As a general rule, a game
where enacting a successful strategy is needed to win requires multiple
decision points between starting and finishing the game, and having multiple
paths to victory, each with it’s own decision points, significantly increases
the amount of strategy required and the game’s “replay-ability.” For that reason, one of my main philosophies
in designing leagues is to force difficult decisions upon owners. There must be a trade-off to every
decision. As one example, I like to
create tension between short- and long-term interests. I’m not a fan of “taxi squads” in which teams
can stash young players that they hope will develop in later years without
using a spot on their active roster. If
a team wants to hold such a player to improve their long-term production, make
them use an active roster spot and thus create a cost against their short-term,
present day performance. And what about
my wanting to recreate the NFL? Well,
their practice squads are not at all similar to how such squads are used in
fantasy football leagues. As to NFL
practice squads, they use those players as practice field bodies, primarily to
simulate what they are likely to see scheme-wise from their upcoming opponents.
If one of them takes advantage of the coaching and develops into a
roster-worthy player in the future, then all the better. But those players only
make a couple hundred dollars per week and the team has no protections in keeping
them. If another team wants to sign one to their roster, there’s nothing the
first team can do about it. So if teams in my leagues want to have their own
developmental squad, then they can go ahead. They can keep a list of players they’re
keeping an eye on and hope they develop into something down the road. They just
need to remember to cross the player’s name off their list when I sign him to
my roster in week 11 with the intention of keeping him for the next season.
Other ways of creating costs
to decisions is by having limited roster spots, thus making every decision to
cover a bye week or temporary injury a calculus in talent evaluation and
replacement availability. In my salary
cap leagues, have cap hits for cutting players on multi-year deals, with the
bigger the hit for the longer the remaining number of years on the
contract. This not only correctly
replicates the NFL, but it increases the strategy regarding signing free
agents. In such a set-up, if the cap
hits are too high then there can be a temptation to teams signing players to
nothing but one-year deals, thus turning the league into a re-draft
league. So, as always, be mindful in how
you structure this rule. Team owners in
salary cap leagues always want the ability to sign their own players coming off
a contract, and thus deny other teams the ability to even have a chance of
acquiring him. Let it be possible, but
expensive. It becomes another decision
point in which the advantages and costs are weighed carefully, and increases
the game’s strategy.
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