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Series 1
Trading
5/12/01
Email Dan
:: Articles
Dan Sez

» Game Design Dictionary

Trading is one of the most exciting aspects of fantasy football. While we thing we "know" that QB Stone Cold can score every week, it is the calculation of what true value is that fills our message boards with bazaar-like flavors. Most good leagues will have one or two characters that are the catalyst for more of the activity. These owners are the source of a lot of fun and excitement. The trick is to give them enough freedom to enjoy their obsession while not bogging your life down with an endless stream of voice mails, emails and the occasional knock on the door after 10pm. Trading rules can be modified (only during the off-season) with minimal impact in Keeper or Dynasty leagues so keep that in mind when the Assembly wants to spice things up a bit.

Trade approval systems are also important but at this point lets keep the focus on the flow of players through our rosters. The draft creates the initial set we have to work with. In lotto systems, luck has some play in who you have access to. Injuries and real NFL team politics can also have your golden boy riding the pine for periods of time. We can set free agency as a constant gateway for turnover. Trades are more of the wildcard in designing the flow. You can make the rules to encourage or discourage a trading environment.

Real story: Running a Redraft Weighted Random Distance Bonus 10 team league with no restrictions on trades other than one team could not trade back a player to the same team acquired from. Short terms, no direct swapping of players. Allen was an owner who worked on the same floor/office as myself and a few other members of the Assembly. He got on a trading jag that basically ran three weeks long. He would be working on or completing at least one trade every day. For a couple of weeks it was fun in a sense of getting caught up in the speculation and bidding. Then it got to be a problem at work. Be careful.

Trade approval and deadlines should be clearly defined in the rules set. Phrase it in terms of the schedule instead of putting a specific date. That way the rule stays in effect consistently instead of having to edit the document each year.

Trade rules run from no limits, at any time of the year to allowing only X number of trades per team per season. Most systems, if they place anything but an end date restriction to trading, will have a weekly limit on trades.

The point we must always consider is time management. I suggest restrictions on trades. A relatively neutral rule is one trade per team per week. You must also specify the exact time that trading and/or free agency end. I generally prefer a Monday midnight on the 9th or 10th week of the NFL season as the last deadline for submitting trades. Many leagues stop trading after the 8th week. The reason to impose a trade deadline at all is to prevent collusion.

Some leagues are set up for teams to coalesce into super team and scrubs. This is a tactic of some Big Money Leagues. Not all are set up like this, far from it, but it is something to watch out for. If you are recruited solo into this fish tank, then you are there just to put money in the kitty. It's true.

» The Time Constraint

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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