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Series 1
The Time Constraint
5/12/01
Email Dan
:: Articles
Dan Sez

» Game Design Dictionary

It is time to start sketching out how many potential owners will be in this league. Some of us are lucky to live in metropolitan areas and there are beltways full of potential members. The only problem is just finding them. Some of us live in more rural locals and recruitment can be the bane of your existence if you desire a local league. Finally the community of the web opens up doors for us to join (and abandon) franchises all across the country. The particular conditions of a Local or Global group will also erect opportunities and limitations that must be accounted for in the design. Access to members and potential replacements is vitally important to the continuance of the league. My basic rule of thumb is minimum of (1.5 recruits X the number franchises) are needed to start a league. You do not want to be stuck in the situation of begging people to play the games you spend so much time in drafting and maintaining. It is far better to design a good game format with only 8 teams, than it is to push for 12 teams and have to deal with blank team bye games, some perverted 3 way matches or even worse, having an owner control more than one franchise.

While you are tooling around with potential names to join the Assembly, think about how much effort you want to put into managing a league. Not many players will volunteer for the work that is necessary for league survival. If you are going to make something happen, that means you have to take the responsibility of keeping it going. If you take the responsibility, then you should also author the rules set. While defining the limits of creation, consider just how much time do you have to dedicate to this brainchild of yours? Be honest in this assessment and it will make you a happier commissioner.

It is not just a matter of calculating scores. You have to be there, week in and week out, to take lineups, check trades and free agency, monitor league business, settle disputes and sometimes mother the brood at any time from the draft through the championship game. Believe me, with work crunches, family and friends barging into town on Thanksgiving week (that is one of the notorious short weeks) and the various and unending emergencies of life, you will wonder why you started this whole business at least once a year.

I am not saying this to discourage your desire to run a fantasy league. I bring it up now because once the Assembly has been created, they will be ever so free in volunteering your time away. Now is the time to design the game around your ability, patience, and willingness to participate. What are the areas that make up and take up your timely responsibilities? What elements of the game can be modified to live within your time budget?

Time management requires that we look at what duties and responsibilities are the highest drain. You will have to allow time for the weekly duties of lineups and game results. Here are a few suggestions for the big time eaters.

The more complex the scoring system, the more time it takes to check scores and the greater potential for scoring challenges. It is great to score points for all of the wonderful things our superstars do for the team. It is not so great to try and mediate some scoring controversy in a one or two point game between people you barely know. Complexity of scheme and how your scores are determined need to be accounted for in your time budget. With the blossom of Internet fantasy sites, this is becoming less of a problem, but it is still a consideration. If everyone does not have Internet access, then you will be the distribution point for printing and faxing reports.

Free agency is a great tool to correct for mistakes in the draft and recover from injury. It also can lead to baldness if you institute a first come first serve system and you are being hounded down by members of the Assembly in a race to get the scoop over the other members. Controlling free agent access will limit the impact of this hobby on your job and your family.

Trades are another black hole time taker. Not only do you have to communicate with two (or more) trading partners, the entire league must be notified and the trade pushed for approved. All this usually happens in the short time before the next weekly lineup is due.

If we are wise to these problems, we can design a system that will give lots of options to the Assembly, make a fun friendly game environment and keep you gainfully employed.

Now, let step beyond the scope of the weekly grind. You need to decide about what this league is to be. Is it a one shot deal to get your feet wet? Will this be a years long commitment with roster retention across the seasons? Do you want to build a rolling craps game style or more of a game of monopoly? How you set up the draft, rosters and free agency will determine a lot about how entertaining and engaging this game will be. If this is your first time to run a game - no matter how much experience you have had, DO NOT, I REPEAT DO NOT start a dynasty league. Please, please, please listen to me on this if nothing else. Run a redraft league for at least two years to see if you like commishing before attempting a dynasty design. As I have said before, the more complex, the more demands it will place on the Commish. The better the design, the easier it is to manage any game style.

Also, just because it needs to be address early: there is the question of money. The theory is that if there is money on the table, it keeps the interest sharper. As a Commish, you have to decide how much more it adds to your duties. I have run both. I find the theory true. I also find it a trap at the worse time of the year. Think of it, you swallow up $350 in league fees in the swelter of early September and you have to cough up a $350 fur ball in December. That is a decent Christmas Present for someone or yourself! Even the best of intentions sometimes fails in this area and I suggest that you keep your league fee totals to $500 or less. Rule Number Four: The more money is involved, the more explicit the league rules set should be. Still, having no money involved does not diminish your responsibilities; it increases them in some respects. You will have to work to keep some teams in the game.

While you are jotting down notes, let me remind you one last time to create a set of definitions to help focus the rules document. Use these terms liberally and explain them only once. You can do that with either a dictionary list or use a numbered rule reference method. The rules sets at the end of Series Four will use one or the other of these styles. To use numbered rule reference, you state the clause and give an explanation with examples, if necessary. In all following references you would state something like the following:

If a team has roster spots still open following the 2nd round of free agent access, then the same Free Agent Claim Rule (section 3.15-18) will apply until all roster slots are filled.

Sounds a little too complicated? It is all just a matter of establishing order and referring back to precedents. The level of detail you draft now will eliminate headaches once the league is formed.

Still with me? Well let me lay one more heavy set of thought upon your head and shoulders.

The Dan Sez Fantasy Football Creed
  • Rule Number One: League continuance should be the foremost goal.

  • Rule Number Two: Always write it down, print it out and keep a copy.

  • Rule Number Three: The more money is involved, the more explicit the league rules set should be.

  • Rule Number Four: Never wait for a crisis to develop, solve problems as soon as they arise.

  • Rule Number Five: Keep some perspective, after all, it is just a game.
If you can follow this creed and can keep your temper when all others have lost theirs, you are well on your way to becoming a gem of a commissioner.

» Master Plan In Action

Series One: The Master Plan Series Two: Mechanics
The Big Picture
Engine in Your Design
Free Agency
Draft Mix
Trading
Rosters
Time Constraint
Zoom, Zoom, Zoom
Master Plan In Action
Schedules

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