Thursday, July 31, 2008

How to Adjust to the Count in Baseball

Baseball, as in most sports, is about making adjustments. It is only natural to learn from our mistakes in the hope of reaching our optimum level of performance. However, while players at every level make changes to their game following a lousy performance or at halftime, the great players can modify their game during the game while on the field, including during the course of an at-bat. Tom House, the foremost trusted name when it comes to the art of pitching, continually stresses to his pitchers to get ahead in the count. As a hitter, we understand the advantage a pitcher has on us when he is ahead 0-2, and it is our job to try and avoid such a count and adjust to in-game scenarios. Following are the different counts a hitter is faced with throughout the course of a game with a brief description to what his mindset should be as he goes from pitch to pitch in his battle with the pitcher.




Step1
0-0: A lot of people think the first pitch of an at-bat is an automatic take pitch; I disagree. Nomar Garciaparra and other major league hitters believe the first pitch is a lot of the time the best pitch he may see during the course of an at-bat. Remember: A pitcher s focus is to get ahead, throw a first pitch strike. As a hitter, I have to be ready to jump on that first pitch if it s in my wheelhouse.

The wheelhouse is the location of the pitch where you as a hitter feel most comfortable. For most hitters, that location is middle-in, however, for someone like Derek Jeter, he tends to look middle-away, meaning if he gets a fastball out over the plate or on the outer half he is going to drive it to the opposite field. Are you a high-ball hitter or low-ball hitter? These are questions you must answer as you shrink the strike zone in anticipation for your pitch, not his! What happens if you are looking middle-in and the pitcher throws the ball on the outer-half of the plate? Simply tip your cap and get ready for the next pitch.


Step2
0-1: The pitcher has the advantage, which means you have to expand the strike zone. A hitter cannot simply be looking in his wheelhouse, but rather concede and take the pitch the other way and expand the hitting zone. When the pitcher is ahead in the count he is more likely to throw a curveball or some kind of off-speed pitch, and for most hitters we are looking for a fastball.


Step3
1-1: The count has swung back in favor of the hitter because now the pitcher is more apt to want to throw a strike. The strike zone however should remain the same as the previous count because if you fall behind 1-2 then the odds of seeing a good pitch, a pitch you can drive, diminishes.


Step4
1-2: Whenever you have two strikes, you must protect the plate and expand the zone. Good hitters learn how to be able to hit a pitcher s pitch, such as a curveball on the outside corner. Often times you hear coaches say, With two strikes choke-up on the bat and put it in play. While this strategy does have some validity, it is also important to remember that to hit a baseball requires aggression; a defensive approach usually backfires on a hitter and plays into the hands of the pitcher.


Step5
2-2: This count could go either way. For starters, the hitters must recognize that with two strikes he must expand the strike zone. Conversely, the pitcher understands that he does not want to go 3-2. The 2-2 count tends to favor the hitter; however, pitchers that have confidence view it as opportunity to break off a curveball or get the hitter to chase a pitch out of his wheelhouse.


Step6
3-2: The payoff pitch! Again, the hitter needs to protect with two strikes, while the pitcher does not want to give his opponent any free passes; he needs to hit to get on is the popular rallying cry for pitching coaches throughout the world. With that said, the hitter must look for the pitch that he feels the pitcher is most confident throwing for a strike, usually a fastball.


Step7
1-0, 2-0, 2-1, 3-1, 3-0: Whenever you are faced with any of these counts your eyes should light up because you know the pitcher has to throw a strike to avoid falling even deeper in the hole. This is when you revert back to what we discussed earlier on the 0-0 count. If the ball is in your wheelhouse, go for it. Your responsibility as a hitter is to get a good pitch to hit and make good contact, after that your job is done and there are many factors out of your control to whether you have hit safely or not. The 3-0 pitch is more often a pitch a hitter takes. Make the pitcher throw you a strike. Furthermore, if you are fortunate enough to get the green light on 3-0 from your coach make sure the ball is in a location where you can drive the ball for extra bases.

Wednesday, July 30, 2008

How to Host a Campfire Storytelling Party

If Yellowstone or Yosemite aren t on the current agenda, then skip the big fish stories and bug spray and host a campfire storytelling party in your backyard.

Step1
Invitation: Send Girl Scout cookies or a miniature box of graham crackers with a note inviting guests for an evening filled with stories, snacks and s mores.


Step2
Atmosphere: think campground with a roaring bonfire, logs and rocks that form a circle around chairs. For additional lighting, go for hanging lanterns and candles. For extra credit, have blankets and sweatshirts on hand in case it gets a little chilly.


Step3
Snacks: Set up a s more station with mini s more grills or let guests heat their marshmallows over the open flame. Either way, include the essentials of cinnamon and regular graham crackers, chocolate and regular marshmallows, a variety of chocolate bars (milk, dark or white) and maybe a few more ingredients for decadence like caramel syrup, peanut butter or sliced bananas. If hosting a meal instead of snacks, it s all about the grill baby! See the resources below for grilling menus and recipes.


Step4
Storytelling: Put a twist on traditional storytelling and have guests place one topic and one key word into a hat when they arrive. Then let each guest pick two pieces of paper from the hat. Once everyone is seated, have one person start the story. They must include the two things that they drew from the hat into their story. When they feel that they have shared enough, they pass it on to the next person, who picks up the story where it was left off. They too must include their two items, and story continues like this around the circle.


Step5
Channel Your Inner Boy Scout: Test your knot-tying knowledge. Cut lengths of rope and print out a few knot diagrams (see resources). Give each contestant a piece of rope, call out the knot they are to tie and start the timer. (30 seconds is good.) The person who finishes the quickest gets a prize (like a Swiss army knife or pen).