Here is a set of OD Rules that are quite detailed but pretty good to help keep a realistic sim dynasty. Most of it is common sense, despite its length, so just check it out.
All-American
6 Min Quarters
Advance Schedule
The dynasty will advance as quickly as reasonably possible. Each member is expected to make their games in this dynasty their NCAA priority, understanding that we all have lives and work/family responsibilities that take precedence over a video game.
Coaches will generally be expected to play CPU games within 48 hours of the weekly advance, and the expectation will be that user vs. user matchups will be scheduled within a 72 hour window.
Offseasons will generally be scheduled for one evening as soon as reasonably possible following the conclusion of the season. However, if at least 50% of the group is not available for an offseason night during the week, we will advance 1 stage every 12 hours until the weekend and complete the rest on the first evening available. Substitutes are allowed and encouraged if you are unable to attend a scheduled offseason night.
Position Changes
FB: Restricted- Weight restriction > 220 lbs- Speed restriction < 90
TE: Restricted- Weight restriction > 220 lbs- Speed restriction < 90
OL: Restricted- Weight restriction > 270 lbs- Speed restriction < 70
DE: Restricted- Weight restriction > 225 lbs- Speed Restriction < 90
Any player moved against these restrictions will be ineligible for the ensuing season and must be moved in the following offseason. Repeated violations of this rule will result in additional penalties for that team and coach.
The above rules apply to athlete recruits. An athlete must meet the position requirements in order to be eligible at that position.
Scholarships
The amount of scholarships that can be offered at any given time will be dictated by the following:
Number of Graduating Seniors + 4 (for people leaving early). So if you have 12 graduating seniors, you can take up to 16 prospects. Etc…
Depth Chart/Redshirting Players
Coaches should be realistic in the setting of their depth chart and/or in redshirting players. In real life, highly ranked/recruited freshmen often play in the first season on campus, and similarly they should do so in our league. If you have an incoming freshman who would crack the 2-deep roster on your team based on OVR rating, they should be included in your depth chart and not redshirted.
Additionally, your depth chart should generally follow your players OVR ratings. Your top WR should not be starting in the slot positions, your best HB should not be on the bench because you have a HB rated 10 points lower who is faster, etc.
Gameplay Rules – General
Use of headsets – I know some may not like being on the headset while playing, but I strongly recommend being on the microphone for user vs. user games. Being able to talk through issues in real time during the game is much more efficient than trying to type out questions/answers, and a bit of friendly trash talk is a great way to build up camaraderie with your dynasty mates.
Resolution of Issues – Commish has final say in disputes. Any questionable gameplay should be saved and uploaded for evidence.
Sportsmanship – Don’t be a douche. Don’t run up the score.
Playbooks – Everyone will set their offensive and defensive playbooks by their 2nd user vs. user matchup. Once chosen, they can’t be changed until the following season.
Custom Playbooks – The use of custom playbooks will be allowed, so long as the formations/plays selected are in-line with a realistic game plan.
Play Calling – Each person should be mix up their offensive and defensive formations and plays throughout the game.
Scores & Statistics vs. the CPU – There will be a scoring cap of 60 points in games vs. the CPU. Don't be a douche. Don't run up stats or scores.
Game Plan Adjustments – Game play features such as aggressive/conservative settings and run/pass commit will be allowed, so long as they are used in game situations that would be realistic. In other words, leaving aggressive ‘jump the snap’ on all game is not OK, but turning it on for your opponents 2 minute drill when you know they are passing on every play would be allowed. The only exception is the conservative features on offense, which may be used at any time at the discretion of the coach.
Gameplay Rules – Offense
Going on 4th down – Coaches should kick on 4th down in accordance with realistic gameplay; however there are certain circumstances where going for it on 4th down is allowable, see below:
•If you are behind 3 or more TD’s in the 3rd quarter or 2 or more TD’s in the 4th quarter, going for it on 4th down is allowed at any time.
•If you are losing with less than 3 minutes to play in the game, going for it on 4th down is allowed at any time.
•If you have 4th and less than a yard from inside the 50 yard line, going for it on 4th down is allowed at any point in the game.
•If you have a kicker with low kick power, you may go for it on 4th down from the 40 yard line in at any point in the game. Issues such as this should be communicated to your opponents in advance of the game so that they are aware.
Discuss any 4th down attempts you feel are questionable with your opponent via chat during the game to avoid disagreements.
No-Huddle Offenses – These will be allowed if used in a sim fashion. This means that after plays that are for no gain or lost yards, the team should huddle. Additionally, the team should huddle after any incomplete passes. The offense must also allow the defense adequate time to call a play prior to snapping the next play. The exception is final two minutes of each half.
Play Clocks – Players should attempt to select and call their plays in a reasonable amount of time. Players should not be ‘chewing clock’ or intentionally running down the play clock except in late game situations (last 2-3 minutes of each half). If a game is a blowout and both parties agree, the ‘chew clock’ feature may be implemented earlier in the game.
QB Dropbacks –Purposefully dropping too far back in the pocket to avoid pressure during regular passing plays is not allowed. Defensive AI doesn't take into account how far back in the pocket the QB is, allowing for wide open out routes and passes into the flats. This includes hitting a WR on said routes on screen plays.
A normal QB dropback would be considered to be no more than 7-10 yards at most from the initial line of scrimmage, in the case of an under center passing play. From the shotgun, dropbacks should be limited to 2-3 additional yards from the line of scrimmage, since the concept of the shotgun is that it is intended to remove the need for the QB to dropback on shorter routes and at most would only require 1-2 steps back for deeper routes to develop.
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.
Examples of unrealistic QB scrambling include:
•Sprinting backwards and/or to the sidelines off the play action fake. Rolling out with the QB is allowed, however this should be done without sprinting. Faulty AI on the defense causes defenders to break coverage nearly as soon as a QB leaves the pocket while sprinting and as we all know, QB’s throw on the run far more effectively in this game then they should.
•Sprinting backwards during a normal dropback is prohibited.
•Sprinting to the sidelines on a normal pass play that is not designed to be a rollout pass should only occur if there is pressure from the defense or you have waited 2-3 seconds in the pocket and no receivers are open. On a designed rollout pass, a normal rollout should be performed using the non-sprint QB running. If a QB sprints from the pocket, you should run the ball, not sprint out to throw the ball.
•Calling a normal pass play and then immediately running with the QB should be very rare. Using a 1-2 read system with an athletic quarterback and then running is considered sim as long as it is done within reason (i.e., not every single play). Quarterbacks that consistently average over 15 carries per game should be getting at least half of those carries via the option.
Two QB Offenses – If you have one passing QB and one running QB, you should limit the rotation of them. Yes, it has happened "some" in real life, but it doesn't translate well to the game. Mainly due to the fact that it is difficult for the defense to see who is jogging in and out of the huddle. For this reason, QB rotation should generally be used on a possession by possession basis. If you are on the mic with your opponent and agree to allow the two QB offenses in a different manner (such as informing your opponent prior to changing QB’s) that is also acceptable.
Options – Late pitches are not acceptable, if you succeed in a late pitch (even on accident) you should immediately run out of bounds for a loss or no gain. To clarify, a late pitch is one where your QB pitches the ball AFTER he has been hit by an opposing defender. A good pitch is where the pitch is made prior to contact with the QB. Violation of this rule will not be permitted.
Gameplay Rules – Special Teams
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.