I typed this up over the weekend. It is an incomplete re-evaluation of Making the Bigs as a game to be played with a character sheet of a baseball card as the character sheet. I’m putting it here for a log of activity and for any feedback.
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Making the Bigs character sheets should look like a baseball card.
A regular baseball card is 3.5″ x 2.5″.
How do I make this happen?
Idea #1: The character sheet could be a fillable PDF that sits 3.5″ x 5″ (both front and back of card are side-by-side. The character picture piece will be a big challenge. You could have a series of PDFs will line drawings of possible PCs and a last one that is blank. QUESTION – Can you upload a pic into a fillable PDF?!?
Idea #2: The character sheet could be a web app that players print out. This means I have to pay a developer and host it on the game’s website. This is nice because it can drive traffic to a website and also allow me to change the character sheet and enhance it when I want.
The front of the character card would be the pic of the PC, of course. Also, the position (should have mechanical impact), name and team (which is created by the playgroup).


On the back of the character card should be the physical stats of the PC, a small bio (could have phrases that act as stats, like PDQ and can also have the player issue) as well as player record (this could start blank and be filled in as the game progresses or have one or two seasons to reflect a more experience minor league player character).
So what do we have for character stats on the sheet that would then be the engine of the game?
Name: (character name, used for RP purposes, could have mechanical effect with a nickname?)
Position: (will dictate where the PC plays on the field, could also give stats adjustments, like a 1B or 3B has more power, an OF has more speed, a catcher has more knowledge of the game, a SS or 2B has better reaction time)
Team: (this is a reflection of the playgroup-created team. A team sheet should exist and give the PCs some stat effect and challenge)
Number: (only used for roleplay color, if at all)
Ht: (used for color)
Wt: (used for color)
Bats: (used for color, or could be used as a possible stat bonus as in righty facing lefty)
Throws: (used for color)
Born: (date and place): (used for color or roleplay purposes)
Bio: (here is the meat, using common phrases here can give the tools, the strengths and the issue, all in the write-up)
Game Stats: (could be used to tell a story of the character’s past, could be something from a table… need to ponder)
Making the Bigs is a game I want in the hands of non-gamers. To make it easier for them to play, I will use six sided dice (the kind with pips that you’d find in a box of Sorry or Monopoly). What elements of the character sheet do I have? Position, Team and Bio will work in threes – two Advantages and one Hindrance. Name is an extra flash. Name – the character nickname is a colorful phrase that can act like a FATE aspect, giving a bonus to any conflict where the player can apply it as well as giving the GM something to key on for story lines). Position – the position gives one Advantage and one hindrance to the PC. The second bonus is the player’s choice
- C will have NO SPEED, but will have GLOVE
- 1B will have NO ARM, but will have POWER
- 3B will have NO AVERAGE, but will have POWER
- 2B will have NO POWER, but will have CONTACT
- SS will have NO POWER, but will have GLOVE
- LF will have NO GLOVE, but will have POWER
- CF will have NO ARM, but will have SPEED
- RF will have NO AVERAGE, but will have ARM
Team – the team will have two Advantages and one Hindrance for each PC, all the same for each member of the team. These Aspects of the Team can be changed by the playgroup during play, but can only change occasionally.
Bio – The Bio will be two to four sentences about the character. It will define the PCs strongest Tool, their Key Trait and their Issue The strongest Tool can be a Tool from the position and it will have double strength. The Key Trait is a personality aspect that the player wants to role-play. The Issue is the problem that the PC must overcome in order to Make it to the Bigs (what the heck does that statement mean?)
How do conflicts work?
There will be off-the-field conflicts of character choice. These conflicts will be handled quickly and will be driven by the Players in order to recharge a Tool (Tools can only be recharged off the field in scenes with more than one Player Character) or by the GM to spotlight an Issue or as an interstitial to illustrate the PC’s Key Trait. There are also conflicts on the field, which happen during a baseball match. These conflicts are either Plays or At Bats.
Plays are moments where the PCs are not At Bat, meaning they are either On Base or On the Field. Plays can be Defensive Challenges, meaning the opposing team is trying to score a run and the PCs must stop them. Plays can also be Offensive Challenges, which are conflicts where the PC is not At Bat, but the PC’s Team is. So, the PC could be On Base and trying to score or break up a double play or trying to steal third or anything else that would contribute to the PC team scoring a run but isn’t At Bat.
At Bats are conflicts between a Player Character and a Pitcher (and subsequently the opposing team) where the Player Character tries to score a run. The At Bat can be resolved one of two ways, either through one roll to resolve the entire At Bat called Last Pitch, or by resolving every single pitch in the At Bat, which is called simply – Pitch By Pitch.
Last Pitch mode is a simple roll by the Batting Player Character against a roll by The Ump portraying the opposing pitcher. whoever rolls highest wins the conflict and describes the result within the parameters of the difference between the roll results.
Pitch By Pitch mode is a complex series of rolls to simulate each pitch during a conflict between the batter and the pitcher. The At Bat is resolved when either the Batter gets a hit or is out.