Young Drachma
11-05-2012, 05:33 PM
I'm not sure we'll go beyond one year with this thing. But I thought it might be fun to do a setup of the upcoming SLOP season with my specific team, especially since it'll go so quickly thanks to the holiday.
http://getfile7.posterous.com/getfile/files.posterous.com/temp-2012-09-22/mCBdEngtnCyhrvGmHxozqIxunifuaayHuIjsvGktecodofkrazErzadipasz/second_league_of_offseason_play-11.png.scaled699.png
Ok, so the basics are SLOP go like this. It's a fast-sim league. Unlike FOOL, which I created back in 2008 or so, SLOP sims an entire season in two sims rather than one. So one week we have a season and the other week, there's just the off-season.
When I finally decided I wanted to run an OOTP league again after take about two years off, it'd been after a while of testing and tweaking the fast-sim concept on my own to see what worked and what didn't. Then we spent about 3-4 years doing a small 8-team concept league to see how that'd work and once it was ready-ish for prime time, launched it and now we're 26 seasons into the concept.
It's now an 18-team league (9 teams per league) with 3 in each league making the playoffs. Thanks to the new flexible playoffs, we have 2 v. 3 seed play each other in the League Elimination Series (best of five) to determine who makes the LCS to play the top-seed. Then the two face off in a best-of-nine Championship called the Sunset Series for all the marbles.
I like to say SLOP has "less than ten rules" because the idea is to keep it pretty simple. Still, it's a pretty creative concept.
I'll just copy them, because I don't feel like typing it out:
Restricted Free Agents: Does your team have the next baseball version of Linsanity? Well you can RFA one guy per year and match any offer he receives on the open market. Keep those fans happy!
3 playoff teams per league: SLOP is a 18-team league with two leagues (one DH, one no-DH) of eight teams. The top 3 teams in each league make the playoffs, with 2 v. 3 duking it out in a best-of-five game Elimination Series to determine who makes the LCS (best-of-seven) with the winners meeting the Sunset Series (best-of-nine) annually.
Cap space trading: Our salary cap is $100m. Financials are consistent (and modern), so there's no historical alterations. Tanking or going to be a bottom feeder? You can trade cap space for picks & players. It's for one-season at a time, but it's added a whole new wrinkle to things.
Fast-sim with a mid-season break: We sim the whole year in two days. So we sim to the all-star break, then you get about a day or so to make deals, regroup and power through for the 2nd half of the year. Injuries are turned off. Fatigue isn't a huge factor, but is turned on.
So those are the basics. Now I'm going to talk about my team, the league we're in and our prospects for this upcoming season.
http://getfile7.posterous.com/getfile/files.posterous.com/temp-2012-09-22/mCBdEngtnCyhrvGmHxozqIxunifuaayHuIjsvGktecodofkrazErzadipasz/second_league_of_offseason_play-11.png.scaled699.png
Ok, so the basics are SLOP go like this. It's a fast-sim league. Unlike FOOL, which I created back in 2008 or so, SLOP sims an entire season in two sims rather than one. So one week we have a season and the other week, there's just the off-season.
When I finally decided I wanted to run an OOTP league again after take about two years off, it'd been after a while of testing and tweaking the fast-sim concept on my own to see what worked and what didn't. Then we spent about 3-4 years doing a small 8-team concept league to see how that'd work and once it was ready-ish for prime time, launched it and now we're 26 seasons into the concept.
It's now an 18-team league (9 teams per league) with 3 in each league making the playoffs. Thanks to the new flexible playoffs, we have 2 v. 3 seed play each other in the League Elimination Series (best of five) to determine who makes the LCS to play the top-seed. Then the two face off in a best-of-nine Championship called the Sunset Series for all the marbles.
I like to say SLOP has "less than ten rules" because the idea is to keep it pretty simple. Still, it's a pretty creative concept.
I'll just copy them, because I don't feel like typing it out:
Restricted Free Agents: Does your team have the next baseball version of Linsanity? Well you can RFA one guy per year and match any offer he receives on the open market. Keep those fans happy!
3 playoff teams per league: SLOP is a 18-team league with two leagues (one DH, one no-DH) of eight teams. The top 3 teams in each league make the playoffs, with 2 v. 3 duking it out in a best-of-five game Elimination Series to determine who makes the LCS (best-of-seven) with the winners meeting the Sunset Series (best-of-nine) annually.
Cap space trading: Our salary cap is $100m. Financials are consistent (and modern), so there's no historical alterations. Tanking or going to be a bottom feeder? You can trade cap space for picks & players. It's for one-season at a time, but it's added a whole new wrinkle to things.
Fast-sim with a mid-season break: We sim the whole year in two days. So we sim to the all-star break, then you get about a day or so to make deals, regroup and power through for the 2nd half of the year. Injuries are turned off. Fatigue isn't a huge factor, but is turned on.
So those are the basics. Now I'm going to talk about my team, the league we're in and our prospects for this upcoming season.