Defining Character and Ship Statistics

When starting a new game players need to agree upon where to pull character, ship or creature statistics from.  The plot of the game will be driven by the world the players agree upon. Once players have agreed, then use a simple normalization method to remap the chosen statistics to the Harmonious Worlds core attributes. This enables transforming any card or role-playing game statistics into a base form so they can interact.  To see how this done lets first start  the  attributes used in the game are:

  1. Hit Point/Hull
  2. Damage
  3. Speed/Agility
  4. Shield (Optional)
  5. Targeting/Wisdom/Sensors (Optional)

Now using those statistics as a base, we gather up statistics from the agreed-upon world focusing on measures that seem close to the Harmonious Worlds attributes. When gathering the statistics you will need to know the highest and lowest of each measure.  For example, if agreed upon the world is birds then for a given attribute such a size you need the size of the largest and smallest bird.  These values are used in the normalization process.

Below is an example of base statistics from baseball players. that will be used to map to Harmonious Worlds attributes.

Example: Baseballs Stats Conversion (offensive statistics)

  1. Weight/Height: Hit Points
  2. Hits: Strength/Damage
  3. Stolen Bases: Speed/Agility
  4. Base on Balls: Shield
  5. Batting Average: Targeting

Baseball Player 

The statistics below show the minimum and maximum values for a given year.

  1. Height/Weight: 5/5 150, 7/1 315
  2. Hits: 20 , 262
  3. Stolen: 2 , 96
  4. Base on Balls : 3 , 150
  5. Batting Average:  . 257 , .426

Now find a character you want to play. 

Generic Base Ball Player

  1. Height/Weight: 5/11 180
  2. Hits: 177
  3. Stolen: 9
  4. Base on Balls: 76
  5. Batting average:  .317

Using simple transformation you can converts any item based statistics to a base-line measure from the least possible attribute measure to the maximum possible value.  final =  ((value – min)/ (max-min)) x 100.  This is called Min-Max Feature Scaling and is a common normalization equation.

Work Sheet

Min Max Player Normalized Value
150 315 180 18
20 262 177 65
2 96 9 7
3 150 76 50
257 426 317 36

Normalized Statistics for Generic Base Ball Player

  1. Hit Points:  18
  2. Damage: 65
  3. Speed: 7
  4. Shield: 50
  5. Targeting: 36

This process can be done for anything that has measurable values, ships,  even animals.  

Animal:

  1. Weight/Height: Hit Points
  2. Bite strength: Strength/Damage
  3. Land speed: Speed/Agility 
  4. Eyesight or Smell: Targeting

Animal Statistics

  1. Weight/Height, 7.5 Pounds 1.5 feet, 1000 pounds 9 feet
  2. Bite Strength 1, 1,100
  3. Land speed, 1 MPH, 75 MPH 
  4. Eyesight (Day Time/ Night Time)

Cheetah

  1. 4.9 feet 160
  2. 475 pounds bite strength
  3. Land Speed, 75 MPH 
  4. Excellent daytime eyesight

Worksheet

Min Max Player Normalized Value
7.5 1000 160 15
1 1000 475 47
1 75 75 100

Cheetah Game Stats

  1. Hit Points: 15
  2. Damage: 47
  3. Speed: 100
  4. Targeting: 8 (day time)

Using Dice for Attributes

To create a more dynamic play instead of using set numbers for attacks and challenges you can use dice.  The rules on the left are an example of replacing set attributes such as damage to dice.  Ideally you want to use a dice were its expected value is near the base value. For example, if a character’s attack had a value of 6 then the expected value of 1D6 is 3.5 +2 = 5.5 which is near 6. This makes sure other attributes such as hit points and shields are not misaligned. 

 

 

 

Setting Up the Play Area

After you have normalized the statistics for the world the players have chosen next is setting up the he play area. The game has two environments tiles, land (FIG. 2 and FIG. 6) and sea/space (FIG. 3 and FIG. 7). Some environment tiles are double-sided (FIG 11 and FIG. 12) indicating a seen landmark like a river, planet or city. These tiles have two-sided representing which type of world the play chooses, a more fantasy-based world or science fiction world. After the chosen environment tiles are shuffled, the players place tiles face down and visible tiles with the appropriate side up in a grid fashion or to a specific shape (like a maze) (See FIG. 10 and FIG. 11)

Some tiles are permanent, such as hazards and traps, meaning, even if revealed, the effect of the tile will impact the players.
Other tiles, like treasures are only activated the first time they are revealed. Below show all possible land and space cards turned over.