374 Members Online

The Quidditch Pitch Quidditch Rules



<
>
Staff Emeritus
Dragonborn
Slytherin
Growing Strong.
Graduated Witch
Status: Offline
Age: 24
Posts: 49,518
INTRODUCTION


Quidditch is a magical sport played by two teams of seven players: three Chasers, two Beaters, one Keeper, and one Seeker. At Hogwarts, the Quidditch Cup is contested by Gryffindor, Hufflepuff, Ravenclaw, and Slytherin. The winning team is determined by the most victories. If two teams have won the same amount of games, then total points will decide the overall victors.




16/17 Schedule

Match 1 - September 1: Ravenclaw vs Hufflepuff
Match 2 - October 1: Slytherin vs Ravenclaw
Match 3 - November 1: Slytherin vs Gryffindor
Match 4 - February 1: Hufflepuff vs Gryffindor
Match 5 - March 1: Hufflepuff vs Slytherin
Match 6 - April 1: Ravenclaw vs Gryffindor




GENERAL RULES


MATCH OFFICIALS

Match Officials are not to be argued with under any circumstances. If a player flagrantly disagrees with the referee or argues with them, the opposing team will be awarded a penalty.

Though those involved in crafting the rules take care to ensure that everything is as clear as possible, there are often instances of unintended ambiguity which result from unforeseen circumstances. In these cases, the match officials will make an in-game ruling that will be binding for the remainder of the game. Thereafter, the Quidditch Overseers will discuss the issue and formalize a more permanent resolution in the rules.

The referees will remain completely anonymous throughout the matches. You may not ask for their identities. They have been chosen in good faith and will not show any sort of House bias. If they wish to let you know that they were reffing your match, that is entirely up to them, but it may NOT be solicited. Each referee will have a deadline of 24 hours to judge each round. If, for some reason, the assigned referee is not be able to meet the deadline, a new referee will replace him/her.

Referees will use a 4-sided die throughout the match.


RULE AMENDMENTS

If the Quidditch rules are amended prior to a scheduled match, teams will be given at least five (5) days to review rule amendments before the match begins.


DISCIPLINE

You may not interfere with any game your team is not a part of. This includes, but is not limited to, aiding a team win through: strategy pointers, proofreading and editing, contestations, displays of hostile behavior towards any of the other teams in private or public forums, keeping a player from posting through excessive pranking or other means, etc. If found guilty, the involved parties will be banned from playing in future games, depending on the severity of the actions.

The same applies to spectators displaying ANY kind of inappropriate behavior. Offenders will be banned from the Quidditch Pitch or face sentences in Azkaban, based on each case.



PRE-GAME


POSTING ORDER

One of the newest changes to the HEX version of Quidditch is that posting order will be pre-determined before the start of each round. They have been created without using randomizer so that it remains fair and equal across the board, for all teams involved.

The posting order will alternate between the two teams every round.
Quote:
Round 1: (all odd-numbered rounds)
Team A will claim posts 1, 4-5, 8.
Team B will claim posts 2-3, 6-7.



And vice versa for the even-numbered rounds:
Quote:
Round 2: (all even numbered rounds)
Team A will claim posts 2-3, 6-7.
Team B will claim posts 1, 4-5, 8.



One more change that we are instituting for the posting order of the game of Quidditch is that each post number will have a specific time frame in which to post. It will be up to the team captains to decide which players will post during which times. It all depends on the strategy you wish to use. We are hopeful that this will help teams better prepare for each round as they will have advanced knowledge of times required for posting.

Quote:
Each round lasts for 24 hours:
Hours 1-3: Post one
Hours 4-9: Posts two AND three
Hours 10-15: Posts four AND five
Hours 16-21: Posts six AND seven
Hours 22-24: Post eight



In addition, a team may post before their posting slot begins if the other team has already posted. For example, if team one uses both post four and five by hour 12, team two may post any time between hour 12 and hour 21.

Madame Hooch will indicate the time slots within her post of each round's scores/actions. At the end of each round, Madam Hooch will indicate the rough timing when the scores/new round will be posted. There will be a three-hour time frame before the first post must be made after Madame Hooch posts.

Any posts made outside of their time slot will NOT be counted, with the exception of what was described above.



PLAYER STATS

Each player will be given points, based on their position, to divide between that position's move set. No move may have MORE than 10 points, but you are allowed to give a "0" to any move you wish. This will replace the old statistics system of reflexes, sight, hand-eye, etc.

Notes: The move titled 'Dodge' will now be an automatic move, meaning that players no longer have to put the action of [Dodge Bludger] at the end of their posts. Dodge will also cover tackles as well. With the new posting order system, players may now attack others players at all times instead of specialized ones. Block Player and Block Bludger have now merged into ONE move, 'Block.'

Seeker: Spot, Catch, Dodge
Points for Seekers: 16

Keeper: Catch Quaffle, Dodge
Points for Keepers: 16

Beater: Offensive Deflect, Defensive Deflect, Block (moves), Dodge
Points for Beaters: 16

Chaser:
Shoot/Pass/Catch (Shoot/Pass/Catch fall in the same category, and points should be allotted for Shoot/Pass/Catch as if they are one move. However, Chasers may choose whether to shoot or pass in their posts, though they cannot shoot AND pass in the same post; catching is automatic.), Intercept, Tackle, Block (Bludgers and moves), Dodge
Points for Chasers:
26


BROOMSTICKS

Brooms no longer have any effect on the game and have been removed from the calculations.


ROSTERS

At the beginning of each match, captains must owl Madame Hooch a complete team sheet, listing their seven starters (3 Chasers, 2 Beaters, 1 Keeper, and 1 Seeker) and a maximum of four reserves. For each player, a character sheet must be included. This consists of the player name, character name, character gender, and stats sheet. For example:

Quote:
Username: The Chosen One
Character Name: Harry Potter
Character Gender: Male

Spot: 6
Catch: 5
Dodge: 5



Teams will be given twenty-four hours to submit their team sheets. If a team misses the deadline, they will be docked 1 point from all their first round role plays for every hour they are late, up to a maximum of five. After ten hours, possession will automatically be given to the team that is 'waiting.' After twenty hours, a penalty will be awarded to the waiting team. If a team is more than twenty-four hours late, the game will begin using the line-up and move sets from the previous game, no matter the availability of said players. The only exception is if a player has switched Houses, in which case the team will begin with a player missing and need to call in a reserve.

*If neither team has owled, the possession will go to the team that owls first.


Once the stat sheets have been posted
by Madame Hooch, the referee will flip a coin to determine which house has possession of the Quaffle to start the match. Both teams will then begin using the new posting order and time span system listed above to post their RPs. Teams are welcome to use whichever players they wish at any time, so long as they follow the above posting rules.

Note: If a player switches House during a game, he/she will be deleted from the roster. Were he/she playing, a reserve may be brought in, but a new player cannot be added to the match-day squad.



GAME MECHANICS


HEALTH POINTS

Each player begins the game with 10 Health Points (HP). If a player's HP should reach 0, they must be removed from the game to go to St. Mungo's for immediate treatment. They shall be replaced with a reserve of their captain's choice. Each team is allowed to have four (4) reserve players available to replace the starters during the game.

HP can be deducted for weather events, Bludger hits, and fouls. The amount of HP deducted for calculations will be determined by how many points a player fails by up to a maximum of five points. For example, if a player scores four points less in a foul calculation, then they lose four HP. If they miss the Dodge threshold by two, then two HP will be lost. Similarly, if a player has posted and a Bludger is deflected at them, should they be hit, they will lose the amount of HP that the Beater was over the calculation for a successful strike. If a player under threat from a Bludger or foul fails to post, despite being able to, he or she will lose the maximum 5 HP.



ROUNDS OF PLAY

There is a maximum of 12 rounds of play per game.
Each round is limited to only eight posts; four posts per house. These posts may be distributed among the seven players however the team wishes, in the assigned time slots.

Rounds will last for a total of 24 hours. At the end of a round, the referee will post when the new round will be up. The next round will start 3 hours after the referee posts the scores.



PLAYER MOVES

A full list of play moves are listed in the individual sections.

Players may only make one post per round.

Players can, in the same post, react to any actions performed that involve your character, but you can only initiate ONE action. This means a Chaser can assume they have possession at the end of a round, even if they are being tackled or intercepted, and attempt to score in that same round (i.e., in the same round, you can dodge a tackle AND shoot the Quaffle; if the tackle or intercept is successful, the second part of the RP will just be disregarded). You cannot however "dodge all Bludgers," if no Bludger was coming at you, since you are not reacting to any action initiated against you. A reaction only happens when it is certain that the action you are reacting to will happen. So, you can attempt to intercept a pass of someone who was tackled, even if you don't know if that Chaser will still have possession. However, for that same reason, your action will be considered initiating an action and not reacting (as it is not certain the pass will happen), and that is the only action you can perform that round. This applies across the board to actions that interfere.

Also, note that time and sequence is determined by post order. If at the end of a post, the Quaffle or Bludger is "in-transit", tackles and Bludger strikes do not interrupt this action, as it has already taken place. Post order will determine action order with TWO exceptions:

Bludger Deflects
If a player attempts to dodge a Bludger that is either coming at them or has been deflected at them before a defensive deflection is made but the defensive deflection is RPed as happening before the player tried to dodge, then the calculation will follow this order: Offensive Deflect (if applicable) > Defensive Deflect > Block > Dodge.

Intercepts
A Chaser may attempt to intercept the Quaffle in the post immediately following the opposing team's Pass Quaffle - Shoot Quaffle sequence. The calculation will follow this order: Pass Quaffle > Intercept > Shoot Quaffle. If the passing Chaser scores higher than the intercepting Chaser, the pass is successful, and the receiving Chaser's shot will be considered. If the intercepting Chaser is successful, the shot will be disregarded.

In the event of a tie between two players, the defensive move wins.
Note: If the tie involves a block, then the move that is calculated against that block is the defensive move.



ENDING THE MATCH

The match ends when one Seeker catches the Golden Snitch. The winner will be determined based on point totals. Highest score wins.

If the Seekers do not catch the Snitch within 12 rounds of play AND both teams have the same number of points, the winner will be determined after 3 rounds of penalty shots. A coin toss will determine which House starts. Each team can choose which Chaser to use - both starters and reserves can be used. The House that scores the most penalties wins.
In the event of the scores still being equal after all penalties have been taken, the game will be considered a draw.

The winning team will receive 10,000 House Points + 600 -1500 for every goal.
The losing team will receive 5,000 House Points + 600 -1,500 for every goal.

In the event of a draw both teams will be award 10,000 points + 600 -1,500 for every goal. The team who catches the Snitch will receive 3,000 House Points.

The amount of points per goal will be determined taking into consideration the total amount of goals scored by both teams:

1-8 goals scored: 1500 apiece
9-12 goals scored: 1000 apiece
13-15 goals scored: 800 apiece
16-20 goals scored: 600 apiece


KEEPERS


RESTRICTIONS

- Keepers may not leave the Keeper zone, meaning that they are unable to block other moves or Bludgers.

- Blocks against Keepers are only allowed if no shot has been loosed. Otherwise, it will be calculated as a Classic Foul.


1) CATCH QUAFFLE
The Keeper's primary responsibility is to defend the goal posts. Once a shot is loosed he or she may then attempt to catch the Quaffle.

Quote:
Catch + Die Roll + RP

Whenever the Keeper catches the Quaffle, he/she can choose which Chaser will get possession of the Quaffle at the start of the next round. A Keeper's moves therefore, will be:

Quote:
[Catch Quaffle]
[Pass Quaffle to _________________]

A Keeper's pass is automatically successful and cannot be intercepted. The Chaser receiving the pass does not need to make a post where they catch the pass. Nor may the Chaser receiving the pass relinquish possession, via a pass or shot, until the beginning of the next round. If no Chaser is chosen in advance, then possession will be randomized among that team's Chasers.


2) DODGE
This move is now automatic and no longer has to be role-played for it to count in the computation. Dodge will be calculated as such:
Quote:
Dodge + Die Roll + RP

The Dodge will be calculated against all posts made against them in the current round. If there is one Bludger approaching them, it will be used against that. If there are two Bludgers coming at them, it will be used again BOTH of those.




CHASERS


RESTRICTIONS

- Chasers may not pass to Keepers.

- Only the Keeper is allowed in the 'Keeper Zone'. This means that if a Chaser attempts to score, the Quaffle is considered from that moment on to be "in-transit", in the "Keeper zone". Any attempt by a Chaser to intercept it will be considered a Classic Foul.

- Chasers may only tackle the Chaser who had possession of the Quaffle at the beginning of the round.

- A team may only attempt one Chaser-position interference (Block, Tackle, or Intercept) total on the opposing Chaser in possession of the Quaffle per round. Blocks include blocks by Beaters. Any additional interference after the first attempt will be disregarded. This does NOT apply to fouls and/or Bludger attacks.


1) PASS QUAFFLE

If a Chaser receives the Quaffle at the start of the match or after the other team scores a goal, then this is considered initial possession and he/she MUST pass to another Chaser before an attempt on goal may be made.

Initial possession only remains so in
a) the first round of the match.
b) the round after the opposing team scores a goal.


Quote:
Pass + Die Roll + RP

If the Chaser that the Quaffle is being passed to responds before an opposing player makes a move to intercept or prevent the pass, it is assumed caught, and that Chaser may make an attempt on the goal. If an interception is attempted, it will be calculated against the Pass. If a tackle is attempted, it will be calculated against the Dodge.

2) INTERCEPT QUAFFLE

Intercepts may only be attempted between an opposing Chaser passing the Quaffle and another Chaser catching it, or in the first post available to a team after a pass has been attempted, even if this post is after a Chaser attempts to catch the Quaffle. If the latter is the case, the intercept and the catch are considered to occur at the same time and will be calculated as Pass vs. Intercept.
Quote:
Pass + Die Roll + RP
Intercept + Die Roll + RP



3) SHOOT QUAFFLE

If a Chaser receives the Quaffle at the start of the match or after the other team scores a goal, then this is considered initial possession and he/she MUST pass to another Chaser before an attempt on goal may be made. A Chaser shooting the Quaffle must post within the first 5 posting windows of the round, so as to give the Keeper time to defend the goal. The success of the shot is determined by:

Quote:
Shoot + Die Roll + RP
Catch + Die Roll + RP


A successful shot results in a total of 50 points per score, as opposed to the canonical 10.

4) TACKLE PLAYER

A Chaser may try to tackle an opposing Chaser for possession of the Quaffle. Only the Chaser with initial possession may be tackled, and only one tackle attempt can be made against this Chaser.The winner of the tackle is decided on by who has the highest score based on:

Quote:
Tackle + Die Roll + RP
Dodge + Die Roll + RP



5) BLOCK

A player may also attempt to sacrifice themselves and get hit by the Bludger instead of the player it was intended for, or they may choose to impede the actions of another player. Blocks must be attempted before the move being blocked is posted, and the block will be calculated against the first instance of said move. Player may only attempt to block each move once. Blocking of Bludgers may be attempted once per each teammate targeted in a round, and this may take place at any time as long as it is certain that the Bludger is heading for a teammate.

The winner is whoever has the highest score out of the following:

Quote:
Block + Die Roll + RP


The block will be calculated against the first move the player being blocked makes, not his dodge. This can be a Bludger deflect, a pass, a shot, a catch, a spot, etc.


If the Bludger being blocked is an initial one, the move will be calculated as follows:
Quote:
Block + Die Roll + RP > 19


If a Chaser successfully blocks a Bludger, he suffers a -2 to HP.


6) DODGE

This move is now automatic and will be calculated as such:
Quote:
Dodge + Die Roll + RP

The Dodge will be calculated against all posts made against them in the current round. If there is one Bludger approaching them, it will be used against that. If there are two Bludgers coming at them, it will be used again BOTH of those.


7) CATCH

This move is assumed to be automatic for the receiving Chaser.
Quote:
Catch + Die Roll + RP

This calculation is only made if a player is blocked, and thus will not show up in round results excepting that case. In the case of a successful block, possession will be randomized between all of the Chasers excepting the Chaser performing the block and the player who was blocked.



PENALTIES
The team awarded the penalty will have one free shot. Whether the shot is successful is determined by the Chaser's stats vs. the opposing Keeper's stats with no role plays. If it is a Chaser who is fouled, that Chaser will automatically be awarded the free shot. If it was another player who was fouled, the ref will chose a Chaser at random.

For penalties at the end of a tied game, Chasers and Keepers will provide role plays as part of the calculation.




BEATERS


RESTRICTIONS

- There will be between 0-2 Bludgers in play per round. How many Bludgers there are and who they are heading towards will be determined by the referee at the start of each round.

- Bludgers may be heading for any player who is currently in play at the start of the round. Only Seekers are exempt from this, and only until they come into play in the round stated by the referee at the start of the match.

- Each Beater may only deal with ONE Bludger in a given round. This means that one Beater may not deflect more than one Bludger per round.

- A Beater may deflect a Bludger at any other player. However, attacks on Keepers can only be made after a shot is loosed, but before the Keeper posts attempting to catch the Quaffle, otherwise this will be considered a Classic foul and the Bludger hit will no longer occur (see Fouling section).

- There can be two deflects per Bludger. The first can be directed at an opponent, but the second cannot have a target, it will be hit out of play.

- To aim a Bludger at an opponent, a Beater must post a deflect within the first 5 posting windows of a round.


1) OFFENSIVE DEFLECT

A Beater may deflect a Bludger away from its initial target and towards another player. Only the first swing at any one Bludger may be directed towards a target.
Quote:
Offensive Deflect + Die Roll + RP



If the Offensive Deflect happens against an initial Bludger, success will be determined by:
Quote:
Offensive Deflect + Die Roll + RP = >21


If the Offensive Deflect is >19 < 21, the Bludger is sent out of play.

If a player dodges an initial Bludger, success will be determined by:
Quote:
Dodge + Die Roll + RP = > 19



If a player dodges a deflected Bludger success will be determined by:
Quote:
Offensive Deflect + Die Roll + RP
Dodge + Die Roll + RP



2) DEFENSIVE DEFLECT

Additionally, a player may attempt to deflect a Bludger out of play.
Quote:
Defensive Deflect + Die Roll + RP = > 19



All second swings at any one Bludger MUST be out of play. They may not have a target and will be calculated against the Offensive Deflect.
Quote:
Offensive Deflect + Die Roll + RP
Defensive Deflect + Die Roll + RP



3) BLOCK

A Beater may choose to impede the actions of another player. Blocks must be attempted before the move being blocked is posted, and the block will be calculated against the first instance of said move. Player may only attempt to block each move once.

The winner is whoever has the highest score out of the following:

Quote:
Block + Die Roll + RP


The block will be calculated against the first move the player being blocked makes, not his dodge. This can be a Bludger deflect, a pass, a shot, a catch, a spot, etc.


4) DODGE

This move is now automatic and will be calculated as such:
Quote:
Dodge + Die Roll + RP

The Dodge will be calculated against all posts made against them in the current round. If there is one Bludger approaching them, it will be used against that. If there are two Bludgers coming at them, it will be used again BOTH of those.




SUCCESSFUL BLUDGER STRIKES

If a player is struck by a Bludger, then the player is "injured," losing the amount of Health Points they lost the calculation by, or the amount they missed the threshold by, up to a maximum of 5. Additionally, any action they were attempting to make that round (Catch Snitch, Catch Quaffle, Tackle Chaser, etc.) is interrupted.

If the Chaser being hit by a Bludger is the Chaser in possession of the Quaffle, the Chaser passing the Quaffle, or the Chaser receiving the Quaffle, the Quaffle is assumed dropped and is randomized between the remaining Chasers. If passing of the Quaffle is involved, the Quaffle will be randomized between the Chasers who are not involved in passing and receiving the Quaffle.



SEEKERS


RESTRICTIONS

- Seekers do not come into play until a random point during the game. This will be randomized from 3-6. This means that if the random number results to 4, then a Seeker can only attempt to spot the Snitch on the 4th round of the match.

- Only the team's designated Seeker, or a player who has substituted in to replace the designated Seeker, may attempt any of the Seeker moves.


1) SPOT SNITCH

Once they come into play, either Seeker may attempt to locate the Snitch. Whenever they attempt to spot the Snitch, they also must choose a "zone" of the Quidditch Pitch to be looking at. This will determine the likelihood that they actually spot the Snitch. If they are looking in the correct "zone", there is a much higher chance of spotting it than if they are looking at the completely wrong end. Success is based on:

Quote:
Spot + Die Roll + RP
If "Seeking" in same zone as the Snitch: 14 or more required.
If "Seeking" in a zone bordering the Snitch: 19 or more required.
If "Seeking" in a zone 2 or more zones from the Snitch: 24 or more required.

NOTE: If neither Seeker successfully spots the Snitch, the Snitch will remain in the same place. The Snitch only moves after an unsuccessful catch.

NOTE: A +2 Spot advantage will be awarded to the Seeker who successfully spots the Snitch if he/she is the only Seeker spotting the Snitch in that round.


NOTE: The Snitch will move to an adjacent zone after a failed capture.

Once the Snitch has been spotted, BOTH Seekers may attempt to catch it in the immediately following round. If a Seeker fails to post an attempted catch in the next round, it will be assumed that said Seeker is obviously not paying attention and has lost sight of the Snitch. The same is applied to a failed Snitch catch attempt.

The zones are set up as follows:


2) CATCH SNITCH

A Seeker may only make this move if the Snitch has been spotted. Whether the catch is successful or not is based on:

Quote:
Catch + Die Roll + RP > 19

NOTE: If both Seekers attempt to catch the Snitch at the same time, and their scores are above the threshold, the winner will be the Seeker with the higher score. In the case of a tie, the Seekers collide and fail to catch the Snitch.

3) DODGE

This move is now automatic and will be calculated as such:
Quote:
Dodge + Die Roll + RP

The Dodge will be calculated against all posts made against them in the current round. If there is one Bludger approaching them, it will be used against that. If there are two Bludgers coming at them, it will be used again BOTH of those.



FOULING
RESTRICTIONS

- With the exception of Whoopsie fouls, a team can only use ONE foul ONCE every two rounds. If a team uses a foul when they have not let 1 round elapse, they will receive a Technical Foul (see below).

- You may not attempt to use any Unforgivable Curses on another player (ie. Avada Kedavra, Crucio, or Imperio).

- Should the classic foul involve a Bludger, it will NOT be calculated as a Bludger hit. It will be judged as a classic foul. This includes attacks on the Keeper when no shot has been loosed.



There is one kind of foul that may be used by teams:


CLASSIC FOULS

Classic fouls are used to lower a player's score. All players may attempt this move. Success depends both on skill and luck:

Quote:
Fouler score: RP + dice-roll
Fouled score: RP + dice-roll



- If the fouler scores lower than the fouled, the foul is not successful.

- If the fouler scores higher than the fouled AND their total score exceeds the fouled's total score by >3, the foul is not spotted. Damage is caused by the foul (up to 5 depending on how many points the fouler's score beat the fouled's score) and -3 is deducted from the fouled RP.

- If the fouler scores higher than the fouled AND their total score exceeds the fouled's total score by <3, the foul is spotted. Damage is caused by the foul and -3 is deducted from the fouled RP, and a penalty is awarded to the fouled player's team.


- A foul, if made after the player being fouled has posted, needs to be posted within the next two posting windows from the player being fouled. This means that if the fouled player posts in the first window, a foul needs to be made by the end of the third window. Fouls attempted after this time frame will be disregarded.

A Classic Foul is considered used regardless of whether it was successful or not.




Additionally, there one other kind of foul that may be called by the referee:


1) TECHNICAL FOULS

If a team willfully breaks the rules of the game, such as by violating a set restriction, a Technical Foul will be called. If a Technical Foul is called, the opposing team will be awarded a penalty.

Any illegal moves will be disregarded, though that post will still count as the post for that 3 hour period.



OUT OF POSITION MOVES

With certain exceptions (detailed in their individual sections under "Restrictions"), players can play "out of position" (for example: a Seeker shooting the Quaffle), but a -5 penalty will be deducted from their final score since it is not their preferred area of play.


SUBSTITUTIONS


- Substitutions must be posted in the roster thread.

- A player who has been subbed out cannot return in the same round.

- Players may return in the next round as any other position and assume the stats of the player that is taken out as long as they adhere to the three-hour posting window.

-If a Starter is subbed out for a second time, he/she may no longer return to the game.

- Reserves may sub in, at any position, a maximum of two times, in any one match. This means that a reserve may sub in for Player 1. When Player 1 returns to the game and the reserve is subbed out, said reserve may sub in for Player 2. However, a reserve may not be subbed out and then in again in the same round. If a reserve is subbed out in Round 2, he/she may not be subbed in again until Round 3. Stats for reserves are not needed in the team roster. Reserves will assume the stats of the players they substitute for.


- Any substitution will be effective from the moment the captain posts in the roster thread. However, any actions taken against the player they are subbing for (a Bludger hit for instance) will be counted against the sub player as well if he/she hasn't posted yet.



ROLE-PLAYS


GENERAL

Posts with the intent of scoring 0 points will not be scored and will result in an automatic 0. However, the move will be calculated if there are at least two sentences describing it, and the post will be considered as one of the four the team may use in that round.

WORD LIMIT

Role-plays may be no longer than 600 words. Every 10 words over this limit will result in a point being taken away, though the RP score cannot be below 0. The word count will be determined using the Google Docs word count tool. The limit is so small because such a large number of role-plays will be posted throughout any one match. Even at 600 words, if 20 RPs are posted, the ref will be required to read 12,000 words about Quidditch over the course of a match; a commitment to read even MORE words than that is not something many users are willing to make in order to be referees.


GOD-MODDING

God-modding is not acceptable in most RPing. However, in the game of Quidditch, the referee determines whether every action succeeds or fails. Therefore, points will not be deducted for assuming the success of their attempted action. If the action is determined to fail, it will simply be assumed that your character is delusional and those actions never occurred. The reason for this is to allow players more freedom; leaving an RP open-ended is very tedious and detracts heavily from the entertainment value of the RP as a whole. However, you may not control an opposition player to an extreme degree. Controlling their speech and actions is against the rules, and 0.5 points will be deducted from your entertainment score. For example, if you feel the need to slap player A, you may assume that it connected. However, you cannot write about how they reacted to your brutal violence; that is for them to decide.


FORMATTING

Teams should post in the colors that represent their Houses: red for Gryffindor, blue for Ravenclaw, yellow for Hufflepuff, and green for Slytherin. They may post in any shade of their House color, as long as the entire team posts in the same hue.

At the bottom of each role-play, the player must identify the actions that they have taken in either (parentheses) or [brackets]. If the moves are not identified, the referee will assume that your character did not do anything in that round and disregard the post entirely. Moves not actually RPed, but indicated in brackets will also NOT BE COUNTED. The RP must contain at least TWO sentences describing the move in order to be considered.

Actions directly pertaining to action being performed, (including, but NOT limited to, broom maneuvers, stretching, spying a ball across the field, wrapping your fingers around the snitch, etc.) should be counted as part of the aforementioned two sentences.

Quote:
Natalia caught a glimpse of gold down towards the ground out of the corner of her eye. She gripped her Firebolt tightly and flew towards it.

OR

Quote:
Natalia's desperation grew as she watched the Ravenclaw Seeker fly towards the Snitch. It was Natalia's time to shine, not Allyson's. Natalia inched towards the Snitch, with her arm stretched out as far as it would go. "That Snitch is mine! You can't have it!"



MIS-POSTING

Mis-posting occurs when a player on a team's roster makes a post in the match thread while intending to post in a different thread. When this happens, the opposing team will be awarded a penalty shot. This rule will apply throughout the duration of the match, whether or not a round is in session. However, it will only apply to official players, not spectators.

EDITING POSTS

Players have 10 minutes to edit their posts to fix any mechanical errors (grammar, formatting, etc.). Any edits made after this point or to change the move being performed will result in the post being disregarded and the opposing team being awarded a penalty.

[color=white]Edited by dagaz
 

Staff Emeritus
Dragonborn
Slytherin
Growing Strong.
Graduated Witch
Status: Offline
Age: 24
Posts: 49,518
GRADING


BREAKDOWN

RPs will be scored out of 12 based on the following criteria:

Entertainment - 4 points
This is an assessment of how interesting and compelling the role-play is. If the referee enjoys reading the role-play, and would like to re-read it or read more from the writer, then it will score highly.

Creativity - 4 points
This is an assessment of the role-plays originality. Referees read dozens of role-plays, containing hundreds, even thousands of words, so they get quickly bored of the same things again and again.

Readability - 2 points.
This is an assessment of how well the role-play flows. Jarring grammatical errors or convoluted syntax will detract from this category.

Interaction - 2 points.
This is an assessment of how well the role-play involves the current action in the match. Referees will look for interactions with other players through verbal or physical means.


RUBRIC


Readability
2 The RP flows well, with little to no grammar mistakes.
1 The reader finds it hard to follow the action in the RP and the grammar mistakes are abundant.


Interaction
2 - RP has at least two recent interactions between the player's character and at least two other characters on the pitch, one of which must include an opposing player. This also applies to two recent interactions between the player's character and two opposing players.
- Interactions include, but are not limited to, dialogue with another player, comments (verbal or thought) about details provided by another player in his/her post, and initiating non-Quidditch actions against another player or reacting to such a move.
- Of the two recent interactions, one of must be a reaction to details provided by another player on the pitch, including, but not limited, to verbal or mental comments and actions. Both recent interactions may also be reactions.
1 RP has at least one recent interaction between the player's character and another character on the pitch.
0 RP has no recent interaction between the player's character and another character on the pitch.
* Unless the player is one of the first two to post, all interactions must be from the current round. The first two posters in a round may continue/complete interactions from the previous round.

Exceptions:
- If engaged in a dialogue with another character, players may respond to a post from the previous round as one interaction, even if they are not the first two posters. This interaction has to be verbal.
- If the opposing team does not post, you may choose to react to an opposing player from the previous round.

Note:
Reactions are not limited to verbal reactions.


Entertainment
4 The RP is engaging; the Quidditch character at least has three interesting actions, thoughts, or dialog, and the reader wants to re-read the RP.
3 The RP is not lacking in creativity, the Quidditch character has at least three interesting actions, thoughts, or dialog.
2 The RP has some creativity, and the Quidditch character has two interesting actions, thoughts, or dialog.
1 The RP has little creativity, and the Quidditch character has one interesting action, thought, or dialog.


Creativity
4 RP is completely original and innovative, with three or more sentences having imagination and innovation put into them. The reader can easily visualize what is happening.
3 RP is completely original and innovative, with three or more sentences having imagination and innovation put into them.
2 RP has two sentences with imagination or innovation put into them.
1 RP has one sentence with imagination or innovation put into it.



CONTESTATIONS


RESTRICTIONS

- Captains are allotted TWO contestations of a referee's ruling regarding Game Mechanics, which are retained if granted. Additionally, they are permitted a maximum of FIVE contestations of Readability, which are used up no matter whether the contestation is granted or not.

- No contestations are allowed during the tie-breaker rounds.

- Contestations must be done via the contestation thread. Any contestations posted in the game thread will be discarded.



PROCEDURE

Contestations should be posted 24h or less after the referee posted the results for that round. The other team may not respond, nor may the team that contested make additional posts relating to their initial contestation either before or after the judgement. These limits cannot be exceeded under any circumstances. If there is an issue that a team feels needs addressing, such as an error in their post, then they should owl Madame Hooch. Any undue arguing in the contestation thread will result in a penalty called against the team that broke the limit.

Each referee will have a deadline of 24 hours to address each contestation. The time left in each round halts with each contestation, whether it changes the outcome of that round or not. If the outcome of the round is changed after the contestation is addressed then the round will be restarted; if not then it will proceed for whatever time was left in the round when it was first halted.

In the event that a captain challenges the ref, another referee will be brought in to assess the situation. If the ruling on the field is determined in the challenger's favor, they will retain their contestation for later in the match. Readability contestations will only be granted if they change the results of the round in terms of computing a player's Health Points and/or the success of an action. If the ruling stands, the captain will lose their challenge. Once all challenges are lost, the captain is not allowed to contest for the remainder of the match.


WEATHER

There are several different possible weather conditions in which a Quidditch match can take place. Although some are harmless and won't affect the normal gameplay, some may be inclement and affect different players in different ways. The weather in which each match will take place will depend on the season of the year and will be picked among all the possible weather conditions, based on a dice roll, as follows:

Spring
(Mar-May)
1- Strong Sun
2- Sunny - no effect
3- Cloudy - no effect
4- Light Rain - no effect
5- Cold - no effect
6- Thunderstorm


Summer
(Jun-Aug)
1- Strong Sun
2- Sunny - no effect
3- Light Rain - no effect
4- Foggy
5- Heatwave


Autumn
(Sep-Nov)
1- Sunny - no effect
2- Strong winds
3- Cloudy - no effect
4- Heavy Rain
5- Light Rain - no effect
6- Foggy
7- Cold - no effect


Winter
(Dec-Feb)
1- Sunny - no effect
2- Strong winds
3- Cloudy - no effect
4- Blizzard
5- Heavy Rain
6- Light Rain - no effect
7- Foggy
8- Cold - no effect


The weather marked as having "no effect" will have no affect to any players' stats. However, for some types of weather, stats or health points can be affected, as depicted in the following chart:


Weather
Strong Sun -2 to Intercept, -1 to Spot Snitch
Strong Winds -2 to Shoot/Pass Quaffle, -1 to Intercept
Blizzard -2 to Catch Quaffle, -1 to Catch Snitch
AND
Once every round, there is a 50/50 (where 1 is safe and 2 induces the effect) chance for each team that one of their players will lose 1 Health Point.
Thunderstorm -2 to Tackle, -1 to Deflect
AND
Once every 3 rounds there is a 1/5 chance (roll a 5 on a 5-sided die) for each team that one of their players will be struck by lightning and automatically knocked out of the game.
Heavy Rain -2 to Catch Snitch, -1 to Shoot/Pass Quaffle
Foggy -1 to Spot Snitch, -2 to Deflect Bludger, -1 to Tackle, -1 to Catch Quaffle
Heatwave Once every round, there is a 50/50 chance for each team that one of their players will lose 1 Health Point.


Edited by raventhefree
 

Global Moderator
HEX Mentor
Demigod
Slytherin
#TeamGroundskeepers
Graduated Witch
Status: Offline
Age: 23
Posts: 159,231
Don't mind this post.
Kitten made me do it.
 

Mixed Blood
Ravenclaw
I'm a Random Person
2nd year Witch
Status: Offline
Age: 18
Posts: 330
I want to join or referee
 

Junior Staff
Huffie Sports Mod
Graphic Designer
HEX Mentor
Muggle Born
Hufflepuff
Graduated Witch
Status: Offline
Age: 25
Posts: 160,983
You should be able to find some information on joining your House team in your Common Room. I know IHC (Inter-House Competition) apps are hosted there atm, anyway. Referee apps will be open later in the Summer.
 

Mixed Blood
Ravenclaw
I'm a Random Person
2nd year Witch
Status: Offline
Age: 18
Posts: 330
okay thanks
 

Muggle Born
Gryffindor
I'm the queen of HEXmas shopping! Getting my lovely friends some gifts ~ love y'all
1st year Witch
Status: Offline
Age: 14
Posts: 4,566
Im kinda confused. But im sure ill figure it out
 

Junior Staff
Huffie Sports Mod
Graphic Designer
HEX Mentor
Muggle Born
Hufflepuff
Graduated Witch
Status: Offline
Age: 25
Posts: 160,983
There's currently a match going on in the IHC Forum, if you want to take a look at how the game is run.
 

Muggle Born
Ravenclaw
"You're a prefect? Oh Ronnie! That's everyone in the family!" "What are Fred and I? Next door neighbours?"
1st year Witch
Status: Offline
Age: 14
Posts: 290
Can you watch the event, if so how
 

Global Moderator
HEX Mentor
Demigod
Slytherin
#TeamGroundskeepers
Graduated Witch
Status: Offline
Age: 23
Posts: 159,231
You can watch it by reading through the thread made for it.
 

Mixed Blood
Gryffindor
1st year Wizard
Status: Offline
Age: 16
Posts: 2
How do you join a team?
 

Staff Emeritus
Project Ink 2013
Mixed Blood
Gryffindor
5th year Witch
Status: Offline
Age: 22
Posts: 35,803
Your house will host applications for the official team, but you may also join an unofficial team here in the Quidditch Pitch by contacting the owner of the team, either through owlpost or by posting in their thread in this forum.

If you're interested in joining the Gryffindor House team, applications are here -
 

Mixed Blood
Gryffindor
Getting glasses
2nd year Witch
Status: Offline
Age: 16
Posts: 375
Im confused. How do you pass, and spot the snitch? Isnt it role play? Then couldntnsomeone just say, i see the snitch in the first round?
 

Muggle Born
Hufflepuff
'Cause the players gonna play.And the haters gonna hate, Baby,I shake it off
1st year Witch
Status: Offline
Age: 37
Posts: 3,145
Wouldnt be much fun..and the seekers come into play after a few rounds.

Ever heard of the phrase powerroleplay?

Edited by dixian
 

Mixed Blood
Gryffindor
Getting glasses
2nd year Witch
Status: Offline
Age: 16
Posts: 375
No i havent
 

Muggle Born
Hufflepuff
'Cause the players gonna play.And the haters gonna hate, Baby,I shake it off
1st year Witch
Status: Offline
Age: 37
Posts: 3,145
okey..its when you roleplay a all powerfull person.Like everything that person does succeeds.Il recommend the teaching center for some of the terminalogy.
 

Staff Emeritus
Dragonborn
Slytherin
Growing Strong.
Graduated Witch
Status: Offline
Age: 24
Posts: 49,518
It's not all roleplay. You also have stats assigned and your posts are graded. This determines if your actions are successful.
 

Mixed Blood
Ravenclaw
Blame the Nargles.
1st year Witch
Status: Offline
Age: 13
Posts: 240
Im confused. Do you just do one post every few hours similar to a roleplay?
 

Global Moderator
HEX Mentor
Demigod
Slytherin
#TeamGroundskeepers
Graduated Witch
Status: Offline
Age: 23
Posts: 159,231
Basically, yes. It would also depend, though, on which position you're playing and the strategy your team intends to use for the round. So there might be some rounds where you wouldn't post at all, and some rounds where you'd post one after the other, again depending on the position you have.

Edited by BLMB
 

Mixed Blood
Ravenclaw
Blame the Nargles.
1st year Witch
Status: Offline
Age: 13
Posts: 240
Okay thanks! That clears so much up.
 
<
>
16 Years of Magic


Subsidiaries

Copyright ©2001-2017 HEXRPG, LLC. All rights reserved.
Hogwarts Extreme is an independent fan website. Images, content, Harry Potter © Warner Brothers, J.K. Rowling, and/or their respective owners. User content on this website is credited to the individuals.