Last Friday, in these electronic pages, I discussed the entirely fictional and computer-generated baseball league I’d recently joined — specifically, Aaron Gleeman’s Hardball Dynasty league at WhatIfSports — and considered both (a) the significant pull of that fake baseball world on my powers of concentration and also (b) the subsequent emotional reaction (guilt, mostly) to that pull.
Four days later, the lure of the game hasn’t particularly waned. Were I to estimate how many hours I’d spent thinking about my entirely fictional team (the Burlington Aristocrats, they’re called) since last Thursday, I’d say four or five hours. I’d also be lying when I said that — like, by kinda a lot — lest my wife read this and inflict harm upon my person.
So far as the league itself is concerned, commissioner and real-live hermit Aaron Gleeman has managed to replace all the owners who departed after season 24, and now season 25 has officially begun. Among an owner’s obligations at this point are (a) the setting of the budget and (b) the re-hiring of the coaches. The first of these tasks isn’t unpleasant at all; the second is mildly tedious.

The budget for the author’s fictional baseball team.
Simultaneous to both of these events is the commencement of trade discussions among the league’s owners — and it’s to this point that I’d like to speak briefly.
It goes without saying — although I’ll say it, anyway — that, to begin the process of discussing potential trades, one must first understand the value both of his players and those of his various opponents’. Anyone who’s made the questionable decision of navigating his or her (although, most likely his) browser to this site probably has a pretty good sense of what basically every major leaguer is worth — like, what sort of contract he’d receive on the open market and what he’d fetch in a trade. Approximately, at least.
That isn’t the case in Hardball Dynasty, though. Individual owners have maybe developed methodologies for assessing value, but there is nothing so comprehensive as WAR available publicly. More than that, however, it isn’t even particularly obvious how a player’s various ratings correlate to his subsequent production. Part of playing the game, of course, and deriving joy from it, is discerning in which the manner the sim engine utilizes and weights the player ratings in question. It is a weird and giant logic problem, essentially, dressed in the trappings of baseball.
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