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International Flag Football - Season One is over - Whicker's Crabs win the Championship!


Dome

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Washington, D.C.

The Washington Blood Thirsty Savages

SwAg

Mascot:  Chief Gangstarappaho

Moniker:  The Trail of Tears

Team Colors:  Normal colors are boring, you have to specify to make it vivid.  

“I’ll trade you these beads for the entire state of Pennsylvania” purple and “underside of the white man’s scalp” red.

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I’ll get the OP updated tonight when I’m home from work.

 

Be thinking about some good names for your players/coaches as well as what type of an offense you want to run. Rushing and Passing will be balanced in this game, but impact players at different positions will help each style of offense differently.

Your offense will be the bread and butter of your  team and it won’t change from week to week.
Your defense can adjust weekly to account for the offense they’ll be facing each week. 

 

Like Toppings in the Battle Brats game, you’re going to be able to sign high impact players or coaches to your team. These options will be the same for all teams, and multiple teams can have the same option (Ex. Star WR: +5 to all passing plays). When these selections are made it will be up to each team owner to announce their signings. This is when things like fun names or backstories can help tell us more about your team than your name and city.

Edited by Dome
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  • 2 weeks later...
9 hours ago, daboyle250 said:

So uh is this dead

We’re securing financials, don’t want to end up like the AAFL or whatever it was. Should be done in the next few days.

(I’m finishing up a refinance on the house and have just been to busy to start this right now)

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Alright, this stuff isn't set in stone but posting it now will give people an idea of what to expect. Folks can start brainstorming and I'll be here to answer questions. 

I'll finalize this in the next few days and tag everyone to start making their teams.

YOU DO NOT HAVE TO SUBMIT ANYTHING YET IF YOU DON'T WANT TO.

 

The Game                
  Every game will consist of 5 offensive possessions for each team. Whichever team has the most touchdowns after 5 possessions will be named the winner.
  If the teams have an equal number of touchdowns after 5 possessions there will be an OT period of up to two additional possesssions for each team.
  OT ends when one team converts their possession into a touchdown and the other team fails, both OT periods may not need to be played. 
  If there is still a tie after two OT periods, the game will end in a tie.
                     
Offensive Possessions                
  Each possession consists of three chances to score from the 15 yard line. You get 1st down, a 2nd down and a 3rd down to score a touchdown. There is no kicking or punting.
  A possession ends when you or your opponent scores, you turn the ball over or you run out of downs.
  There are no alternating possessions. After one possession ends you start the next, until all 5 are completed. Then the other team plays offense.
                     
Playcalling                
  Each play will have 3 different phases. 1) The Playcall, 2) The Execution and 3) The Outcome.
  Each play begins with a Playcall. I'll roll a D100 to determine which kind of play you'll run (1-50=Run, 51-100=Pass). You can set your Run/Pass slider to fit your team's strengths and weaknesses.
  Your Run/Pass slider can be adjusted between games via PM if you'd like to gameplan for each opponent.
                     
  Rushing Play Passing Play
  1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100
  Imagine the vertical bar set at the 50/50 mark is moveable. You can move it left (closer to zero) to be a more pass heavy team or right (closer to 100) to be a run heavy team.
   
  Rushing Play Passing Play
  1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100
  Setting the slider to 30 would mean any roll over 30 will result in a pass.
                     
  Rushing Play Passing Play
  1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100
  Setting the slider to 80 would mean only rolls over 80 will result in a pass.

 

 
Execution and Outcome Rolls
                 
  After determining what kind of a play you'll run, I'll roll a D20 to determine your execution of the play.
  The Execution roll will determine what you'll do next and why.
                     
  Critical Success Success Push Failure Critical Failure
Execution Roll 20 19 18-17 16-14 13-11 10-8 7-6 5 4-2 *** 1
Outcome Roll None (Touchdown) D20 (Yards) D15 (Yards) D10 (Yards) D5 (Yards) No Gain D5 (Yards Lost) D10 (Yards Lost) Roll D6 for Outcome None (Defensive TD)
                     
  Rolling a 20 will get you a touchdown without needing to roll for yardage. If you don't roll a 20, the total yardage gained on the possession needs to reach or exceed 15 in order to score a touchdown.
  Rolling a 1 will result in a defensive touchdown, ending your possession.
  Rolling a 2 a 3 or a 4 will result in you having to roll a D6 to determine the Failure outcome.
                     
  Failure Outcomes ***      
  D6 Penalty Loss of 10 Yards, no player bonuses on the next play.      
  D5 Injury One of your players will randomly be injured. They cannot play the rest of the game.      
  D4 Turnover Possession Ends (Roll D100 for Defensive Return, 91-100 = Defensive TD.      
  D3 Turnover Possession Ends (Roll D100 for Defensive Return, 81-100 = Defensive TD.      
  D2 Turnover Possession Ends (Roll D100 for Defensive Return, 71-100 = Defensive TD.      
  D1 Defensive TD  Possession Ends, opponent awarded a TD.      
                     
  After the Outcome is determined another play will run, or a new possession will begin if the last Outcome ended the possession.
  This process is repeated for each possession, until the game ends.
                     
Roster                
 
Maximum of one player selection per position.
                 
 
After picking your players, please give them a name a brief bio.
                 
                     
Elite (Pick Two)                
  QB Execution Rolls of 5 or less will be rerolled on 1st down.
  RB 1st down runs will be given an Advantage on Execution Rolls.
  WR/TE 1st down passes will be given an Advantage on Execution Rolls.
  LT A D15 or D20 Roll for Yardage (after a 17, 18 or 19 Execution roll) will be given Advantage.
  DL  -4 Offensive Execution Roll on 1st down passes
  LB  -4 Offensive Execution Roll on 1st down rushes
  DB Turnovers get a 50 point bonus when rolling to determine if the turnover return results in a TD.
                     
Replacement Level (Pick One)                
  QB Positive Yardage rolls on 3rd down will be given a Disadvantage.
  RB Rushes on 3rd down have a 10% chance to immediately direct you to a Failure Outcome Roll, before you even roll for execution.
  WR/TE Rushes on 3rd down have a 10% chance to immediately direct you to a Failure Outcome Roll, before you even roll for execution.
  LT Rolling for a loss of yards (Execution of 5, 6 or 7) will be given a Advantage on 3rd Down.
  DL If the offense ran two different types of plays on 1st and 2nd Down, they'll be immune to Critical Failures or Failures needing a Failure Roll for the next play.
  LB D20 and D15 Yardage rolls will be given and Advantage when the offenses rushes against you on 3rd Down.
  DB D20 and D15 Yardage rolls will be given and Advantage when the defense passes against you on 3rd Down.

 

 

 

Edited by Dome
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LMK if this is good...

Elite: QB, Brady Qunn, Notre Dame University. 6' 4" 225 lbs. Four year starter at ND, poster boy for MetRex Supplements.

Elite: LT, Willie Roaf, Louisiana Tech. 6' 5" 320 lbs. Four year starter at La Tech, Consensus All American, Top 10 selection in the NFL Draft, NFL HOFer. Hates WR Joe Horn with a passion for having relatons with his ex wife.

Replacement player: WR Joe Horn, Itawamba CC. Three year starter at at ICC. Former employee of the week at a Jack in the Box in Arkansas. Had relations with LT Willie Roaf's wife.

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