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OOTP 10 - New to the game? If you have basic questions about the game, please come here!

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Old 06-29-2008, 11:51 PM   #1 (permalink)
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Learning to be a GM

The ultimate newbie question, at least I feel it is. I've just completed a couple of seasons as a minor league manager in a historical league to get my head around that side of things. Now it's looking like I'll be promoted to the majors and I'd like to have control of everything and attempt the full game experience. So my question, what is the best way to learn the intricacies and the ins and outs of the GM? Any advice?
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Old 06-30-2008, 09:08 AM   #2 (permalink)
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Great question. I have the same one. Maybe there's a post or an article that a community member has created or would be willing to create ...?

IMHO, it would look something like this.....

1. Now You're the GM, Where Do You Start (Things to Check Over)
2. Early Season Strategies (How to Plug the Holes in Your Team Without Going Into Bankrupcty).
3. Trade Deadline Strategies and Tips
4. The Late Season Push and the Expanded Rosters in September
5. Post-Season Roster Management and Player Drafts
6. Tips and Strategies Regarding the 40-Man Roster, Rule 5 Draft, etc.

I get the general idea of all this stuff. I can read that in the manual. It's the intracacies of how it all actually plays out in OOTP [quirks of the game, common pitfalls, screens to check] that make for such a steep learning curve. And I sometimes feel shy about posting questions ... seems I have a question every five minutes if I really start trying to play the game.
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Last edited by Joe Shlabotnick; 06-30-2008 at 09:09 AM.
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Old 06-30-2008, 11:04 AM   #3 (permalink)
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I'll see what I can come up with. Don't be shy about asking questions, someone usually comes along to try and answer them. Here's a quick recap of the typical season for me, assuming I control a team that is trying to contend but won't run away with the division.

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Originally Posted by Joe Shlabotnick View Post
1. Now You're the GM, Where Do You Start (Things to Check Over)
I always start at my Transaction Screen. I like getting an overview of my entire organization. I'll first open up the Minor League System Report and make sure all of my players are on the proper level of the minors for where I think they should be. I play with ghost players, so rosters don't need to be complete. After an inaugural draft the AI tends to fill your minors by positional need rather than placing all of the guys on the correct levels. The AI likes a few catchers on each level, for instance, whereas I prefer to start with all of my Double-A deserving catchers at Double-A, rather than sticking some in Single-A as the computer might. Anyways, this sometimes results in 40 players at Double-A and only 15 at Single-A. No big deal for me. Once everyone is placed properly, I'll go over my big league roster and sort out who deserves to be there and who deserves to be in Triple-A. After that, I start cutting players. Since I use ghost players, the only guys that need to be in my minor leagues are guys I think may develop into useful players. This usually takes a while....

So, I have my organization, well, organized. I'll then check out the free agency pool if there are any FAs and see if there are any guys I can use there. At the beginning of a league there MAY be a bench player or two, but not much. After that, I set my lineups and pitching staffs for all levels of my organization.

Quote:
2. Early Season Strategies (How to Plug the Holes in Your Team Without Going Into Bankruptcy).
Depth, depth and more depth. If given the choice, I'll take a 3 star starting player and a 2-star backup over a 4-star starter and a 1 star backup more often than not. I usually play rather cheaply, trying not to give out huge contracts except to stud players. Finding good depth players for your bench and Triple-A club (who can later be called upon to fill in for injuries in the bigs) isn't that difficult. Just spend some time combing free agency every once in a while and trying to develop utility players in your minors. Remember, of course, that small sample sizes are always in effect in the beginning of a season. That .220 hitting left fielder probably won't be at .220 in another month.

Quote:
3. Trade Deadline Strategies and Tips
In a solo league, I can't help you here. I only allow myself to trade players when the AI offers me the deal (and I won't change said offer) or when the Shop Player function gives me a 1-for-1 deal that I like. I really only break this house rule when my team is REALLY bad and I know I have a useful veteran that a team in contention can use and he has a few prospects I like. Then I just try to keep the trade realistic.

Quote:
4. The Late Season Push and the Expanded Rosters in September
Once rosters expand, I don't really call up my rookies to get them cups of coffee. In real life, it's a morale boost. In OOTP, it's wasting their service time in my eyes. I usually just call up more bench players, lefty relievers, defensive replacements, etc. to try and eke a win out here and there if I can. If it's a really close race, I'll sometimes switch to a 3 or 4-man rotation rather than a 4 or 5-man rotation (depending on the era of baseball, of course) to try and get my better pitchers more starts.

Quote:
5. Post-Season Roster Management and Player Drafts
Shorter rotations. Sticking with what worked offensively all season. That's about the extent of my playoff strategy while simming. If I'm actually playing out the games, I'll start using my bullpen in higher leverage situations than how the AI used them while simming the season. Bringing in my closer in the 7th in a tight game if the bases are loaded, for instance.

For drafts, I always try to get a player I can use. I never let the AI autodraft. Utility players and depth, depth, depth.

Quote:
6. Tips and Strategies Regarding the 40-Man Roster, Rule 5 Draft, etc.
Again, I don't have much here. I try to keep as few men on the 40-man roster as I need. I don't like wasting service time and option years if that stuff is enabled. I always make sure my best guys are protected from the Rule V Draft, but usually I just double-check my Transactions Screen on the day of the draft for the # symbol next to a guy.

I tend to sim one day at a time during the regular season. I sim my game, look at the box score, then sim the rest of the world. At the end of the month I used to check the Player Development Report for Talent changes (which I can't any more, since that report has disappeared (stupidly, I'd like to add, I need that report)) and I still check the Minor League System Report each month to move guys to different levels of the minors. Then I'll go through the pitching staffs and lineups for each level of my organization to optimize what positions guys are learning and whatnot. After that I'll go through my big league club and see who is slumping, who is hitting well, who is making a lot of errors and might need a defensive replacement, that sort of stuff.
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Old 06-30-2008, 05:56 PM   #4 (permalink)
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The life of a major league GM is difficult. You are wise to ask for tips to help guide the way. Fortunately, I am between blockbuster trades and have the time to reply.

1) In the beginning...

How to begin depends on WHEN and WHERE you begin. There are four basic times to begin - (a) early postseason (from the date free agents file until the winter meeting), (b) late postseason (after the winter meeting until about Feb. 1), (c) preseason (Feb. 1 - opening day), and (d) opening day. There are many types of teams to take over, including expansion, projects, and contenders.

From here on out, I'll assume you want to take over a first-year expansion team in the early postseason unless I say differently.

The beginning expansion team has a staff (if that option is checked) but no players. So the first thing to do is to check out the free agents. Take notes, but don't fall in love. Almost all of those guys will be there in 3 days, when you're ready. The second thing to look at is who's left unprotected. How much real talent is out there depends on several factors, but there's usually some good players and good prospects out there for the taking. Keep in mind that you're competing with at least one other team, so you can't have everyone you want. In general, stay away from overpriced veterans, embrace youth, and grab folks that are tough to find in the FA market.

OK, draft over. That was fun! Now fill out your roster with free agents. I would suggest trades, but the other teams will probably laugh at your castoffs. Don't go crazy with the FAs; it's very likely your team won't be a contender for at least a couple of years and most of the money you invest in pennants not won might as well be thrown out the window.

After you've run the draft and signed your free agents of choice, take a look at your roster and organize everyone. Give everyone an appropriate role. If someone doesn't have a role, well, that's what the trading block is for.

2) The early season

Two words: DON'T PANIC. If your cleanup hitter starts out 0-for-16 and has more GIDPs than RBIs, don't panic and move him down or out (unless he's taken a big talent hit). Slumps happen to everyone sometimes, and it's best to just let them ride it out. After April, you can make some changes, but go light unless you have clear and convincing evidence that the guy you're moving in is better (or less bad) than the guy you're moving out.

Throughout the seaon you'll have injuries. If you can fill the position from within, I'd recommend doing so. Otherwise grabbing a fill-in free agent is probably the best move - unless it's a long-term injury to a superstar.

3) The trade deadline

By July 31, you have a good idea whether you're going to go after someone to make a pennant push or (much more likely, if you're a first-year expansion team) you're willing to dump your highly paid veterans for some magic beans and invisible thread.

If you're looking for talent, take a look at the Trading Block page. Most of it is old, overpaid, and untalented, but sometimes teams are looking to unload salary, and you can pick up some nice players for less than you might think. If there's nothing on the block, then take a look around the league for someone that might interest you and make 'em an offer. Don't forget to check those e-mails.

If you're looking to donate talent to the rest of the league, the Trading Block is somewhat helpful (the other GMs occasionally make offers to you by e-mail), but to get things done quickly, you're probably going to have to Shop Player(s).

At this time, start looking at the possible FAs and arbitration-eligible players on your team. Think about who's worth extending, who can be moved, and who will be just let go.

4) Late season

Ah, September 1. Either you're in the middle of a pennant race and happy, or you're out of it and happy to get some extra talent to look at. I like bringing up players on 9/1 (though I usually limit myself to 5, rather than 15). They're useful as extra pinch hitters, pinch runners, defensive players, or arms in the pen. Sometimes they'll show enough that you can trade that veteran for a more pressing need, and fill the hole with the rookie.

If you're in the race, I wouldn't recommend making too many changes. Injuries will scramble things enough; there's no need to get cute. If you're way out, then why not shake things up?

5) Postseason and amateur draft

I don't have anything to say about the playoffs, except to enjoy it while it lasts.

After the season, you have some big decisions to make. Remember those possible free agents you looked at in July? If you didn't extend their contracts then, they're waiting for you to extend them now. Are you gonna do it? Be sure to look at all your options - other FAs, trades, the system - and pray you're making the right move. Also, it's time to evaluate the roster again to see who stays, who goes, who moves up, and who moves out.

I usually have my amateur draft during the season, but in the past it's been in the offseason, and that worked all right too. I turn off potential ratings (except for the stars), but I usually have feeder league stats to compensate. It's tough to go wrong with best player available, keeping an eye on future needs 3-5 years out (as if anyone could predict that far in advance...)

6) 40-man roster and Rule 5

I don't use them, so I have nothing to say about them.

Anyway, I hope this was of help. I could write much more about the subject, but I've got two other GMs on the line lusting after some of my prospects...
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Old 07-02-2008, 04:02 AM   #5 (permalink)
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Wow, that's really good info, thanks for the hints. Will come in handy let me tell you.
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