Apologies in advance for a multi-part post. For permanency's sake thought it would be better to have it all posted in the actual thread as opposed to a pastebin or a google doc. Here is the full text from my own drafts:
I would like to thank RGL for their decision in restricting me off medic on an AM team of NC moveups, one division below what I’ve played most of my RGL career (highest placement 7th place) saying that I would be “too strong” for the division requested. I look forward to taking someone else’s developmental spot on pocket soldier. However, congrats to Danmar33, Millie, Tree, and others who were unrestricted for this season in other divisions.
I’ve been working on this framework since my last post ITT. After my appearance on the Overtime Podcast (shout out Bethnicz, Rumpus, Warped, and Witness for the great discussion) I thought I’d spend part of my Saturday and Sunday cleaning it up. My hope is that it will serve as a starting point for a more relaxed restrictions policy that would allow for greater participation and player development, and that it sparks discussion internally and externally.
If there are any RGL admins who are actually serious about player development and retention, how restrictions kill both, my DMs are, and have been open. I look forward to hearing from you.
An Updated Policy Framework for RGL 6s Restrictions. Highlander, you’re on your own.
Optimizing for Participation
The central question that should drive every restriction decision: will this player's presence in this division, on this team, make games less competitive or more competitive?
This framework isn't arguing for the elimination of restrictions. It's arguing for a restriction policy that actually answers that question and that follows from RGL's own existing rulebook.
Foundational Principles
These principles should be stated explicitly in the rulebook so that admins, players, and the community share a common understanding of what restrictions are for.
1. Participation is the first priority. A player who doesn't play because of a restriction is a worse outcome than a player playing in a division slightly below their theoretical ceiling. The cost of overrestriction is invisible (teams that don't form, players who don't sign up) but it is real, and at the league's current size it is the dominant cost.
2. Restrictions exist to prevent dominance, not skill differentials. The presence of stronger players in a division is a feature of competitive play, not a bug. Divisions need a ceiling that pulls everyone in them upward. The threshold for restriction should be "this player will dominate this division" not "this player has more experience than the median player in this division."
3. The unit of evaluation is the team, not the individual. A player's competitive impact is determined by who else is on their roster. The same player can be unrestricted on a roster of newer players (where they elevate the team's level without dominating) and restricted on a roster of fellow vets (where the combined team strength is too high for the division).
4. Recency over history. Skill is current. A placement from years ago is weak evidence of present-day ability. The rulebook already acknowledges this principle; the policy should enforce it.
5. Divisions are developmental tiers, not skill checkpoints. RGL's own division descriptions describe each tier as a place where players are becoming better: "developing," "refining," "learning," "strengthening." (see rule 1006.2.2) A player can be in development within a division for multiple seasons without having "completed" it. The policy should not treat a single placement as proof that a player has graduated.
6. Second, third, and fourth place is not first place. A team that didn't win a division was, by definition, beatable in that division. Restrictions should not be issued for placements that represent losses. The line is winning, not placing.
Aligning Policy With the Existing Rulebook
Several of the issues in the current restriction practice stem from the rulebook's existing rules not being consistently applied. The first set of changes is enforcement, not reform.
Skill decay should be automatic, not discretionary. The rulebook already states that "consideration of skill decay may be given after one to two full years of no competitive experience." In practice this is rarely applied. Players with 3+ years of inactivity are still restricted on the basis of placements from before their break.
The proposed change: skill decay activates automatically after 12 months of inactivity, with admin discretion only to deny it in unusual cases (e.g., the player has been grinding at a high level in pugs or other leagues). After 24 months of inactivity, all restrictions are removed. After 36 months, the player is treated as an Amateur Player for restriction purposes.
Preferred division should be a real co-equal factor. The rulebook lists "preferred division" alongside skill level "in no particular order" as placement criteria. Currently preferred division is functionally a tiebreaker at best, and is regularly overridden.
The proposed change: a team's stated preference cannot be overridden purely on the basis of individual player history. Overrides require an explicit competitive-balance justification grounded in team composition, not aggregated player records.
Weighted experience should actually be weighted. The rulebook says all seasonal experience "will be weighted" including roster-rider experience.
The proposed change:
Starting seasons count fully
Substitute seasons count partially, proportional to games actually played
Roster rides count as zero. A player who rosters on a team but never plays a game in the season hasn't competed at that level. They've appeared on a roster. Treating that as equivalent experience to a starter is the rulebook's most consequential failure of its own weighting principle.
Implementation can mirror the RGL Pugs system, where players self-report each season's role (starter / sub / roster ride) when registering. The data already exists for verification through logs; defaulting to player input scales the system without overloading admins. Starting medic seasons specifically should be evaluated against playoff series wins rather than aggregate placement, since medics carry less and have less individual impact on whether a team wins than fragging classes do.