silveradept: A head shot of Firefox-ko, a kitsune representation of Mozilla's browser, with a stern, taking-no-crap look on her face. (Firefox-ko)
[This is the very last of a series exploring the Baseball Tarot. It's been a fantastic journey with all of you, and I hope that it has been helpful to you in your own journeys.]

Here we are. The last card remaining, deliberately chosen as the last of the Major cards, representing what is the final stop of any given season - the World Series. At this point in time, several teams were eliminated at the end of the season from continuing, and yet others in the playoff series, culminating in this, the champions of the American League and the National League facing each other for the Major League Baseball title. Many players will go their entire careers, some destined for the Hall of Fame, without even setting foot on this stage. The World Series, even though it is poorly named, is the thing that all seasons strive to reach and then win, a cycle that begins anew each year with the realization that in the eyes of the win-loss columns, all teams start equal. The influence of the Rookie right next door spills over, planting the seeds of a new beginning right in the middle of what is supposed to be the end. If we can only solve the Last Question at the end of the universe, even at that point, the seeds have been laid to begin it again, and work on solving the question one more time. We are born, we age, we get sick, we die. We are born again and the cycle continues.

Some people get to the Series early, others later. Some can go more than once, although the nature of baseball, its rather punishing season and propensity for teams imploding down the stretch and in the playoffs makes it hard for any one team to return the next year, much less win it. Baseball does not create dynasties, and those that try to exist are usually powered by unsustainable amounts of spending.

What I find interesting about this card, and its Rider-Waite equivalent, The World, is that this card is not and doesn't signify winning the World Series, just getting there. The culmination of a lot of hard work and dreams and stories and training and everything else that's in this deck, but not actually winning the games. That still has yet to be done. The season is not yet finished - four more wins are required before a team can hoist the trophy. Everything that has come before is important, informative, and provides the background, but there are still games to be played and won, and only the things that happen in the now will determine how it all turns out. Vegas may have odds, but odds are only guesses based on past performance. There are no foregone conclusions. The games can play out in any way at all - the powerhouses can choke, a pitcher can throw better or worse than expected, a manager can call up a trick play, or what should be a routine ground ball ends up slipping under the glove and through the legs of first base and the winning run scores from third. Everything is still possible. Even at this point, the arrival at the last series of the post-season, the games ahead are full of infinite potential.

Perhaps it's a design thing about Tarot decks that they have the ability to speak positive aspects and negative aspects and otherwise encompass the full range of experience and possibility in each card and in the deck as a whole. Maybe it's because we're humans and we want our cognitive assistance tools to do that, when they could be much more definite about their usage and meaning. But that even here, at what would normally be the spot to put in the most "Congratulations, you have achieved your victory! Revel in it!" card that you could find, there is still ambiguity and the possibility of things not going as well as we had hoped. After all, there are still two teams playing in the World Series. People remember the winning team, but there's still another one there, and they have to deal with having been the team that made it all the way to the end and came up short. It can be devastating to the psyche, it can be the bubble popping, the end of the Cinderella story, or it can be a team completely proud of the achievements they have done that season and entirely at peace with not having won it all. Sometimes the people most disappointed in how a team does in any given year are the fanatics, who expected their team to be better than they were. (Those whose expectations have always been fairly low are instead pleasantly surprised when their team does better than expected.) The fanatics may have more of their identity invested in the team than the players do, and so they are more strongly affected by the swings of fate and business dealings. One of the things that gets obscured, except when buying tickets and concessions or reading about contracts, is that baseball is a business that makes billions of dollars, and that the things that result in a good baseball team may not be the same as those that make a profitable one. The balance between being profitable and spending enough to attract enough fanatics to be profitable are important business considerations, and they interfere with decisions that would be made to create a good baseball team.

Infinite Potential in every pitch, every swing, every call, every time ball meets bat. Every out, every inning, every game, every season. To get here, to the World Series, one generally passes through all the other cards first, gathering experience and karma and knowledge along the way. But, as we noted at the beginning of this series, counting works in both directions. It's entirely possible that someone can walk their way back, taking the skills they learned as an All-Star, developing the mental state of the Rookie to new situations, and arriving at the great successes needed to achieve the World Series. It's rare, but it's possible.

The presence of the World Series in your reading indicates that you have had great success in your season and you are now ready to take on one of the biggest stages of your career. Your work has paid off, your team is strong, and now its time to go play for the big one. Good luck on winning.

If the happy context doesn't make sense, the downside of the World Series is being somewhere that you are utterly unprepared for. You've become yet another example of the Peter Principle, promoted to the level of your incompetence, and there's a good chance you are going to go splat on the biggest stage possible. Now might be a good time to talk to your manager of the coaches to try and get up to the standard. If you can't do that, now might be a good time to ask to be benched until you can get the actual skills needed to participate.

And thus, we are finished. I'm so glad I got all the way through the deck. I also hope that this has been somehow helpful to all of you that are reading, whether in your own decks and practices, or in giving you some insight into the Game of Nerds and why there are so many people still loyal to it.

If there are any remaining questions, about the cards, about baseball, or other things, feel free to ask them, including on their card pages. If you would like more depth on anything you've read, please ask.

Thank you all for taking this journey with me. Maybe I'll see you again for something else in the future.
silveradept: The letters of the name Silver Adept, arranged in the shape of a lily pad (SA-Name-Small)
[This is part of a series exploring the Baseball Tarot.]

A squeeze play in baseball is a thing that combines the worst potential consequences of a steal and a bunt, and also their best possibilities. With a runner on third base, the batter is instructed to lay down a bunt so that the runner from third can attempt to score while the batter attempts to get to first. Because of the presence of the runner and their attempt to take the plate, the bunt has to be exquisite and placed well away from any fielder so as to give the runner enough time to get home. Squeezes are attempted rarely, and succeed rarely.

There are two forms of squeeze plays. The safety squeeze demands that the pitch thrown be a strike, or the bunt is pulled and the player waits for a better pitch, and the runner on third doesn't break for the plate until the bunt has hit the ground, ensuring that they will not be part of a double play due to a fielder cleanly catching the bunt before it hits the ground and throwing back over to third. This delays the squeeze for some amount of time, making it more difficult to achieve.

The significantly more reckless cousin of the safety squeeze is the suicide squeeze. It earns that moniker because this squeeze is on, no matter what. As soon as the pitcher commits to the pitch, the runner on third breaks for the plate. Regardless of how well-delivered the pitch is, where it is, and what kind of pitch it is, the batter must lay it down as a bunt or risk having the runner tagged out at home. A bad bunt will result in two outs, instead of one, or a foul ball that negates the squeeze attempt in the first place and puts the defense on alert as to what might be possible on the next pitch. To attempt a squeeze, one must put aside good sense in favor of desperate tactical decisions.

To attempt the squeeze is to do something incredibly memorable. Whether it fails or succeeds, someone will be talking about it on the highlight reel show. It is an incredibly bold action with a low payoff rate, but when it works, it works REALLY well.

So what is it doing here with the card that represents Learning New Ways of Action? The squeeze is one of the last things someone learns how to execute, because of the extreme rarity of actually being called for. And because it basically requires two players to abandon just about everything they know to be able to make it work successfully. How else are you going to learn new things?

We're near the end of the journey that started with The Rookie, the character that represents the state of Beginner's Mind, a player that was unattached to anything, and thus could learn everything. But more importantly, he could forget everything she had previously learned. There's a scene in the movie The Forbidden Kingdom where the character playing the role of Tripitika, the T'ang Priest, is detailing all the moves they are hoping to see from the Kung Fu masters, moves seen in Kung Fu movies. The Monkey character, played by Jackie Chan, is pouring tea while this litany is being recited, and continues to pour tea past the point where the cup is full. The pain of the hot tea overflowing onto his hand is what breaks the recitation. The T'ang Priest complains about the tea, and Monkey remarks that his mind is like the cup - overflowing with supposed knowledge, which prevents him from actually learning Kung Fu.

The Coach of Bats is the hitting coach, who has to work with both mechanical errors in the swing (or bunt technique), mental errors in seeing the right pitch to hit, and those cursed things that can be categorized as "the yips". The yips are mental blocks that affect technique - they often result from thinking too hard about the swing or the mechanics, or trying to overcorrect something that the hitting coach has said needs to be changed. The yips get beaten with success at the plate. Success at the plate happens when someone forgets the details and the specific thing getting in their way and goes back to a nice, easy, corrected swing. Learning new ways of action requires forgetting the old ways, but also not stressing too much about the new ways and their details.

Because if you did stress about the details of a suicide squeeze, you'd never attempt one, including at the crucial point in the game where one needs to happen.
silveradept: Blue particles arranged to appear like a rainstorm (Blue Rain)
[This is part of a series exploring the Baseball Tarot.]

Baseball is mean. It is a game designed to crush streaks, humble braggarts, punish mistakes, suppress the unskilled, provide ample opportunities for failure, create tension, pressure, and stress, and generate chaos despite the very best attempts of anyone to impose any sort of order or general rules and abstractions on it.

Baseball is a nice game. It rewards persistence, has opportunities for big plays all the time, promotes teamwork and communication, fosters camaraderie, provides multiple layers of enjoyment, and is really good at keeping people who are introduced to the game as players continuing on in the game as coaches and umpires, even if their dreams of playing stop. It has mentorship, physical, and mental challenges, and promotes fun.

As with life, the constant of baseball is that it changes. While there is a moment of stilness before the action begins, after that, the game is in constant motion, even with the changes between half-innings, until it is finished and all the celebrations are done. If things are going well, that's great, but understand it's not forever. If things suck, well, that won't last perpetually either. Them's The Breaks, kid.

The Breaks is the Baseball Tarot equivalent of the Wheel of Fortune. Not the glorified game of hangman with a randomized element, but the songs and lyrics of Carmina Burana that talk about people who are on top of the world and those getting thrown out of pubs, despite being the abbot of the nearby monastery. The Wheel is always in constant motion, with all of us attached to it as it raises us to our highest points and also grinds us into the mud. This reality is fundamentally counterintuitive to human beliefs. Humans see patterns and ascribe motivations to them, so that things can be explained as "hot", "cold", "lucky", "unfavorable", or other things that are not explainable with the models of simulation and calculation that we have. There are ways of trying to prolong the good and shorten the bad, many of which are superstitious, many of which involve prayer to a supernatural entity of your choice. There are other ways as well, things involving charms and rituals and attempts at preparation for the bad things, which sometimes are adequate and sometimes are so far beyond the scope of what could be considered that no preparation would be sufficient for them. The reality that the universe is still so very far out of our explanation and control is frightening and scary and persists, even in baseball. Someone may not have the skills to progress beyond minor league baseball. A batter may hit a ball back at a pitcher sufficiently hard to end his career through head injury. Sliding into second may cause a ligament tear that requires a lot of physical therapy, recovery, and retraining before someone is able to return to the place where they were. These are all possible outcomes, even with all the strength, exercise, and experience that someone may have in baseball. Ultimately, retirement claims us all, and some earlier than others. Those, too, are The Breaks.

Of course, it works in reverse, too. A man who could not run the bases at full speed hits a home run to win a game, allowing him to take all the time he needs to circle the bases. A hitter staring down an 0-for-5 night ends up going 1-for-5, with the winning run batted in on a bloop single. A team bats around (goes through the entire batting order at least once in a half-inning). A pitcher that has had no control or power the entire game fans (strikes out) the side in the bottom of the last inning. A fielder times their jump correctly to pull in a home run from leaving the field, preserving a lead and cutting short a rally. A suicide squeeze succeeds. An otherwise unremarkable pitcher has the best night of their career and tosses a perfect game, with a little help from the fielders.

A team makes it to the World Series and loses in four games. A team makes it to the World Series and wins in seven games. The good and the bad are so tightly interwoven that every action in the game is both good and bad for someone. The good is to be celebrated, the bad endured. The wheel keeps turning. Them's the Breaks, kid.

...which actually makes this card really hard to interpret without the context around it. Sometimes The Breaks are an indication that your fortune is changing. Sometimes it's a reminder that good (or bad) circumstances are the reason why you're in the situation you're in, and that shoring up your position against a bad break is advised. Sometimes it represents the complexity of everything, and can either be a recommendation to not stress out too much about the details of it all, or a warning against trying to control too many things (or people), because the unpredictable is precisely the thing that will happen and crush your plans.

Sometimes it's just a reminder of the impermanence of everything, in the sense of "this, too, shall pass" and/or "getting attached to mutable things generates karma."

The Last Question is unlikely to be answered in our lifetime. We can make progress on it, but until it's done, there will always be something that is out of reach, something that feels like fate or destiny. Those, too, are The Breaks.
silveradept: A dragon librarian, wearing a floral print shirt and pince-nez glasses, carrying a book in the left paw. Red and white. (Dragon Librarian)
[This is part of a series exploring the Baseball Tarot.]

The Suit of Bases is fixed and immovable, breakaway bases to help avoid serious injuries at the learning levels notwithstanding. They are the anchor points, used both as safe havens for the offense and touchpoints for the defense to collect outs. They define the basepaths, the line between the infield and outfield, and the division between fair and foul territory. Without bases, there cannot be baseball. Cricket, maybe, but not baseball.

One would think that such a well-defined suit would not need a coach to help players with them. They seem straightforward, and they supposedly work according to rules that are easy to remember.

As with all things baseball, apparent simplicity conceals incredible complexity. How one interacts with the bases is a strong determiner as to how successful an offense or defense will be in the game. And thus, there is a need for a baserunning coach to explain the proper way to interact with the bases.

At the learning leagues, for example, batters are first taught that if they hit the ball and have to run to first base, they are to run through the base. In this case, that means running full tilt, making sure to touch the base, but not trying to stop on the base. Running through the base prevents injury to both batter and fielder alike, as the batter is not trying to stop and occupy the same space as the fielder, but only passing through. To that end, several stadia of the learning level use a double base for first, so that the batter doesn't have to try and get entangled with the first base fielder at all.

Beyond learning to run through the base, though, and that one should always turn back into foul territory when coming back to the base, the next thing to learn is that if one hits a base hit into the outfield, one should turn a bit toward the next base, in case there is a fielding mishap or a badly thrown ball coming back into the infield and one should attempt to collect the next base. Turn too far and you get picked off by an enterprising fielder. Turn too shallowly and you miss opportunities.

Some of the other cards in the suit of Bases reflect things that require coaching - Hugging the Base, for example. In other places as well - when to Steal, how to spot a Pickoff, how to try and get the pitcher to Balk. All of these things are elements that require the touch of a baserunning coach.

What might be one of the hardest things to teach on the basepaths is how to tag up and when to tag up. The rules of the game say that in any ball that is caught on the fly, baserunners may attempt to advance to the next base at their own peril, provided they have first made contact with the base they last legally obtained after the catch. For most fly balls, a baserunner is advised to position themselves sufficiently far away from the base that they can get back to it safely if the ball is caught, but can also take the next base or two if the ball isn't caught. For particular situations, especially for fly balls hit a bit more shallowly, the baserunner holds on the base, creating a constant tag-up situation so that they can take off for the next base as soon as the catch is made and hopefully beat out the throw arriving from the outfield intent on making another out. If the ball is hit behind the baserunner, the coach can serve as their eyes to tell them when to start for the next base. Thus, even when the player knows all the right things to do, they can still use a coach to help them.

The Coach of Bases is in the domain of Learning New Ways of the World. For most people, learning the ways of the world are characterized as figuring out that the world is cruel and doesn't give a damn about you and that other people will screw you when they get the chance. This is not true - it also entails learning how to hit the Goldilocks standard of confidence in hostile environments, how to trust that someone else is looking out for your interests (and when to ignore their advice), being able to juggle more complex interactions and decisions, and knowing when to retreat to the base and tag up so that you can advance.

As with all the coaches, a happy result is from being able to incorporate their lessons. And the possibility of you being the coach or mentor that someone else needs to have. The bad side is being unable to learn those new ways and getting stuck in old ways, or worse, refusing to learn the new ways because of bad reasons. The Coaches are powerful forces in shaping and reminding players, and they should not be taken for granted. That, too, is a way of the world that has to be learned.
silveradept: Domo-kun, wearing glass and a blue suit with a white shirt and red tie, sitting at a table. (Domokun Anchor)
[This is part of a series exploring the Baseball Tarot.]

Baseball games do not normally end in ties, certain exhibition games that are roundly booed by fans and pointed to as catalysts for making that exhibition game Count notwithstanding. Unlike other sports of the world that routinely end in draws, baseball must have victors and losers. What happens, then, when twenty-seven outs are recorded on both sides and neither team has more runs than the other? Extra Innings.

Each extra inning is a full and complete inning - the visiting team gets to bat for three outs, and the home team gets to bat for three outs. As in the bottom of the ninth inning, if at any point the home team scores more runs than the visitors, the game stops and victory is declared. If both sides bat and the score is still the same at the end of the inning, another one is played. This can mean some late night games go well on into the morning until someone breaks the type and keeps it broken to the end of the inning. One minor league game made it all the way into the twenties of innings before the tie was finally beaten and everyone could go home. Many of the fans had already left by that time, of course, but those that stayed got more than two games worth of baseball. Not bad for a minor league ticket's price, yeah?

So the visiting team has the harder task of winning in extras - they have to score runs and then go out and field well enough to stop the home team from scoring more. The pressure, such that it is, sits mostly on the visiting team to try and win. At least until they do break the tie - then it's the home team's turn to feel the scrutiny of the fanatics. One way or another, this game will end, and hopefully, all the fans will be happy that they got to see a little more baseball than the nine innings promised, whether or not their team won. (And if they didn't, it's a shame.)

The presence of Extra Innings in your reading is about delay. Whatever it was that you were doing or hoping to achieve, it's going to take longer than you were hoping for. There's a thing in the way, and extra time and effort will have to go into it to make it a victorious affair. Nobody knows how long the delay is going to last, so you just have to keep playing the game to win in this inning and hope the other team doesn't do you one better. Or worse, match your increased effort with just enough of their own to keep everything locked up without anyone getting any sort of win. The fanatics on both sides of the baseball are both happy that they haven't lost and very irritated they haven't won yet. Because baseball is supposed to be done in nine innings and their team is supposed to have won. This indecision is grating, and yet enjoyable at the same time, because if you enjoy watching baseball, or if baseball is a social event for you as much as a sporting event, then getting to spend more time at the ball park is a good thing. Too much of a good thing, of course, but a little bit isn't bad.

The good part of this card is when the delay is put to use making things better and that everyone is still playing the game at their highest ability. It produces a better end and makes everyone feel better about it, as well. It can also be used to evaluate things like accessibility or diversity or better design, make revisions, and ensure that the finished product is even better in the end.

The downside of this card is useless delay or unproductive delay. If there's reason to hold things up, or the delay is there just for someone to assert their power over you, then it's stupid delay and you might need to engage in yelling as a service and/or other methods including voice or exit. Because stupid delay is one of the things that saps energy and morale. And eventually people. Unproductive delay is often endless meetings rehashing things that are commonly agreed upon, requiring forms to be filled out that have nothing to do with the project but are yet required by someone's bureaucratic rule (that do not, when poked, have any sort of good reason why they exist), or letting one's own personal politics interfere with the process for the sake of grandstanding, showboating, or because of inane or asinine promises made to not do work because someone else has a different view than you do. (Principled objections don't count here.)

Extra Innings doesn't always happen, but when it does, be prepared to take advantage of the extra time so that your end results will be better. Someone else will if you don't.
silveradept: The emblem of Organization XIII from the Kingdom Hearts series of video games. (Organization XIII)
[This is part of a series exploring the Baseball Tarot.]

Outs come in many forms. Strike outs, ground outs, fly outs, pop outs, foul outs, outs on appeal, double and triple plays, and more. Outs are the way of the baseball game - without them, it can't end, as there's no clock or timer or other pressure to move the game along. Outs are a fundamental structure of the game of baseball.

Of course, they're also in a limited supply. Each team gets only twenty-seven of them guaranteed, and their management is crucial to whether or not a team will win their games. Standing in contradiction to this is the reality that even the very best baseball players are still more likely to make an out going up to the plate than they are going to make a hit. If one simulated baseball solely on the long term results of every player, it wouldn't look like anyone scored any runs out for any hits or was a standout everything - all of them all got out more than half the time. That's kind of depressing - what other game celebrates such futility by putting players who do poorly, but slightly better than all the others, in their Hall of Fame?

To any fanatic of baseball, though, what happens for things that aren't outs when your side is up to bat combine with the outs your team creates while on defense to have a complete baseball partisan experience. The highlight reels provide airtime for both displays of offensive power and excellence in defensive fielding, and the fanatics will cheer both of them equally, because they understand that both are important to winning the game. So outs are both beneficial and harmful, depending on which side of the bat you are on.

Umpires have two basic signals that they use to communicate their calls visually - the indicators of out and safe. Because appeals and other requests of the umpire are always framed so as to give yes or no answers, they are also easily communicable with the out or safe signals.

To indicate an out, the umpire makes what is classically called "the hammer" - a closed fist, with their arm bent at a right angle, with the sign given in a motion reminiscent of a hammer being swung. If one is watching televised baseball, the home plate umpire in the Major League division may use an alternate hand gesture to indicate strikes or strikeouts such as the "punchout". This is technically not in the rules, and the hammer gesture is to be used preferably, but good television and all that. At the lower levels and the learning leagues, the hammer gesture is much more prevalent for strike calls. As one might guess, the hammer is also widely visible to anyone watching the game, so that even if one does not hear the umpire boom out the call because of the background noise of the fanatics, one can see what the call was.

The out gesture is also used as the affirmative in appeal questions such as "Did the batter swing at the pitch?" or "Did the runner fail to legally touch second base?" because many appeal questions will result in outs if they are upheld. This makes the gesture practical as well as visible.

The presence of an out in your reading can mean a temporarily setback, if you are hitting. It is an incremental step toward the end result of your plan and process. Spectacular and flashy outs are more visible, but most of the outs collected in any given game are "routine", indistinguishable from any other out hit that way. This is encouraging to the hitter, actually - most of us will encounter mistakes and failures and commit mistakes and failures, and even though the majority of times will involve mistakes and failures, they provide experience and learning that can be put to use later on. Yes, sometimes those outs are the ones that end the game in a loss, but most of them just mean taking another walk to the dugout. Plus, it's still possible for you to be put out through no failure of your own - you happen to be the lead runner and the batter hit the ball right at the base you have to get to. And sometimes, type being asked to sacrifice yourself to help your team out. Those are also outs all the same, but they're outs according to the plan. Execute them well, and hopefully you will be rewarded. Forgive yourself your mistakes, learn from them, and then understand that the next time, it's another chance - everyone has more experience now, but it's still a chance. One percent inspiration, ninety-nine percent perspiration. And every now and then, you will succeed and have a reason to celebrate.

If you are fielding, an out represents another step of progress toward your goal. Every time you get three, you can come in and pick up the bats to hit with. Skill in fielding leads to chances for hitting. Aligning the Mitts, Balls, and Bases means that the Bats will follow. Outs for fielders are rewards of practice, mental acuity, and determination, and occasionally good luck, reflexes, and sheer physical ability.

The thing to remember about an out is that it's small, it's temporary, and you need more of them to create a change in situation. Trying to resist getting out is trying to engage in perfectionism. And no team or individual can sustain perfectionism forever. The game must go on.
silveradept: A star of David (black lightning bolt over red, blue, and purple), surrounded by a circle of Elvish (M-Div Logo)
[This is part of a series exploring the Baseball Tarot.]

The Suit of Mitts is the suit of the Heart and Spirit, associated that way because of all the tools on the baseball field, Mitts are the receptive ones. They hold Balls, touch Bases and interfere with Bats. In fact, they're the only equipment that can contain an entire suit within themselves.

Mitts also come with different varieties to suit their intended purpose - the first base mitt has some extra length and width so as to catch less well-thrown balls in the stretch to make outs. The catcher's mitt has a significant amount of extra padding to compensate for having to collect regular offerings at high speeds. Each person's glove is unique to their hand and their playing style.

The domain of the Coach of Mitts is fielding, a staple of defensive power. Fielding is the power to be able to get a glove on a batted ball in a hurry and deliver that ball to the right place to collect outs and prevent runs from scoring. Considering, however, there are nine distinct positions on the field that each have different responsibilities, the fielding coach has to be able to understand every place and how it interacts worth all of the other places, and give both individual and group instruction on how to do the necessary parts of the defense. And how to support each other - one of the things you don't see unless a fielder mistimes a dive or takes a bad path to the ball is that there are other fielders also covering the same area the ball is at or going to. The catcher, for example, has to hustle themselves down on a ground ball to back up first base in case the throw is off-target, so as to prevent the batter from taking an extra base on the throw. Outfielders regularly back each other up so that one drive didn't get extra bases because the player missed their dive. The shortstop and second base have to learn which of them will be the one to go out and be the cutoff person for throws coming in from the outfield and which will cover the base for any plays that might happen there, and whether that assignment changes based in which part of the field the ball is headed out to. (It usually does.) Players need to know their coverage assignments on balls hit to their side of the field, the other side of the field, steal attempts, pickoffs, and all the other things that might involve the application of mitts (often with balls inside them, or transitioning through them).

All of this requires a group working in concert to learn and support each other. One must have a team to be able to field effectively, even if the personnel on that team shift around through trades and injury. If you cannot work well with others and know when to pass off the ball to someone else, you will not go very far at all. These are matters of heart and spirit because even if your head knows what to do, if your heart isn't in it, you can't give it full effort. If you aren't fully present in the moment of a game, with your spirit fully attuned to the field, you will be too slow, think too long, or deliver the ball too late. Things off the field can distract, things that happened earlier in the game can interfere, and then you are no longer present, and the team's power is not quite all there.

Communication is also a prerequisite to good fielding. Chatter is communication. The Signs are communication. Even rhubarb is communication, albeit not very productive or positive communication between teams. There is an established process for appealing to the umpires about the rules, and rules that govern that communication so that nobody gets thrown out for asking questions. A field that is silent is a field that cannot do its job.

The Coach of Mitts is the coach of receptivity, protection, and communication, all of which are needed to effectively build and maintain a team. Being able to work and talk with each other and stick up for each other when the time comes is the way to create a group of players that will be able to reach their full potentials. The Coach's positive aspects are in team-building and communication. The negative aspects of the card are in selfishness and praising the individual above the team, because that sows discord in the team's dynamics. If dysfunction is your goal, don't do what the fielding coach tells you to do. Just don't be surprised when you end up being responsible for the error that costs the team a run of two, or the game.
silveradept: A green cartoon dragon in the style of the Kenya animation, in a dancing pose. (Dragon)
[This is part of a series exploring the Baseball Tarot.]

The grand slam is the only play in baseball that scores four runs, the maximum possible in any one play, without an error. To be even able to potentially collect a slam, the bases must be loaded, already generating tension and pressure for everyone on the field and, generally speaking, reducing the number of pitches that can be hit well to near nil, as the pitcher consciously avoids trying to put the ball anywhere but the absolute edges of the strike zone. Out of that situation, the hitter must make contact, and so do well enough to put the ball sufficiently out of reach of the fielders that all four players will score.

In short, one must jack a junk ball with the bases juiced.

A grand slam brings the fanatics to their feet in applause and generally allows for a bit of soaking it in while the batter makes the home run trot. This is the singular offensive achievement, the Holy Grail of the hitter, and the feather in the cap of the Power hitter, who hopes to collect many, many more of them over the course of their career. To hit one will be immensely fulfilling and may very well get you a round or two of drinks at the bar after the game. The record books will put you in a good category, even if your career is otherwise unremarkable. Short of hitting a walk-off, where the winning runs get scored without the defense being able to stop it, this is going to be the place where hitters find a hero. This is a happy, happy event for the hitter and should be celebrated.

There's one tiny thing to remember, though, about a grand slam. Much like finding the Golden Snitch, a slam by itself does not guarantee victory. It helps, a lot, certainly, but unless those four runs are exactly what you need to win in the bottom of the ninth, there's still the rest of the game to be played. getting a slam when down eight is great - you've cut the deficit in half. But if your defense gives up another three in the next half-inning, then you're basically back to where you started. You have experienced a local maximum - the point on the curve that is currently the highest at that point, but is not the actual highest point on the curve - that happened sooner or will happen later.

For the pitcher, this is an unmitigated disaster, to give up four runs on one swing, and a swing that the defense could not even make an effective play on. There's some small consolation in the fact that being the pitcher that gave up the grand slam doesn't mean you, too, will end up in the record books unless you continue to distinguish yourself by giving up more of them. It's frustrating to give up a home run, and even more so this kind of home run. But now you have another batter to face and the game continues.

This is a generally positive card, representing great success in your affairs, sometimes even the very best success that is possible, unless you really feel that you're the pitcher in this affair and you've just had something blown up in your face. Just keep in mind that showboating is still frowned upon, and that there's still game to be played.
silveradept: The emblem of the Heartless, a heart with an X of thorns and a fleur-de-lis at the bottom instead of the normal point. (Heartless)
[This is part of a series exploring the Baseball Tarot.]

"Bases Loaded", in baseball or softball, signifies that each of first, second, and third bases are occupied by baserunners with outs still to go on the half-inning. The batter currently coming to the plate must be dealt with - a walk will advance all the runners one base, including the one on third, who will score a run without having to put in effort to avoid being put out. Most scenarios that have batted balls will result in a run scoring unless the defense can make enough outs off force plays to prevent that run from counting or make an out and be close enough to the next pay for the runner on third not to chance being thrown out at the plate.

For both pitcher and hitter, the bases loaded scenario is very high pressure baseball. For the hitter, they gave am opportunity to do some very serious damage with a base hit, or even keep the pressure on by walking in a run and continuing the bases loaded situation for the next batter in the lineup. That is countered by the possibility of striking out, hitting into a double play, or flying out shallowly, and only contributing an out instead of something better. For the pitcher, it's the prospect of giving up the big hit or home run that's the worry, and getting the K, the ground ball, or the short fly that's the benefit. Diametrically opposed goals with runs at stake in a showdown situation where someone is going to come away with a victory? Yeah, that's a pressure situation. Notice the fanatics are paying a lot more attention to the game at this point.

Because of the higher stress of these moments, mistakes are much more likely to happen and be consequential for the team that commits them. If you're looking for the players that are going to be The Hero and The Goat in any given game, barring last-inning heroics, what happens during the bases loaded scenarios are likely candidates. What constitutes a mistake in these scenarios have a much tougher standard. Even a pitch that is called a ball or a strike can have huge implications in the at-bat, in the way that it influences the pitch selection for the rest of the time. The more balls that have been accumulated, the more likely the pitcher is going to throw something that cannot be mistaken for anything but a strike, which means the batter can look for that pitch and take it for a ride. More strikes means the pitcher can dip into their arsenal of breaking and off-speed pitches to see if they can get a batter to chase something outside the strike zone. The ease with which both pitcher and hitter can mentally psych themselves out or overthink can make a situation like a Choke much more likely.

The best advice in this situation is usually the ones that are dispensed by the coaches to each of the players. "Just make contact." (i.e. "Don't try to swing for a home run and muscle the ball out. A normal, natural contact swing will do the job just fine.") "Throw strikes." (i.e. "Pitch balls the hitter will swing at and trust that the eight other positions defensively will be able to assist you in getting outs.") These are well-worn mantras of the coaching path, and players will hear them in just about every league and situation, but they are still the most relevant and sage words for the task at hand, because there's one thing more to remember about a bases loaded situation, even with all the pressure raining down on you to perform and execute: it's all potential. Nothing has happened yet. Breathe.

This card, in your reading, represents great potential. It can go well, poorly, spectacularly, disastrously, or remain mostly unchanged but for some movement in one direction or other. It's okay to feel the pressure of the situation. It's okay to panic and feel nervous and worried about it. Ultimately, though, trusting your training, assuming that the training and practice you've gone through is germane to the situation, is going to be the way to get through it.

The down side of this card is cracking under the pressure. Trying too hard to get through the situation is going to make it more likely that things will explode in your face. Running away from the situation isn't going to help, either - there are no bases to give, and going up hoping to walk will probably result in striking out, instead. (If it happens, try not to be too hard on yourself, okay?)

Throw strikes. Just make contact. The rest will follow, whether as in a Zen experience or a big ball of chaos.
silveradept: A star of David (black lightning bolt over red, blue, and purple), surrounded by a circle of Elvish (M-Div Logo)
[This is part of a series exploring the Baseball Tarot.]

...control. Where Power is generally brute force gathered and moving at high velocity, not easily resisted or dissipated (but often easily redirected), Control does not usually gather enough force to have someone standing in direct opposition to them. That makes it harder to spot the use of Control until it's too late. Control is patient and waits for an opportunity to attack, having spent a lot of time setting up the right scenario beforehand.

Hitters that exercise Control are generally considered hitters for average - they may lack the showstopping power of hitting home runs, but when they get up to bat, there's a good chance they will get on base, through patience at the plate and an uncanny knack for hitting balls where the fielders just can't get to them. Singles, bunts, and the occasional steal, along with speed on the bases, make the Control player manipulate the game to their own speed and desired ability. Enough Control players near each other in the lineup can manufacture a run of two by themselves or help begin or extend a rally that could become a high-scoring affair. The snowball effect is the way Control hitters work - little things strung together that suddenly create big things. Apparent coincidences or seemingly weird behaviors turn out to have had a plan behind them the whole time.

Control is usually applied to pitchers more than hitters, in the same way Power is usually applied more to hitters than pitchers, helping to set them up as opposite powers of the game. A pitcher must have command and control of their pitches to deliver them to the spots requested by the catcher in the manner requested, or they will have to deal with the consequences of wild pitches, hitting batters, or having those batters hit their pitches to the farthest reaches of the ball park. Usually, though, when taking about Control and pitchers, the archetypal one is a pitcher that lacks velocity as their singular effective characteristic, and instead has a variety of pitches to select from, most of which have some form of break to them, so that it is incredibly difficult to predict what pitch will be coming next, where it will originate, and what kind of movement it will have. In this situation, hitters are often reduced to reacting to the pitch and hoping to foul off enough wrong guesses until they collect a right one and do something with it. Control pitchers are starters and middle relievers, whose game has gone beyond sheer velocity into finesse and manipulation. They know when to take heat off the ball as much as when to put it on.

Control's weaknesses, though, are just as present than those who rely on Power. Applied Power is often able to withstand or break schemes involving Control, by taking advantage of the ease in which a single mistake or out-of-place support or action can bring down the entire affair. A power hitter only needs one lapse of control to hit a home run or an extra base hit and drive in several runs. A power pitcher can often overwhelm a control hitter and prevent them from getting the placement they want by keeping them trying desperately to just catch up to the pitch enough to put it in play.

And, sometimes more so than with power pitching, control pitchers get tired more quickly and have their time on the mound shortened by every batter who takes more than the plan's allotment of pitches to them. Control pitchers are also usually away from their intended game and style when there are runners on base, providing pressure that might rush the mechanics or pull the defenders out of alignment. It is quite possible for a Control pitcher to snowball themselves in the same way a spinning top eventually develops a wobble and then comes to a halt, no matter how well-spun the top was at its beginning. The chaos that develops when things come crashing down is the risk of trying to impose your control on others.

Ideally, Power and Control are in harmony with each other in a player, equally able to harness either as the situation demands it. This doesn't produce quite the extremes of good associated with either, but it also doesn't produce the excesses of bad associated as well. The best players can do both consistently, and usually that requires coaching to develop the part that the player naturally lacks.

The Tarot equivalent of this card is The Chariot, which requires a driver of multiple horses to be in control of them so that they will work together. Classically, the chariot races were matters of big money and prestige as well as entertaining spectacles for the watching audience as the chariots would jostle each other for position in the track - not unlike race car driving in our own times. The card represents the influence of control on the situation, and it can be self-control or other control. It's not necessarily a universal good, either - the card may be signifying control exerted that needs to be broken or adjusted to produce good results. It depends on where you are and what sort of forces are arrayed against you. Fighting Control with Control can work, and it can just as easily become a very tangled mess. Handle with care.
silveradept: A cartoon-stylized picture of Gamera, the giant turtle, in a fighting pose, with Japanese characters. (Gamera!)
[This is part of a series exploring the Baseball Tarot.]

There are two supposedly-contrasting forces for offensive players to maneuver toward - hitting for average, and hitting for power. Hitters for average are stereotypically smaller of build and fleeter of foot than others, with incredible bat speed that allows them to get the bat around on any pitches coming their way, no matter how poor the offering is, and punch it through the holes in the defense to get on base. Hitters for average are supposed to be the artists of the batted ball, specialists in placement and sneaking hits into places that don't seem like they could be responsible for a base hit. Those are the hitters...for the next post.

Instead, we're going to talk about those who use Power as their main method of baseball operations. For most power hitters, the key statistics are Home Runs, Runs Batted In, and the On-Base and Slugging percentages. These are all measures of offensive prowess and the likelihood that this hitter will produce multiple runs with a single swing of their bat. A power hitter lives for big plays and single moments, the bases-clearing hits and extra bases that end up on the highlight reels, the sports programs, and the newspaper columns written about the game. They are dangerous because they will hit anything that's not perfectly thrown and drive it very, very far.

On the other side of the plate are the power pitchers. Power pitchers might have two or three pitches in their repertoire, but their danger comes from sheer velocity. Pitchers that regularly throw in the high 90s and beginning 100s of velocity basically require hitters to decide whether the pitch is worthwhile almost as soon as it leaves the pitcher's hand. If the reflexes are too slow, it doesn't matter whether or not the player wants to swing, they won't have the opportunity to make contact before the ball is already in the catcher's mitt and the umpire is making a call.

Power is intimidating, and its skillful use can create an aura around the player that is very difficult to break. Some players exude that aura so well that they will be intentionally walked, just so they don't have to be pitched to. Others, especially pitchers in the closer role, rely on that intimidation aura and the sudden change in velocity to put players away with their fireballs in short order, bats still on their shoulders and mystified by what they have just seen.

The confrontation between power hitters and power pitchers is often a salivating affair for the observers, and the fanatics of both sides will sing the praises of their chosen partisan in an attempt to intimidate the opposition's fans. Power is intoxicating, even to those who are marginally proximal to it. Once the question is resolved in the rivalry at that point, power has been demonstrated. But the other person is only waiting for their opportunity to demonstrate their own power.

Power players have weaknesses, however. Power hitters, in their quest for extra base hits, will often take pitches they should be swinging at and will often swing at pitches they should be taking. Hitting for power often increases strikeouts, decreases walks, and hurts the batting average as well. Power pitching relies on a small set of pitches to be effective. Against a batter with good eyesight and high bat speed, sitting back and waiting to see what a pitch does for as long as possible, and with a remarkable talent for fouling off pitches that aren't just right, a power pitcher will eventually repeat themselves, have to go to one of their less effective pitches, or tire a bit and lose some of those velocities, and then a hitter can take advantage of these lapses for their own power hitting. Relying solely on your own power to get you through the game might work here and there, but it's not going to be the prefect solution for all situations.

This is usually the card of Strength in a more traditional Tarot deck, and much like its counterpart, Strength is useful in several situations, it is very flashy when put on display, but there are times where applying too much strength to a situation only results in things getting broken. For that kind of situation, you're going to need...
silveradept: The letters of the name Silver Adept, arranged in the shape of a lily pad (SA-Name-Small)
[This is part of a series exploring the Baseball Tarot.]

While television broadcasts, fantasy sports, and commentators focus on individual players and their progression through the game and the season, baseball is a team sport. The offense has to work together to score runs. The defense has to work together to collect outs. While one or another player may be having a hot streak, or may be the marquee player for any given squad, it's very easy to make one player utterly ineffective by hitting away from them or pitching around them. Two, close in the lineup, are much more dangerous, and the more that the team itself is able to do things from any position, the better the team itself does.

Sometimes, however, the needs of the team override the desires for individual glory. Runners on the bases need to be advanced and scored, even if that means trading an out to make this possible.

This is the essence of the sacrifice. A team trades an out from their stock to advance or score runners and create a better situation for the remaining runners to also score. Official Sacrifices generally come in two varieties, the sacrifice fly ball (sac fly) and the sacrifice bunt (sac bunt).

A sacrifice bunt is a deliberate attempt by a batter to advance runners on base by bunting the ball. So long as a runner advances at least one base and isn't put out in the attempt, the bint is classed as a sacrifice. These bunts don't count as at-bats, since penalizing a hitter for giving themselves up in a tactical exchange doesn't make sense.

Sacrifice bunts require a certain amount of finesse to complete well, mostly sharing the same kind of skill needed to bunt yourself on to base. A bunt that drops almost immediately, gets nice and close to the foul line without crossing it and that forces the player fielding it to have to turn around to throw to get the lead runner will generally do quite well as a sacrifice bunt. The main point is to put the ball in such a place and way that the only out the defense really has its to throw to first and get the batter. Before the general overall increase in fitness and strength among baseball players characterized by an era of steroid scandals and other performance enhancing substances, it was almost a staple of a National League baseball game that the pitcher, so as to save their energy for throwing, would generally attempt to lay down a sacrifice bunt if they were in a position to be able to do so, so that other batters would be able to drive in runners from there. At the time of these posts, interleague play and continuous improvement in training and strength had pitchers taking swings seemingly more frequently than they were before, including hits that can travel far enough for home runs. The increase in pitcher hitting has helped spread the duties of sacrificial bunter to many other spots in the lineup, making the bunt possible at any point in the game.

Sacrifice bunts are also a characteristic of a team that plays "small ball", whose game plan involves manufacturing runs in small batches and using stellar defense and pitching to keep the score low. A small ball team is geared toward winning a game 1-0, rather than 13-12, and their willingness to trade an out to advance runners into scoring positions is attempting to provide a high percentage chance of making the few hits of the game productive ones. Small ball is an interesting game to study and use, and it can make teams with limited payrolls competitive against titans that throw money at players to build a lineup of power hitters.

The other official sacrifice is the sacrifice fly ball, which can be a little trickier to recognize, as it is generally not a deliberate action like the sacrifice bunt, but instead a decision made by the scorer on fly balls hit to the outfield. The criteria are that there have to be less than two outs, the ball must be hit out of the infield on the fly, the ball has to be caught on the fly, and, most crucially, a runner has to score on the play without a defensive error allowing them to. Most sacrifice flies, then, have the characteristic of being a sufficiently deep-hit fly ball to the outfield that the runner on third base is able to advance and score before the throw from the outfield arrives and a tag is applied to them.

As with sacrifice bunts, a sacrifice fly is not counted as an official at-bat, but the run that scores is added to their total of runs batted in, resulting in a net positive to the offensive statistics of the batter that flies out. So even the individual metrics go up when a player helps the team score runs. Which is the idea for helping remind us of the team nature of the sport.

There is one other notable sacrifice that happens infrequently in baseball, but it is generally recorded HBP (hit by pitch) rather than as a sacrifice - at certain levels of the game, when the fundamentals of the game regarding throwing strikes should be firmly established, pitchers start being taught how to locate their pitches to be the least hittable, and to generally move from attempting to get all their pitches in the strike zone to starting to get their pitches to the edges of the strike zone. In three directions, this doesn't mean much, but the migration of pitches toward the batter's edge of the strike zone means there's a greater opportunity that a pitch will slip too far inside and strike the hitter. Hitters, at this same level, are being taught to "crowd" the strike zone and present themselves in such a way that any mistake too close to them will result in the batter being awarded first base for being hit by a pitch. As velocities increase, so does the likelihood that being hit by a pitch will hurt. And that's before things get to the point where a pitcher is "accidentally" throwing at hitters that have displeased them. (The umpires frown heavily on such actions and have been instructed to eject anyone they perceive as deliberately throwing at a batter and several other personnel along with them.)

In any case, being hit by a pitch is sometimes euphemistically referred to as "taking one for the team", with the expectation that the personal physical sacrifice of the player will be appreciated by their teammates, and possibly rewarded by being a run that eventually scores. Even if they have bruises and soreness afterward.

The presence of this card in the reading is fairly simple - there's a sacrifice being asked of you. Someone else might need what it is you are looking at more than you do. You might be asked to mentor someone else's big project, reducing your own glory but increasing goodwill and possibly giving the other person the confidence they need to succeed at full potential. Sometimes, that may even mean having someone else take your place on the team. You could sacrifice your own privileges to help others get a leg up. Sacrifices in baseball aren't easy, but they're not the same as sacrifices asked in life. But the sacrifices asked of in life often come with benefits to those who can make them.

That said, constantly being asked to make sacrifices (unless you're the pitcher) is probably an indication of team dysfunction - make sure you're not being taken advantage of by your team. If you're a person that likes to help by nature, this is a difficult thing, sticking up for yourself.

The downside of the card is the person who won't make sacrifices at all. The person that cannot give way, accept help, or do anything other than stand in the spotlight and try to draw all of the attention to themselves. As with everything, a little bit of self-aggrandizement is okay, but putting yourself in front of everyone else constantly is going to end up with the team not supporting you when it would otherwise. Bad Ends often catch up with time.
silveradept: A green cartoon dragon in the style of the Kenya animation, in a dancing pose. (Dragon)
[This is part of a series exploring the Baseball Tarot.]

With its bevy of statistics and numbers tracked, it would surprise very few people that baseball is a game that seems good for simulation purposes. Statistical models are usually in play for more than just fantasy league players trying to make decisions about who to draft and trade - the teams themselves are running similar models to try and determine which if their players is going to be helpful, which need to be gotten rid of, and what kinds of roles need to be fulfilled if the team wants to compete for a playoff spot. Mathematics is the underpinning of baseball, and computers are really good at doing all sorts of complex mathematics to see whether or not a player is going to be valuable.

That's all very off-field material. On the field, maths and logic are just as important in determining defensive placement (and whether to use the shift or not), pitch selection, how big a lead to take, whether to steal, and whether to take, swing, or bunt. All of these factors interact with each other in myriad ways. A slow pitcher with a catcher that can get rid of a ball quickly is a different scenario than a fast pitcher with a slower catcher. A hitter with a tendency and a pitcher with a likelihood adjust their choices accordingly.

Prioritization is a huge part of the defensive decision tree. With runners on base, opportunities to get the lead runner out are a priority - except when the batted ball would result in two outs instead. Then you can give up a base, and sometimes even a run, in exchange for two outs. Except if the infield really needs to make sure that lead runner doesn't score the winning run - then you might only get one out, or none, so as to avoid losing the game. The outfield always attempts to deliver the ball back to the infield one base ahead of the lead runner any time they have to handle retrieving it, fly out or not. Force outs are preferable to tag outs, ground ball outs to fly ball outs (and strikeouts over all), and before every pitch is thrown, every defender knows what to do with the ball should it be batted their way, in the case of runners trying to take the next base and in the case of runners not trying to take the next base. They also know what to do if the ball is batted to a different defender - pitchers are often required to cover first base on balls batted to the defender normally covering first base. This can mean for a very interesting 3-6-1 (first base-shortstop-pitcher) double play if the defense can hustle fast enough to get everyone in place. Shortstop and second base trade off as to whom is covering second base on balls batted to the left or right side of the field, and whom is covering second base in case of a throw down to prevent a steal or attempt to pick off the runner, based on the situation and the batter at the plate.

The foundations of these heuristics are taught at the learning level, with practice scenarios repeated until the fielders are making correct decisions, even if their arm strength can't quite deliver the ball to the correct destination in a reasonable amount of time. It's why some of the chatter between defenders are reminders to themselves and others as to which decision tree to use for the upcoming batter. And then those decision trees end up having to account for the rare scenario, usually accompanied by a field-level below of "BUNT!"

A computer could very well simulate the entire decision tree that every player goes through on every pitch and accurately replicate most of the mental game as thoroughly as possible. The physical game, not as easily, but they're trying all the same, through increasingly sophisticated dice rolls and random number generation. The mental game is present for those that can read the signs, and if you're tapped in to that part of the game, even the mundane experiences give clues to the unfolding shape of the contest.

All of that goes into this card - Fielder's Choice. Officially, a Fielder's Choice is defined in Rule 2 as "the act of a fielder who handles a fair grounder and, instead of throwing to first base to put out the batter-runner, throws to another base in an attempt to put out a preceding runner." It's a way of statistically accounting for the presence of a batter on the bases on the scorecard without the official scorer having to credit them with a hit (which would raise their batting average). A Fielder's Choice is considered an official at-bat, so statistically, the batter is punished correctly for not hitting safely, even if they subsequently manage to get on base due to how the play unfolds.

For example, a batter who starts what would be a 6-4-3 double play but manages to beat the relay throw to first thanks to their speed on the basepaths or their teammate's work at disrupting the rhythm of the play (actual disruption of the play itself that doesn't give the defense a fair shot at making the play in the eyes of the umpire is interference, and will get the batter declared out) will be scored as a Fielder's Choice - the defensive player could have decided to put the batter out, and probably would have, but they chose to go after a higher-priority runner already on the base paths. In the cases of double plays, the batter might still end up getting out anyway based on further decisions, but the initial decision was to focus on something else.

As you might expect, the presence of this card is about making decisions. The artwork of the card itself depicts a fielder with the ball and in the motion of making a throw, with other fielders ready to receive that throw. The throwing fielder, however, is giving no body language as to which fielder they are going to throw to, and may, in fact, be hesitating just a little bit before delivering the ball, a hesitation that could be costly.

The upside of the card indicates choosing a course of action based on your understanding of the situation and following through on it. Even if you're not sure that the option you picked is the optimal one, you should at least be able to get an out from the decision or otherwise help your team. The option you choose may be different based on the scenarios that you choose, but at this point in the game, you hopefully have enough information about the state of play that you can confidently make a choice that will be helpful.

Which makes the downside of the card about indecision. Paralyzing indecision, of trying to choose between options where there is no clear indication as to where to go, or between competing options that are both loud and mutually exclusive. If you can't choose, try to determine why not. A lack of information can hopefully be remedied with research or questioning. Or applying what you already know to the situation at hand. Sometimes the decision is there, you just need to actually notice it.

Baseball is a game of choices, from the front office to the field of play. Even if only one specific thing actually gets recorded as something in the scorer's book. Seeing the decisions that lead to the current situation helps makes later decisions easier to make.
silveradept: A librarian wearing a futuristic-looking visor with text squiggles on them. (Librarian Techno-Visor)
[This is part of a series exploring the Baseball Tarot.]

You can go an entire career without personally seeing it happen, even though in the aggregate, there's usually one that happens to somebody every year or two. The situation that has to exist to potentially being it into existence is pretty rare by itself - no outs and at least two baserunners. And then, what has to happen after that is, quite frankly, a mistake. A gamble that turns out horribly, some errant baserunning, or a series of mental mistakes by the offense that are capitalized on by the defense. In any case, when the dust settles, the unthinkable has happened - three outs recorded in one play. The half-inning is over in a single sequence of action.

The triple play is not quite the Holy Grail of defensive efforts, as many of those kinds of actions are more properly classified under what it takes to be The Hero, but it is a near guarantee of a space in the record books and admission to a relatively exclusive club. As a singular defensive play, it is the perfect expression of everything coming together just so, between fielder coordination, baserunner decisions, and the intangible luck that sometimes comes from good planning, training, and repetition.

There's a very strong argument to be made that if a defense is in a situation where a triple play can be made, the defense has not been in their best game at that point, and one might be tempted to attribute more of the triple play to luck than anything else, as most triple plays are initiated by a line drive that is caught by a fielder without having to do a lot of movement, who can then double and triple off two runners that were in the midst of a hit-and-run and can't get back to their bases in time. It looks a lot like somebody got really, really lucky in this situations. Like the double plays in the last post, what appears to be fortune is supported by a bedrock of practice, mental awareness, and concerted effort so that the fielders appear in the right places at the right times to get the outs and move the ball along to its proper destinations. It's easy to forget, when looking through the lens of the television camera, but there is nothing that happens in a baseball game that hasn't had thought and analysis of into it, often right before the event happens. That, and much of the time, players are moving in anticipation of something happening somewhere else on the field. If you can, when you watch games live, try watching a game without following the ball and see if you can develop a sense of knowing where the ball is without having to pay attention to it. The information on display all around the field should make it possible to direct your eye to where the play is going to go without having to follow the little white sphere exclusively. All of that going on away from the ball is what makes it possible for spectacular things to happen with the ball.

I have been on a team that turned an unassisted triple play at the learning level, and I still remember who did it (Duke) and how it happened (fly ball in the infield to third base - ball caught (one), base touched to get out runner who did not tag up (two), tag applied to runner arriving from second who did not tag up either (three)). I remember trying it myself when I had a similar opportunity - couldn't put the tag on for the third out. But it was such an impressive thing that once it was done, of course we wanted to have it for ourselves, too. As a testament to skill and ability. If 8 had been willing to give up the ball to a teammate, we might have had a triple play, but alas, chasing the glory prevented the right course if action from happening.

This card, in a reading, represents either spectacular success or spectacular failure, depending on whether you're the fielding team or the hitting one. For the fielders, the triple play means the pinnacle of teamwork and execution. Great thanks should be applied all around for having managed to turn what could have been a bad situation into the very best possible result, by noticing and taking advantage of mistakes or gambles by your competitors. You have done an impressive reversal of your situation, but don't think it's going to happen like this the next time. Tighten up the defense, maybe consider a pitching change or a shift in defensive alignment or pitch selection. And, perhaps, understand a little better the true potential of your team.

If you're the offense and this happens, well, I'm sorry. That's pretty much the definition of failure to have this done against you. The gamble backfired, or someone committed mental errors on the base path - could have been you, could have been someone else - and now everyone has to head back to the dugout with a promising chance cut short in one action. Circumstances were against you Learn what you can, fix the mistakes, and remember that even the very best players still end up succeeding less than half the time over their careers. Another opportunity will come.

Triple plays are rare and valuable things and demonstrate defensive baseball in a dramatic fashion. Savor them, should you get the opportunity to watch.
silveradept: The emblem of Organization XIII from the Kingdom Hearts series of video games. (Organization XIII)
The Double Play is a wonder, whenever it appears. One batted ball results in two outs for the defense. This is in part because the rules provide for many ways to get hitters and runners out on batted balls. This is also because there is an impressive amount of coordination involved in any double play.

Take, for example, the "garden variety" double play - a ground ball hit to either the shortstop (position 6) or second base (position 4). If they field the ground ball cleanly, they must quickly get the ball to the fielder covering second base. That fielder has to arrive, catch the ball with a foot in contact with the base, and then keep moving so that they can set and throw down to first base before the runner that is sliding into the base...or them...prevents the exchange from happening. If there is someone on the receiving end for the throw, then the double play can complete.

This is a thing being taught at the learning levels, but it may take a few years if developing arm strength and mental focus before there is the possibility that this exchange might happen the way it is envisioned. By the time we get to the Major League Baseball level, the entire exchange, from bat contact to second out, takes about fifteen seconds at most. The entire field is moving in concert, and it is beautiful to behold. Even though the television commentators may not be as appreciative of it, because they have seen it done time and time again, a triumph of execution and practice.

There are, of course, rarer forms of the double play that catch the excitement of the crowd and the commentators more. 5-4-3 (third base -> second base -> first base) is exciting because the ball has to travel a good deal farther around the diamond to achieve the same result and usually has a much tighter window of execution associated with it. The "strike 'em out, throw 'em out" double play is more properly recorded as a strikeout of the batter and a caught stealing against a runner, but there's something exciting about the catcher having to catch the pitch that the hitter is swinging at and then still make an accurate throw to catch the baserunner. It is a testament to concentration and the sometimes unappreciated throwing ability of most catchers. Infielders can create great double plays by catching a sharply struck ball that nobody thought they could get to and then throwing over to a base to catch a runner too far away from safety, having thought the hit would be a safe one. Those are plays that will energize the fanatics.

The most dramatic of double plays, however, almost always involve the outfield. Fly balls to the outfield that are not too deep or too shallow set up a showdown between the outfielder and the runner on base. The outfielder has to hit a very precise target on a couple bounces or less to give the fielder the ability to apply a tag to a very small and fast-moving window of opportunity. They are delightful to witness, especially when you know the fielder making the throw has an extremely large caliber launcher to fire with. Some of those double plays are also the kind where knowledge is the only reason why they happen - at the learning leagues, an outfielder making a catch is often sufficiently excited about making the catch (as fly balls to the outfield are quite rare) that they have to be reminded what to do after the catch is done. If the fielder remembers, and the infielders have remembered their roles, too, sometimes you get an extra out because the person on base has forgotten theirs. I've done that at least once in my career.

Double plays are responsible for at least one rules patch - the Infield Fly Rule. Because it is so much easier to be able to read whatever it is the baserunner expects you to do with the ball (catch or not), and then do the opposite so that your have a leisurely time to put them out and prevent the offense from being able to advance their agenda in a fair and equal manner. Baseball is supposed to be something approaching a fair game, so situations that consistently upset that fairness get patched out very quickly.

If this card appears in your reading, it's a sign of applied teamwork producing results. More than 99 percent of double plays executed need two or more players to act in concert, and the most "common" ones need three. Congratulate and acknowledge the team members that helped produce your result, no matter how routine it seemed to all of you, so as to make sure that the team dynamics continue to run smoothly.

Of course, if you're the hitter in this situation, well, making two outs is not the best result for your at bat, but you can take comfort in that most of the time in a double play, you tried to avoid it and just hit it to the wrong place. Lots of other players have done the same thing, and many other ones will continue to do so. Mistakes happen and you have to keep going. If you feel like the baserunner, it's probably a sign that you've been caught by surprise and misread a situation. (Or that you need to get into your takeout slide.)

Two outs, one play. Not bad work, if you can get it.
silveradept: A star of David (black lightning bolt over red, blue, and purple), surrounded by a circle of Elvish (M-Div Logo)
[This is part of a series exploring the Baseball Tarot.] 

Hi there! It's time for a little December Days in July, just in time for the All-Star break. There are only a few cards left on the Baseball Tarot Path for us to explore together, so let's get to it!

The MVP of Bats celebrates accomplishments of action. Bats are the instruments of action in baseball, the method by which the game expands from pitcher and catcher to involve the entire field of play. Statistically speaking, for position players, a snapshot of how their year is going is usually presented in terms of how well they are swinging the bat, and for pitchers, how well they are avoiding having contact made with their pitches. The game is significantly more complex than this, of course, but television broadcasts and the ease in which baseball calculates and tallies statistics really does put a strong emphasis on how everyone relates to bats.

The three main statistical categories one will see displayed about any given batter is their batting average, or how many times they successfully get on base as a percentage of their total of at-bats, their Home Run count, and their Runs Batted In count. Most batters excel at one of the three categories and are placed in the lineup accordingly - hitters for average precede specialists in RBI, with a few key spots, like #4, generally given over to the home run specialists. A good team will have players that can manage two of the three categories - hitters with good sight to avoid lowering their average chasing bad pitches and with excellent bat speed to turn junky pitches into bloop singles or extra base hits, or hitters with good understanding that can scatter lesser pitches to the outfield for hits and RBI and then get solid contact on choice pitches or mistakes to knock them out of the field of play for home runs.

It is a truly good player, and often one that a team is being built around, that can do all three. Having been blessed with sight, smarts, power, and teammates that get on base a lot, each year, there are certain players who strive to be the statistical leaders in all three of the major offensive categories. Some years, there are no real contenders, and three different players will take each category separately. Other years, the stars align and there is a race for the rare prize of the Triple Crown.

The most recent Triple Crown winner, as if this writing, is Miguel Cabrera of the Detroit Tigers in 2012, breaking a 45 year drought and proving it possible, although highly unlikely, to be the leader in all three categories and thus able to claim an impressive accomplishment of action.

As with all things involving Bats, however, there's more to it than just swinging the stick. Part of it is that even the best of players still fail more than six times every ten, but another part of it is that good hitters excel at the other parts of good at-bats: knowing the likelihood of getting a viable pitch to hit based on the count, being able to determine which pitches need to be swung at as they leave the pitcher's hand, having the discipline to not act on things that look like they should be acted on, being okay with getting on base by a walk if the pitches aren't there, and being willing to be a sacrifice when the situation demands it.

This card in a reading represents reward for having acted with wisdom, planning, thinking, and execution. To the casual observer, it may just look like you have the raw power to be able to get what you want done, or a large amount of luck, but on a deep dive, or to the eyes of the person with expertise, all of the planning, experience, and work that went into it will be apparent. They will notice the opening of the stance so as to get the bat around on the consistently inside pitches and congratulate you when you cruise into second with a stand-up double.

If you should get this card and its downsides make more sense, the card then represents rash actions taken without thought - the kind of hitter that swings at everything, and consequently is taking the long walk back to the dugout a lot more than is healthy for a good batter. The mental attitude will have to change before results will improve.
silveradept: A dragon librarian, wearing a floral print shirt and pince-nez glasses, carrying a book in the left paw. Red and white. (Dragon Librarian)
[This is part of a series exploring the Baseball Tarot.] 

Besides being the only permanent rule of Calvinball, no two baseball games unfold exactly alike. Many are close enough to each other that some general rules and strategies can develop and some percentages can be played and statistics-driven baseball is likely to be, on paper and in simulations like video games or fantasy sports, a way of believing the numbers mean things.

Of course, many of the memorable games of baseball are the ones that defied numbers and statistics - a man with an injured leg hits a game winning home run in the bottom of the ninth and can thus take all the time he needs to circle the bases, for example. Or, having just hit what would be the game winning home run, a player suffers a ligament tear that absolutely prevents them from going any farther under their own power. And so, in a stunning display of sportsmanship, because the rules prevent any member of their own team from assisting them, fielders for the opposing team pick up the player and take them around the base path, stopping at each base so that the player that hit the home run can touch each base legally and ends the game that they have won. The other side could have refused, and the batter would have had to find a way to get around the bases themselves. But they understand the shared pain of playing, and ultimately that a fellow human is suffering. At a certain point, the game is set aside, because the entertainment is soured.

In these scenarios, as was said when wrestler Owen Hart died from a malfunction of safety equipment, "This is not part of the entertainment tonight.
This is as real as real can be here." (Jim Ross, play-by-play commentator.)

Enough of depressing things. The actual point is that each instance of baseball, each pitch, each hit, each play, can be influenced by numbers, but plays out in still not-modelable reality, where pitchers and batters both take advantage of the mental state of each other to achieve their ends. The best hitters in the world still have slumps, the worst hitters come through in the clutch. Hero, Goat, Winning Streak, Slump, All-Star or Rookie, everybody goes through cycles. And yet, despite those cycles, or pertussis because of them, some players build careers that stick a little bit better in our heads. Our they have the good skill and fortune to participate in games that have special significance, either for the game, for the team, or for themselves. There probably wasn't anything special about most of the games Cal Ripken, Jr. played. But then you realize that he played in every game, without fail, without a game off, without injury or sickness strong enough to necessitate missing a game, for almost fourteen years before breaking the previous record for most consecutive games played. That level of health and fitness seems impossible these days. As does the lack of being part of or requesting trades that might otherwise cause him to miss a game. It's unlikely that his intent was breaking the record when he set out on the journey.

There are a lot of names in the Hall of Fame that are only really known to dedicated baseball scholars and the fans of the team those players played for. They had great careers in baseball, but unsure not the first names that come to mind when one thinks of baseball players. As with everything involving fame and memory, it seems like it's random in determining whether or not one player or another lives on after their baseball days are done.

I think, though, after having done these series, I realize that a lot of baseball, sport, careers, and perhaps even life in general, once someone learns the rules and mechanics, is mostly about telling stories. And if that's the case, then really, none of us are in control about whether we become legendary. We can try to set ourselves up for being part of a good story with virtuous behavior, pursuit of passions, voicing our opinions, excellence in our careers, and so forth, but many of our stories are about single moments. Accumulation of enough of those single moments can mean a career of stories, and if those stories are repeated enough to enough people, they can pass into legend and become instructional material for the next generation. The player is often transformed into a demigod or full deity of the domain of the stories that are told about them, and, in some ways, risk becoming only the stories that are told about them, as the people that know them pass on and their knowledge is lost. The Legend lives on, often independently of the being that have birth to them.

Legends are primarily figures of adoration, respect, and good will of their particular fields. The basic canon of stories generally starts with creation, then moves forward to the old times before, and progresses toward the current era's heroes - there's a little bit of ego involved in putting the current as the very best, and usually a little bit of pride in telling the stories that we have experienced ourselves, as opposed to those that have come before. There are always stories of villains, too, but wherever possible, villains show up accompanied by heroes that will defeat them. It's one of the Pratchettian Big Lies, of course, that villains and cheaters are always caught and punished, because it tends to be more likely they don't, but without that bit in place, the stories lose their coherence and the legends are swiftly overwhelmed by the ne'er do wells. The bad side needs acknowledging, though, and so usually the stories retain a couple monsters to try and keep everyone else away from that path. The "Black Sox" scandal, for example, and the strike-shortened seasons are there as reminders of when things went astray and needed to be brought back.

We choose our stories based on how others see us. Those new to the game will get different stories about why this sport is worth following and watching than those who are already here. Much like how experts see the world differently through the lenses of their expertise, the stories traded from people who understand the details and intricacies of the game will be different, and quite possibly a little bit more arcane. Stories with the intent of persuasion leave off some details in favor of a more convincing narrative. Legends are there both for the people who are trying to understand and for those who are trying to deepen their appreciation. Sometimes within the same story.

Retirement is scary. Nostalgia is tempting. Becoming legendary while still being around to appreciate it is the goal of many, even those that know that the truth of one's legends is much the same as the truth of funerals - they're not there for the person being talked about, they're there for everyone else. Many people will go onward without knowing that they have become a legend to someone. If you have the opportunity, now would be a good time to let your legends know how much you look up to them.

The card itself is the Rider-Waite equivalent of the Emperor, a person invested with temporal power and absolute authority over the people that are his subjects. Emperors are often styled to be related to gods, if not gods themselves, with corresponding stories of their majesty, part, and divine right to rule to follow with them. As with all of our constructed stories, it requires shared belief to elevate anyone to a role above others, whether in small ways, elected ways, or divine ways. Our legends tell anyone who listens about what our values and beliefs are, even if they can't quite understand why we believe it.

The presence of a Legend in a reading says that the stories are important to understanding - looking to the paths of those gone before and extracting the important parts of their stories to apply to the situation at hand. It's not necessarily the case that the good things and the heroes are the important parts of the story and are the only things to pay attention to. The whole story is important. Pay attention to all the action going on to gain full understanding.

As in baseball, as in life, as in so many other things.

This concludes the second year of baseball tarot. The remaining cards available would only cover a half-month of material, so for next year, maybe I'll spring them out somewhere in the All-Star break. This means I need a new December Days topic for next year. Suggestions greatly welcomed.
silveradept: A dragon librarian, wearing a floral print shirt and pince-nez glasses, carrying a book in the left paw. Red and white. (Dragon Librarian)
[This is part of a series exploring the Baseball Tarot. If you would like to prompt for a part of the game or a card from the deck, all the rest of the month is available for your curiosity, about either baseball or Tarot. Leave a comment with a prompt if you want in. All other comments are still welcome, of course.]

Baseball, as a game, all else being equal, would seem to be tilted in favor of the defense, who can put nine players in a defined zone to be able to record outs in many different ways, as opposed to the one to four players of the offense, only one of which is empowered to hit the ball. (One might say the same about cricket, except that the cricket field has 360 degrees of possible hitting area to work with and position the fielders on. Admittedly, there's only a partnership on the field for the offense, but still, they can score centuries if they do well. Baseball players only get the opportunity for four at a time, and only three times a game are guaranteed.) The statistical categories tend to agree with this - great offensive players are those that succeed three times out of ten over the course of their careers. Not exactly an impressive mark for an impressive achievement.

Each hitter only gets three strikes when they come up to the plate. Strikes are assessed at pitches that pass through the strike zone and don't get swung at, pitches that are swung at that don't connect, and balls that are hit but fall foul, unless that would be the third strike, unless the attempt was a bunt. Collecting three strikes is an out for the defense.

Strikeouts tend to happen two ways, both of which can be embarrassing to the hitter. Strikeouts by swinging at pitches can be reasonably okay if they were going to be strikes already, somewhat more likely to happen if a hitter is pursuing a more aggressive attempt at making contact, or entirely embarrassing if a hitter swings at a pitch that is well out of the strike zone, or bites on a breaking pitch that drops quite far out of the zone. The bailout swings or attempts to hold up once the realization sets in makes a lot of professional baseball players look very awkward. Admittedly, that's a much a testament to the skill of the pitcher add it is the embarrassment of the hitter, but still, it's not fun to watch, or be a part of.

Perhaps the more embarrassing variant of the strikeout is the called third strike. Being "caught looking", or as Ernie Harwell put it, "window shopping", means a walk back to the dugout without even the revise of having made an attempt at hitting the ball. Sometimes it's being frozen by a breaking pitch that looks outside the strike zone and then dives back in at the last second, other times it's being at the mercy of the umpire's sight and the catcher's framing of the pitch, and sometimes it's not trusting your first instinct to swing, only to find out that it was a pitch to swing at. And that's before the fanatics chime in with their opinion of how your at-bat went. The "best" opinion they can have is a belief that the umpire is not enforcing an appropriate strike zone. It goes downhill from there, including things like the Bronx cheer, the boo birds, and many, many colorful phrases involving relatives and anatomical impossibilities.

For pitchers, of course, strikeouts are good things. Statistically, the number of strikeouts follows the earned run average as the measure of effectiveness for a pitcher. Strikeouts are easier to achieve by having several pitches to be able to select from or by having velocity and accuracy that is difficult to catch or wait out. At least, that's what I'm guessing from viewing other games - my experience as a pitcher is that I never got that many strikeouts because of not having much velocity. The other pitcher did, and they had a higher quantity of strikeouts. I just had lots of ground balls and needed all the fielders behind me to produce outs. (This is a valid strategy, but it also requires good fielders behind the pitcher.)

The meaning of this card depends on whether you're hitting or pitching. If you're the batter, well, strikeouts represent failure. It might be am inability to execute, it might be a problem of judgment, or it could be something entirely out of your control and someone else has determined to be not good enough. In any case, as with other times of getting out, it means you'll have to wait until the next time and try again. There's things to learn from this time up that may be helpful next time, one pitch selection...and what's the umpire is calling strikes. Try not to be discouraged and be ready to go again.

If you're pitching, congratulations. You're one more out closer to the goal, and you were able to execute the pitches you wanted to do it. Take what you've learned about this batter and keep it in mind for later. Now, however, you have to face the next batter, who will have a completely different plan and set of pitches to face. The temporary nature of your success is important, but you can certainly enjoy the victory that you have achieved at this point.
silveradept: A star of David (black lightning bolt over red, blue, and purple), surrounded by a circle of Elvish (M-Div Logo)
[This is part of a series exploring the Baseball Tarot. If you would like to prompt for a part of the game or a card from the deck, all the rest of the month is available for your curiosity, about either baseball or Tarot. Leave a comment with a prompt if you want in. All other comments are still welcome, of course.]

Humans are risk-averse creatures. Given the choice between a small payout with low or no risk and a large payout with a real possibility of getting nothing or losing money instead, the small payout wins for most people. The studies say this, anyway. The safer a life can be, the more it is preferable - at least to a point. Too much safety sometimes sparks rebellion and significantly increased risk with the intent of feeling alive again, or other motivations that stem from the reality that a life lived safely often lacks excitement. In this regard, baseball follows life. The fanatics are often displeased with teams that they feel are playing conservatively, regardless of what the score is, as a team that is behind clearly needs to play more aggressively to catch up, and a team that is ahead needs to play more aggressively to add to their lead. The conception of "running up the score" is mostly absent from baseball at the professional levels, because all teams at those levels can, with the right at if circumstances, score a bundle of runs in a short time. No lead is truly safe in baseball, because the game progresses by outs instead of time, and one big inning early in the game can be beaten by several small innings in sequence. Trying to hold a lead requires taking risk, because one can only record outs by risking the ball being hit somewhere that can score runs.

An example of play that is too conservative manifests on the basepaths with the idea of "hugging the base". While in the learning leagues, the idea of taking a lead is quashed because the physical capabilities of the defense aren't able to reliably record outs against steals, at any level that does allow leads from bases, to not take the lead and stay with one of both feet firmly in contact with the base is generally seen as a problem that needs correction.

Hugging the base provides safety - there's no way the runner can be put out by a pickoff of they're touching the base, so someone who worries about being fooled by such a move, or has heard about the effectiveness of a pickoff move, may find the easiest way to not worry is to make it not possible. Taking the surety provides peace of mind. Unfortunately, taking the safe behavior always has consequences, too. In this case, hugging the base means that the runner has to cover the full distance between bases on a batted ball. Unless they are a particularly speedy runner, it's much more likely that the runner without a lead will be out on a ground ball to the infield that is handled cleanly by the defenders. By not taking a lead, the runner is trading being put out by a relatively rare occurrence (the pickoff) for being put out by a relatively common occurrence (the ground ball).

Hugging the base is thus a failure of risk assessment. Being too concerned about remote possibilities can mean being unprepared for common ones. Trying to remove all risk from the situation at hand often means being exposed to a greater risk in the future. This is one of the dilemmas of parenting a child - as the child matures and can engage in complex thinking of their own, how much freedom do they have to engage in risk-taking of their own? The law prohibits them from operating multi-ton instruments of destruction until a certain age, and even then places restrictions on how and when they can do so as a matter of trying to prevent high-risk behavior. The insurance companies charge higher premiums for the young because they are likely to take their freedom and do risky things with it. Being away from home opens up the possibility of loss of new experiences for the young - sometimes in a relatively controlled environment, sometimes with the freedoms of being an adult in the eyes of the law. Depending on how much control parents and guardians want to exert, even trips to the library could be dangerous activities, since the books on the shelves may contain concepts that the adults feel aren't appropriate for the child to be learning about (either at that point of life or at all). Trying to find the balance between too much freedom and too little is difficult and only gets more so once independent thoughts and ideas about fairness get involved and young adults start making decisions of their own without parental input. There's only so much a coach can do - the players have to execute, and that means trusting them at the appropriate points to do their jobs. Which can mean encouraging them not to hug the base and not to be afraid of things that are less likely to happen.

The card ,should it appear in your reading, is a signal that the way you are thinking about things right now isn't a realistic assessment of the possible danger involved. Something is occupying your mind and transforming small things into large, scary ones. You may need the help of someone else to figure out what it is, or it might be that you're in a situation where you've been hurt or suffered negative consequences before. While it may seem to be the most practical thing to hold still and defend what you already have, the truth is that there are other batters coming behind you and they need you to be able to get to the next base. You will have to take a lead at some point to be able to progress. It will be scary, and you will want to dive back to the base at the first sign the pitcher is going to throw over, but with time, and with surviving a few attempts to pick you off, you can build the confidence needed to take a safe lead, and maybe even attempt at steal.

This is also the card of letting go. Not in a full fire sale sort of way, necessarily, but humans remember what hurt them and keep that in mind to avoid being hurt the next time. It helps build the armor that seems necessary for interacting with the world. Too much armor, though, and it becomes impossible to move. Perhaps it is worth letting a little bit of that armor go so that you can stretch your limbs and explore a bit. At your own pace, of course, and with as much support as you can muster, because it's no good to send you out into the world from nothing. But there's a lot of great things to be done out in the world that you'll enjoy. Honest.
silveradept: A head shot of Firefox-ko, a kitsune representation of Mozilla's browser, with a stern, taking-no-crap look on her face. (Firefox-ko)
[This is part of a series exploring the Baseball Tarot. If you would like to prompt for a part of the game or a card from the deck, all the rest of the month is available for your curiosity, about either baseball or Tarot. Leave a comment with a prompt if you want in. All other comments are still welcome, of course.]

The Suit of Bases represent practical concerns, standing in contrast to Bats that are all about action, Balls that prefer contemplation, and Mitts that prioritize sentiment. The actual bases are immobile, and their unchanging nature provides definition for the field of play, the strike zone, and the intermediate and final goals of the offense and defense. The bases are useful to both offense and defense, used both to put runners out and provide them safety, however temporary it may be. They are both hotly contested territory and otherwise unremarkable - four plain squares and a pentagon. Bases are essential to the scoring of runs, and to the prevention of runs being scored. If there is any entity that the bases can be said to belong to, it is the umpires, whose calls at the bases determine which side will be helped by their use. Like the umpires, the bases are not concerned with the players, but with the game. As such, they are the unit of measure that many statistical categories use in determining the value of particular players.

One does not simply wave a bat, throw a ball, or place fielders and their mitts haphazardly and expect to be able to collect or defend bases. Every now and then, coincidences happen where random placement and decisions do produce positive results for one team or the other, but most teams, managers, and players have a big plan that they understand their role in and their own individual plan for how this at-bat or even this pitch will go. Even if what actually happens is very different than what the plan was anticipating, there is a plan in place. The practicalities of taking bases demands it.

This extends well beyond the baseball field. Many of the players entering this level of a professional sport league are going to have a lot more money available to them than they would have previously. Or those that land a breakout acting role, have their startup bought out for ridiculous amounts of money, perform the statistical improbability of winning the lottery game or other gambling ventures, or some other windfall, obtained through skill or luck, that increases the available money significantly. It's very tempting to use that money to fulfill wishes and whims and to try things that would never otherwise be available. Some of that will make us happier, at least in the short term. Sometimes the details of those things ends up in the news, in stories usually grouped as being about "hookers and blow" - the ability to circumvent normal social conventions and prohibitions with money. And when all of that is done, they find themselves having spent the money without having any of it for later so that they can sustain the wealth. A lack of planning (or hiring someone who can make a plan) prevented the long-term benefits of financial security. By not paying attention to the practical matters, the benefits are lost.

These kinds of things apply to far more mundane matters as well. The dreams, hopes, and wishes of people can sometimes be the only thing that keeps them going through difficult times, or is what they use as the basic guides of how they want to work their lives. It's the advice delivered to young people when they reach critical decision points - "follow your dreams". Which is good enough advice for Mitts, and they will hope that things turn out well, but Bats wants to act now on it and Balls needs to know about every facet of everything that could happen along the way for the next ten years before it will be okay with starting. These competing forces can't resolve themselves without the intervention of something practical - the plan. The idea of achieving or striving toward your goal, taking into account the amount of privilege you have and the amount that you can borrow against the future ability to pay it back. The mundane things - finish school, take the requirements, get good grades - are the least glamorous components of the journey of self-discovery and the decisions that will decide on a career path after school is completed. The rest of life looks a lot shinier than time spent engaged in training and study. It turns out, though, that training, while boring, often repetitive, and sometimes seemingly endless in the ways that it can fail to meet the demands of the coaches leading the training, is still the best way to achieve expertise. Which is the real factor that gets taken into account when there is hiring, no matter what position is being applied for, on the field or off it.

Of course, no plan is perfect. Hitting a round ball traveling at high velocity with a round bat also traveling at high velocity means there are a lot of possible outcomes that can happen. Plans can, at best, cover some of the possibilities that could happen. Well-constructed plans will provide frameworks with suggestions or actions to take based on entire categories of possible actions, sometimes with the details scripted in, sometimes with them left to the person executing the plan. Even then, it's possible for the plan to fail entirely. Someone can go through college, get a good degree, and graduate on time, only for the economy to recess hard and flood the job market with people that have years of experience and expertise fighting to collect the remaining jobs, regardless of their wage. The perfect execution of the plan doesn't guarantee the intended result, unfortunately - there's always something else that potentially could get in the way, out of the control of the plan. Sometimes the plan has to be modified to meet reality, sometimes it has to be scrapped entirely. And sometimes the plan, practical that it is, is insufficient to achieve happiness and dreams. The safe bet is not always the most rewarding one, even if it is the most secure one. The bigger plan of scoring runs means that baserunners have to take leads, try to take extra bases when success isn't guaranteed, and sometimes even attempt steals. Batters have to be patient, and sometimes accept walks rather than swing at bad pitches. The actual means by which someone achieves the bigger plans is often a lot different than the way they thought they were going to, because the actual circumstances of their life are very different than what they could foresee and plan for. Many of the things that we are proudest of are the things we achieved by being methodical and planned in getting to the goal, while having taken advantage of serendipity and random things in our favor and prevented or overcame those things that worked against us.

Bases always calls us back to the fundamentals of our game - mechanics, observation, planning. Sufficient training and preparation is enough, at least, to set out on the journey in the direction you want to go and to feel confident at being able to handle situations along the way that might not have been covered in that training. Bases isn't opposed to asking for help, whether from terrestrial or celestial entities, but it does think that only asking for help and expecting someone else to put things in order for you isn't going to go very far. Bases believes that the more work you put in toward achieving your goals, the more likely it is that those factors that are out of your control are going to end up working in your favor in one way or another.

Pray all you like, but to accomplish your goals, move your hands, too. The work you do well be just as important.

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silveradept: A kodama with a trombone. The trombone is playing music, even though it is held in a rest position (Default)
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