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Series 2
Schedules
Home Is Where The Hate Is
6/25/01
Email Dan
:: Articles
Dan Sez

» Game Design Dictionary

Many people just copy a schedule out of a fantasy magazine, which will work most of the time. The question is... when you should put in the effort to create a customized one? The number of teams and the limit of 13 to 15 weeks will eliminate many options from the mix. Standards are printed everywhere so I will just touch on the highlights and focus on a couple of variation for some added spice.

Most teams end their regular seasons in time to allow the Championship game to be played on week 16. I strongly suggest the same philosophy. While parity has risen its head to unprecedented heights, you still have some players and team not putting forth the best effort on the last week of the NFL Regular season. Let's forgo all that noise and design the game to end on week 16. Also, the joy of sitting in your favorite recliner, watching the last week of the regular season without the pressure of managing a league is too sweet to miss.

Now that we know our end date (highlighted in the rules and referenced accordingly) we can turn our attention to how many teams do we want to qualify for the playoffs. Some in the Assembly may crow "the more the merrier", but does it serve your game design? I generally qualify 4 teams into the playoff. They face off in week 15 and the final two duke it out for the Fantasy Championship. Large leagues sometimes qualify 8 teams and hold playoffs for three weeks (14 - 16).

If you allow half or more of your teams to qualify for post season play, then you are reducing the importance of regular season match ups. In a friendly low-conflict (no money) redraft situation, create something like the NBA or NHL style where the regular season is only for gaining seeded positions with all (or the majority of) teams entered in a single elimination playoff. The hidden rule in this setup is that the best team will rarely win the championship. Instead, the "hot" team can make a run and upset the season leaders only to open the door for a moderately strong mid-level team to claim the championship. But I am not telling you anything you haven't seen before. It is just you may not have thought about the hidden relationships and reasons why this occurs.

The opposite end of this thought train is to only qualify two teams for post season play. Those two teams have struggled all year to attain their position. Now the reward comes in advancing to the playoffs. The hidden rule here is that teams fall out of contention earlier and some owner will lose interest. This can deteriorate to the point that a franchise becomes abandoned and a team making a run to overtake the leaders could get some unwarranted help in playing against these ghost ships. There are lots of tricks to keep individual team interest beyond post season qualification. It usually revolves around money.

A House Divided
There are two main paths to follow on playoff seeding. This divergence is based on the prominence of Divisional play in the design. Are you using Divisions within the league? Does this concept increase or decrease league enjoyment and participation? I would recommend Divisional for Locals and Non-Divisional for Globals. The reason is the Locals can build up personal rivalries which greatly outweigh a design flaw. The best teams are not always in divisional playoffs. We see it in the real world product and it certainly pops up in fantasyland also. Sometimes the third or fourth best team is squeezed out by a poor performing Divisional qualifier. In a Global, personal rivalries do exist, but generally not near the level of an established Local. Reward the better teams and seed by record in Globals.

In a basic 8-team league with 14 regular season games, you can use divisions or not. Divisions would impact a seeded tournament in that the top two division winners would automatically qualify and then either the next best two (non-divisional) or the next runner up (divisional records) graduate to the post season. If using the divisional theme then the first round of the playoffs should have the divisional winners hosting the non-divisional runner-ups. Without divisions, the teams are seeded one through four with 1 playing 4 and 3 playing 2. The point is to keep the whole theme consistent. If you use divisional settings, include this in the schedule, playoffs, tiebreak rules, and even in payoffs. I have run a number of low money fun leagues that gave a $5 or $10 prize for sweeping divisional opponents. You could expand that in the 8 x 14 in payoffs for sweeping any opponent. The strong teams will be raking in the sweeps anyway so tell them to stop complaining about dilution of the pot.

My preferred design is a 12 team, three-division league with one wild card playoff qualifier. Play your divisional opponents twice and the rest of the league once. Arrange the schedule so that the last five weeks go like this (Customized Schedule): Week 10 divisional games and first attempt at sweeps, Weeks 11 and 12 non-divisional games, and the final two weeks are the rest of the divisional sweeps series. In a retention league, weeks 11 and 12 can be spent playing teams that finished in similar rank of last season.

Other Scheduling Methods
Now I have gone on this long under the assumption our weekly game schedule would be Head-to-Head. For basic league scheduling, this is the best method. There are others designed and yet to be designed. There is a ton of information on rotisserie leagues. This is the preferred method in most other fantasy sports. I prefer the Head-to-Head system, but please do go research the topic. There is another very interesting schedule system I see popping up occasionally that I call the Three-Headed Mother Fun League.

Each game of the regular season, teams are placed in groups of three. The team with the highest point's total gains 2 points. The team with the second highest score gains 1 point. The lowest scoring team of the group scores nothing. Points won in games accumulate through the season and are used to determine positions in the playoffs. An unusual feature of this design is that it accommodates a 9-team league very well. This is definitely in the realm of exotic designs.

I admit that in a couple of leagues, I have tried to recruit a league larger than the true intent of participation. All the effort to set up a 10 team draft board and schedule is thrown in the toilet when you find out on the morning of the draft that one person is backing out. What do you do then? Nope, homicide is not an option. Instead, keep the Three-Headed Mother in mind. Other options are to play against the average score (of the other 8 teams). This can be a bit embarrassing as you will find the Average Team will be in the hunt if not usually qualify for the playoffs. You can set a static "to beat" score which is a better option if you have played this particular scoring system/starting roster design before.

So, think about the whole league and how you determine playoff spots when you are deciding on schedules and seasonal formats. Don't over recruit and if some smuck drops out on you, at least be prepared with some basic information and plans for the Assembly to vote on. Just a little more work on your part could create a customized schedule that accents personal rivalries and post season hopes. You are on the right path, grasshopper.

» Series Three Coming Soon...

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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