The Secret Life of Skips - Part III - or Brain-Cramps on the Hollow Deck - by Bill Campbell
The Rule of Thirds(1)
(1) LOSSES you don't deserve. The Midas Touch.
Everything you touch turns into a muffler.
No matter how GOOD you play, you'll somehow lose
one-third of those games where your team is playing at
its potential. You lose because of a: Hot opponent. Hair
pick. Crucial miss. Brain-cramp in the 10th. Or maybe
Voodoo. Black candles and dead chickens in the locker
room before your game are rrrrr-Really bad signs.
Basically you feel ripped off after one of these. Thing
One and Thing Two go to the hospitality suite, the
skipper stomps around a strange city looking like a
constipated Spaniel and the third isn't sure whether to
RIDE shotgun or take him out to the woods and just
HAND him the gun.
Let's say those games the team really puts it together
add up to 24 games and you win 16. So you're 16-8 in
these..
(2) WINS you don't deserve. The Gomer Mandate.
No matter how BAD you play, you'll win about one-third
of these games. Bad opponent. Good opponent on a
bad day. Lucky breaks. Making the right ones. You
make a fluke or one big shot. Even a blind squirrel
finds a nut now and then.
Let's say that's another 24 games. So you go 8-16 on
those. Most of the time, we simply feel we deserve to
win some of these - pay-back. Ok. Granted. But we
don't really spend much time thinking about 'em as part
of the bigger picture.
(Oh, and don't you just love it when it's the other way
around, you play a good game and Gomer BEATS you
that way. You have to sit there and listen to how well
Gomer played. Shit-eating grins were invented in a
curling club.)
Total record so far 24-24.
(3) The Warp Factor. Or...This is about skips - it
should be self evident.
This covers all the rest of the games where you or your
team are not at their best. The team is at say 80%
(whatever) of its potential and experiences all of the ups
and downs and emoting that can go with it. This is
what makes most skips warped. They rate from 1
through 9 depending on history, past success, sense of
humour, sensitivity, team tolerance, propensity to hula
dance after a big shot, Thing One's release, Thing
Two's release and so on....
This section really is not really for the high-performance
teams who basically win a lot of shtuff - Ed, Marilyn,
Russ, Connie, Brad or the world's first professional
curling team, The Anaheim Quack-n-Quake. See
winning shtuff regularly doesn't warp you quite as bad.
This is for the rest of us, whose name appears in the
paper after "Also entered in the spiel...."
Let's say that usually, in half of a decent team's games
over a season (or even a Brier/Scott) the play at
something short of its potential. The numbers are vary
but lets' say 60 games in this example. The KEY to a
successful season is winning a lot of these Say you
win 80% of them - not unreasonable, really. 48-12.
Total record including (1), (2) and (3) - 72-36. Win pct
67%. In major league sports, that gets you a division
title or maybe a tie-breaker at the Brier/Scott. But
probably NOT a championship. There you are, on
camera with all the other "former participants" before
the Brier/Scott semi-final you're not playing in. You
have a face on that looks like a bulldog chewing on a
wasp. This is just before they call your name to walk out
and accept the Sportsmanship and Ability Award.
At the end of the season you can say it was a pretty
good run. But what happened? Woulda. Shoulda. It's
about "Warping" games into a few good streaks.
This leads to the skip and the management of the ups
and downs so you can win ugly fairly consistently.
The Picard Principle
or Why do you think the crew follows a skinny, bald guy
with a pointed head?
The problem is we play weekend cash and provincial
tournaments which require streaks of 3 and 4 games.
Win two, lose 1 over and over doesn't get you there.
You have to be 8-1 (to win a provincial), not 6-3,
depending on the format.
What's the answer? First you can't realistically expect
to play terrible and win in tournaments. So forget the
Midas Touch and the Gomer Mandate. Gifts can
HAPPEN but don't count on it.
You must win more of the Warp games at the right
time. Basically by winning by gutting it out and with
some luck. It's all in how you handle these. Some skips
(or teams for that matter) go numb and turn into Ensign
Expendable - vulnerable - the guy on the away team
that always gets shot. Why does he ALWAYS look so
damned surprised? Others press and turn into
Klingons, with obvious consequences - lotsa howling
and blood. Some hire a New Age Betazoid-wanna-be
coach-5th to get in touch with their feelings (basically
to rant on the team or get flagellated in private).
Imagine the average fifth-player-coach in one of
Deanna Troi's cat-suits? Yikes. Spare me that and I
promise I'll NEVER wear shorts in public again.
These Warp games, metaphor aside, are where streaks
are born and sustained. Style is style. Pick one.
Ennn-----gage
1. This has been adapted for curling from Tony LaRussa, Manager, St. Louis Cardinals as told to George Will in "Men at Work - The Craft of Baseball".