Rotisserie® Baseball - What is it, and why should I play?
By Dave Diamond
You can't click on a sports-related web-site, or open a sports magazine without being bombarded with ads to play various "fantasy" sports games. Some people apparently have so much free time that they play fantasy GOLF, for crying out loud. (Personally, I can't imagine how to get into that. Can you imagine the conversation: "Hello. . . .Oh, hi, Ted. How was your weekend? . . . Mine? Well, not so good. Lehman killed me this weekend at the Greater Hartford Open. He must have three-putted six times! He's killing my team's putting average!!") So, if you don't already belong to a fantasy league - why should you care, and what are you missing?
Unlike simply betting on sporting events, or even betting in April on who will win the World Series in October, fantasy sports games allow players to not only win money, but to "play along" during the season. The activity should be called "fantasy GM" - because it gives the players the chance to be the General Manager, and field manager, of their own "team" of players. Drafting them, trading them, benching them when they don't perform well, and dumping them altogether when their value reaches Rich Rodriguez levels. You're the Boss, you're in charge. That's the allure of fantasy baseball. The original leagues grew out of a simple and long-running argument among baseball fans everywhere - "If you think you could do better, maybe YOU should be the GM." Once you have done it, you realize that it is a pretty difficult job to put together a team, arrange and negotiate trades, manage a ball club over the course of an entire season - - and finish ahead in the standings.
Fantasy vs. Rotisserie®
You will notice the little ® symbol appearing next to the word Rotisserie® here. That's because Rotisserie® baseball is both a type of league, and also a trademarked symbol of the Rotisserie League Baseball Association, 370 Seventh Avenue, Suite 312, New York, New York 10001. According to legend, a group of friends were having dinner in 1987 at a Midtown Manhattan bistro called "La Rotisserie" when they came upon the original idea of forming a league and challenging each other to select a "team" of baseball players, then see whose team had the best overall statistical performance during the upcoming season. Hence, the name of the Restaurant (it's long since out of business) became the name of the league, and eventually the descriptive term for the type of game that they played. Now, of course, since the founding owners seized upon the popularity of the game to make a buck and trademarked the name, others cannot use it for commercial gain without paying a fee. Which is why all the games you see advertised are "fantasy" baseball, or some other variation that doesn't use the trademarked word. For this column, we'll just call it roto.
There are many slight variations of roto leagues, but the important aspects of the game include (1) a group of owners who "draft" major league ball players to form their teams, so that each real life player can be on only one team, and (2) a scoring system based on actual major league statistics, where each owner's team is measured against each of the other teams in the league in each category. Thus, for each statistical category used in the league (e.g., Home Runs), the team with the best combined stats (most Home Runs) earns as many points as there are players in the league. (Iin a 10-team league, the top team in each statistical category scores 10 points, the second best team scores 9, and the last place team scores 1.) The league champ is the team with the most points in the combined categories.
Other "fantasy" leagues work on a system of "points" where a hit or a stolen base, or a run scored, etc. are each worth a pre-defined number of points. For any given game, a player in real life will "score" points for his owner's team based on his statistical performance in the game. In these types of fantasy leagues, the owner with the most points wins. In such leagues, teams can either be drafted as in a roto league, or in many cases, each owner independently selects his team from all available major league players - so that the same real life player may appear on the team of many owners in the same fantasy league. Usually, such leagues establish "salary" caps and designate a pretend "salary" for each player, so that owners have to juggle their line-up to stay under the allowable cap.
This column is devoted to traditional roto-style leagues. Although the information here from time to time may prove somewhat useful to a player in a "points" league, I'm not writing this for you.
The advantages of traditional roto-style play are many, but boil down to competition and society. The owners in a roto league are in direct competition with each other. This is not only true for the ultimate season title, but within each statistical category, each owner is in competition with every other owner. Winning a category by 100 RBI doesn't get you any more points than winning by 1, and finishing second by 1 doesn't get you any more points than being 50 runs scored behind the leader. Making a trade is an attempt to better your team - and to get the better deal in the transaction. Since most roto league owners know each other, they can rib each other, lament their misfortunes, and generally have a good time as a group. That's the fun. Winning is important only because you BEAT your best friend. The fact that you might take home a little cash also is a plus, but it's not the most important thing.
The most basic roto leagues use eight statistical categories to measure the performance of players - 4 hitting categories (batting average, Home Runs, RBI, and stolen bases) and 4 pitching categories (Wins, ERA, Runners per inning, and saves). (Note that runners per inning is sometimes referred to as WHIP - meaning Walks plus hits per Inning pitched. This is more accurate, since the stat doesn't count batters who reach base after being hit by a pitch). In this 4+4 stat format, pitching is exactly as important as hitting - since pitching stats account for half of the points available in the league. Typically, however, the roster of players on a roto team will be only 7 or 8 pitchers and 10-12 hitters. Thus, in this format, really good pitchers are more valuable than good hitters, since each pitcher has a relatively greater impact on the overall team score. Some leagues add one stat category to each side of the roster - usually runs scored for hitters, and strikeouts for pitchers. In 5+5 leagues, hitting and pitching are still equally important.
If you were starting from scratch and building your own roto league, I would suggest a few changes to the traditional stats. First, the points available in the league should be proportional to the roster. Thus, if 60% of the starting line-up are hitters, then 60% of the available points should come from the hitters - which means having more hitting stats than pitching stats. Second, player performance should be measured not only in "positive" numbers, but also negatives. Thus, instead of using stolen bases, use "net" steals - meaning stolen bases minus times caught stealing. Use "net" wins rather than gross wins. Think about adding a category that penalizes hitters for striking out, and rewards them for drawing walks (e.g., use BB-K as a category). Consider using on-base percentage rather than merely batting average to measure hitters. There are a million variations, but be imaginative - remember that it's YOUR game.
Roto for beginners
If you have never played roto, this is your 5-minute primer.
The object of the game is to have more points at the end of the season than the other owners. You do this by having your team perform better on the field. But it's much more complex than that.
First, you have to find out what the rules are. If you're joining an established league, this should be pretty easy. What stats does the league use? How many players get drafted onto each team? How many of those players are "active" (meaning that their real life stats count in the league's standings) for any given week? How often can you make roster moves? What are the criteria for eligibility at a defensive position? (In most leagues, your active roster must include a certain number of players at each defensive position - 1 first baseman, 1 shortstop, 1 catcher, etc. Often there are "extra" players such as wild cards, DHs, extra "corner" men, or extra outfielders in order to allow 10-12 hitters to be active.) Can you acquire new players during the season, and if so, what is the procedure? Are there any restrictions on trades, such as a trading deadline, after which no trades are permitted? You have to know the rules in order to plan strategy for the draft.
Also, what are the rules about retaining players from year to year? In some leagues, owners are permitted to build a team, and then keep the players from one year to the next. Most leagues place some restrictions on this, such as a maximum number of years you can keep a player, or a requirement that you "pay" extra each year in order to keep a player (which will eventually make him too expensive to keep, making him available for other owners next year). If you're just joining a league, are you assuming a team where a former owner dropped out, and can you save players from that old team, or do you have to start from scratch?
To build your team, roto leagues hold an annual "draft" of players. This is either a straight draft, like real life sports teams engage in every year, where the owners pick an available player in turns. Usually, in a roto league, the order of selection will "reverse" each round, so that the owner who picks first in the first round, will pick last in the second round, and so on. The order of selection is either random, or in inverse order of the prior year's standings, or some variation. Other leagues hold an "auction" of players, with each owner starting out with a set number of "dollars" to spend, then each player coming up for bids. You can "buy" any players you want, subject to budget constraints. Player auctions typically last many hours, but create a particularly fun and exciting draft day, with a lot of strategy. (A future column will be devoted to tactics to use during a player auction.)
Naturally, as an owner during a draft, you have choices to make. Do you go for the stud outfielder, or the star pitcher? Do you go for a shortstop early, or scoop up a top-flight catcher while you can? Is a top closer a priority? Your individual drafting strategy will depend to some degree on the statistical categories your league uses, the number and position restrictions of players in your "starting" line-up, etc. If you pass on a player you really like, someone else might snatch him up before you get another pick (or if you spend your dollars on him, you might not have enough left to get someone else that you really need). Draft day is typically the most fun that roto owners have all year. Many owners spend months preparing for the draft, making lists of players, plotting strategy, and looking for those little-known players ready to have break-out seasons. No matter how much prep you do (look for another column later devoted entirely to preparation for drafts), have fun with it!!
Once you've drafted your team, you have to designate your "starting lineup" and your reserves. If you have a player who usually gets off to a poor start in April each year, consider benching him in favor of a less talented player who might be more inclined to get you good stats in April. In most leagues, your players earn stats for your team only when they are in the starting line-up. If a player on your bench knocks in 15 runs in a week, you get no credit. But if a pitcher on your team gets shelled for 10 earned runs, but wasn't in your starting line-up, you don't get hurt.
Organizing your pitching rotation is particularly important. Where are your starters pitching next week? Against whom? If you get to make weekly roster moves, which of your pitchers will pitch twice this week, and which only once? You'll want to sit your starters who are scheduled to start at Coors Field or Enron Field, and get into your line-up pitchers scheduled to start in Detroit or at Shea. Paying attention to your pitchers - how well they are doing, whether they have minor injuries, and where they are scheduled to pitch is a very important part of the GM's job.
If your team is short somewhere (need a closer?), consider making a trade. Making (and discussing) trades is one of the most fun activities for a roto owner (after the draft). A coming column will be devoted to making trades.
Watch SportsCenter
During the season, if you own a roto team, you will find that you watch a lot of SportsCenter, and spend a lot of time on line checking the late west coast box scores. Much of the fun (and anguish) of roto is following your players. Did your second baseman get a hit yesterday? Did he steal a base? What about the guy you just reserved because he was in a slump? Did your starter pitch well? How many runs? How many strikeouts??? Did I get a save?? Following your players is essential to stay on top of who's hot, who's injured, and whether you need to be thinking about a trade or a roster move.
Critics of roto claim that it is somehow impure to "root" for players simply because they are on your roto team, instead of the fact that they are on your home town (or otherwise your favorite) major league team. "You should root for your team, not for your roto players on other teams" they will say. I respond as follows:
1. Always root for your team. I'm a Mets fan, and I always root for my Mets to win, no matter if one of my roto pitchers are starting against them. Your first fan loyalty is to your team winning. That doesn't mean that you won't be happy if your pitcher throws 7 strong innings and leaves with a no-decision and the Mets win it in the 9th against someone else's closer.
2. Having a roto team allows you to follow more than just your own home-town team, and broadens your perspective on the game. You gain a much better understanding and appreciation for the players on other teams. You never know when they might be traded to your team. You'll have a much better idea of whether a trade or a proposed trade is really a good deal if you have followed the other players around the league. Plus you 'll get a chance to follow the "other" league (AL or NL) if your city has only one.
3. If my team is out of contention in July, roto gives me a reason to follow baseball.
4. Roto owners are BASEBALL fans, not just fans of one team. I think that's a good thing.
Finding a League
If you are interested in trying roto, you have many options. Just about every reputable on-line sports service now runs FREE roto/fantasy leagues on the web. You can sign up, draft players via your computer, and compete in a league that is either randomly composed of other on-line users of the service, or you can designate particular owners who you want to be in your league. Most such services (e.g., ESPN.com, SportsLine.com, Sandbox.com) provide a free web site for the league, complete with access to player stats and evaluations, standings, trade boards, etc. These games often have cash prizes for the "best" teams, but usually require no fee to play.
If you want to get together with a bunch of friends and form your own league, you can do so either on line as described above, or meet in person and stage a draft or auction, then subscribe to one of the on-line services to provide support for the league. Some sites offer this service free, while others will charge a reasonably small fee. Holding a live draft is the way to go if you can.
If you want to join a live league, but don't have 8 or 10 friends who want to join you, many live leagues advertise for new owners in sports magazines (e.g., Baseball Weekly) or on line. Searching the web should produce many options for established leagues in your local area that are looking for suckers . .er. . new owners to join them.
Coming Attractions
In upcoming columns, I'll focus more specifically on topics like drafting and auction strategies, building a balanced team, how to make effective trades, and other topics. As we roll toward draft day, I'll give you my player analysis and predictions for which players will be hot in '01, and which are over the hill. I'll provide rankings for each position, and give my list of "sleepers" for your draft. I'll also report on my long-time league, it's draft, and how its season is going. During the season, I'll provide updates on stat trends, identify newcomers who may be available on your waiver wire, tell you which players to trade and which to try to get, and talk about end-of-season strategy. This site will accept emailed questions to me at D.Diamond@kcmets.com, and I'll do my best to answer your questions, and to post on the site the more interesting ones.
Here's looking forward to a great 2001 baseball season. Let's enjoy it (there might not be any in '02)!!!
Roto notes
At the end of each week's column, I'll pick out a few players for you to target in your league - some positive, and some negative. But don't just take my word for it - do your research and make smart draft picks!!
Ben Grieve - OF -TB - move to Tampa should help him, and he'll get the opportunity. Look for big numbers soon from him. But his outfield defense is suspect, and he may end up being a DH before long.
Ruben Mateo - OF - TX - his injury last year masked his talent level. He'll be a very productive player this year, and if you can get him cheap/late and keep him for next year, you'll be very happy.
JD Drew - OF - STL - He'll be the every day player this year, and his numbers should improve.
Torii Hunter - OF - MN - Could break out after big second half last year - not much power, but everything else, even for bad MN team.
Paul Konerko - DH - CWS - he's for real. Will get better, and he's already pretty damn good.
Julio Lugo - SS - HOU - Will be lead-off, stolen base, run scored guy in powerful Houston lineup.
Eric Chavez - 3B - OAK - Solid and getting better.
Enrique Wilson - SS/3B - PIT - Finally freed from back-up status in Cleveland, should have a chance to shine. Watch spring box scores to figure out which position he'll play. Probably qualifies as 3B in most leagues based on last year's appearances.
Albert Belle - OF - BAL - injury may end his career, and certainly will slow his production. Take him late or pass entirely.
Raul Mondesi - OF - TORr - Elbow injury remains a BIG question mark. Drop him down 5-10 rounds based on health concerns.
B.J. Surhoff - OF - ATL - unless he gets traded to the AL, avoid him.
Marquis Grissom - OF - MLW - he has lost a starting job, so he's at best a fill-in or back-up, so treat him accordingly.
Eric Davis - OF - SF - He won't last the season, even in platoon. Avoid.
Quilvio Veras - 2B- ATL - Before his injury in mid-season, he was on pace to have GREAT numbers. Don't expect injury to linger here, so he has the chance to pick up where he left off, but some may overlook him because he won't rate among last year's stat leaders.
Todd Hundley - C - CHC - Don Baylor says that Hudley will catch about 100 games and will be used at DH during 9 road games in AL parks - that's only 109 games, plus some pinch hitting duties. Assume total season stats will be only 70% of what you might think.
Michael Tucker - OF - CIN - If he ever gets a chance to play every day . . . and this may be the year, with Dimitri Young and Alex Ochoa the only players standing in the way of Tucker becoming more than just a platoon.
Lance Berkman - OF - HOU - looks like he'll have a starting job along with Alou and Hidalgo. If he does, expect big things from him.
Ron Belliard --= 2B - MLW - Davey Lopes expects Belliard to be the lead off hitter and return to the form that made him a brilliant rookie in '99. He's reportedly lost weight. Look for SBs in Spring Training to signal that he's ready for the role.
DD
Next Week: Planning for the Draft