Post by The New Ages on Nov 14, 2009 11:47:16 GMT -5
From the Lexicon (brackets indicate corrections or additions implied elsewhere):
Quidditch on TNA will be played in a combination of RP posting and dice throws.
There are seven players on each team:
One Seeker
One Keeper
Two Beaters
Three Chasers
One player may act as team captain and is in charge of keeping the roster accurate and informing the referee of the final team roster before the start of each game. In order to have a full team, any and all NPC players will be played by the team captain who may chose to ask pre-designated team mates to play an NPC if needed.
ALL PLAYERS:
Each player will roll a die at the beginning of his or her RP post. Points will be awarded based on each player’s roll and tallied by the referee. Each post will also include RP content, describing the player’s thoughts and actions. Because a player does not know the outcome of their roll until it has been posted, a player may go back and edit RP content to match the dice outcome. It is nearly impossible to edit the outcome of the dice roll, a characteristic of the program. Anyone found tampering with the program or cheating the game will cause their team to lose all points awarded for the match and an automatic win will be awarded to the opponent.
All players are allowed a maximum of 15 dice rolls (per player) per game. Any rolls made after a player's allotted rolls will not be counted towards the team's score. In the interest of saving time, players may roll twice per player per post if they need. Players are allowed to ask other team mates to "adopt" some of their rolls (up to 7), also giving permission to that team mate to god mode their actions during that time. All adoptions need to be approved by the team captain and noted on the final team roster submitted to the referee before the game (see below).
All game posts must follow the TNA RP guidelines for length and content. Any RP post found to be in violation may be deleted and no points will be awarded for that post. All players are encouraged to continue posting after their allotted 15 rolls have been completed.
At the beginning of each RP post, all players may roll dice for their own position as well as any NPCs or adoptions they may be playing. To generate your die roll, you will need to use the [*dice=X*] code where X= the number of sides and the * are removed.
CHASERS:
[ roll=1-10]
1-10undefinedundefined
At the beginning of each RP post, Chasers will roll a 10 sided die. If the outcome is an EVEN NUMBER, the Chasers have scored for their team. Ten points will be awarded to their team.
KEEPERS:
[ roll=1-6]
1-6undefinedundefined
At the beginning of each RP post, Keepers will roll a 6 sided die. If the outcome is an EVEN NUMBER, the Keeper has made a block. Ten points will be awarded to their team.
BEATERS:
[ roll=1-4]
1-4undefinedundefined
At the beginning of each RP post, Beaters will roll a 4 sided die. If the outcome is a 2 or 4, the Beater has made a block. Ten points will be awarded to their team.
SEEKERS:
[ roll=1-150]
1-150undefinedundefined
At the beginning of each RP post, Seekers will roll a 150 sided die. If the outcome is a multiple of 10, the Seeker has caught the snitch and the game is over. 150 points will be awarded to the team.
CAPTAINS:
Captains must report a final team roster to the referee within 24 hours of the game starting. The roster must include players and their positions and include any "adoptions" that will be taking place. The roster is considered final for that game once the balls are released by the referee. Any unfilled positions may be played by an NPC player and must be noted on the roster, including who (if other than the captain) will be playing them. At the beginning of each RP post, all players may roll dice for their own position as well as any NPCs or adoptions they may be playing.
Please refer all questions to the Global Moderators.
Quidditch is big at Hogwarts. Each House fields a team, which includes the seven players and often one or two reserve players as well. The teams have a team captain who not only plays but also acts as coach. The captain leads practices, devises strategies, and sees to the induction of new players into the team. Quidditch tryouts are typically during the second week of the school year, although the exact day and time are up to the captain to determine. The Quidditch season at Hogwarts starts in October, with the first games early in November. Team practices are scheduled by individual captains (they "book the field" to reserve it for their own team to practice.) Most teams practice almost every day, after school or in the evenings.
The matches themselves are well attended by almost everyone in the school. The raised stands can hold hundreds of fans, and it would seem that the matches are sometimes attended by Quidditch fans from the surrounding area as well.
The team which accumulates the most points over the course of the school year is awarded the Quidditch Cup, a great honor. Special awards are given to the best players as well.
Each year, the various House teams play each other once. This results in six games of Quidditch:
On the normal schedule shown above, the games are grouped into three pairs, such that for each pair of games, all four teams play, with no team playing two matches back-to-back without a break. The Christmas break falls between [Ravenclaw's] first two matches, and the Easter break falls between [Hufflepuff’s] last two.
Quidditch is always played in a series. Unless you're playing a pickup game, every Quidditch match is part of a larger series of matches, and accumulated points are what count toward ultimate victory. The Quidditch Cup at Hogwarts [as well as the World Cup and any other league championship] goes to the team with the most total points, not the one who has won the most matches.
The matches themselves are well attended by almost everyone in the school. The raised stands can hold hundreds of fans, and it would seem that the matches are sometimes attended by Quidditch fans from the surrounding area as well.
The team which accumulates the most points over the course of the school year is awarded the Quidditch Cup, a great honor. Special awards are given to the best players as well.
Each year, the various House teams play each other once. This results in six games of Quidditch:
- Gryffindor v. Slytherin … The first match of the year, normally held in November
- Hufflepuff v. Ravenclaw … Held at the end of November
- Ravenclaw v. Slytherin … January
- Gryffindor v. Hufflepuff … Normally held shortly after St. Valentine's Day
- Hufflepuff v. Slytherin … Early May
- Gryffindor v. Ravenclaw … The last match of the season, held in late May, usually before final exams
On the normal schedule shown above, the games are grouped into three pairs, such that for each pair of games, all four teams play, with no team playing two matches back-to-back without a break. The Christmas break falls between [Ravenclaw's] first two matches, and the Easter break falls between [Hufflepuff’s] last two.
Quidditch is always played in a series. Unless you're playing a pickup game, every Quidditch match is part of a larger series of matches, and accumulated points are what count toward ultimate victory. The Quidditch Cup at Hogwarts [as well as the World Cup and any other league championship] goes to the team with the most total points, not the one who has won the most matches.
Quidditch on TNA will be played in a combination of RP posting and dice throws.
There are seven players on each team:
One Seeker
One Keeper
Two Beaters
Three Chasers
One player may act as team captain and is in charge of keeping the roster accurate and informing the referee of the final team roster before the start of each game. In order to have a full team, any and all NPC players will be played by the team captain who may chose to ask pre-designated team mates to play an NPC if needed.
ALL PLAYERS:
Each player will roll a die at the beginning of his or her RP post. Points will be awarded based on each player’s roll and tallied by the referee. Each post will also include RP content, describing the player’s thoughts and actions. Because a player does not know the outcome of their roll until it has been posted, a player may go back and edit RP content to match the dice outcome. It is nearly impossible to edit the outcome of the dice roll, a characteristic of the program. Anyone found tampering with the program or cheating the game will cause their team to lose all points awarded for the match and an automatic win will be awarded to the opponent.
All players are allowed a maximum of 15 dice rolls (per player) per game. Any rolls made after a player's allotted rolls will not be counted towards the team's score. In the interest of saving time, players may roll twice per player per post if they need. Players are allowed to ask other team mates to "adopt" some of their rolls (up to 7), also giving permission to that team mate to god mode their actions during that time. All adoptions need to be approved by the team captain and noted on the final team roster submitted to the referee before the game (see below).
All game posts must follow the TNA RP guidelines for length and content. Any RP post found to be in violation may be deleted and no points will be awarded for that post. All players are encouraged to continue posting after their allotted 15 rolls have been completed.
At the beginning of each RP post, all players may roll dice for their own position as well as any NPCs or adoptions they may be playing. To generate your die roll, you will need to use the [*dice=X*] code where X= the number of sides and the * are removed.
CHASERS:
[ roll=1-10]
1-10undefinedundefined
At the beginning of each RP post, Chasers will roll a 10 sided die. If the outcome is an EVEN NUMBER, the Chasers have scored for their team. Ten points will be awarded to their team.
KEEPERS:
[ roll=1-6]
1-6undefinedundefined
At the beginning of each RP post, Keepers will roll a 6 sided die. If the outcome is an EVEN NUMBER, the Keeper has made a block. Ten points will be awarded to their team.
BEATERS:
[ roll=1-4]
1-4undefinedundefined
At the beginning of each RP post, Beaters will roll a 4 sided die. If the outcome is a 2 or 4, the Beater has made a block. Ten points will be awarded to their team.
SEEKERS:
[ roll=1-150]
1-150undefinedundefined
At the beginning of each RP post, Seekers will roll a 150 sided die. If the outcome is a multiple of 10, the Seeker has caught the snitch and the game is over. 150 points will be awarded to the team.
Seekers ARE NOT allowed to roll for the snitch until 24 hours after the Start of Game post (which is usually 24-48 hours after the thread is started). Seekers are still able to post as often as they want, but MAY NOT roll until the time has elapsed.
Seekers MAY NOT post in an ABAB fashion. That is, they will need to have AT LEAST TWO POSTS between their own and the next post (one which may or may not be the other seeker's post).
These rules are put into effect in order to promote more teamwork during the game
CAPTAINS:
Captains must report a final team roster to the referee within 24 hours of the game starting. The roster must include players and their positions and include any "adoptions" that will be taking place. The roster is considered final for that game once the balls are released by the referee. Any unfilled positions may be played by an NPC player and must be noted on the roster, including who (if other than the captain) will be playing them. At the beginning of each RP post, all players may roll dice for their own position as well as any NPCs or adoptions they may be playing.
Please refer all questions to the Global Moderators.