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THE SUPER FOOTBALL LEAGUES CONSTITUTION
1) SFL FORMAT The SFL is a full email, full computer ACTION! PC Football League using the current WINDOWS edition of the game. Each member is expected to make every honest attempt to play all, or as close too all as possible, of his games via the Internet or in person.
2) ROSTERS All of these conditions must be meet : 2.1) Each team must carry between 50 to 56 players on its active roster. 2.1a) Up to, but no more than, 3 of your players do not have to be rated on the disk. 2.1b) If a team should be short of the required 50 players by the roster due date the commissioner will assign him the necessary players to fill out his roster according to the guidelines below using the following procedures : 1) Any and all of these players will be reduced to a grade #3 at all their positions and have their stats reduced to zero, 2) Any and all of these players will be released without compensation after the SFL Super Bowl, and 3) A fine, in the form of a Draft Pick from the following years draft, will be assessed to the team for not meeting coverage limits. The fine will fit the situation, as deemed by the Commissioner. 2.2) A team must carry at least 3, but not more then 5, QBs on it's Roster. Only 1 "uncarded/unrated" QB may be carried on your Roster. At least 3 QB's must be on the disk for your team. No team may carry more then 1500 "NFL" pass attempts by it's QB's. 2.3) To begin each season you MUST have at least : QB - 3 RB - 3 WR - 3 TE - 2 OT - 3 OG - 3 C - 2 DE - 3 DT - 3 ILB- 3 OLB- 3 CB - 3 S - 3 EXCEPTIONS TO THE ABOVE : One player may count for more then one position if he is rated at multiple positions, BUT you must have at least 7 OL on your roster (it is strongly recommended you have at least 8), either 3 DT & 2 ILB or the opposite of that, and at least 7 players rated at CB, S, and/or DB's. FG Kicker with 16 Attempts Punter with 40 Punts Kickoff Returner with 20 Returns OR 19.9 or LESS average and no TD's. Punt Returner with 20 Returns OR 9.9 or LESS average and no TD's. 2.4) Each Team may designate 1 Player on the Offense Line, and one player on the Defensive Line, Linebackers, and Defensive Backs to have 1 Position adjusted in their file. Players positions can be altered in this way : T = changed to OL (they will be able to play any OL Position). G = changed to OL (they will be able to play any OL Position). C = changed to OL (they will be able to play any OL Position). DE = changed to DL (able to play DE or DT). DT = changed to DL (able to play DE or DT). ILB = changed to LB (able to play ILB or OLB). OLB = changed to LB (able to play ILB or OLB). CB = changed to DB (able to play CB or S). S = changed to DB (able to play CB or S). 2.5) First year expansion teams are allowed to carry an additional list of up to six player's on a special "Inactive List" for their first season ONLY. These players must have an "IA-" in front of their names on the team Alphabetical Roster. 2.6) On the date designated by the
Commissioner you will be required to turn in 1) A list of all of your
players in alphabetical order by last name. List the players primary
position and NFL team as well. A players Age is required.
How you Acquired a player is optional. Players not on the disk must be marked with an asterisk (*) before their
name, and 2) On a disk your completely drafted team with all team units
filled out in full (the commissioner will "merge" all the SFL teams onto one
"master disk" for redistribution out to the league. This disk will be used
for ALL SFL GAMES. No changes are allowed to be made in ANY way to this disk
unless so requested by the commissioner), and 3) a list the QB, RB, and/or
WR players you edited to a 5 Durability as per our Rules 4.01c, 4.02c, and
4.03c, in the Regular Season Player Usage section below (see the end of this
section for an example of what you email should look like). HOW TO SET UP YOUR TEAM DISK
: 1a) Download the SFL Stadiums file from the SFL Files page. Unzip this
file into the Action Game Directory (not any of the season directories),
allowing it to overwrite the file "fbparks". When done, hit Save to go back to the Teams Menu. 14) Do a final double, and then triple, and then etc... check on you team to make sure you
have all your OWN players and all your lineups are completely filled out. Here is an example of how your email to me should look. The only attachment should be the zip file you created in step 15 above. GREAT LAKES GRIZZLIES - GLENN PERRY Changed to durability 5: CUTS
3.1) Trades are to be reported promptly to the trade agent. The commissioner may void any trade that does not comply with the SFL's rules or which, in his opinion, jeopardizes the fair balance of the SFL. Coaches may override the veto by obtaining a two-thirds vote in their favor by the other league members within two weeks of the veto ruling. 3.2) From the Dues ($$$) Due Date (usually around 1/1) of the current year until the Roster Due Date (around 8/1), all players, current calendar year draft picks, and the following year's draft picks may be traded. No trade may ever include draft picks beyond the following year. Any report of a trade involving such a draft pick will not be enforced by the league and the participating coach will receive no further compensation beyond the original trade report. EXAMPLE: If the year is 2006, you may trade 2006 and 2007 draft picks, but not 2008 or beyond. 3.3) All trade talks involving a first year member must be copied to the commissioner. This policy is to protect new members from unknowingly making a bad trade before they have a chance to get their feet wet and learn SFL trade values. The commissioner will give his honest opinion of the pros and cons of the proposed deal each step of the way. If the trade talks with a new member involve the commissioner, another long time SFL member will be copied on all trade talks. 3.4) No trading allowed from roster due date until the Dues ($$$) Due Date. 3.5) Should an injury leave a coach short of his 50 to 56 man active list he must remain so for the duration of the injury due.
4) REGULAR SEASON PLAYER USAGE LIMITATIONS 4.1) RUSHES 4.1a) Limited to 110% (rounded off to the closest number... beginning with the 2009 Season this limit will change to read "100%") of their actual NFL attempts, except in the following cases : 4.1b) Any runner with an NFL average of 3.3 or LESS is allowed up to 15 attempts per game UNLESS he is allowed more than 240 season attempts using the standard ATTEMPTS x 110% formula above. In that case, he is restricted only by his season limits. 4.1c) When you send in your Team Disk at the start of the year you may edit 1 RB of your choice who does not have a Run Blocking Rating of 6 or higher, but "who meets the criteria spelled out in Rule 4.1b above" Durability Rating on the SFL Master Disk to a 5 rating if you so choose. You must also change the Games Played on these players to read 16. EXCEPTION : Any player with Kickoff OR Punt Returns is still limited on those per Rules 4.4 and 4.5, AND may not have their Durability OR Games Played Ratings increased, UNLESS you choose to NEVER use them returning kicks (i.e. his return stats will be zeroed out), OR he has a KR average of 19.9 or less WITHOUT a TD AND a PR average of 9.9 or less WITHOUT a TD. 4.1d) QB's are limited on "Called" Rushing Attempts to HALF of their actual NFL rushing Attempts. Please see Rules 9.1b and 9.1c for further clarification's and restrictions in this area.
4.2) PASS ATTEMPTS 4.2a) QB's with an actual NFL rating of 70.0 or higher are limited to 110% (rounded off to the closest number... beginning with the 2009 Season this limit will change to read "100%") of their actual NFL attempts, except in the following cases : 4.2b) QB's with a rating lower than 70 are unlimited. EXCEPTION: If a QB with a rating lower than 70 has a completion percentage higher than 70%, OR yards per completion of greater than 14.0, OR yards per attempt greater than 10.0, he is NOT unlimited...he will be limited to 110% of his actual NFL attempts as per rule 4.2a. 4.2c) When you send in your Team Disk at the start of the year you may edit 1 QB of your choice with a Rating of 69.9 or LOWER Durability Rating on the SFL Master Disk to a 5 rating if you so choose. You must also change the Games Played on these players to read 16. EXCEPTION : Any player with Kickoff OR Punt Returns is still limited on those per Rules 4.4 and 4.5, AND may not have their Durability OR Games Played Ratings increased, UNLESS you choose to NEVER use them returning kicks (i.e. his return stats will be zeroed out), OR he has a KR average of 19.9 or less WITHOUT a TD AND a PR average of 9.9 or less WITHOUT a TD.
4.3) RECEPTIONS 4.3a) All player receptions are limited to 110% (rounded off to the closest number... beginning with the 2009 Season this limit will change to read "100%") of his actual NFL reception total, except in the following cases : 4.3b) Any player with FEWER than 30 Receptions AND an Average Per Catch of 14.9 OR LOWER is limited to no more than 60 SFL Receptions. 4.3c) When you send in your Team Disk at the start of the year you may edit 1 WR "and" 1 TE who does not have a Run Blocking Rating of 6 or higher, but "who meets the criteria spelled out in Rule 4.3b above, Durability Rating on the SFL Master Disk to a 5 rating if you so choose. You must also change the Games Played on these players to read 16. EXCEPTION : Any player with Kickoff OR Punt Returns is still limited on those per Rules 4.4 and 4.5, AND may not have their Durability OR Games Played Ratings increased, UNLESS you choose to NEVER use them returning kicks (i.e. his return stats will be zeroed out), OR he has a KR average of 19.9 or less WITHOUT a TD AND a PR average of 9.9 or less WITHOUT a TD.
4.4) KICKOFF RETURNS
4.5) PUNT RETURNS
4.6) PUNTS
4.7) KICKERS
4.8) TRICK PLAYS Players are limited to their actual NFL number of any particular trick play attempts. Trick Play's called BY the Robot Coach do not count against a players limits, but you must document these so as to be able to "prove" they were computer called.
5) SFL STADIUMS All games will be played using one of our three created SFL Stadiums. Games played in person or face-to-face via modem will use the SFL Human Stadium (which will have it's Home Field Advantage set at 2) with the Home Coach placing his team in the Home Position. Games played against the Computer will use the SFL Computer Stadium (which will have it's Home Field Advantage set to the maximum setting, currently 5) with the Home Coach placing his team in the Visitor's Position. Our Super Bowl will be played using the SFL Neutral Stadium. The Month Played will be chosen as the month the game is listed to be played in on our schedule. Here is the 1_SFL Human Stadium Configuration. Remember, this stadium is used for all games that are played in person or via modem. The Home Team places himself in the Home Position.
Here is the 2_SFL Comp Stadium Configuration. Remember, this stadium is used for all games played against the Computer and to help the computer coach, the Visitor plays in the Home Position with Home Field Advantage turned ON if the Robot is running the Visitor's team to help the Visiting Team.
Here is the 3_SFL SB Stadium Configuration. Remember, this stadium is used ONLY for the Super Bowl game. The Home Team places himself in the Home Position.
PLAYING YOUR GAMES All games are played against either the opposing teams own coach, the computer coach he sends you, or the computer default coach. No substitute coaches are ever allowed for regular or playoff games. As a note, the Home Field Advantage is always checked "On" in the Rules for our Master Disk for SFL League Games, how it is applied to the game depends upon which Stadium (the COMPUTER one with the home coach placing his team in the visitors position for Solo games, the HOME one for head-to-head games, and the NEUTRAL one for our Super Bowl game) is required to be used. Games may be played face-to-face against the opposing teams owner, or SOLO against the default robot coach OR the Visiting Coaches own robot coach he sent to you (or had included on the original Master Disk release). For SOLO games only, the VISITING TEAM is made the HOME TEAM, and the SFL Computer Stadium MUST be used. Other changes are also required in SOLO games. Please read the following paragraph AND review the section below called SETTING UP OUR LEAGUE RULES STRUCTURE before playing ANY SFL Games. At the start of each SOLO game, BEFORE any plays are called, the HOST coach MUST make any requested substitutions for starting units. During the remainder of the game, he MUST follow any stated instructions (limits, substitutions, etc...) he was given by the visiting coach. Coin Flip Clarification: The team that wins the coin flip has the choice of receiving in the first half or of deferring that choice until the second half.
7) SCHEDULE
8) SFL GAMES INSTRUCTIONS, CONFIGURATION AND SETUP TO PLAY 8.1) SETTING UP OUR LEAGUE RULES STRUCTURE :
8.2) AWAY GAME INSTRUCTIONS
8.3) ALTERING, SENDING, & RECEIVING COACHES
8.4) TO PLAY A LEAGUE GAME : Before sending out our league playing disc, it will be set up this way described below and may NOT be altered in any way : NOTHING ELSE BUT WHAT IS LISTED BELOW IS CHECKED OR USED!!! "Rules Year" is 2007. If you are going to be playing an Internet Game, you will need to A) Set up a time to play the game with your opponent, and clear out about 2 hours to play the game. B) Go into SETUP-GAME PREFERENCES and make sure that the "Box Score Type" has the "Expanded" circle chosen. C) Before playing, you'll need to choose the Internet pull down menu in the game and make sure you open your Windows Firewall Port 32019 and Forward your Routers 32019 Port. D) To send via email or give to your opponent in the SFL Chat Room go into the Game-Internet pull down menu and first "Get your IP Address", and send/give it to him. E) If Hosting, choose "Host Game Session" from the Game-Internet pull down menu and wait to accept your opponents call and then set up to play the game. If you are the Visitor choose the "Join Game Session" option, enter your opponents IP Address he provided you with, and wait for your call to be accepted and for him to set up the game. If you are playing against he Computer
BE SURE TO REVERSE THEIR POSITIONS with YOUR TEAM being placed in the
VISITOR'S position. Click on Play when done. D) The correct Month is chosen, whatever month the game is scheduled
in. 5) After your game is completed a screen will appear asking you what to do. Choose the Exit when done. 6) Click on Utilities, then Export Game. 7) Double Click the game you just played, an asterisk (*) will appear beside the game. 8) Now choose the Export Location by double clicking on the DISK directory I had you set up underneath your Action Game directory. 9) Click on the "Begin Export" button. A box should come up saying "Export Complete" with OK for the choice. This will create one file in that directory with a fairly descriptive name of the game (something like MEN 24 LAK12.XBX). This is the file you will send to your opponent right after the game is played (so he gets his stats right away), and to the Commissioner with your Game Write Up for the Newsletter and new disk. You may now exit out of the game. 10) Write up a Game Report, attach the exported game file from #9 above to this message, and send it to BOTH your opponent AND me. You of course only have to send your opponent the Write up if you have already sent him the game export file.
8.5) REPORTING OF HOME GAMES
8.6) UPDATING YOUR LEAGUE DISK EVERY WEEK
9) GAME SPECIFIC PLAYER USAGE & PLAY CALLING LIMITATIONS & RULES 9.1) Any runner with less than 60 NFL attempts is limited to no more than 15 attempts in any one game. 9.1a) No player may attempt more than 50 Rushing Attempts in any game, Regular or Playoff. 9.1b) "Called" QB Rushing Attempts are limited to half their Actual NFL Attempts for a season. Scrambles do not count toward this limit. "Called" QB Runs can only be Bootlegs, Draws, or Dives (which is considered the QB Sneak). The QB Option call (which shows up in the PBP as a Sweep) is NOT ALLOWED. This will make it easy to keep track of these runs and enforce this rule both during a game and against season limits. 9.1c) A team is allowed 3 "called" QB rushing attempts each per game. BUT, no more then 2 "called" QB Runs may be used on any one possession. Exception: Any QB with over 80 NFL rushing attempts in real life would be allowed 5 "called" rushing attempts per game. A "called" QB Run on a 2pt conversion attempt counts against a team's limit for that game. As a reminder, the QB Bootleg is not allowed on 2pt conversion attempts." Note that the season limits from rule 9.1b still apply. 9.2) No player may attempt more than 75 Passing Attempts in any game, Regular or Playoff. 9.3) No player may have more than 20 Receptions in any game, Regular or Playoff.
9.4) TRICK PLAYS A maximum of 2 Trick Plays per game may be called. Trick Play's called BY the Robot Coach do not count against a players game or season limits. IMPORTANT : Trick plays may NOT be used on 2-Point Conversion Attempts.
9.5) BLITZING
9.6) GOALINE & RUN STUFF DEFENSE LIMITS
9.7) ONSIDE KICKOFFS :
9.8) AUDIBLES
9.9) HURRY UP OFFENSE: There are two types of Hurry Up Offenses that may only be used under certain conditions as listed below: FAST : This setting may only be used if a team is losing by 9 or more points at the 7:30 mark of the 4th Quarter, behind by 16 or more at the start of the 4th Quarter, behind by 22 or more in the 3rd Quarter, 29 or more in the 2nd Quarter, and 36 or more in the 1st Quarter. It is not allowed in overtime. Remember, if you close the score to less than the required number listed above to be in the Fast Pace you can no longer be in the Fast Pace. VERY FAST - HURRY UP : This setting may only be used in the final two minutes of each half. It may be used in the final two minutes of overtime.
9.10) SLOW DOWN OFFENSE: There are two types of Slow Down Offenses that may only be used under certain conditions. These are those conditions : SLOW : This may only be used if a team is ahead by 14 or more points in the 4th Quarter, 21 or more in the 3rd Quarter, 31 or more in the 2nd Quarter, and 41 or more in the 1st Quarter. Remember, if your opponent closes the score to less then the require number listed above to be in the Slow Pace you can no longer be in the Slow Pace. VERY SLOW : This setting may only be used if a team is ahead by any number in the final 5 minutes of the 4th Quarter. It may also be used whenever a team is simply going to call a QB Kneel play. It is not allowed in overtime.
10) POST SEASON PLAY 10.1) QUALIFICATION
10.2) SCHEDULE : NOTE : Internet Play or In Person Play is mandatory for all Playoff games!!! Quarter Final Round : Semi Final Round : SFL Super Bowl :
10.3) Playoff Tiebreaking Procedures TIE-BREAKING PROCEDURE NOTES 1 - In comparing records against common
opponents among tied teams, the best won-lost-tied percentage is the
deciding factor since teams may have played an unequal number of games. 2 - To determine seeding/home-field
priority among division titlists, apply Wild-Card tie breakers. 3 - To determine seeding/home-field priority for Wild-Card qualifiers, apply division tie breakers (if teams are from the same division) or Wild-Card tie breakers (if teams are from different divisions).
DIVISION TIES Two Clubs 1 -Head-to-Head (best won-lost percentage in games between the clubs). 2 -Best won-lost-tied percentage in games played within the division. 3 -Best won-lost-tied percentage in common games if applicable. 4 common opponents minimum. 4 -Best Final Regular Season Power Rating given within the Action Game. 5 -Strength of schedule (strongest schedule wins tie). 6 -Last team not to make the playoffs. 7 -Coin toss.
Three or More Clubs Note : If two clubs remain tied after other clubs are eliminated during any step, tie-breaker reverts to step #1 of two-club format. 1 -Head-to-Head (best won-lost percentage in games between the clubs). 2 -Best won-lost-tied percentage in games played within the division. 3 -Best won-lost-tied percentage in common games if applicable. 4 common opponents minimum. 4 -Best Final Regular Season Power Rating given within the Action Game. 5 -Strength of schedule (strongest schedule wins tie). 6 -Last team not to make the playoffs. 7 -Coin toss.
WILD-CARD TIES If necessary to break ties to determine the six wild-card teams, the following steps will be taken. 1 -If all tied clubs are from the same division, apply division tie-breaker 2 -If the tied clubs are from different divisions apply the steps below. 3 -When the first wild-card team has been identified, the procedure is repeated each time as necessary to name the six wild-card teams. In situations where three teams from the same division are involved in the procedure, the original seeding of the teams remains the same for subsequent applications of the tie-breaker if the top-ranked team in that division qualifies for a wild-card berth. Two Clubs 1 -Head-to-Head, if applicable. 2 -Best W-L-T % in common games, 4 min. 3 -Best Final Regular Season Power Rating given within the Action Game. 4 -Strength of schedule. 5 -Best net TD's all games. 6 -Last team not to make the playoffs. 7 -Coin toss.
Three or More Clubs Note : Once two teams remain, revert to step #1 in Two Club tie-breaker. 1 -Apply division tie-breaker to eliminate all but highest-ranked club in each division prior to step #1. The original seeding within a division upon application of the Division tie-breaker remains the same for all subsequent applications of the procedure that are necessary to identify the four wild-card teams. 2 -Head-to-Head sweep (only if one club has either defeated or lost to each of the others). 3 -Best Final Regular Season Power Rating given within the Action Game. 4 -Strength of schedule. 5 -Best net TD's all games. 6 -Last team not to make the playoffs. 7 -Coin toss.
10.4) PLAYER PLAYOFF LIMITATIONS PER GAME
10.5) CHAMPIONSHIP TROPHY
11) THE DRAFT 11.1) LENGTH
11.2) TYPE TIE-BREAKING PROCEDURE FOR THE DRAFT 1 - The Super Bowl winner is last and the Super Bowl loser next-to-last. 2 - Any non-Super Bowl playoff club involved in a tie shall be assigned priority within its segment below that of non-playoff clubs and in the order that the playoff clubs exited from the playoffs. Thus, within a tied segment a playoff club that loses in the Wild Card round game will have priority over a playoff club that loses in the QuarterFinal round game, which in turn will have priority over a club that loses in the SemiFinal round game. If two tied clubs exited the playoffs in the same round, the tie is broken by strength of schedule. If any ties cannot be broken by strength of schedule, the divisional or wild card tie breakers, whichever are applicable, are applied. Any ties that still exist are broken by a coin flip. Note that these tiebreakers are to determine the draft order for the first round. All teams with the same record will rotate the selection order each round thereafter.
11.3) LOTTERY
11.4) EXPANSION TEAMS
11.5) THE DRAFT LIST 1 - It is each members responsibility to check the list for accuracy, ensuring that none of your players are accidentally on the List. If you do find any of your players on the List you must contact the Commissioner immediately so that he may remove the player(s) and inform the league membership to do the same. If you do not and one of your players is left on the List and is drafted by another team, that team will either keep that player or be awarded your draft pick from the next year that is two rounds higher then the pick they used to select this player, the choice being left to the member who selected the player. 2 - If you find that any un-owned players, rookies or veterans who don't belong to any other member, that are not on the List and should be, you must notify the Commissioner immediately so that he may add the player(s) and inform the league membership to do the same. Any player who should be on the List but is not added in this way by the time the Draft begins will not be eligible to be selected.
12) RULE CHANGES 12.1) A total of 11 confirming votes (out of 16 members) are required to amend the SFL rules as stated in this constitution. First-year members will not vote. If the full 16 member complement will not be voting in a given year, a propotional percentage of the voting members will be required to amend the constitution. All results, including how each team voted, will be emailed to the league promptly after the voting deadline. 12.2) A rules vote can be held at least once per year before the SFL Draft. 12.3) All SFL members may submit rule proposals to the commissioner by his given date. All proposals must be placed on the ballot. If two or more overlap or conflict each other then a run off of these will be required.
13) POWERS OF THE COMMISSIONER 13.1) RESOLUTION OF
CONFLICTS
13.2) VETO OF TRADES
13.3) LEAGUE MANAGEMENT
13.4) DISMISSAL OF MEMBERS
13.5) PROTESTS
13.6) MISCELLANEOUS RULINGS
14) ADDENDUM'S The ABC's (etc., etc...) of "The SFL Way of Doing Things" A) How to Report Your Home Games B) Face-to-Face Playing Criteria C) Morals and Ethics D) Playing Games Out of Sequence E) Playing Games Early F) Playing Games Late G) There Is Just No Way I Can Play This Game Because... H) "How do you "play" a Road Game of yours at your house when the Home coach cannot play the game and asks you too?". I) New Members Indoctrination J) Common Courtesy to Fellow Members K) Conformity L) How To Report Your Trades. M) Keep it realistic if playing the Computer Coach N) Common Courtesy when receiving trade inquiries
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A) HOW TO REPORT YOUR HOME GAMES Below is a "sample" of what to write about. Just remember that this is a NewsLetter about our games for that week. Write your game recap in sort of a newspaper form, and feel free to freelance, just don't get silly.<G> Be sure to title your game write up this way : LAKEWOOD @ TORDONDO Do NOT write your Game Write Up in ALL CAPS. Please. Thanks. Your Game Write Ups are due "TO ME" NO LATER than Sunday, 12:00PM Eastern time (9:00AM Pacific). This will give me time to put the NewsLetter and Stats together to get them out to everyone later that night, or the next morning at the latest. WHAT TO SEND TO WHO : To Me AND Your Opponent : The Game Write Up and your Game Export File as described in Rule 8.4.9 and 8.4.10 under "8.4 - To Play a League Game". These must be sent TOGETHER NO LATER THAN THE DUE TIME, Sunday, 12:00PM Eastern time (9:00AM Pacific). Please remember that. Here is a SAMPLE game write up, please notice that there are no "blank lines" between the paragraphs : ANN ARBOR @ LAKEWOOD
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B) FACE-TO-FACE PLAYING CRITERIA A couple of members asked about what would be considered "proper" when it comes to accommodating FTF action with another member. I would like to just ask everyone to use this criteria I've listed below as your guideline : If the person wants to play his game against you FTF (in person OR via the games Internet Link) then every effort should be made to find a mutually agreeable time to get together to play your game. Really, my thoughts on this are basic. You have to play the game "sometime" that week, so just let the guy know what time you intend to play it. That doesn't mean of course that you shouldn't make a "reasonable" effort to work out a mutually agreeable playing time, but it is basically up to the Visitor to try and work to your schedule. It really comes down to this. This is a league based on "fun", and to many (including me), but not all, that means getting to play as many of your games as possible. We have to balance that between the two types of members. I feel the above does that. I don't like it when A) a member doesn't want to let the visiting coach play his team FTF via the games Internet Link or in person, or B) the visiting coach doesn't make an effort to adjust HIS schedule to fit the home teams. Please just remember that if you are requested by the visiting coach to play the game FTF via the games Internet Link (or in person), than let him do so. Just let him know when you intend to play the game, and try to be helpful in setting up a playing time that usually spans several time zones. Remember, playing the game FTF is both fun and not all that time consuming. At most it adds an hour to your game time. All the more fun IMHO. Hopefully, you view it that same way as well. And if you want to play one of your road games via the games Internet Link (or in person) please remember to first, get in contact with the member as early as possible and to be flexible enough so as not to cause the home team member any inconvenience. That's it. If we all follow those guidelines it should be fair, even, and fun for everyone.
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C) MORALS AND ETHICS In the past we have had what in my humble opinion was some poor sportsmanship displayed by some members over playing games Face-To-Face at their house after that option was not available to them at their opponents house in an earlier game. While I understand the point they were making, that it was only fair for both teams to play that way, I do not think that that is the important issue. To me, it should only matter to all of us if we play against the best POSSIBLE opponent to win any game. That is always a teams own owner. Now obviously the Robot Coaches are never going to be as competent an opponent as a human, though they have become a very competent opponent. That's just a fact of Action FB life! Let's all please keep this in mind that as the season goes along and situations like this arise to remember, the idea is to have good competitive fun WITHOUT getting too serious. I hope you all agree. If we all play to have fun, none of the above should be anything but common sense. I am sure you all agree.
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D) PLAYING GAMES OUT OF SEQUENCE????? This can NOT be done because of the games Automatic Carry Over Injury feature.
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E) PLAYING GAMES EARLY??? This can NOT be done because of the games Automatic Carry Over Injury feature.
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F) PLAYING GAMES LATE??? This can NOT be done because of the games Automatic Carry Over Injury feature.
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G) THERE IS JUST NO WAY I CAN PLAY THIS GAME BECAUSE ...??? It doesn't matter what the reason is per say, only that let's say you get in a real life situation where you just cannot play the game at this time (computer blows up, family situation or crisis, etc...), I WILL MORE THAN UNDERSTAND. In these types of situations I always prefer the ROAD COACH to have the option of playing the game instead. See "H" below. In the event that the Road Coach cannot play the game either, I will play the game letting the computer run both teams.
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H) "HOW DO YOU "PLAY" A ROAD GAME OF YOURS AT YOUR HOUSE WHEN THE HOME COACH CANNOT PLAY THE GAME AND ASKS YOU TOO?". What I want you to do is simply play the game as if it were a HOME GAME for you (per Rule 8.4.d.3). That means (of course) putting your team in the Visitors position. I feel that since it IS a Home Game now for you at this point you might as well play it that way, and doing so gives your opponent the best setup/shot at winning the game just like any other Road Game.
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I) NEW MEMBERS INDOCTRINATION. This is my system for breaking in any new SFL members. Basically, I ask them to consult with myself and/or any other long time member on potential trades (either coming in or going out) during their first couple of months of SFL tenure. The reason for this is quite simple. New members for obvious reasons do not fully understand "SFL" values at first, and thus can be very susceptible to making deals that are unfavorable to their team. The bad part of this is that the only realize this a month or two down the line. That is were the consulting thing comes in. I do not in any way try to do anything but explain to any new member what the potential trade means to his team in the SFL from a current AND long term way. It only takes a couple of these discussions before their fully knowledgeable on our leagues player values, and thus don't need any "consulting". Trust me, I like it much better that way. Please understand that I take this approach from a "what is best for the long haul of the SFL" approach. It serves our league no good to have a new member come in with great promise and enthusiasm only to see several inexperienced trades made that leave him in a lurch either now and/or in the future. Sometimes that leads to disenchantment with the league and eventually an opening in the league. That is my WORST nightmare. The hardest thing I have to do as Commish by far is find replacements, explain how our league works, send them all the required material, etc, etc, etc. That is why I have developed this system. To date it has work VERY WELL. It's never been a big deal before, but like I said, because of some recent events I thought it would be wise to explain to all EXACTLY the what AND why of it. It only helps keep our league strong as a whole.
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J) COMMON COURTESY TO FELLOW MEMBERS 1) Unless they have previously told you else wise, don't call anyone BEFORE 9am in the morning THEIR time. Also, don't call anyone AFTER 9PM in the evening THEIR time. You should NEVER call someone at their work. Again, if they tell you differently, then obviously it is OK on all of the above. BUT, until you do hear otherwise from them, these are pretty safe guidelines to follow when it comes to being courteous in contacting other members. 2) Don't call somebody several times a day OR day after day if they are not all that interested in the deal you are offering. It only becomes an annoyance. Actually, with a completely email-able league, this should NEVER be a problem.
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K) CONFORMITY I know sometimes it is a hassle to have me ask to have things turned into me a "CERTAIN" way, but please be assured I have my reasons. The usually surround making my job easier AND/OR making it easier for me to get you out a quality product. If all of you could help me by just following my examples on how to turn in something I promise to do my best to give you the best league I possibly can.
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L) HOW TO REPORT YOUR TRADES. Here is the ONLY way I want you to report your trades. 1) One of the participating members needs to send the Trade to BOTH they other involved member(s) AND me at the same time. This way, if there is a discrepancy, it'll be caught and corrected right away. 2) ONLY use the format as sampled below : LAKEWOOD = Troy Aikman, #3 (CAR), #4
('04) A) Team Names in CAPS B) Then Players first in alphabetical order with their names fully spelled out C) Then draft picks, best to worst, this years FIRST, then next years, picks of other teams with abbreviation in CAPS (exp. = LAK). Look, PLEASE don't take this lightly. I NEED you to report ALL of your trades in this manner. I have to keep track of trades, rosters, draft picks, and errors all in one. Your sending it in in this manner ONLY helps me do that. I ask you to please take the time to do so. One last thing. Print and keep this message PLEASE. Every year I get guys reporting trades wrong (which makes it a mess for me) and then say "Oh, I deleted the example, can you please resend it". I'll be honest, it gets old after a while. Please help me by doing your part here. Thanks.
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M) Keep it realistic if playing the Computer Coach Basically, what I would like to ask all
of you is this. For the good of the league, please use common sense when
playing the computer coach. Sure it is EASY to run up some ridiculous
record(s) when playing against the computer coach because it has no idea you
are doing so, but I ask you this : "Do you really feel you've accomplished
anything worthy?". The answer is an easy NO. In fact, there is NOTHING noble
about doing this.
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N) Common Courtesy when receiving trade inquiries We should all exercise a simple bit of common courtesy when handling trade inquiries you receive from other league members. Basically, do what all of you would want done should you
send out a trade inquiry, send back a reply! In doing so you will be building trade relationships with
other's even if you say you don't want to move that player, simply because
that member now knows at least your not blowing him off and are a waste of
time to deal with. Over time it pays off to keep contacts open with all
members!
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