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Old 05-08-2016, 09:07 AM   #1
Honorable_Pawn
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Morale System Musings

I thought it would be fun to share a hypothetical manual entry for a new and improved player personality system. The goal of this thread is to discuss ideas that would improve the current morale system and breathe life into it.

I am not looking to discuss if my ideas are good ones or bad ones but feel free to express your opinions either way. I'm sure what you have to say will lead to interesting conversation.

Without further ado...




Player Personality
(all discussion below based upon 1-100 rating scale)



Each player will have an overall personality that is measured by how extroverted or introverted he is and how positive or negative his overall outlook is.


Primary Trait

Each player has a primary trait that has an impact on how that player interacts with his managers and teammates. The three primary traits are extrovert, ambivert, and introvert. In general, there will be an equal distribution of primary traits throughout the universe. Each specific primary trait has advantages and disadvantages that the GM may consider when attempting to improve clubhouse chemistry.

1. Extrovert—The extrovert receives a +5 relationship bonus with other extroverts and a -5 relationship penalty with introverts. Receives a +1.25% modifier to both positive and negative secondary traits.

2. Ambivert—The ambivert is a neutral trait that does not receive any bonuses or penalties.

3. Introvert—The introvert receives a +5 relationship bonus with other introverts and a -5 relationship penalty with extroverts. Receives a -1.25% modifier to both positive and negative secondary traits.


Primary Outlook

Each player has an overall outlook on the world. Some players see the cup as half-full while others see it as half-empty. In general, the player’s primary outlook gives the GM a good indication on whether a player is a positive influence on the team or a negative influence on the team. There are 7 primary outlooks that players may possess. See the following list for the types of primary outlooks that a player may have and the general overall distribution within the universe in parenthesis.

1. Very Positive (3%)
2. Mostly Positive (14%)
3. Somewhat Positive (22%)
4. Neutral (22%)
5. Somewhat Negative (22%)
6. Mostly Negative (14%)
7. Very Negative (3%)

The primary outlook will determine the types of secondary traits that a player receives. See below for more information detailing secondary traits. A very positive player will receive only positive secondary traits. On the other end of the spectrum, a very negative player will only receive negative secondary traits. Players in between will receive varying secondary traits that are both positive and negative.





Secondary Traits

Each player will receive 3-9 secondary traits that will tend to define their personality. These secondary traits will have an impact on how a player interacts with his managers and teammates. The types of secondary traits that a player receives will depend upon what type of primary outlook that he possesses. For example, extroverts tend run the gamut from clubhouse leaders to clubhouse cancers. In the following example we will look at two different players at each end of the extrovert spectrum. Keep in mind that both of these examples are extreme.

Player A
Primary Trait: Extrovert
Primary Outlook: Very Postive
Secondary traits: Accessible, Personable, Balanced, Agreeable, Gregarious, Helpful, Good-natured, Confident, Mature

Player B
Primary Trait: Extrovert
Primary Outlook: Very Negative
Secondary Traits: Impatient, Critical, Unreliable, Selfish, Dishonest, Egocentric, Excitable, Hostile, Impulsive

As you can see Player A is an extrovert with the maximum of 9 secondary traits all of which are positive. He will have a high relationship bonus with his teammates and managers and he will receive multiple leadership bonuses that will be added to his underlying leadership score on the BNN page. As long as this player has an average to above-average base leadership stat he is likely to be a clubhouse leader.

On the other hand, Player B also has the maximum of 9 secondary traits but in this case all are negative traits. This player will receive a low relationship bonus with his teammates and managers and he will receive multiple leadership penalties. This player would tend to create disruptions in the clubhouse.

Each secondary trait has a specific base bonus or base penalty. The bonus/penalty will be modified based upon several factors in the player’s profile such as their primary trait, loyalty, desire for winner, intelligence, and work ethic.

For example, let’s return to Player A above and let’s look at some of his base BNN page personality stats:

Leadership: 85
Loyalty: 75
Greed: 55
Desire for Winner: 80
Intelligence: 65
Work ethic: 80

Now let’s look at his secondary traits and their base bonuses:

Accessible: +5 relationship bonus to all primary traits
Personable: +10 relationship bonus with extroverts; +5 relationship bonus with ambiverts and introverts, +5 leadership bonus
Balanced: +5 relationship bonus with extroverts & introverts. +10 relationship bonus with ambiverts
Agreeable: +5 relationship bonus with all primary traits; +5 leadership bonus
Gregarious: +10 relationship bonus with extroverts; +5 relationship bonus with introverts & ambiverts
Helpful: +5 relationship bonus with all primary traits; +5 leadership
Good-natured: +5 relationship bonus with all primary traits
Confident: +5 relationship bonus with all primary traits; +10 leadership
Mature: +5 leadership bonus

Before we proceed please keep in mind that these bonuses/penalties will not be available to the GM. These scores will be processed “under the hood”. All the GM will have at his disposal are the base BNN scores, the primary trait, the primary outlook, and the secondary traits.

Since Player A has an 85 base score on leadership he will receive 85% of the leadership bonuses awarded from his secondary traits. In this example, he will receive 30 base leadership point times 85% for a sub-total of 25.50. Keep in mind that since he is an extrovert he receives a +1.25 modifier to both positive and negative secondary traits. His modified leadership bonus is 32. This score of 32 is added to his base leadership score of 85. His adjusted leadership score is 117. This player would most-likely be the leader of the clubhouse.

(See below for more on adjusted scores and how they impact team chemistry).

Similarly, the relationship bonuses for each secondary trait are modified by loyalty, intelligence and work ethic.

Greed and desire for winner are handled separately and are independent of the adjusted leadership score or the relationship bonus to team chemistry. These two aspects directly impact player morale and impact team chemistry directly. (More on this below)




Team Chemistry

*Need to finish this section before posting*

Relationship Scores

All players have a relationship bonus or penalty with the other players and managers on the team. The total relationship bonus/penalty for each player is summed and divided by the number of players on the active roster. This average relationship score is a good indicator of how well the team gets along with one another. A large positive number would indicate a happy clubhouse while a large negative number would indicate an unhappy clubhouse. This score would be hidden from the GM but the team chemistry happy face for each player would provide valuable insight. Players that are happier with team chemistry probably have higher relationship bonuses and vice versa.

But there is more to team chemistry than relationship scores. The team needs to have balance. For instance a clubhouse of 25 extroverts would be a madhouse where no one could get a word in edge-wise. With a clubhouse of 25 extroverts there would be multiple conflicts. Collectively, there just wouldn’t be enough people internalizing issues and helping one another come to resolutions. The opposite would have its disadvantages as well. A clubhouse where everyone is an introvert might run into problems with turning around the culture or. They might have problems with not enough fiery team speeches when one is in order. There are many reasons but the most-important is game-mechanics.

What this means to the GM is that a well-balanced clubhouse will receive a slight team chemistry bonus to the average relationship bonus. On the other hand, there are penalities for imbalance that get progressively more disadvantageous.

If the ratio for all 3 primary trait are 40% or below then the team receives a +2.5% team chemistry bonus.

The following team would receive the bonus:

8 Extroverts
9 Ambiverts
8 Introverts

For every 2% above 40% in each of the 3 primary traits there is a -2.25% penalty applied to the average relationship bonus.

For example:

12 extroverts
10 Ambiverts
3 introverts

In this example there are 48% extroverts. 40% Ambiverts (no penalty) and 12% introverts (no penalty). This would create a 9% penalty to the average relationship score.

In a nutshell, this is the adjusted relationship score average that impacts team chemistry.


Leadership

Another factor that impacts team chemistry is the effectiveness of leadership in the clubhouse. Each player will have an adjusted leadership score. Scores above a certain threshold indicate that a player is a leader. Players with very high scores are considered captains.

A good clubhouse will have 3-4 leaders with one good captain.

Teams with a weak captain or fewer than 3-4 leaders will receive penalties on leadership . Sometimes this can be offset by good managers with very strong leadership skills or if there is a second captain on the team that is also not strong.

On the other hand, if your team has multiple strong captains this can cause cliques to form especially if the team is losing or if the team has a lot of veterans. On a young team it is sometimes beneficial to have more than one strong captain.

In general, if you have 3-4 leaders on your team and one strong captain your team’s leadership is considered effective and you will receive a slight bonus to team chemistry. If your team has too few leaders or no captain you can expect a penalty to team chemistry. The penalty is greater for younger teams. Veterans tend assume roles of leadership in the case of a void.

The worst situation on a team is when there is too many chiefs and not enough Indians. This situation should be avoided when possible.

Winning

Having a winning record or excedding expectations is the best cure for all chemistry issues. Obviously, winning is more fun than losing.
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Last edited by Honorable_Pawn; 05-08-2016 at 09:25 AM.
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Old 05-08-2016, 09:16 AM   #2
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Positive Traits

1. Accessible
2. Active
3. Adaptable
4. Admirable
5. Adventurous
6. Agreeable
7. Alert
8. Allocentric
9. Amiable
10. Anticipative
11. Appreciative
12. Articulate
13. Aspiring
14. Athletic
15. Attractive
16. Balanced
17. Benevolent
18. Brilliant
19. Calm
20. Capable
21. Captivating
22. Caring
23. Challenging
24. Charismatic
25. Charming
26. Cheerful
27. Clean
28. Clear-headed
29. Clever
30. Colorful
31. Companionly
32. Compassionate
33. Conciliatory
34. Confident
35. Conscientious
36. Considerate
37. Constant
38. Contemplative
39. Cooperative
40. Courageous
41. Courteous
42. Creative
43. Cultured
44. Curious
45. Daring
46. Debonair
47. Decent
48. Decisive
49. Dedicated
50. Deep
51. Dignified
52. Directed
53. Disciplined
54. Discreet
55. Dramatic
56. Dutiful
57. Dynamic
58. Earnest
59. Ebullient
60. Educated
61. Efficient
62. Elegant
63. Eloquent
64. Empathetic
65. Energetic
66. Enthusiastic
67. Esthetic
68. Exciting
69. Extraordinary
70. Fair
71. Faithful
72. Farsighted
73. Felicific
74. Firm
75. Flexible
76. Focused
77. Forecful
78. Forgiving
79. Forthright
80. Freethinking
81. Friendly
82. Fun-loving
83. Gallant
84. Generous
85. Gentle
86. Genuine
87. Good-natured
88. Gracious
89. Hardworking
90. Healthy
91. Hearty
92. Helpful
93. Herioc
94. High-minded
95. Honest
96. Honorable
97. Humble
98. Humorous
99. Idealistic
100. Imaginative
101. Impressive
102. Incisive
103. Incorruptible
104. Independent
105. Individualistic
106. Innovative
107. Inoffensive
108. Insightful
109. Insouciant
110. Intelligent
111. Intuitive
112. Invulnerable
113. Kind
114. Knowledge
115. Leaderly
116. Leisurely
117. Liberal
118. Logical
119. Lovable
120. Loyal
121. Lyrical
122. Magnanimous
123. Many-sided
124. Masculine* (Manly)
125. Mature
126. Methodical
127. Maticulous
128. Moderate
129. Modest
130. Multi-leveled
131. Neat
132. Nonauthoritarian
133. Objective
134. Observant
135. Open
136. Optimistic
137. Orderly
138. Organized
139. Original
140. Painstaking
141. Passionate
142. Patient
143. Patriotic
144. Peaceful
145. Perceptive
146. Perfectionist
147. Personable
148. Persuasive
149. Planful
150. Playful
151. Polished
152. Popular
153. Practical
154. Precise
155. Principled
156. Profound
157. Protean
158. Protective
159. Providential
160. Prudent
161. Punctual
162. Pruposeful
163. Rational
164. Realistic
165. Reflective
166. Relaxed
167. Reliable
168. Resourceful
169. Respectful
170. Responsible
171. Responsive
172. Reverential
173. Romantic
174. Rustic
175. Sage
176. Sane
177. Scholarly
178. Scrupulous
179. Secure
180. Selfless
181. Self-critical
182. Self-defacing
183. Self-denying
184. Self-reliant
185. Self-sufficent
186. Sensitive
187. Sentimental
188. Seraphic
189. Serious
190. Sexy
191. Sharing
192. Shrewd
193. Simple
194. Skillful
195. Sober
196. Sociable
197. Solid
198. Sophisticated
199. Spontaneous
200. Sporting
201. Stable
202. Steadfast
203. Steady
204. Stoic
205. Strong
206. Studious
207. Suave
208. Subtle
209. Sweet
210. Sympathetic
211. Systematic
212. Tasteful
213. Teacherly
214. Thorough
215. Tidy
216. Tolerant
217. Tractable
218. Trusting
219. Uncomplaining
220. Understanding
221. Undogmatic
222. Unfoolable
223. Upright
224. Urbane
225. Venturesome
226. Vivacious
227. Warm
228. Well-bred
229. Well-read
230. Well-rounded
231. Winning
232. Wise
233. Witty
234. Youthful
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Old 05-08-2016, 09:17 AM   #3
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Neutral Traits

1. Absentminded
2. Aggressive
3. Ambitious
4. Amusing
5. Artful
6. Ascetic
7. Authoritarian
8. Big-thinking
9. Boyish
10. Breezy
11. Businesslike
12. Busy
13. Casual
14. Crebral
15. Chummy
16. Circumspect
17. Competitive
18. Complex
19. Confidential
20. Conservative
21. Contradictory
22. Crisp
23. Cute
24. Deceptive
25. Determined
26. Dominating
27. Dreamy
28. Driving
29. Droll
30. Dry
31. Earthy
32. Effeminate
33. Emotional
34. Enigmatic
35. Experimental
36. Familial
37. Folksy
38. Formal
39. Freewheeling
40. Frugal
41. Glamorous
42. Guileless
43. High-spirited
44. Huried
45. Hypnotic
46. Iconoclastic
47. Idiosyncratic
48. Impassive
49. Impersonal
50. Impressionable
51. Intense
52. Invisible
53. Irreligious
54. Irreverent
55. Maternal
56. Mellow
57. Modern
58. Moralistic
59. Mystical
60. Neutral
61. Noncommittal
62. Noncompetitive
63. Obedient
64. Old-fashined
65. Ordinary
66. Outspoken
67. Paternalistic
68. Physical
69. Placid
70. Political
71. Predictable
72. Preoccupied
73. Private
74. Progressive
75. Proud
76. Pure
77. Questioning
78. Quiet
79. Religious
80. Reserved
81. Restrained
82. Retiring
83. Sarcastic
84. Self-conscious
85. Sensual
86. Skeptical
87. Smooth
88. Soft
89. Solemn
90. Solitary
91. Stern
92. Stoiid
93. Strict
94. Stubborn
95. Stylish
96. Subjective
97. Surprising
98. Soft
99. Tough
100. Unaggressive
101. Unambitious
102. Unceremonious
103. Unchanging
104. Undemanding
105. Unfathomable
106. Unhurried
107. Uninhibited
108. Unpatriotic
109. Unpredicatable
110. Unreligious
111. Unsentimental
112. Whimsical
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Old 05-08-2016, 09:18 AM   #4
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Negative Traits

1. Abrasive
2. Abrupt
3. Agonizing
4. Aimless
5. Airy
6. Aloof
7. Amoral
8. Angry
9. Anxious
10. Apathetic
11. Arbitrary
12. Argumentative
13. Arrogantt
14. Artificial
15. Asocial
16. Assertive
17. Astigmatic
18. Barbaric
19. Bewildered
20. Bizarre
21. Bland
22. Blunt
23. Biosterous
24. Brittle
25. Brutal
26. Calculating
27. Callous
28. Cantakerous
29. Careless
30. Cautious
31. Charmless
32. Childish
33. Clumsy
34. Coarse
35. Cold
36. Colorless
37. Complacent
38. Complaintive
39. Compulsive
40. Conceited
41. Condemnatory
42. Conformist
43. Confused
44. Contemptible
45. Conventional
46. Cowardly
47. Crafty
48. Crass
49. Crazy
50. Criminal
51. Critical
52. Crude
53. Cruel
54. Cynical
55. Decadent
56. Deceitful
57. Delicate
58. Demanding
59. Dependent
60. Desperate
61. Destructive
62. Devious
63. Difficult
64. Dirty
65. Disconcerting
66. Discontented
67. Discouraging
68. Discourteous
69. Dishonest
70. Disloyal
71. Disobedient
72. Disorderly
73. Disorganized
74. Disputatious
75. Disrespectful
76. Disruptive
77. Dissolute
78. Dissonant
79. Distractible
80. Disturbing
81. Dogmatic
82. Domineering
83. Dull
84. Easily Discouraged
85. Egocentric
86. Enervated
87. Envious
88. Erratic
89. Escapist
90. Excitable
91. Expedient
92. Extravagant
93. Extreme
94. Faithless
95. False
96. Fanatical
97. Fanciful
98. Fatalistic
99. Fawning
100. Fearful
101. Fickle
102. Fiery
103. Fixed
104. Flamboyant
105. Foolish
106. Forgetful
107. Fraudulent
108. Frightening
109. Frivolous
110. Gloomy
111. Graceless
112. Grand
113. Greedy
114. Grim
115. Gullible
116. Hateful
117. Haughty
118. Hedonistic
119. Hesitant
120. Hidebound
121. High-handed
122. Hostile
123. Ignorant
124. Imitative
125. Impatient
126. Impractical
127. Imprudent
128. Impulsive
129. Inconsiderate
130. Incurious
131. Indecisive
132. Indulgent
133. Inert
134. Inhibited
135. Insecure
136. Insensitive
137. Insincere
138. Insulting
139. Intolerant
140. Irascible
141. Irrational
142. Irresponsible
143. Irritable
144. Lazy
145. Libidinous
146. Loquacious
147. Malicious
148. Mannered
149. Mannerless
150. Mawkish
151. Mealymouthed
152. Mechanical
153. Meddlesome
154. Melancholic
155. Meretricious
156. Messy
157. Miserable
158. Miserly
159. Misguided
160. Mistaken
161. Money-minded
162. Monstrous
163. Moody
164. Morbid
165. Muddle-headed
166. Naive
167. Narcissistic
168. Narrow
169. Narrow-minded
170. Natty
171. Negativistic
172. Neglectful
173. Neurotic
174. Nihilistic
175. Obnoxious
176. Obsessive
177. Obvious
178. Odd
179. Offhand
180. One-dimensional
181. One-sided
182. Opinionated
183. Opportunistic
184. Oppressed
185. Outrageous
186. Overimaginative
187. Paranoid
188. Passive
189. Pedantic
190. Perverse
191. Petty
192. Pharissical
193. Phlegmatic
194. Plodding
195. Pompous
196. Possessive
197. Power-hungry
198. Predatory
199. Prejudiced
200. Presumptuous
201. Pretentious
202. Prim
203. Procrastinating
204. Profligate
205. Provocative
206. Pugnacious
207. Puritanical
208. Quirky
209. Reactionary
210. Reactive
211. Regimental
212. Regretful
213. Repentant
214. Repressed
215. Resentful
216. Ridiculous
217. Rigid
218. Ritualistic
219. Rowdy
220. Ruined
221. Sadistic
222. Sanctimonious
223. Scheming
224. Scornful
225. Secretive
226. Sedentary
227. Selfish
228. Self-indulgent
229. Shallow
230. Shortsighted
231. Shy
232. Silly
233. Single-minded
234. Sloppy
235. Slow
236. Sly
237. Small-thinking
238. Softheaded
239. Sordid
240. Steely
241. Stiff
242. Strong-willed
243. Stupid
244. Submissive
245. Superficial
246. Superstitious
247. Suspicious
248. Tactless
249. Tasteless
250. Tense
251. Thievish
252. Thoughtless
253. Timid
254. Transparent
255. Treacherous
256. Trendy
257. Troublesome
258. Unappreciative
259. Uncaring
260. Uncharitable
261. Unconvincing
262. Uncooperative
263. Uncreative
264. Uncritical
265. Unctuous
266. Undisciplined
267. Unfriendly
268. Ungrateful
269. Unhealthy
270. Unimaginative
271. Unimpressive
272. Unlovable
273. Unpolished
274. Unprincipled
275. Unrealistic
276. Unreflective
277. Unreliable
278. Unrestrained
279. Unself-critical
280. Unstable
281. Vacuous
282. Vague
283. Venal
284. Venomous
285. Vindictive
286. Vulnerable
287. Weak
288. Weak-willed
289. Well-meaning
290. Willful
291. Wishful
292. Zany
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Old 05-08-2016, 09:19 AM   #5
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All that's left to do is assign bonuses and penalties to each secondary trait.
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Old 05-08-2016, 11:53 AM   #6
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Clearly you put quite a bit of thought into this, and I do like these ideas. Many here will argue against a morale system to start....but I think they're wrong, and that clubhouse chemistry is a big part of today's game.
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Old 05-08-2016, 11:57 AM   #7
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Quote:
Originally Posted by PSUColonel View Post
Clearly you put quite a bit of thought into this, and I do like these ideas. Many here will argue against a morale system to start....but I think they're wrong, and that clubhouse chemistry is a big part of today's game.
Agreed. I love the RPG elements that have been added to the game. I guess the key is to make it optional (as per usual) and as long as the distribution are balanced there shouldn't be any impact to the integrity of the statistical output.
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Old 05-08-2016, 11:57 AM   #8
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Oh, I almost forgot.

Tall players get a huge bonus to leadership.

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Old 05-08-2016, 12:42 PM   #9
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Any GM will tell you, it's not just about getting all the most talented players.
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Old 05-08-2016, 01:01 PM   #10
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I haven't read the whole post, but I will. something that struck me at first was the bonus for introvert to introvert. As an introvert, I don't get along better with other introverts. Because two people that can't think of anything to say leads to a lot of silence. I would also argue that I view extroverts unfavorably. certain extroverts sure, like the really obnoxious ones, but generally they balance me out.

like i said, i haven't read everything yet, but you are on the right track! i think personalities do need to be fleshed out better.

personality matters in baseball. Please hold the Albert Belle example. There will always be outliers.
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Old 05-08-2016, 01:50 PM   #11
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Joe Maddon is a prime example with his clubhouse magicians and dress night thing. He isn't the best X's and O's guy but he definitely keeps the clubhouse loose.

For sure psychology has an impact on professional baseball players. At that level the skill level is so high that it really is the mental aspect that sets players apart.
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Old 05-08-2016, 03:46 PM   #12
Mntwins
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Joe Maddon is a prime example with his clubhouse magicians and dress night thing. He isn't the best X's and O's guy but he definitely keeps the clubhouse loose.

For sure psychology has an impact on professional baseball players. At that level the skill level is so high that it really is the mental aspect that sets players apart.
Makes me wonder how the Twin players feel about Paul Molitor. He seems the exact opposite of Maddon. Very blah.
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Old 05-08-2016, 03:46 PM   #13
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This would be lots of fun for me. I'm also sure others would absolutely hate it, so it would have to be optional.

In fact, I'd have an option for how much personalities affected morale-- not just the morale system on or off, but those who want a morale system but don't want to get into interpersonal dynamics could have one where morale is just based on winning and players getting the playing time they think they deserve.

So trait effect: None, Low, Medium, High. Medium would be the default, in which players' getting along with each other and the manager/bench coach would be about equally important as the other factors. High would mean that the interactions between personalities would be more important to morale than the team winning (given a player with average desire to win).

I put real people into my fictional game as players (which now that I've learned to make facegens, they actually look like them). I put myself, friends, and here and there people I barely know, in. This type of system would make it that much more interesting.

I'd probably have about 1/4 as many traits (too many is unwieldy), maybe those with the most agreement about what they should do and just the clearest effects. Edit: I said 1/4 as many traits, but really it would best be brought down to maybe 60-70 in total. Then there are a low enough amount that there can be at least one potential storyline per trait (some would have more than one). That definitely doesn't mean that that storyline will happen in a given game; the vast majority won't. But if the number is winnowed down, each can have a storyline that can be triggered for a player only if the player has that trait-- plus, more traits (not every combo, obviously) can be figured to interact with specific others. "If Player X has Playful and Player Y Businesslike, -10 to their relationship." That kind of thing.

Some things I'd do a bit differently:

1) I wouldn't penalize a team for having too many of one primary trait of introvert/extrovert/ambiverts. Extroverts would just tend to have the strongest effects on others, for good or for ill. The two players' traits would determine whether a given extrovert was energizing or annoying. An introvert might be happy to just go about his business, but a really friendly extrovert might make him feel more a part of the team while an annoying extrovert will annoy him more than any introvert could.

What's annoying to one might be positive to another. For example, an introvert who's shy and serious might find a prankster type annoying but a gentle one empowering, whereas an introvert who's less serious and more snarky would enjoy the prankster and be annoyed by the gentler one, whom he'd view as naive.

Too many of the same (normally positive) type could be bad if, say, too many players were trying for leadership roles

2) Manager and bench coach traits would be very important, and might be subtraits under the five managerial styles. How a manager and bench coach get along with the players would be even more important than the players with each other. A controlling manager will get along very well with such traits as submissive/obedient, while assertive and protean (taking that to mean freedom-loving) stand out as traits of guys who'd hate a controlling manager. Again, there'd be subtraits under the managerial styles.

3) The traits would be visible and editable in the editor, but otherwise they'd be incompletely scouted until a player was on your orgajnization for a couple of months, or in your league for years. The basic traits of extrovert/ambivert/introvert and positive/neutral/negative view of life would be known, and some subtraits would be known from all the way back in the draft. For a twist, not all negative views of life would lead to harmful traits, and vice versa. One could view life positively and be overconfident, leading to poor work habits, or have a negative view and need to prove oneself, leading to hustle.

For example, my (subjective) sense is that Pete Rose was a pretty negative person, and in the long run it caught up to him in compulsive gambling, etc, but until then it helped make him a better player as his compulsion was to work his butt off to be a very good player despite not having a great amount of natural physical ability compared to others who had similar quality careers. One can certainly imagine it, even if you think it doesn't apply in his case.

This could be very interesting for a number of us who'd love it, Again, I can see others hating it-- maybe more people hating it than loving it-- but if it's optional and a third or even a fourth of players love it, it's worth doing.

Last edited by Anyone; 05-08-2016 at 04:42 PM.
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Old 05-08-2016, 03:54 PM   #14
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How about adding a sports psychologist to the personnel list? A good shrink could add bonuses for adversity, reducing slumps, increase overall morale, etc. I'm just spit balling. I like the idea of the morale system, but I haven't liked using it yet. So much butt hurt, for so many millionaires. I would definitely give it another spin if there was more added to it. The coaching system seemed pointless for years, but this year I love it. I'm not 100% sure what impact the coaches have, but the implications are more visible now because I can see relationships, development impact, etc.
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Old 05-10-2016, 01:08 PM   #15
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I think it's important to not go too far with labeling traits as "positive" or "negative". There's an inherent judgement being made that people who have the traits listed under the "negative" category as "bad". Then, those traits listed under the "positive" column are for "good" people.

The morale system needs to be a little more general and should be focused on how it impacts there performance as a baseball player. It shouldn't be such a determining factor in the player's performance either. People with a wide variety of personality traits can still be really good players and not tank teams throughout a year. I had a player who was very upset that there were no other countrymen on the team, and it seemed to really impact his performance. He was from Canada. Are there really that many MLB players from Canada that I could go out and immediately obtain to make this person happy so he plays better? That's not realistic.

Also, there's too much emphasis on making the GM/Manager be responsible for the player's happiness. How do you factor in that the player needs to manage his personality and still do his job even if he isn't happy?
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Old 05-17-2016, 04:08 AM   #16
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To bring this discussion about player relationships and how their personalities can help/hurt a team to real life, harken back to the surprising playoff run during the 2015 season by the Minnesota Twins. Led by the estimable Torri Hunter. He was a HUGE leader for that team as well as a calming influence and a coach on the field. He helped to keep the locker room loose. I am not sure there was a looser one! LoL. Flash forward to this season they are currently 10-27 so far, last in the AL, and only one game better than the MLB worst Atlanta Braves (who, to be fair, are in rebuild mode.) One of the big differences this year? Torri Hunter retired at the end of last season and is not with this year's team. I am not saying that Torri's retirement is the only reason for their lack of success, what I am saying is that him no longer being a part of that team certainly has shown an effect. So in closing morale and personality in sports, especially our beloved baseball, is tied in very closely with strategy, sabermetrics, and double plays.
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Old 05-17-2016, 07:22 AM   #17
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Oh, I almost forgot.

Tall players get a huge bonus to leadership.

And players with good hair. Don't forget the hair.

Preferably silver.

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Old 05-20-2016, 03:43 AM   #18
kehowey
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I thought it would be fun to share a hypothetical manual entry for a new and improved player personality system. The goal of this thread is to discuss ideas that would improve the current morale system and breathe life into it.

I am not looking to discuss if my ideas are good ones or bad ones but feel free to express your opinions either way. I'm sure what you have to say will lead to interesting conversation.

Without further ado...




Player Personality
(all discussion below based upon 1-100 rating scale)



Each player will have an overall personality that is measured by how extroverted or introverted he is and how positive or negative his overall outlook is.


Primary Trait

Each player has a primary trait that has an impact on how that player interacts with his managers and teammates. The three primary traits are extrovert, ambivert, and introvert. In general, there will be an equal distribution of primary traits throughout the universe. Each specific primary trait has advantages and disadvantages that the GM may consider when attempting to improve clubhouse chemistry.

1. Extrovert—The extrovert receives a +5 relationship bonus with other extroverts and a -5 relationship penalty with introverts. Receives a +1.25% modifier to both positive and negative secondary traits.

2. Ambivert—The ambivert is a neutral trait that does not receive any bonuses or penalties.

3. Introvert—The introvert receives a +5 relationship bonus with other introverts and a -5 relationship penalty with extroverts. Receives a -1.25% modifier to both positive and negative secondary traits.


Primary Outlook

Each player has an overall outlook on the world. Some players see the cup as half-full while others see it as half-empty. In general, the player’s primary outlook gives the GM a good indication on whether a player is a positive influence on the team or a negative influence on the team. There are 7 primary outlooks that players may possess. See the following list for the types of primary outlooks that a player may have and the general overall distribution within the universe in parenthesis.

1. Very Positive (3%)
2. Mostly Positive (14%)
3. Somewhat Positive (22%)
4. Neutral (22%)
5. Somewhat Negative (22%)
6. Mostly Negative (14%)
7. Very Negative (3%)

The primary outlook will determine the types of secondary traits that a player receives. See below for more information detailing secondary traits. A very positive player will receive only positive secondary traits. On the other end of the spectrum, a very negative player will only receive negative secondary traits. Players in between will receive varying secondary traits that are both positive and negative.





Secondary Traits

Each player will receive 3-9 secondary traits that will tend to define their personality. These secondary traits will have an impact on how a player interacts with his managers and teammates. The types of secondary traits that a player receives will depend upon what type of primary outlook that he possesses. For example, extroverts tend run the gamut from clubhouse leaders to clubhouse cancers. In the following example we will look at two different players at each end of the extrovert spectrum. Keep in mind that both of these examples are extreme.

Player A
Primary Trait: Extrovert
Primary Outlook: Very Postive
Secondary traits: Accessible, Personable, Balanced, Agreeable, Gregarious, Helpful, Good-natured, Confident, Mature

Player B
Primary Trait: Extrovert
Primary Outlook: Very Negative
Secondary Traits: Impatient, Critical, Unreliable, Selfish, Dishonest, Egocentric, Excitable, Hostile, Impulsive

As you can see Player A is an extrovert with the maximum of 9 secondary traits all of which are positive. He will have a high relationship bonus with his teammates and managers and he will receive multiple leadership bonuses that will be added to his underlying leadership score on the BNN page. As long as this player has an average to above-average base leadership stat he is likely to be a clubhouse leader.

On the other hand, Player B also has the maximum of 9 secondary traits but in this case all are negative traits. This player will receive a low relationship bonus with his teammates and managers and he will receive multiple leadership penalties. This player would tend to create disruptions in the clubhouse.

Each secondary trait has a specific base bonus or base penalty. The bonus/penalty will be modified based upon several factors in the player’s profile such as their primary trait, loyalty, desire for winner, intelligence, and work ethic.

For example, let’s return to Player A above and let’s look at some of his base BNN page personality stats:

Leadership: 85
Loyalty: 75
Greed: 55
Desire for Winner: 80
Intelligence: 65
Work ethic: 80

Now let’s look at his secondary traits and their base bonuses:

Accessible: +5 relationship bonus to all primary traits
Personable: +10 relationship bonus with extroverts; +5 relationship bonus with ambiverts and introverts, +5 leadership bonus
Balanced: +5 relationship bonus with extroverts & introverts. +10 relationship bonus with ambiverts
Agreeable: +5 relationship bonus with all primary traits; +5 leadership bonus
Gregarious: +10 relationship bonus with extroverts; +5 relationship bonus with introverts & ambiverts
Helpful: +5 relationship bonus with all primary traits; +5 leadership
Good-natured: +5 relationship bonus with all primary traits
Confident: +5 relationship bonus with all primary traits; +10 leadership
Mature: +5 leadership bonus

Before we proceed please keep in mind that these bonuses/penalties will not be available to the GM. These scores will be processed “under the hood”. All the GM will have at his disposal are the base BNN scores, the primary trait, the primary outlook, and the secondary traits.

Since Player A has an 85 base score on leadership he will receive 85% of the leadership bonuses awarded from his secondary traits. In this example, he will receive 30 base leadership point times 85% for a sub-total of 25.50. Keep in mind that since he is an extrovert he receives a +1.25 modifier to both positive and negative secondary traits. His modified leadership bonus is 32. This score of 32 is added to his base leadership score of 85. His adjusted leadership score is 117. This player would most-likely be the leader of the clubhouse.

(See below for more on adjusted scores and how they impact team chemistry).

Similarly, the relationship bonuses for each secondary trait are modified by loyalty, intelligence and work ethic.

Greed and desire for winner are handled separately and are independent of the adjusted leadership score or the relationship bonus to team chemistry. These two aspects directly impact player morale and impact team chemistry directly. (More on this below)




Team Chemistry

*Need to finish this section before posting*

Relationship Scores

All players have a relationship bonus or penalty with the other players and managers on the team. The total relationship bonus/penalty for each player is summed and divided by the number of players on the active roster. This average relationship score is a good indicator of how well the team gets along with one another. A large positive number would indicate a happy clubhouse while a large negative number would indicate an unhappy clubhouse. This score would be hidden from the GM but the team chemistry happy face for each player would provide valuable insight. Players that are happier with team chemistry probably have higher relationship bonuses and vice versa.

But there is more to team chemistry than relationship scores. The team needs to have balance. For instance a clubhouse of 25 extroverts would be a madhouse where no one could get a word in edge-wise. With a clubhouse of 25 extroverts there would be multiple conflicts. Collectively, there just wouldn’t be enough people internalizing issues and helping one another come to resolutions. The opposite would have its disadvantages as well. A clubhouse where everyone is an introvert might run into problems with turning around the culture or. They might have problems with not enough fiery team speeches when one is in order. There are many reasons but the most-important is game-mechanics.

What this means to the GM is that a well-balanced clubhouse will receive a slight team chemistry bonus to the average relationship bonus. On the other hand, there are penalities for imbalance that get progressively more disadvantageous.

If the ratio for all 3 primary trait are 40% or below then the team receives a +2.5% team chemistry bonus.

The following team would receive the bonus:

8 Extroverts
9 Ambiverts
8 Introverts

For every 2% above 40% in each of the 3 primary traits there is a -2.25% penalty applied to the average relationship bonus.

For example:

12 extroverts
10 Ambiverts
3 introverts

In this example there are 48% extroverts. 40% Ambiverts (no penalty) and 12% introverts (no penalty). This would create a 9% penalty to the average relationship score.

In a nutshell, this is the adjusted relationship score average that impacts team chemistry.


Leadership

Another factor that impacts team chemistry is the effectiveness of leadership in the clubhouse. Each player will have an adjusted leadership score. Scores above a certain threshold indicate that a player is a leader. Players with very high scores are considered captains.

A good clubhouse will have 3-4 leaders with one good captain.

Teams with a weak captain or fewer than 3-4 leaders will receive penalties on leadership . Sometimes this can be offset by good managers with very strong leadership skills or if there is a second captain on the team that is also not strong.

On the other hand, if your team has multiple strong captains this can cause cliques to form especially if the team is losing or if the team has a lot of veterans. On a young team it is sometimes beneficial to have more than one strong captain.

In general, if you have 3-4 leaders on your team and one strong captain your team’s leadership is considered effective and you will receive a slight bonus to team chemistry. If your team has too few leaders or no captain you can expect a penalty to team chemistry. The penalty is greater for younger teams. Veterans tend assume roles of leadership in the case of a void.

The worst situation on a team is when there is too many chiefs and not enough Indians. This situation should be avoided when possible.

Winning

Having a winning record or excedding expectations is the best cure for all chemistry issues. Obviously, winning is more fun than losing.
Nice and thoughtful work. Recommend "The Signal And The Noise" by Nate Silver. Agree the OOTP personality ratings could use an overhaul. Too much of a hodgepodge right now. Loyalty is almost extinct in MLB and shouldn't even be a rating. And greed is a given. Think you could do a good job improving the personality ratings system..
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