There have been a few things that I have noticed recently that have caused me to take on a different 'train of thought' about what 'The Spirit of the Game' means to me.
1.) Blurb before team lists from the Rulebook
"Designer Note: Some teams are more challenging than the others to play either because of their skills requiring advanced strategies to be effective or because they have difficulty winning. These teams have been designed this way on purpose to give challenges to coaches who master the basics of Blood Bowl. These more challenging teams are: Chaos, Dark Elf, Goblin, Halfling, Khemri, Nurgle, Ogre and Vampire. Coaches should be aware that these are considered teams for more advanced players and can be confusing to use if you are new to the game."
2.) Nath's post about a tourney he is entering
http://fumbbl.com/index.php?name=PNphpBB2&file=viewtopic&t=21394&highlight=nath
"in a few months i will be entering a bloodbowl tourney with some interesting variations on the standard tournament.
firstly i'll kick off with the rule stipulations
1,200,000 starting teasury
starting skill selection of either
A) 4 normal skills and 2 doubles skills
B) 4 normal skills, 1 double and either +1mv OR +1av
no players may recieve more than 1 upgrade
no skill upgrade may be selected more than twice
normal skills may be chosen in place of doubles. "
3.) Top Coaches List ( Top 10 )
http://fumbbl.com/FUMBBL.php?page=coaches
1 Liam_Gallagher 445 (81) 325/67/53 180.56
2 Carnis 821 (70) 496/165/160 180.23
3 Tarabaralla 1014 (76) 672/199/143 177.93
4 RandomOracle 910 (76) 616/143/151 176.79
5 JockMcRowdy 3378 (69) 2089/468/821 175.96
6 NoeLdeBenedict 1111 (74) 758/133/220 175.3
7 katze 938 (78) 658/138/142 175.12
8 BiBi 173 (78) 117/36/20 175.02
9 KFoged 2029 (64) 1097/393/539 174.85
10 lepazuri 1243 (57) 578/252/413 174.81
Now is where I get to my thoughts about 'The Spirit of the Game'...
I haven't had very much exposure to table top play and I have not been fortunate enough to be in a tourney setup like the NAF. I still feel like I have a solid grasp of their dynamics...or so I thought...
I feel like there is a FUMMBL mentality that greatly influences our opinions and perceptions of this game and how we play it. There are 'mixed' feelings about the current ruleset and team development choices. Let's not forget the concept of 'Pixel Hugging'.
In the beginning, truthfully, I went through the team lists and looked over each team and the first thing i focused on were the statistics each player had on each team and then the skills available on each team after these I considered the starting rosters with 1,000,000 Gold.
I liked the Norse and Nurgle teams when I started to play at the start of LRB4. I went and bought figures for each team...painted them...named them...dreamed of the skills they would get when they levelled...different plays/formations I would use to get these guys skills...
TableTop wasn't enough for me so I tried playing by email...zzzzzzzz!...then I found FUMBBL and I had quite the 'culture shock'...
On FUMMBL I was able to build my teams and give all of those players the skills that I had dreamed about...I could try out different formations and rosters...it was so cool! I then started going in tournies to test my teams and my skill...became more involved in chat discussion in the main chat...started into forum discussions...play in leagues...
FUMBBL is my main source for BloodBowl while others have cool leagues they play on TableTop and/or participate in NAF type tournies as their main source for BloodBowl.
Now, why did I list these three things?...
Point #1-
I was shocked when I red that DE and Chaos were listed as difficult teams to play because I didnt pay attention to their starting stats and skills as much as I focused on what I could build them into...
Point #2-
I went back and considered each team in the same fashion and guidelines as were listed in Nath's Post and I experienced that 'First Time High' again...a revitalization of my intrigue to this game.
Point #3-
There are a few coaches in the top 10 list who have very few games played on their teams and the rest are the traditional 'Major' tourney participants that have numerous games on teams...
The top coach pretty much keeps his teams at around 6 skills....hmmmmmm....How can he not want or keep cool players? Is he just cherrypicking new teams for easy wins to artificially inflate his 'CR'?...
So I guess I have some questions now....
Is there a league on our site that has a format similar to the NAF tournies?
Is the current ruleset really that 'bad' when you consider it in terms of less than 10 skills on a team?
Is it possible that we could use more **functionality** towards the role-playing aspect of this game so that we aren't pulled towards our teams being our identity?
**I will touch upon these in a future blog**