
DT vs OG  3
-4
DT vs OG  3
-4
DT vs OG  2
-3
DE vs OT  2
-3
DE vs OG  2
-3
DE vs OG  3
-2
DT vs OC  1
-2
OL vs FB  1
-2
OL vs FB  2
-1
OL vs FB  2
-1
OL vs FB  2
-1
OL vs FB  1
0
QB vs FS  1
0
QB vs FS  1
0
QB vs FS  1
+1
FB vs IL  1
+1
WR vs CB  3
+1
WR vs CB  1
+2
RB vs OL  1
+2
TE vs SS  1
+2
WR vs CB  2
+3
TE vs SS  2
+3
WR vs CB  2
+3
TE vs SS  2
+4
WR vs CB  3
+4
RB vs OL  3
+4
RB vs OL  3

  
FATE events

Each play the GM/Umpire [or defensive player not rolling] should roll 4dF.  On a -2 or less something has happened on the play, a penalty, injury or fumble, roll again.  On an incomplete pass, roll another 4dF. An interception occurs depending on the roll and type of pass:

Roll
Play Type
-4
Quick, Short, Long
-3
Short, Long
-2
Long [only if second 4dF roll is negative]
-1
Incomplete
0
Incomplete
+1
Incomplete
+2
Incomplete
+3
Incomplete
+4
Incomplete


Roll twice once for interception point from the line of scrimmage, and once for the return.

Roll
Quick Pass
Short Pass
Long Pass
Roll
Return
-4
0
10
20
-4
-1
-3
1
12
24
-3
0
-2
2
14
26
-2
2
-1
3
16
28
-1
5
0
4
18
30
0
10
+1
5
20
35
+1
20
+2
6
22
40
+2
30
+3
7
24
45
+3
50
+4
10
25
50
+4
100


On a Fumble on the second roll, 4dF again and if the roll is 0 or less, the defensive team recovers.

Roll
Type
Roll
Result
-4
FATE
-4
Fumble, 4dF <= 0
-3
FATE
-3
Fumble, 4dF <=0
-2
FATE
-2
Penalty
-1
Normal
-1
Penalty
0
Normal
0
Injury
+1
Normal
+1
Injury
+2
Normal
+2
Injury
+3
Normal
+3
Injury
+4
Normal
+4
Injury


Injured Player - BC = Ball Carrier on the current play


-4
Quarterback
-4
Season
-3
Wide Recever
-3
Game
-2
RB/FB
-2
Half
-1
OC/OG/OT
-1
Quarter
0
Ball Carrier
0
Series
+1
DE/DT
+1
4 Plays
+2
OL/IL
+2
3 Plays
+3
SF
+3
2 Plays
+4
CB
+4
1 Play


Take it in turns to pick the injured position if there is a choice.  The first player chooses the first time, the other player the next time.  If a generic player in the advanced game is injured, their replacement has the same Approaches order, but all ratings are 1 less.  If there is a second injury at that position, use the same system: all Approaches are two less, etc.

If you have lots of FATE dice one way to represent this would be to set out 11 dice for each offense and 11 for each defense.  If the starter at a position is playing, show the “+” face.  If a backup, show the “ “ face.  If third string, show the “-” face, etc.  Packs of 12 FATE dice from Evil Hat are enough for one platoon and a kicker!  Any dice would do for this strategy, of course.  A whole bunch of little cheap d6, too.

Penalties

1. Offside - 5 yards
2. Movement - 5 yards [No Option]
5. Personal Foul - 15 Yards [From end of play if on Defense, Line of Scrimmage Offense]
6. Facemask - 5 Yards [From end of play if on Defense, Line of Scrimmage Offense]
7. Holding - 10 Yards if Offense, 5 Yards and 1st Down if Defense
8. Pass Interference - 15 Yards if Offense, Down and Play count, 1st Down at spot of foul if Defense.  Determine spot of foul the same way as the point of interception.
10. Intentional Grounding - 15 yards, down counts.  Only on an incomplete pass, or ignore.
14. Illegal Procedure - 5 yards [No Option]
15. Kickoff out of bounds - 5 yards and rekick, or take ball at team’s own 35

Column 1 = Runs, Quick, Screen and Field Goal
Column 2 = Short and Long Passes
Column 3 = Punts and their returns
Column 4 = Kickoffs and their returns


Roll
1
Roll
2
Roll
3
Roll
4
-4
Off  5
-4
Off 5
-4
Kick 14
-4
Kick 15
-3
Off  7
-3
Def 7
-3
Kick 5
-3
Kick 1
-2
Off  2
-2
Off 8
-2
Return 5
-2
Return 5
-1
Def 1
-1
Off  7
-1
Kick  1
-1
Return 5
0
Off  1
0
Off 1/2
0
Return 1
0
Kick 5
+1
Def 2
+1
Def 1/2
+1
Kick 5
+1
Return 5
+2
Def 5
+2
Def 8
+2
Return 5
+2
Return 5
+3
Def 7
+3
Def 5
+3
Return 5
+3
Return 5
+4
Def 7
+4
Def 7
+4
Return 1
+4
Return 1



SUPER ADVANCED

More to come

Tactical Positioning of individual players, zones, aspects and other roleplaying options to come.

Solitaire system.

Off-field shenanigans.

Fast one-roll game results and short game tactics.

A bit more rules of the game clarification for the not so familiar.

Other genres. cf Blood Bowl

Advancement.

Different player ability levels.

More play options

Weather effects.

Chain measurement.

Big plays and Fate Points.

Gadget Plays



Inspirations

Statis Pro Football, Strat-O-Matic Football and Diaspora.


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