Monday, June 22, 2009

Setting Maximum Player Acquisitions

White-backed vultures (Gyps africanus) feed on...Image via Wikipedia

As a fantasy commissioner, you can't turn a blind-eye to activity in the free agent pool. Prior to 08, my league was set to "no maximum" for allowed add-drops and trades. Of course there are many legitimate reasons for needing to drop and add a player. If and when a player gets hurt, or decides to take a year off, you have to fill that empty spot on your roster.

The problem with having a "no maximum" for add-drops was it created "Free agent vultures." These are players who add a free agent just for the sake of take him before someone else could. Its a rotten strategy. Mainly, the only real skill is the ability to jump online before anyone else could.

After researching the subject I found that different leagues do different things for free agents. Having a "no maximum" method was the most common but the "free agent vulture" strategy was mentioned every time as a common downside.

Some leagues actually pay additional dues in order to pick up a free agent. At first the cash for players method seemed most appealing. There is a sense of realism in it; however, dawned on me that I had no real recourse to collect extra money from members in-time to make the exchange before game day.

What I decided for my league (B.F.F.G.) was to simply set the maximum acquisitions to: 10 for add-drops, and 10 additional trades. The change adds a value to the add-drop move. It also makes the live draft more important part of the season.

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