Hey all. So my local beginner's league is wrapping up in a few weeks. We had a surprising turnout, and I'm hoping to capitalize on it by running something a little more in-depth this coming fall. What I'm working on right now is modeled after the old GW mega campaigns (Eye of Terror, Storm of Chaos, Armageddon) and the Privateer Press leagues from several years ago (Windless Wastes, etc.). So it'll have two main parts: a story-driven map campaign that requires minimal effort and participation on the players' parts, and a more competitive ladder league. It's the latter I'm having trouble with right now.
As I see it, there are two traditional ways to run a ladder. One is to have the rankings based on some sort of points system. For example, you use normal tournament MoV to total tournament points, and rank people in the ladder based off of that. The other is more "King of the Hill," where how far up/down you travel with a win/loss depends on the rank difference of the players involved. So if #2 beats #1, they swap. But if #12 beats #1, then 12 would shoot up to about sixth place, and 1 would drop down to seventh. The way I see it, the first has the weakness of the players who play more will get to the top and stay there the entire time, discouraging others from the competitive aspect. The second means that a single bad game or bad matchup can harm the top player significantly.
Has anyone played in a ladder league that's a balance between the two systems? I'm thinking something along the lines of a player lower on the ladder gaining a bonus for playing someone higher on the ladder. Or a player toward the top receives fewer points for beating players that are lower. Something to increase the risk for the top player but not to the point where they can get dice shanked once and lose the league.
