Mythic Baseball

Mythic League BaseballWelcome to the homepage of the Mythic Baseball league. Mythic uses the Out of the Park Baseball simulation to remake baseball history. The league imagines a fictional baseball universe: the leagues, teams and players (as well as off field characters such as owners and staff) are all fictitious. This allows the league to unfold in a manner without pre-existing expectations of how certain teams or players should perform.

Mythic Baseball is based on the Figment Universe’s baseball league, being an “alternate universe” of that league, branching off in the 1886 season. This permits a different path for the Mythic league. If you are interested in checking out the Figment baseball league, please head over to the Figment Universe site on Legendsport.com

If you are interested in more information on the Dugout Wizards league or would like to sign up, please use the Info link in the menu above to contact the commissioner.


GENERAL RULES

The Mythic Baseball League is designed to create as plausible 19th century baseball environment as possible within the constraints of a baseball simulation league that is meant to be fun. The league uses Out of the Park Baseball as the simulation engine and to participate in the league all GMs must own the current version of OOTP. The league does upgrade from version to version typically at the conclusion of the season being played when a new version is released as opposed to switching in mid-season.

  • GM PARTICIPATION: The commissioner would prefer not to be the “participation police” but reasonable expectations will need to be met. These are simply to submit exports on a fairly regular basis, paying attention to Slack and the forum, and replying to other GMs in trade discussions. The commissioner may replace any GM who becomes absentee or fails to treat others fairly. If you are going to be away (real life does happen after all), please let the commissioner know. An absence of more than two weeks without notice (a direct message on Slack will suffice) will be considered grounds for replacement.
  • SIM SCHEDULE: Games are simmed Monday thru Friday, with exports due by 6am Eastern time.
  • SIM PERIOD: Each sim period covers two weeks during spring training and the regular season. Postseason sims will be split to cover games 1 & 2, 3 & 4, 5 & 6 and then game 7 (of 7-game series and 1&2, 3&4 and 5 in a 5-game series). Offseason sims will vary in length and the commissioner will provide a schedule on the league’s Slack channel for reference during the October to February offseason.

FRANCHISE RULES

  • FINANCES: Unlike most reserve-clause era OOTP leagues, in Mythic, money will matter. It will be one of the factors used to determine the club’s health and will also be used for acquiring players from minor league clubs (see below).
  • ROSTERS: As this is the 19th Century, roster sizes will be small and there will be no minor league affiliations. The reserve roster will be set to a maximum of five players. The reserve roster is intended to be for injury replacement, not the stashing of young and unready players. To that end, the “expanded roster” (aka 40-man roster) will be set to the active roster plus two. Anyone not on the expanded roster will be eligible for the Rule 5 Draft.
  • HEALTH CHECK: At the conclusion of each season, all clubs will be subject to a franchise “health check” which will assess the possibility of the club being forced to fold. This is to simulate the fragile nature of professional ball clubs in the 19th century. Winning is a good way to keep your club healthy, although having cash on hand will help as well. The main goal should be to keep the fans interested.
    The health check involves the commissioner looking at the team’s record, attendance and finances and “scoring” those to put the club in one of four categories: strong, good, fair and fragile. Fragile clubs will then be subject to a percentage chance check on whether they will shutter the franchise. For each year a club remains in the fragile category, the percentage chance will grow.
    The strong and good categories will be combined to a “Safe” category that is revealed to the GMs. Similarly the Fair and Fragile categories will be combined into an “At-Risk” category that is revealed to the GMs. The actual status of each individual club will be hidden to the GMs – they will merely have a general idea of their chances of folding.
    The formula for team health is secret and each team actually has an overall score from 1 (best) to 16 (worst). The score will determine the chances of folding using a random number generated on Random.org. Any teams whose posted health bracket is either strong or good are ineligible for folding. Teams who are in the fair category have a small chance of folding and those in the fragile category are most vulnerable. Note that within the fair and fragile categories each team’s numerical rank will determine the actual percentage chance of folding. The GMs will not know their numerical ranking.
  • SLOTS: A GM who loses his club will be given a job with a different team. This team could be another major league team, but it is more likely to be one of the independent minor league teams. Ultimately the goal is to get back to the majors and stay there. Once the league stabilizes at a date to be determined (most likely the mid-to-late 1890s or later), this process will become a firing/hiring process rather than a folding of a club.
  • MINOR LEAGUES: GMs who are running a minor league club will be eligible to move up to a major league job. This can occur either through a job with a brand-new team or with their own minor league club joining one of the major league circuits. The decision on whether the club is a brand-new club or a “promoted” club is at the discretion of the commissioner. Either way, the new club will be able to procure new players.

THE NATIONAL AGREEMENT (LEAGUE STRUCTURE)

At the time of the league’s beginning (1886) there were two competing professional baseball leagues: the Century League (CL) and the Border Association (BA). The leagues were “at war” with each other and both attempting to drive the other out of business to become the sole professional league.

Peace between the leagues will take the form of the “National Agreement” of 1886. Completed in the fall after the end of the 1886 season, the agreement clearly defined the relationship between the CL and BA as equals, and between them and the various minor leagues. It also defines a classification system for the minor leagues and how those leagues interact with each other as well as with the CL and BA.

The agreement created an umbrella organization known as the Alliance of Professional Baseball Leagues (APBL). This organization defined a tiered system of leagues, as described below:

TOP TIER – Century League and Union League (formerly the Border Association)
CLASS A – Top-level of what would become known as the “minor leagues” as of 1887 this level consisted of the Great Lakes League and the Western Association
CLASS B – Second tier minor leagues. Circa 1887 this consisted of the Eastern Association and Dixie League
CLASS C – Third tier minor leagues. Circa 1887 this consisted of the California Association, Southeastern Association and New England League

Note: though the Agreement did provide for Classes D, E, and F, as of 1887 there were no signatories to the Agreement willing to accept these classifications

TRADING & PLAYER PROCUREMENT

The National Agreement provided for a structured manner in which the Century and Union League clubs could acquire players from the lower tiers. To protect the integrity of the system, the major leagues may only initiate trades with each other and with Class A clubs. They can also procure players from Class B in the off-season via a one-round purchase draft.

  • GENERAL TRADE RULES: The only commodities tradeable between clubs are players and cash.
  • TRADING WITH MAJOR CLUBS: Any Century or Union League team may trade with any other club in either the CL or UL. The trade deadline is July 31.
  • TRADING WITH MINOR CLUBS: GMs may attempt to make trades with the Class A minor league clubs (and only Class A – all other minor league levels are off-limits). As with the majors, the deadline is July 31.
    • Process: Trades are to be worked out between human GMs if the Class A club has a human GM. If it does not, the major league GM may attempt to work out a deal that is acceptable to the AI. In either case, the trade must be submitted via the GM’s export. In the case of a trade between human GMs, both GMs should submit the trade via their export.
    • Eligibility: In order to prevent teams from grabbing players who are not ready for the majors we will have eligibility requirements for trading. To be eligible for a trade from a minor league club to a major league club a player must have played at least one season in the minors and attained either an OPS+ or ERA+ of at least 125. A full season means a season with at least 3.5 plate appearances per game for hitters or at least 2 innings pitched per game. The per-game numbers are for the season length of the team. For example, if the player’s team played 100 games, he would need either 350 plate appearances or 200 innings pitched.
      Once a player has achieved this level at least once in his Class A career, he is eligible to be acquired via trade.
    • In all cases the GM must ensure there is room on the roster for any acquired players, failure to leave room will cancel the trade.
  • TRADE PROCESSING: All trades except any made on the sim that includes July 31, will be processed at the end of the sim. For the trade deadline sim, deals will be processed on the trade deadline itself.

MINOR LEAGUES/PLAYER DEVELOPMENT

There is no farm system in Mythic Baseball and this will remain true for a long time. Instead the National Agreement defines a structure for classifying minor leagues by the general level of competition and this will allow players to enter the professional ranks and move up tier-by-tier with the very best eventually landing on a Century or Union League roster.

The NA also defines the relationship between the tiers and how the progression of players will generally take place in a “bottom-up” system.

  • CLASS D: As of 1887 there are no Class D leagues. Eventually, this tier will become active and when it does, this is where most players 18 and sometimes younger, will appear on the professional scene. In modern terms this level would be roughly equivalent to Short Season A-Ball.
  • CLASS C: This level is roughly equivalent to A-Ball and is an entry-level league. When Class D (and/or Classes E or F) leagues arrive, this will remain an entry point for players, but the players will be of higher quality and/or slightly older than the lower classification’s players.
  • CLASS B: Roughly equivalent in level to a modern AA league, Class B is one of the two levels from which a major league team can directly acquire players. The mechanism for this is described below.
  • CLASS A: Equivalent to modern AAA leagues. Class A is the other league from which the major league clubs can acquire players and they can only do this via trade. Tradeable commodities include cash and players. As described earlier, the trades must either be accepted by the human GM of the Class A team, or accepted by the AI GM. In either case, the trade is submitted via the OOTP export.
  • PLAYER ACQUISITION:
    • CLASS C AND LOWER: The lowest leagues will be given players directly by the commissioner based on the region in which they’re playing. The goal is to provide enough players for these leagues to play, have those players current ratings be sufficient for the level and also provide “prospects” for the higher leagues, including ultimately the major league teams. Players will generally appear between the ages of 16 and 20.
      When leagues lower than Class C exist, Class C will draft players from Class D, Class D would draft from Class E and so forth. It is possible for a Class C team to acquire a player from a lower league via trade during the season. All of this is managed by the commissioner.
    • CLASS B: Each offseason the Class B teams will participate in two phases of player movement: losing players to Class A and the major leagues and then acquiring players from Class C (and D when applicable).
      The process for the major leagues and Class A teams to acquire players is a combination purchase & draft. Each human GM will submit two players for the draft process. If the GM is the only one to submit the name, he will receive the player automatically. In cases where a player is listed by more than one GM, the player will go into a draft pool. Once all the players in the pool have been determined, any teams who did not receive a player automatically will draft. The draft order will be randomized and include all major league and Class A teams. In all cases, the movement of the players will be transacted as trades with the acquiring teams paying $5000 per player to the Class B team. Participation by the human teams is optional (for cases where a team might not be able to afford the purchase cost or otherwise wishes not to participate).
      The Class B teams will then draft from Class C and D based on their needs to restock their teams for the upcoming season. They may also receive discovery players at the commissioner’s discretion.
    • CLASS A: The Class A teams will participate in the offseason draft of Class B players as outlined above. They can only lose players through trade with a major league club or with a Class B team. Trades between Class A and Class B follow the same rules as those between the majors and Class B, with the exception that they will be working exclusively with AI teams. The commissioner may, as needed, manually make trades between Class A and B teams in cases where both teams are AI teams.
  • DISCOVERY PLAYERS: Occasionally, new players will be discovered. Each discovered player will have a home region (described below). These players will be available to all clubs with claims in that region and subject to a lottery (using Random.org) to determine which team gets their rights. These players will be considered to have been semi-pro players from town or industrial teams and developed enough to join a big league club. Teams will automatically be eligible to receive these players – they can then be accepted onto the roster or traded to either the minor leagues or another major league team.
    • PLAYER ELIGIBILITY: The commissioner will ensure that only “level-appropriate” players will appear and each level will occasionally receive discovery players. Thus, if a player is listed as a major league discovery player, it can be assumed by the human GMs that the player is developed enough to play big league ball. This will also be the case for the minor league classifications. There is no set number of players, nor a guarantee that there will be players at all for any given level in any given year. This will allow us to maintain a steady talent level at each tier.
    • IN-REGION PLAYERS: Each state is its own region. Teams in adjacent states (states with a shared border – in the Great Lakes region this also crosses the lake, making Michigan and Illinois neighbors, for example) are also eligible to obtain a discovered player from their neighbor.
      However, teams within the players state get two entries for the player in the Random.org lottery while teams in adjacent states only get one chance.
    • NON-REGION PLAYERS: If a player is from a state that shares a border with a state that houses one or teams will use the “one chance” neighbor rule as above. For example, a player from Iowa would be available to teams in Minnesota, Illinois, Missouri, etc., with each of those teams getting one chance. No one would get the second, in-state chance.
      If a player is from a state that does not have a big league club, all teams receive one chance at that player. This would include players from the deep South, or the Pacific coast states for example.