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

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.


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 one week 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.


  • FINANCES: Unlike most reserve-clause era OOTP leagues, in Mythic, money will matter. It will be used to determine the club’s health for one thing (see below), but also be used to steal players away from the other league via contract jumping.
  • 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 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 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. Either way, the new club will be able to procure new players.


At the time of the league’s beginning (1886) there are two competing professional baseball leagues: the Century League (CL) and the Border Association (BA). The leagues are considered to be “at war” with each other and attempting to drive the other out of business to become the sole professional league. With that in mind, there are several rules that apply to how the teams interact with each other.

Eventually peace will be made between the two leagues and a unified body similar to Major League Baseball will exist, which will change many of the rules below. But during the period of fighting between the BA and CL, the following are in effect:

  • TRADING: CL and BA teams may not trade with each other. Each can trade with the independent minor leagues and within their own leagues.
  • CONTRACT JUMPING: At the conclusion of each season, a random drawing will be held to determine which players are susceptible to contract jumping. Factoring into the equation are several factors:
    • Player Happiness: Players whose morale is not ‘Great’ are eligible for contract jumping
    • Personality: Players with selfish or unmotivated personalities are eligible for contract jumping
    • Team Chemistry: Players who are listed as having player complaints on the team chemistry screen are eligible for contract jumping
    • Nomination: The final criterion for eligibility is a team’s desire to sign the player. Each GM may nominate two players via DM to the commissioner. The players must meet at least one of the criteria listed above. These players will be aggregated into a master list, with the offering team noted, for the “jumper lottery” described below.
      Players listed by multiple teams will be considered to be entertaining multiple offers and be entered in the list multiple times.
  • JUMPER LOTTERY: All players who are eligible and nominated will be placed in a list, sorted by league, and a two-stage process will determine how many and which players specifically will entertain offers from the other league. will be used to randomly generate a number from 0 to 5 to determine how many players may move. and then a second process will sort the list and determine which players are eligible for poaching based on the number drawn in the first random process.
    If the same player is drawn more than once, only the first will be counted and the others skipped and not counted towards the number of jumpers.
    This process will be repeated for the other league. This means that no more than 5 players in each league will move in any given offseason.
  • SALARY FOR JUMPING PLAYERS: Any player who jumps will receive a raise of between 50% and 100%, in 10% increments. The signing GM will determine how much to offer. The player’s original GM can elect to match, plus 25% of the offer. Therefore a potential jumper can be retained, but only by receiving a 75 to 125% pay increase (depending on what the poaching GM offers).


As there was no amateur draft, or even organized scouting in the 19th Century, the main way the CL and BA clubs will obtain younger talent is via trade with the independent minor leagues. Additionally there will be occasional “discovery” players per region that teams will be able to obtain.

  • TRADING WITH MINOR CLUBS: GMs may attempt to make trades with the minor league clubs. There are separate rules for the offseason and in-season.
    • Offseason: Each GM may submit – via the game – one trade during the following months: (November, December, January and February only). The trade must have been accepted by the AI GM of the minor league club.
    • In-Season: During the season GMs may submit one trade with a minor league club. As before, the trade must be accepted by the minor league team’s GM.
    • 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.
  • TRADING WITHIN LEAGUE: Trading within the league is permitted at all times except between July 31st and the end of the season. Trades must be posted by both GMs in the Mythic trade channel on Slack to be considered ready for 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.
  • TRADING WITH THE OTHER LEAGUE: There will be no trading with the other league BA to CL and vice-versa during the “war.” Following the merger, trading will be permitted between the leagues.
  • 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 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.
    • 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 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.
  • LOANS: At a date to be determined, teams will be able to loan players to a minor league club for development purposes. Loaned players must be 23 years old or younger and the loan is for the duration of the season but can be renewed for another season as long as the player remains age-eligible. Loaned players may not be recalled from the minor league team during the season unless his OPS+ or ERA+ is 125 or greater. Once recalled the player must remain on the active (not reserve) roster for the balance of the season or be exposed to waivers before either returning to the minors or being placed on the reserve roster.