How to Play Read 910 times / 0 Members and 3 Guests are viewing this topic. How to Play on November 24, 2009, 05:00:44 PM How to Play simple, with a focuson writing not rules Who Can Play?All Absit Omen members may have one Secondary Character and one Pro Quidditch Player (which functions very much like a Secondary character.) If one of your main characters is a Quidditch player they may absolutely play. At this time, we are limiting it to one player per writer, but if the desire was there we could expand the league so you could have more than on player.Your Pro Quidditch Player would not need to be actively RPed (just like Secondary Characters), but would be replaced on rosters if you don't post in a match at least every five days. Luckily match posts aren't very long or involved.Players1 Keeper1 Beater 2 Chasers 1 Seeker (NPC or not. If both teams have a playing Seeker, we will implement Seeker rules. If both teams do not have a Seeker, both Seekers will be NPC and use those rules.)(In the Absit Omen world, the Quidditch teams are the full roster just as you'd expect. But in order to play more Quidditch, we are going to only play with four per team. We might have two beaters on each roster, but only one will be fielded at a time. Of course, if there is enough interest and activity, we will expand. So in character, there are full teams out there. Out of character, we're only using 4 per side.)Balls1 Quaffle1 Snitch1 BludgerHow to PlayEach player will begin with a reserve of 100 action points. They may spend up to 10 points on a single action. The action can be countered with an opposing player's action points. To fully counter an action, you must use an equal amount of points. You can partially counter actions as well. Players can take up to two actions in a single turn/post. (Pass & Shoot, Dodge a Bludger & Block a Shot, etc).The points will have generalized outcomes, but it will be up to the writers to give the actions flavor. The flavor must reflect the number of points and the level of success. For Half A.P. values, always round up. Half of 7 = 4, for example.If an action is not countered or responded to in 7 days, the action resolves. If a shot is not blocked, it goes in. If a pass is not caught, the Quaffle is free. If a bludger is not dodged, it hits. Example: Chaser uses 7 points to shoot the quaffle. Keeper can use 7 of her points to catch it, or 4 points to hit it away. If she uses no points, it will appear that she just... sat there. So she could use 1 or 2 points to make a wild dive. All Players Can ...Dodge a BludgerFull A.P. = Dodge CompletelyHalf A.P. = Partial stop forward progress & drop anything being carried.Less than half A.P. = Fall from broom & drop anything being carried.new If you are hit by a bludger, you will loose 2x AP that you do not counter.Example: Beater sends the Bludger at you for 9AP. You try and dodge with 5AP. You are hit, you drop the Quaffle, and you lose an additional 8AP. If you do nothing to avoid the bludger, you lose 18AP. Chasers Can ...Shoot the Quaffle10 = Very fast, very tricky, very skilled shot.5 - 9 = A solid shot.3 - 4 = Passable shot.1 - 2 = Weak, obvious or slow shot.Intercept the QuaffleFull A.P. = Catch a shot or a pass.Half A.P. = Divert a shot or pass. Quaffle is loose.Less than half A.P. = Tip the shot or pass. Takes off 2 points from the original shot, but it is still heading toward its mark.Pass the Quaffle10 = Quick, accurate, tricky pass.5 - 9 = A solid pass.3 - 4 = Passable pass.1 - 2 = Weak, obvious or slow pass.new Chasers may take two actions per turn like all other players. However, they may only make one action with the Quaffle each turn. You cannot intercept and shoot in the same turn, but you may dodge a bludger and pass in the same turn.Beaters Can ...Bash a Bludger10 = Powerful and accurate bash.5 - 9 = A solid bash.3 - 4 = Passable bash.1 - 2 = Weak, obvious or slow bash.Intercept/Block the BludgerFull A.P. = Intercept the bludger and send it to a new target at full A.P.Half A.P. = Divert a bludger. The Bludger is loose.Less than half A.P. = Tip the bludger. Takes off 2 points from the original shot, but it is still heading toward its mark.Keepers Can ...Pass the Quaffle10 = Quick, accurate, tricky pass.5 - 9 = A solid pass.3 - 4 = Passable pass.1 - 2 = Weak, obvious or slow pass.new Block the Quaffle3/4 A.P. = Catch a shot.Half A.P. = Divert the shot. Quaffle is loose.Less than half A.P. = Miss the block.Round Up. Example: Shot is worth 10. 3/4 of 10 is 7.5 so 8 to block. new Advise the TeamFrom their view of the pitch, Keepers can shout advice to their team. If the next action from their team follows this advice, that player may add an AP bonus to their action. If the next action does not follow the Keeper's advice the bonus disappears but the Keeper's AP is still spent.Up to 10 AP may be spent by the Keeper on this action.Other ActionsLoose Bludger & Loose QuaffleAny Beater may take control of the bludger on next turn. Any Chaser may take possession of the Quaffle on the next turn. Picking up a loose Bludger or Quaffle is a free action.Quaffles become free when they are deflected away by the Keeper, or dropped by any player, a pass is missed, or an interception deflects a pass.Bludgers become free after they hit their target or miss their target. Body Checks, Fouls, and Throwing ElbowsUp to Five A.P. may be used. If you use more than 5, the other team may write that the ref caught you. You will be out of the game for 5 opposing team posts. Fouling works the same way Bludgers work. new Fouls can be countered exactly like dodging Bludgers and the penalties are the same. Remember Only Chasers & Keepers can handle the Quaffle.Only Beaters may bash Bludgers.ScoringEach time the Quaffle makes it past the Keeper into the ring: 10 points. Seekers & the SnitchSeeker as NPC: If both teams do not have a Seeker these rules apply: Once one Team A spends half of their cumulative available points, the snitch may be caught by Team B and Team B team only. As soon as Team A spends half their action points, any member of Team B may post that the snitch has been caught. This ends the match. If the Team B team wishes, they may choose to wait to catch the Snitch. HOWEVER: if the snitch is not caught by the time the total number of points on both teams is less than 15, then either team may catch the snitch.HOWEVER: If Team B does not take the advantage to catch the snitch by the time their own team spends half of its own cumulative points, then either team may catch the snitch. The snitch must be caught in its own post, with no other actions.When the Seekers are NPCs, the Snitch only awards 75 points (instead of 150). new Seekers as Players: If both teams have a playing Seeker these rules apply:Seeker A decides on 60 AP. So when each member of the other team is at or below 60 AP, then the Seeker has the opportunity to catch the Snitch. When this occurs he Seeker can only actually catch it if the Seeker herself has at least 60 points. So if Seeker A chooses 60 (by PMing the Quidditch League Admin), she must be at or above 60 AP and the other team must all be below 60AP. If she dips below 60 AP, she will have to make a new wager.If she successfully meets the wager, then she may post that the snitch has been caught. When Seekers are players, each team should do their best to burn down the Seeker so they can't meet their wagers. Seekers can reveal to their teammates their wagers but do not have to disclose it to the other team. When the Seekers are players, the Snitch only awards 100 points (instead of 150).How to PostPosts should read like role-playing posts. Third-person perspective, full sentences and paragraphs, past tense. Write Quaffle in Quaffle Red, Bludger in Bludger Blue, and Snitch in Snitch Gold. You can select these colors in the drop-down menu. (Gryffindor is a good red, Ravenclaw a good blue and Hufflepuff is a good yellow.)Put the points in parenthesis next to the action it applies to. (7)There is no posting order. But you may not post twice in a row. You may only post two actions per post at maximum. You should wait before your previous action is resolved before posting more actions.[size=8] Questions? [/size] reply to this threadwith your questionsIf the rules need to be clarified, changed or updated based on questions we can do that and an announcement will be made. Skip to next post Re: How to Play Reply #1 on February 14, 2010, 12:41:48 AM NOT IN EFFECTExperimental Seeker Rules:1. The Seeker is important because catching the snitch finishes the match and awards many points.2. In our game, the snitch can only be caught once the OTHER team runs out of points first. 3. So a good Seeker in this game, would cause the other players to lose points, so she can catch the snitch fastest.As the Seeker you have 100 action points too. When the seekers posts, she can use her own action points to take away points from the other team's players. And naturally, she could use her points to avoid being hit by bludgers and avoiding fouls.A seeker's greatest weakness? Bludgers, fouls and the other Seeker.A seeker's greatest strength? Just by seeking she brings her team closer to catching the snitch. Just like the other players, you have a limited amount of points. And you can't post twice in a row. Also, you must defend yourself from bludgers like everyone else.Seekers can make two actions in a post, like everyone else. No action may be worth more than 10 actions points. You may only remove 10 points from a specific player at a time. Remember, defending/dodgging a bludger counts as an action. Skip to next post
How to Play on November 24, 2009, 05:00:44 PM How to Play simple, with a focuson writing not rules Who Can Play?All Absit Omen members may have one Secondary Character and one Pro Quidditch Player (which functions very much like a Secondary character.) If one of your main characters is a Quidditch player they may absolutely play. At this time, we are limiting it to one player per writer, but if the desire was there we could expand the league so you could have more than on player.Your Pro Quidditch Player would not need to be actively RPed (just like Secondary Characters), but would be replaced on rosters if you don't post in a match at least every five days. Luckily match posts aren't very long or involved.Players1 Keeper1 Beater 2 Chasers 1 Seeker (NPC or not. If both teams have a playing Seeker, we will implement Seeker rules. If both teams do not have a Seeker, both Seekers will be NPC and use those rules.)(In the Absit Omen world, the Quidditch teams are the full roster just as you'd expect. But in order to play more Quidditch, we are going to only play with four per team. We might have two beaters on each roster, but only one will be fielded at a time. Of course, if there is enough interest and activity, we will expand. So in character, there are full teams out there. Out of character, we're only using 4 per side.)Balls1 Quaffle1 Snitch1 BludgerHow to PlayEach player will begin with a reserve of 100 action points. They may spend up to 10 points on a single action. The action can be countered with an opposing player's action points. To fully counter an action, you must use an equal amount of points. You can partially counter actions as well. Players can take up to two actions in a single turn/post. (Pass & Shoot, Dodge a Bludger & Block a Shot, etc).The points will have generalized outcomes, but it will be up to the writers to give the actions flavor. The flavor must reflect the number of points and the level of success. For Half A.P. values, always round up. Half of 7 = 4, for example.If an action is not countered or responded to in 7 days, the action resolves. If a shot is not blocked, it goes in. If a pass is not caught, the Quaffle is free. If a bludger is not dodged, it hits. Example: Chaser uses 7 points to shoot the quaffle. Keeper can use 7 of her points to catch it, or 4 points to hit it away. If she uses no points, it will appear that she just... sat there. So she could use 1 or 2 points to make a wild dive. All Players Can ...Dodge a BludgerFull A.P. = Dodge CompletelyHalf A.P. = Partial stop forward progress & drop anything being carried.Less than half A.P. = Fall from broom & drop anything being carried.new If you are hit by a bludger, you will loose 2x AP that you do not counter.Example: Beater sends the Bludger at you for 9AP. You try and dodge with 5AP. You are hit, you drop the Quaffle, and you lose an additional 8AP. If you do nothing to avoid the bludger, you lose 18AP. Chasers Can ...Shoot the Quaffle10 = Very fast, very tricky, very skilled shot.5 - 9 = A solid shot.3 - 4 = Passable shot.1 - 2 = Weak, obvious or slow shot.Intercept the QuaffleFull A.P. = Catch a shot or a pass.Half A.P. = Divert a shot or pass. Quaffle is loose.Less than half A.P. = Tip the shot or pass. Takes off 2 points from the original shot, but it is still heading toward its mark.Pass the Quaffle10 = Quick, accurate, tricky pass.5 - 9 = A solid pass.3 - 4 = Passable pass.1 - 2 = Weak, obvious or slow pass.new Chasers may take two actions per turn like all other players. However, they may only make one action with the Quaffle each turn. You cannot intercept and shoot in the same turn, but you may dodge a bludger and pass in the same turn.Beaters Can ...Bash a Bludger10 = Powerful and accurate bash.5 - 9 = A solid bash.3 - 4 = Passable bash.1 - 2 = Weak, obvious or slow bash.Intercept/Block the BludgerFull A.P. = Intercept the bludger and send it to a new target at full A.P.Half A.P. = Divert a bludger. The Bludger is loose.Less than half A.P. = Tip the bludger. Takes off 2 points from the original shot, but it is still heading toward its mark.Keepers Can ...Pass the Quaffle10 = Quick, accurate, tricky pass.5 - 9 = A solid pass.3 - 4 = Passable pass.1 - 2 = Weak, obvious or slow pass.new Block the Quaffle3/4 A.P. = Catch a shot.Half A.P. = Divert the shot. Quaffle is loose.Less than half A.P. = Miss the block.Round Up. Example: Shot is worth 10. 3/4 of 10 is 7.5 so 8 to block. new Advise the TeamFrom their view of the pitch, Keepers can shout advice to their team. If the next action from their team follows this advice, that player may add an AP bonus to their action. If the next action does not follow the Keeper's advice the bonus disappears but the Keeper's AP is still spent.Up to 10 AP may be spent by the Keeper on this action.Other ActionsLoose Bludger & Loose QuaffleAny Beater may take control of the bludger on next turn. Any Chaser may take possession of the Quaffle on the next turn. Picking up a loose Bludger or Quaffle is a free action.Quaffles become free when they are deflected away by the Keeper, or dropped by any player, a pass is missed, or an interception deflects a pass.Bludgers become free after they hit their target or miss their target. Body Checks, Fouls, and Throwing ElbowsUp to Five A.P. may be used. If you use more than 5, the other team may write that the ref caught you. You will be out of the game for 5 opposing team posts. Fouling works the same way Bludgers work. new Fouls can be countered exactly like dodging Bludgers and the penalties are the same. Remember Only Chasers & Keepers can handle the Quaffle.Only Beaters may bash Bludgers.ScoringEach time the Quaffle makes it past the Keeper into the ring: 10 points. Seekers & the SnitchSeeker as NPC: If both teams do not have a Seeker these rules apply: Once one Team A spends half of their cumulative available points, the snitch may be caught by Team B and Team B team only. As soon as Team A spends half their action points, any member of Team B may post that the snitch has been caught. This ends the match. If the Team B team wishes, they may choose to wait to catch the Snitch. HOWEVER: if the snitch is not caught by the time the total number of points on both teams is less than 15, then either team may catch the snitch.HOWEVER: If Team B does not take the advantage to catch the snitch by the time their own team spends half of its own cumulative points, then either team may catch the snitch. The snitch must be caught in its own post, with no other actions.When the Seekers are NPCs, the Snitch only awards 75 points (instead of 150). new Seekers as Players: If both teams have a playing Seeker these rules apply:Seeker A decides on 60 AP. So when each member of the other team is at or below 60 AP, then the Seeker has the opportunity to catch the Snitch. When this occurs he Seeker can only actually catch it if the Seeker herself has at least 60 points. So if Seeker A chooses 60 (by PMing the Quidditch League Admin), she must be at or above 60 AP and the other team must all be below 60AP. If she dips below 60 AP, she will have to make a new wager.If she successfully meets the wager, then she may post that the snitch has been caught. When Seekers are players, each team should do their best to burn down the Seeker so they can't meet their wagers. Seekers can reveal to their teammates their wagers but do not have to disclose it to the other team. When the Seekers are players, the Snitch only awards 100 points (instead of 150).How to PostPosts should read like role-playing posts. Third-person perspective, full sentences and paragraphs, past tense. Write Quaffle in Quaffle Red, Bludger in Bludger Blue, and Snitch in Snitch Gold. You can select these colors in the drop-down menu. (Gryffindor is a good red, Ravenclaw a good blue and Hufflepuff is a good yellow.)Put the points in parenthesis next to the action it applies to. (7)There is no posting order. But you may not post twice in a row. You may only post two actions per post at maximum. You should wait before your previous action is resolved before posting more actions.[size=8] Questions? [/size] reply to this threadwith your questionsIf the rules need to be clarified, changed or updated based on questions we can do that and an announcement will be made. Skip to next post
Re: How to Play Reply #1 on February 14, 2010, 12:41:48 AM NOT IN EFFECTExperimental Seeker Rules:1. The Seeker is important because catching the snitch finishes the match and awards many points.2. In our game, the snitch can only be caught once the OTHER team runs out of points first. 3. So a good Seeker in this game, would cause the other players to lose points, so she can catch the snitch fastest.As the Seeker you have 100 action points too. When the seekers posts, she can use her own action points to take away points from the other team's players. And naturally, she could use her points to avoid being hit by bludgers and avoiding fouls.A seeker's greatest weakness? Bludgers, fouls and the other Seeker.A seeker's greatest strength? Just by seeking she brings her team closer to catching the snitch. Just like the other players, you have a limited amount of points. And you can't post twice in a row. Also, you must defend yourself from bludgers like everyone else.Seekers can make two actions in a post, like everyone else. No action may be worth more than 10 actions points. You may only remove 10 points from a specific player at a time. Remember, defending/dodgging a bludger counts as an action. Skip to next post