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League Description

Discussion in 'Thread Archive' started by Bucsfan94, Jul 23, 2009.

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  1. Bucsfan94

    Bucsfan94 Walk On

    Jul 19, 2009
    League Description


    Dynasty Description
    Gridiron Gladiators is a league that has 12 dedicated players that are made up of 4 players in 3 different conferences Big 10, SEC and PAC 10. Our goal here is to first have fun, talk junk and play SIM style ball. If your goal is to win the heisman or win the National Championship game every year, we are not for you.

    TF SN GamerTag Team
    JFunk34 Same USC
    hdluke85 Same Wisconsin
    King_CEPS_11 Same Auburn
    gsolo19564 Same LSU
    Wdunn60598 Same Washington
    JCA312 Same Michigan
    benbuckeye Same Ohio St.
    LEONIDASplaya Same Tennessee
    shadowofanubis Same South Carolina
    EmmDotFrisk Same Iowa
    WOLFCOCKY Same Oregon St.
    BAKEdaSNAKE Same Stanford

    Sliders & Settings
    Column 1 Column 2
    Difficulty: Heisman
    Quarters: 6 mins

    Offense Human CPU[/U][/B]
    QB Accuracy 40 10
    Pass Block 50 15
    WR Catching 50 50
    RB Ability 55 50
    Run Blocking 50 40
    Defense Human CPU[/U][/B]
    Pass Coverage 35 30
    Pass Rush 75 75
    Interceptions 20 10
    Running Defense 25 50
    Tackling 55 45
    Special Teams Human CPU[/U][/B]
    FG Power 25 30
    FG Accuracy 50 50
    P Power 50 50
    P Accuracy 50 60
    Kickoff Power 45 70

    Version 1.0

    Position Changes
    Pos Notes
    QB: No Restrictions
    RB: No Restrictions
    FB: Restricted
    Weight restriction > 220 lbs
    Speed restriction < 90
    WR: No restrictions
    TE: Restricted
    Weight restriction > 220 lbs
    Speed restriction < 90
    OL: No restrictions
    DT: Restricted
    Weight restriction > 265 lbs
    DE: Restricted
    Weight restriction > 225 lbs
    Speed Restriction < 90
    OLB: Restricted
    Weight restriction > 210 lbs
    Speed Restriction < 92
    MLB: Restricted
    Weight restriction > 215 lbs
    Speed restriction < 92
    DB: No restrictions
    RET: Restricted
    Speed Restriction < 93

    League Rules.
    Week Advances
    We will follow a strict advance policy of a max week duration of 1-3 days. If there are a few games remaining and there has been effort in-scheduling the game in the scheduling thread then the deadline can be extended. The goal is to keep the dynasty moving swiftly and not have any long lags in between weeks.

    The league will never wait on a player to just do their recruiting unless that person is out of town and will be back within the 3-4 days and he asked that we wait. If you have a bye, spend 5-10 minutes and get your recruiting in, because if everyone else has had time to play their games and their is only one player with recruiting left, we will advance.

    If all 11 of the 12 league players have finished their games within 24 hours, and their is one guy who has a game against a CPU left, he has 24 hours to get his game in, or 24 hours to post. If he does that he will be given the full 1-3 days, once again this will be posted on the league message board that he has 24 hours to play his game, and as long as the member posts that he needs the time it won't be a problem.

    USER vs USER games, these are league killers, we all enjoy them but they can halt a dynasty in its tracks. We will have a game scheduling thread on the message board, and I want Users obviously scheduling those games on the message board. Also, I want the next week home team trying to schedule as well.

    Offseason advancing - We will try and schedule a night once bowl season begins to do offseason stuff, with 12 people it can be very difficult, but we will try. If that can't be done, we will work out a hard and fast schedule that will not be altered.

    Depth Chart
    Please realistic when setting your depth chart.


    Going for it on 4th Down: We encourage straight play in this league, however, we do not want to limit players to the point where they cannot play aggressively. Be realistic with going for it for 4th down. For example going for it on your own 30 yard line or going for it on 4th and 22 in your opponents territory. You have free reign in the 4th quarter when trailing.

    Motioning: Motioning by backs and receivers is allowed. If the defense audibles before your motion is complete you must wait for the defense to get reset before snapping the ball, when possible. Otherwise, you are free to snap the ball when the Motion man reaches their spot on the field and the motion is complete.

    Hurry Up Offense: All teams are allowed to run the "hurry up" offense in both two minute drill situations. Any team losing in the 4th quarter is permitted to hurry up as often as they like. When using the hurry up offense, please allow your opponent to set their defense before snapping the ball. Purposely trying to cause offsides penalties is obviously prohibited.

    Playclock Rule: We're all here to play football. Keep in mind we play 7 minute quarters in TT; not 15 like the NCAA. So please choose your plays as quickly as possible on offense and make every effort to do so before the play clock gets close to running out. We do realize, however, that certain situations in the game may require some extra time when choosing a play. You may run the game clock with under 3 minutes remaining in the 4th quarter. Or if your trying to prevent another possession before the end of the half. Chew Clock can be used with 2 min remaining in each half.

    Playcalling, Mixing It Up, Play Action: Owners are expected to mix up plays on both offense AND defense. If your team falls behind early in the game, it's understandable if you become a one-dimensional offense with your passing game. As long as the game is close, we expect all box scores to reflect a concerted effort at reasonable play calling.
    Also, keep in mind it is unrealistic to call a PA Pass when it is 3rd down and more than 10. You may call a designed PA play and audible your RB to block or go into a pattern to stop the Playaction. Overuse of this or any other plays/patterns will be frowned upon.

    QB Scrambling: Unrealistic QB scrambling/sprinting is frowned upon on pass plays, including screens. Constantly dancing from sideline to sideline, running straight backwards or well behind the line of scrimmage without being under pressure is not realistic. This does not include option plays, designed QB runs or broken/pressured play situations.

    Running Up the Score: Good sportsmanship is a major part of TT, so running up the score on user opponenets will not be tolerated. Please use good judgment when leading by a large margin, even when playing the CPU.. I don’t want to see multiple 60-70 pt scoring games.


    Moving Players before snap: On defense, shifting linebackers and the defensive line is permitted. However, if you move a individual defensive player before the snap you must control that player at the snap of the ball. This includes moving a player to cover an assignment.
    Constantly spreading or pinching your DL or LBs falls under the rules for mixing up your playcalling.

    Blitzing: While blitzing is certainly a part of the game, please be realistic when doing so, and do not use it excessively. Any attempt to confuse the AI when blitzing is prohibited (ie. spreading your defensive line then shifting your LB's to create AI holes). This also falls under the rules for mixing up playcalling.


    Fake Punts and FG’s: Any fake punt or field goal must follow the same rule used when going for it on fourth down. If you are allowed to go for it on 4th down in that situation, you can also fake the punt or field goal. Faking a FG or punt is part of the game and provides "the element of surprise," but please be realistic. These are utilized in NCAA but on a limited basis, so please keep that in mind.
    Onside Kicks: Onside kicks are permitted at any time by the losing team in the 4th quarter only.

    Players leaving

    A player will not be allowed to attempt to sway a player from the pro draft if he:
    is > 95 OVR
    is a JR that has won the Heisman
    is a JR or SO(RS) and has won a major award (Thorpe, Maxwell, Biletnikoff, etc) and is > 90 OVR
    Kickers and punters can be swayed from pro draft regardless of OVR and class.

    Scholarships will be determined by SENIORS leaving +3. Simple

    Do not sign more players than you have roster spots. If I see too much of this there will be penalties.

    Note: Committed players count against your scholarship limit.

    [/B]Participation/Board Activity
    This is very important for a dynasty to be strong. Please be active on the forum posting recaps of games and any interesting news about your team (recruiting, injuries, visits, etc). Let's keep things fresh at all times to keep the interest up.[/B]

    To keep in mind when playing your games!!!

    Features Ok to Use!
    · Pass Commit (Used Sparingly)
    · WR Highlighting (Used Sparingly)
    · Conservative Game Planning
    · Chew Clock (in the last 2 minutes of 2nd and 4th quarters)

    Features NOT OK to Use!
    · Run Commit
    · Aggressive Game Planning
    · Base 3-3-5 defense (You can choose plays from this, but it cannot be your base for every play)

    Other Random Thoughts
    · Save Highlights and Post Game Summaries (I like seeing pics and vids)
    · Do your recruiting before you play your game (especially on Home games!)
    · If you have an issue with the guy you are playing, pause and send him a PSN first.. If it still isnt resolved.. Save Highlights on the issue and then bring it to my attention..

    And most importantly!!! REMEMBER TO HAVE FUN! This game isnt about winning everything.. Its about making fun rivalries and a SIM environment that you wouldnt see in the Lobby rooms..

    I figured it would be great to have a breakdown of all the points that can be earned in a game.. This will help identify if an user is abusing features such as Run/Pass Commit, Aggressive Game Planning etc.. based on what points they earn on a play..

    Items marked in Red are banned.. Items in Yellow are considered poor sportsmanship.. Feel free to post in this thread if you noticed one that was left off..


    User Catch (Lockdown) +4
    Pass TD +3

    User Pick +15
    Block Kick (Lockdown) +12
    Block Kick +10
    Sack (Lockdown) +10
    User Sack +8
    Tackle for loss (Lockdown) +6
    User Swats +5
    Tackle for loss +4
    Tackle (Lockdown) +4
    Big Hit (Lockdown) +4
    User Tackle +2
    User Big Hit +2


    Big Play +8 (Aggressive Offense)
    100% Setup +8 (Setup Play)

    Interception +15 (Aggressive Defense)
    Fumble +10 (Aggresive Defense)
    Big Hit Fumble +8 (Hit Stick)
    Play the Pass +5 (Pass Commit or Highlight WR)
    Play the Run +5 (Run Commit)
    Jump Snapped +5 (Aggressive Defense)
    Stuffed Option +2 (Aggressive Defense)


    Chew Clock +10
    Kicking on 4th down +10
    Take a Knee +10

    Onside Kick/with lead: -20
    Passing late in the game: -50 (If you have a 3rd and long and are trying to keep your drive alive to wind down the clock -- it is allowed.. But you will still get the points docked)
    Going for it on 4th down/with lead -5 (If you have a 4th down within the rules, and are trying to keep the drive alive to wind the clock -- not to run up the score -- it is allowed)
    2 pt Conversion/with lead -10
    Running up the score -50
    Running up the score (2nd time): -75
    Calling a timeout/with time running out -100
    Running up the score (3rd time): -150
    Excessive Delay of Game -100


    Repeated Encroachment -5

    · Notice that both for an User Pick and for an Aggressive pick, the user is awarded +15 points. The difference is that an User Pick will read (+15 Skills, User Pick) and using the game plan feature will read (+15 Strategy)
  2. DC

    DC Shake n Bake

    Jul 22, 2009
    updated these guys.
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