Think you could be a general manager? I think, in the beginning, a lot of people think they could do the job. Then, later on, they come to learn of the complexity, and fewer remain so confident. Being a general manager is incredibly difficult, support staff be damned. But I’ve got a hot tip for you — every front office out there has the same strategy. I don’t know if it could be any simpler. The strategy of all 30 teams in major-league baseball:
It’s that easy. There’s no disagreement over the strategy. The separator tends to be player evaluation. Which players are good? Which players will remain good? Which players will be the most good? The teams that have the most good players tend to be the strongest teams. You might not know why you bothered to read these paragraphs.
When it comes to team-building, so much of the emphasis is on accumulating as many good players as possible. And that’s good, that’s important, because that’s the biggest key to winning games. But there’s another side of this, one that tends to get ignored. It’s important to have good players, but it’s also important to not have *bad* players. That might seem like saying the same thing. They’re related, but they aren’t identical.
For example, let’s consider two hypothetical mini-teams. Team A has three players. Two of those players are both +4. The third player is 0. Team B also has three players. Two of those players are both +4. The third player is -1. Of Team A and Team B, you could say each has a pair of good players. But Team B also has that bad player, relative to Team A’s 0. So by this simple math, Team A comes out at +8, and Team B comes out at +7. The good players are critical, but a bad player still made a difference.
Reality isn’t quite that clean, in that teams are much bigger and we don’t have perfect measures of performance, but we do have Wins Above Replacement, or WAR. So for the sake of this example, let’s trust those 2015 WAR figures. It’s pretty easy to navigate over to FanGraphs and figure out which teams have generated the most and the least total WAR. It’s tougher to break that down. How much of that WAR is coming from good players, and how much negative WAR is coming from bad players? It’s the latter I’m going to focus on here — enough attention is already paid to the good-player side of the equation.
Read the rest at Just A Bit Outside.