Method

Why the catalog is games-first: constraints, representative practice, finish-first ladders, and invariants. Adapted from InGrappling’s method library.

Adapted from InGrappling, Method. System Games did not invent this curriculum.
The Constraints-Led ApproachShape the problem. Don’t prescribe the solution.Games as Representative PracticeTrain the fight you actually have, not a drill that only looks like it.Repetition Without RepetitionRepeat the problem, not the identical motor pattern.Reverse-Phase ProgressionTeach the finish first. Walk the problem backwards.Session DesignA class is a sequence of problems, not a technique list.Representative Learning DesignKeep the information that matters. Cut the information that lies.Positive GrapplingScore what you want more of. Don’t only punish mistakes.Ecological DynamicsSkill lives in the athlete–environment relationship, not in a stored technique file.AffordancesWhat the position offers <em>this</em> athlete, right now.Focus of AttentionExternal cues beat internal lectures.Drilling and GamesBoth exist. They do different jobs.What the Science SaysA short reading list behind the method pages.Coaching KidsSame constraints model. Shorter clocks. Clearer scores. More play.Invariants Are InformationThe thing that stays true when the position changes.Curriculum ScaffoldingLayers, not belts-as-technique-lists.How the Layers WorkMethod → series → game → technique / invariant.Greg Souders and Standard Jiu-JitsuWhere a lot of this coaching language entered grappling gyms.Using the Games GeneratorDraft a session from a position and a constraint — then edit it.