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During the many years that it has existed, Quidditch has fascinated witches and wizards alike. Whether they enjoy taking part in the rough and brutal sport or simply enjoy watching it from the comfort and security of the stands, it is a sport that is loved on both the national and international stages. The international stage is by far the grandest though and the International Quidditch League has devoted themselves to making sure that it remains as such.

The Quidditch World Cup consists of two different parts. The first part is just standard league play where all of the teams play against each other and their records will control their position in the standings. The second part is the finals where the top teams from league play will compete against each other for the coveted World Cup and the prestige of being the best team around.

The 2008 - 2009 season is just about to get underway and the teams that seem to be stirring up the most interest at the moment are the Irish Sidhe, the Japanese Kamitsu, the Spanish Snidgets, and the USA Foundry. Who will come out on top at the end of the season? There is no way of knowing until it is over but that is half the fun is it not?


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October 12th @ 11:30 AM
• Spanish Snidgets vs. USA Foundry

October 19th @ 3:30 PM
• Japanese Kamitsu vs. Irish Sidhe


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Irish Sidhe 0-0
Japanese Kamitsu 0-0
Spanish Snidgets 0-0
USA Foundry 0-0



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 Quidditch Rules
Posted by Quidditch Referee - 08-31-08 23:33 - 0 comments
Quidditch Rules

    The Option Method: Quidditch will be played in rounds. At the beginning of each round, the Quidditch Referee will post four options for each player in their respective locker rooms. The options will have been randomly selected using a quidditch options roller that was built by Kristin and will correspond with the various options lists for each type of player.

    Players will be allowed to use all four of those options given during the course of a round. Players may not use any other options. When posting, you will write out your post like normal, but include the option that is being used at the bottom in asterisks or something.
Ex. Mary zoomed toward the goals, her head leaking sweat, nervousness clutching her entire being. She held the Quaffle shakily in her hands, the giant circles that were the goals seemingly becoming smaller even though she was rapidly closing in. In one instant, she raised her hand the flung the red ball toward the opposing teams hoops, her hopes high and wanting a score.

*Shoot Quaffle*
    Posting Order: A player may not post more than one option in one post (unless you have the Combination Option. More on that later). A player must wait for at least one other player (on their team or the other team) to take an action before posting with their next option for that round. Anything posted is considered an action, even if the post does not contain an option. Meaning as a tactic - players may post cheering on one of their Chasers as they reach a goal so that their Chaser may then immediately shoot the Quaffle for their next action (if that were the situation). Options take effect in the order they were posted.

    Carrying Over & Trading Options: Options that are not used will carry over to the next round. For every option that is used, another option will be re-rolled to take its place. If, however, the player’s options are not playable for any reason or as a tactic the player decides he/she wants different options, a player may trade in one option in order to receive a new one for the next round. If they wish to do this, they should reply in their house's locker room to that round's options, stating which option they want replaced and next round a re-roll will occur creating an option to take the place of the one that was traded in. The option to be traded is then treated as a used option; this means you can't use the option if you've committed it for trading. ALL TRADES MUST BE REQUESTED BEFORE THE END OF THE ROUND.

    POSITIONS AND OPTION EXPLANATION

    Chasers: A Chaser receives four usable options at the start of every round. The numbers and their corresponding action are listed below.
  1. Pass Quaffle
  2. Pass Quaffle
  3. Catch Quaffle
  4. Catch Quaffle
  5. Foul Other Chaser
  6. Foul Other Chaser
  7. Dodge Ram
  8. Dodge Ram
  9. Dodge Bludger 1
  10. Dodge Bludger 2
  11. Shoot Quaffle
  12. Shoot Quaffle
  13. Kamikaze
  14. Evade
  15. Combination
  16. Steal Quaffle
  17. Steal Quaffle
  18. Forfeit one Option
  19. Forfeit one Option
  20. Forfeit Turn
    Passing and Catching The Quaffle: At the beginning of a Quidditch game, the Quaffle begins in the possession of the first Chaser of a randomly chosen team. If Chaser 1 has the option *Pass Quaffle* then Chaser 1 can use that option. Chasers do not have to specify whom they are passing the Quaffle to. Any another Chaser on that team may catch the Quaffle provided they have that as an option, but also remember the Quaffle can be stolen by the opposing team in the passing process.

    Fouling the other team's Chaser: Chasers can only use this option against an opposing Chaser who is wielding the Quaffle. Meaning if Chaser 1 is in possession of the Quaffle, a player with this option may only foul that particular Chaser. This option has both an up and down side. The up side is that, if you successfully foul the other Chaser, that Chaser loses the Quaffle, which causes it to be up for grabs. The opposing Chaser is then down for the next round. The down side is that the player that successfully uses this option means he/she may possibly forfeit his/her next turn.

    Fouling other Players: A foul is, plainly, an unauthorised attack as listed in whatever International Quidditch Handbook exists. A foul can be performed by any player who has that option in their lists and effectively knocks the target down for the next round. The only option that can stop a foul is *Evade* or *Kamikaze*.

    Once a foul is committed, the referee must roll their dice or use their random number generator. If the number that shows is an even (2/4/6/8/10/etc.) the foul goes unnoticed and the victim is downed for the next round, while the attacker gets away scot-free. If an odd number (1/3/5/7/9/etc.) is rolled, then the attacker is caught. If the attacker has been caught by the referee, the game comes to a pause and then the players must gather in formation for a Penalty Shot.

    Penalty Shots: If a player is fouled and is a Chaser, they automatically receive a Penalty Shot. If another member of the team is fouled (i.e. the Seeker) then a Chaser of their team (nominated by the Captain) is to take the shot for them. Because of this formation, and subsequent restart to the game, all players that were downed for a round (if any) return to the field.

    Now, the penalty shot is quite simple. The Chaser taking the shot receives a free *Shoot Quaffle* option (See Shooting the Quaffle) and are allowed to try to score against the opposing team’s Keeper. However, the Keeper of the opposing team - in order to defend - must use one of their own options to block the shot. If they don’t have the option to block, well then, tough.

    Once the penalty shot is taken (score or miss is irrelevant) the referee forces players back into the starting formation and looses the Quaffle as if the game has just begun. All players are up at this point, and any Chaser with the *Catch Quaffle* option, is free to make a grab for the loose Quaffle.

    Dodging Rams & Bludgers: A Chaser may use the option *Dodge Bludger 1* or *Dodge Bludger 2* to prevent a Bludger from hitting them. Once they use this option, the Bludger will not hit them. If a Bludger does hit them, they are downed for the next round. Dodging Rams are very similar to dodging Bludgers. Using the option *Dodge Ram* will make a Beater’s Ram action miss you. However, if a Beater does manage to Ram a Chaser, and the Chaser does not *Dodge Ram* then they will be downed for the next round.

    Shooting the Quaffle: If the Quaffle is passed to a player that has the option *Shoot Quaffle* then that player may shoot the Quaffle. It will then be up to the opposing Keeper to try to block the shot. A Chaser may not shoot the Quaffle until they have successfully caught a pass. In other words, Chaser 1, which starts in possession of the Quaffle cannot just shoot the Quaffle. However, if Chaser 1 passes the Quaffle to Chaser 3, and Chaser 3 catches it, and has the option to shoot it, Chaser 3 may shoot the Quaffle after having waited for another action to be posted, or if he/she has the Combination Option.

    Evade: This option is the master of all dodge options. A player can use this option to successfully dodge any attack, including fouls.

    Kamikaze: This option is another suicide mission exclusive to Chasers, similar to the Evade option in that it can be used against any attack, this is actually an option used for your team-mates. If a player’s team-mate is being attacked and he/she is defenseless, Chasers may use this option to save them. Using this option effectively throws the Chaser in front of the attack, making him/her a shield for their team-mate. The end result is the team-mate is unharmed, but the Chaser has taken the blow for them, and will be counted as down for the next round. Using this option has no effect on the attacker. This option can be used against any attack, including fouls.

    Combination: If a player receives this option, it allows him /her to use two options in the same post. This is a tactical option. If used, a player has effectively used three of his/her four options in one post.
Ex. Mary soared through the air, her handout stretched, fingers reaching as far as they could, attempting to catch the Quaffle her team-mate had just thrown. Yes! She got it. She smiled happily to herself, pushing her tiny body flat against her broom she shot towards the goals, her mind set on one thing. Making another score. In an instant she released the Quaffle, her and the rest of her team watching as it sailed toward the far left hoop. Would it make it? She hoped like hell it would.

*Combination*, *Catch Quaffle*, *Shoot Quaffle*
    As you can see this option is highly beneficial, enabling a player to ignore the waiting rule (in which he/she could be Rammed or fouled) and doing what they need to do. However, at the end of it all, the player will only have one option to work with for the rest of the round. If you as a player receive this option, be sure to make it count.

    Stealing the Quaffle: If a Chaser is passing the Quaffle to another Chaser and that Chaser has not yet caught the pass, then an opposing Chaser may use the action option *Steal Quaffle* if they have it. When they use this action, they assume possession of the Quaffle and must wait for an action to be made or use a Combination option, if they have it. Chasers may also steal Quaffles that Keepers have passed, once again, if they have the option to do so.

    Forfeiting Options and Turns: If the Chaser receives *Forfeit One Option* then that Chaser will not get another option. So if the Chaser has Pass Quaffle, Catch Quaffle, Dodge Bludger 1, and then receives *Forfeit One Option* the Chaser will be left with only the first three options. In the next round, however, the forfeit option will be replaced.

    Now, if the Chaser receives the option *Forfeit Turn* that Chaser will not be allowed to take any options that round. The next round, the option *Forfeit Turn* will be replaced by four new options.

    Quaffle Rules: If a Chaser is either Rammed or hit by a Bludger in the round, and the Quaffle is in his/her possession at the time, the Quaffle is then considered loose and is up for grabs. To catch the Quaffle, any Chaser on either team just needs to use a *Catch Quaffle* option, if they have the ability to do so. Also if the Quaffle has been shot and blocked by the opposing Keeper, the Quaffle then becomes loose and all Chasers may make a grab for it, once again, if they have the *Catch Quaffle* option.

    Finally, if a Chaser begins a round in possession of the Quaffle, and does not take any actions in that round, in the next round, the Quaffle will be given to Chaser 1 of the opposing team. If that Chaser cannot take any actions, then too bad. From there it will continue numerically down the line of Chasers until actions can be taken. Each time this happens, however, the rules of initial possession apply to the Quaffle wielding Chaser.

    Beaters: A Beater receives four usable options at the start of every round. The numbers and their corresponding actions are listed below.
  1. Hit Bludger towards other Seeker
  2. Hit Bludger towards other Seeker
  3. Hit Bludger towards other Chaser
  4. Hit Bludger towards other Chaser
  5. Hit Bludger towards other Keeper
  6. Hit Bludger towards other Keeper
  7. Hit Bludger Towards other Beater
  8. Hit Bludger Towards other Beater
  9. Combination
  10. Ram other Seeker
  11. Ram other Chaser
  12. Ram other Keeper
  13. Ram other Beater
  14. Evade
  15. Evade
  16. Foul any other Seeker, Chaser, or Keeper
  17. Foul any other Seeker, Chaser, or Keeper
  18. Forfeit one Option
  19. Forfeit one Option
  20. Forfeit Turn
    Bludgeoning and Tackling: If a Beater receives a *Hit Bludger Toward Other (Player) option or a *Ram Other (Player)* option, the Beater may use that option to do just that. Bludgeon or Ram a player on an opposing team.

    The Effects of Being Bludgeoned or Rammed: A Seeker who is hit by a Bludger or a Ram loses track of the Snitch and goes down for the next round. All other players - including Beaters - who are hit by a Bludger or Ram are downed for the next consecutive round. That means the character is out for the rest of the current round as well as the entire next round.

    Notes: Beaters can only hit their corresponding Bludgers. Meaning, Beater 1 may only hit Bludger 1, and Beater 2 may only hit Bludger 2, however, a Beater does not have to specify in his/her post which Bludger they are hitting, as the numbered Bludgers are really only for other player’s purposes. (Players who have *Dodge Bludger 1* may only Dodge Bludger 1 etc.).

    Combination: If a player receives this option, it allows him/her to use two options in the same post. This is a tactical option. If used a player has effectively used three of his/her four options in one post.
Ex. John gripped his Beater's club tightly as his broom sped him through the skies, his eyes watchful, his reflexes honed. The young Hufflepuff needed to make sure his team was clear to catch the Snitch and to score, as they were all tired of being pummelled by Gryffindor in every match. A few moments into his idle thought, he got his chance. There they were, lined up like a pair of ducks on a wall at a county fair. A Chaser with the Quaffle being closely guarded by his team's Beater.

"Here we go...” A triumphant grin spread across his face and he sped towards a freshly smacked Bludger - which was now behind the opposing Chaser - in one swift movement he pulled back his club and landed a direct hit to the middle of the large Magical Ball, sending it reeling towards the unsuspecting Gryffindor. But that wasn't the last of his attempts, he needed to make sure that the Beater guarding him could not retaliate, and so, following the Bludgers lead, he headed speedily towards the Gryffindor Beater, his body flat against his broom, his intent simply to ram him.

*Combination*, *Hit Bludger towards Other Chaser*, *Ram Other Beater*
    As you can see this option is highly beneficial, enabling a player to ignore the waiting rule (in which he/she could be Rammed or fouled) and doing what they need to do. However, at the end of it all, the player will only have one option to work with for the rest of the round. If you, as a player, receive this option, be sure to make it count.

    Evade: This option is the master of all dodge options. A player can use this option to successfully dodge any attack, excluding fouls (Beaters cannot be fouled).

    Forfeiting Options and Turns: If the Beater receives *Forfeit One Option* then that Beater will not get another option. So if the Beater has Ram Other Seeker, Hit Bludger towards Other Keeper, Ram Other Chaser, and then receives *Forfeit One Option* the Beater will be left with only the first three options.

    In the next round, however, the forfeit option will be replaced. Now, if the Beater receives the option *Forfeit Turn* that Beater will not be allowed to take any options that round. The next round, the option *Forfeit Turn* will be replaced by four new options.

    Fouling other Players: A Beater can foul anyone, excluding other Beaters. A foul is, plainly, an unauthorised attack as listed in whatever International Quidditch Handbook exists. A foul can be performed by any player who has that option in their lists and effectively knocks the target down for the next round. The only options that can stop a foul are *Evade* and *Kamikaze*.

    Once a foul is committed, the referee must roll their dice or use their random number generator. If the number that shows is an even (2/4/6/8/10/etc.) the foul goes unnoticed and the victim is downed for the next round, while the attacker gets away scot-free. If an odd number (1/3/5/7/9/etc.) is rolled, then the attacker is caught. If the attacker has been caught by the referee, the game comes to a pause and then the players must gather in formation for a Penalty Shot. (See Penalty Shots in the Chaser section for more details)

    Keepers: A Keeper receives four usable options at the start of every round. The numbers and their corresponding actions are listed below.
  1. Block Quaffle
  2. Block Quaffle
  3. Block Quaffle
  4. Catch Quaffle and Pass to...
  5. Catch Quaffle and Pass to...
  6. Catch Quaffle and Pass to...
  7. Combination
  8. Dodge Bludger 1
  9. Dodge Bludger 1
  10. Dodge Bludger 2
  11. Dodge Bludger 2
  12. Dodge Ram
  13. Dodge Ram
  14. Evade
  15. Evade
  16. Call out Snitch
  17. Call out Snitch
  18. Forfeit one Option
  19. Forfeit one Option
  20. Forfeit Turn
    Blocking the Quaffle: Keepers can only Block the Quaffle if he/she has the option to do so. A Keeper should only block the Quaffle when an opposing Chaser has shot the Quaffle at the Goal. Blocking the Quaffle stops the other team from getting a score and makes it loose - this means if a Quaffle is blocked successfully, any Chaser may catch the Quaffle if they have the option to do so.

    Catching and Passing the Quaffle: If a Keeper has the option: *Catch Quaffle and Pass To...* That Keeper may use the option to catch a Quaffle that has been shot at the goals by the opposing team, and pass it to a player on his/her own team. Also, the Chaser that the Keeper is passing the Quaffle to must be specified in the post and that Chaser must have the *Catch Quaffle* option in order to, well, catch the Quaffle of course.
Note: Even if a Keeper is passing the Quaffle to a specified player on his/her own team, the Quaffle can still be stolen by the opposing team if they have the option to do so.
    Combination: If a player receives this option, it allows him/her to use two options in the same post. This is a tactical option. If used a player has effectively used three of his/her four options in one post. (See the Beater and Chaser Rules for examples)

    Dodging Bludgers and Rams: A Keeper may use the option *Dodge Bludger 1* or *Dodge Bludger 2* to prevent a Bludger from hitting them. Once they use this option, the Bludger will not hit them. If a Bludger does hit them, they are downed for the next round. Dodging Rams are very similar to dodging Bludgers. Using the option *Dodge Ram* will make a Beater’s Ram action miss you. However, if a Beater does manage to Ram a Keeper, and the Keeper does not *Dodge Ram* then they will be downed for the next round.

    Evade: This option is the masters of all dodge options. A player can use this option to successfully dodge any attack, including fouls. Keepers are the only other players (aside from Seekers) that have a chance at receiving this option twice.

    Call out Snitch: With this option a Keeper can spot and call out the Snitch. If this option is used, the Snitch becomes visible both teams Seekers. Use this option with care. This option is exclusive to the Keeper position.

    Forfeiting Options and Turns: If the Keeper receives *Forfeit One Option* then that Keeper will not get another option. So if the Keeper has Dodge Ram, Catch Quaffle and Pass To..., Block Quaffle, and then receives *Forfeit One Option* the Keeper will be left with only the first three options. In the next round, however, the forfeit option will be replaced. Now, if the Keeper receives the option *Forfeit Turn* that Keeper will not be allowed to take any options that round. However, in the next round, the option *Forfeit Turn* will be replaced by four new options.

    Seekers: A Seeker receives four usable options at the start of every round. The numbers and their corresponding action are listed below.
  1. Spot Snitch
  2. Spot Snitch
  3. Dive for Snitch
  4. Dive for Snitch
  5. Foul Other Seeker
  6. Dodge Bludger 1
  7. Dodge Bludger 1
  8. Dodge Bludger 2
  9. Dodge Bludger 2
  10. Dodge Ram
  11. Dodge Ram
  12. Combination
  13. Combination
  14. Confuse other Seeker
  15. Evade
  16. Evade
  17. Catch Snitch
  18. Catch Snitch
  19. Forfeit one Option
  20. Forfeit one Option

    How to Catch the Snitch: In order for the Snitch to be caught the Seeker must successfully pull off a sequence of options. The options being *Spot Snitch*, *Dive For Snitch*, and finally *Catch Snitch*. If anything interrupts the Seeker’s sequence when he/she is attempting to catch the Snitch, the Seeker will have to start again.

    Spotting The Snitch: In order to spot the Snitch, a Seeker must have the *Spot Snitch* option. When this option is successfully used, the Snitch will only be visible to the Seeker that used it and enables that Seeker to move on to the next part of the Snitch catching sequence - unless of course the Seeker is presented with some sort of obstacle.

    Diving for the Snitch: This option is the next in the Snitch catching sequence. Once the Snitch has been successfully spotted the Seeker may use this option (if they have it) and complete the second step in catching the Snitch, unless of course, the Seeker has some obstacle to overcome.

    Fouling the Other Seeker: If a Seeker receives this option, he/she may do just that. Foul the other team’s Seeker. Doing this is both beneficial and suicidal. Fouls are nothing more than unauthorized attacks, similar to a Ram, against the other team’s players. If a Seeker fouls the other Seeker, the victim is forced to start the Snitch-Spotting Ceremony over (if they started it) and is downed for the next round. As a down side, the attacking Seeker may find him/herself down for the next round as well.

    Dodging Bludgers and Rams: A Seeker may use the option *Dodge Bludger 1* or *Dodge Bludger 2* to prevent a Bludger from hitting them. Once they use this option, the Bludger will not hit them. If a Bludger does hit them, they are downed for the next round. Dodging Rams are very similar to dodging Bludgers. Using the option *Dodge Ram* will make a Beater’s Ram action miss you. However, if a Beater does manage to Ram a Seeker, and the Seeker does not *Dodge Ram* then they will be downed for the next round.
Note: The downfall for a Seeker having to dodge attacks is a steep one. If the dodging Seeker is in the midst of a Snitch catching sequence that Seeker must restart the sequence if he/she successfully dodges the blow. The reasoning behind this is that the Seeker is distracted when being attacked and while dodging and automatically loses track of his/her target.
    Combination: If a player receives this option, it allows him/her to use two options in the same post. This is a tactical option. If used a player has effectively used three of his/her four options in one post. (See the Beater and Chaser Rules for examples)

    Confuse Other Seeker: If one Seeker uses the option *Confuse Other Seeker*, the opposing Seeker will only be allowed to take one action in the next round and must start the Snitch catching sequence over (if involved in it). However, the offending Seeker also becomes disorientated, and must start his/her own Snitch catching sequence over if he/she is involved it. This option is exclusive to the Seeker position.

    Catching the Snitch: If a Seeker receives a *Catch Snitch* option, he/she may use it to do just that. No Seeker will receive this option until round three. Once this option is used, the game is over and 150 points go to the triumphant Seeker's team. Nothing can stop a Seeker from catching the Snitch once this option has been posted. (On a side note, nothing stops violent retaliation from the other team, in role-play anyway. *grin*)

    Evade: This option is the masters of all dodge options. A player can use this option to successfully dodge any attack, including fouls.

    Forfeiting Options and Turns: As per normal, if a Seeker receives *Forfeit one Option*, they effectively have three options to use that round, yet as the best players on the field, Seekers will never forfeit their entire turn. (Unless of course, they get an unfortunate roll of forfeit options) To further reflect their prowess on the field, they are the only player that has two chances at receiving a *Combination* as well as two chances at receiving an *Evade* option.
EXTRAS


Setting up your Quidditch Field: There should be at least two forums for Quidditch. The Pitch itself, and a spectator forum. The spectator forum is where all cheering and happy stuff (or sometimes, unhappy stuff) goes on, as well as being a place for the commentary thread to exist. The Pitch should only be used for the actual game play.

If you are going to have your Referees (see below) post options in the houses’ locker rooms, you’ll need to create those locker rooms and then password protect them. Obviously, the referee and the players of each house get the passwords to their locker rooms.

Rounds: Rounds end when either the teams run out of useable options, or a certain amount of time has passed. I recommend anywhere between 12-24 hours. Players generally use up their options before this time limit is reached, however.

All rounds are posted in separate threads. Meaning Round 1 gets its own thread, Round 2 and so on. Please bear in mind that rounds are only meant to happen OOC. There is no actual break in game for a round to finish – the round aspect just keeps things neat and tidy.

Quidditch Commentators: A fun extra, they work only in-game and do a creative recap of all that’s happening, in a separate thread, in the game.

Get Creative: There is tons of room to play with this style of Quidditch, so have at it.

F.A.Q

How exactly does Forfeit one option work?
Easiest way to explain it is by example. Here it is:

Referee Rolls:
QUOTE
Dodge Bludger 1
Dodge Ram
Catch Quaffle and Pass to…
Forfeit one Option.


If you, as a player, receives that set of option – you can only use the three of them for that round. It is a placeholder – for all intents and purposes, consider that option blank. I’ve refereed one game before and some poor chaser got this three times in a row:

QUOTE
Dodge Bludger 1
Forfeit one Option
Forfeit one Option
Forfeit one Option.


Yes, it can happen. laugh.gif

Forfeiting Turns works the same way. If say, the referee rolls this:
QUOTE
Dodge Bludger 1
Dodge Ram
Catch Quaffle and Pass to…
Forfeit Turn.


Consider all of those options blank. If that option comes up, no matter which roll it is, you lose your turn.

DISCLAIMER/COPYRIGHT


This Quidditch System is slightly edited from a Blessed-Oddity Production, created by Kayleena of erters.org (formerly Hogwarts: In Real Time) and now freely distributed via RPG-D. Remove this copyright and your sexual organs to rot in the ninth level of hell.
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 Timestamping
Posted by Quidditch Referee - 08-31-08 23:20 - 0 comments
Due to some confusion as to the timeline of when posts happen, all threads must now be timestamped. This makes it easier to manage the timeline of events and once you get used to the process it really isn't that hard. It is now mandatory as well.

Anytime you start a new thread, you must put a timestamp at the beginning of the post. It will help ensure that your character is not in more than one place at once and therefore breaking the laws of physics. This would only be possible if your character had a timeturner, but I highly doubt that would be the case.

So now you ask, how exactly do I timestamp my post?
Well that is easy. At the very top of your post, add the following: Day, Date (Time). It should look something like this:
    Monday, September 1st, 2008 (7:55PM)
Once you have done that, skip a few lines and create your post.

Ok so now the next question... do I need a timestamp if I'm joining a thread?
No, it is not necessary though it is sometimes nice to use one since it allows you to show whether you were there earlier than the original poster (depends on the way the lead post was written) or if you came in later.

(( Idea came from Aura Academy RP ))
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 Board Rules
Posted by Quidditch Referee - 08-31-08 23:19 - 0 comments
The main job of these rules is to make the RPG a fun and comfortable environment for everyone that is participating. They are fairly basic rules but they do need to be followed. Most of them are pretty common ones though.

001. Registration

- The Rating -
This RPG is rated R. There will be violence involved and of course relationships. Now that does not mean this is a free for all and anything goes. As far as relationships go, keep in mind that some things are better left unsaid. There is a difference between implying that something will happen and smut. The moment something becomes exposed, that is a good place to cut it off.

- The Username -
Your username should be the FIRST and LAST NAME of your character only. If you are from a country that lists the last name first, then please register accordingly (ie. Japan). For example, "Kenneth Gazali" is the kind of name that we are looking for, not "HPGurlXOXO." If for some reason your name does not follow this rule, please PM us and we will change it so that it does. Also, do not add in Professor or anything since that will be added for you.

- The Uniqueness -
Ok, so I am mainly including this since I have had some problems with this in the past. If you see that a first name is already taken, do not register with it. We are still a small community and there are enough names out there that we should be able to avoid duplicates. Same thing goes with last names.

- The Email -
Ok so we don't do this often, but occasionally we will be sending out messages to the entire board about things going on. Because of that, we do need the email that you sign up with the be one that you check regularly and well one that actually works.

002. Application

- The Forms -
Fill out the application as is and do not change any of the coding. I am very picky about all applications being uniform and I worked a long time getting it just how I want it. If I have to go back in and edit one, that tends to not make me the happiest of people really.

- The Incompletes -
Ok so I am perfectly fine with people posting applications that are works in progress. If it is a work in progress, please label it as such and remove the label when you are finished so that I know when to look at it. Once you have been accepted, the profile will be moved to the appropriate place and you will be sorted.

- The Characters -
We are looking for completely original characters, so please do not apply with a character from Harry Potter or any books and movies. Sure this takes place in the same world but different country. We will not accept them. They should be completely original characters that were created by you and that fit in the setting that this RPG takes place in. Also, please try and avoid Mary Sues or Gary Stus. Perfect characters are no fun and complete badasses who always get the girls and what not aren't either.

003. Graphics

- The Avatars -
The maximum size for Avatar is 150x150. We would prefer to keep all Avatars uniform so try and stay within those dimensions please.

- The Signatures -
The maximum size for Signatures is 520x200. If your signature is too large then you will be asked to change it. If you do not change it then it will be deleted for you.

- The Claim -
Once you are accepted, please go to the Face Claim and claim your celebrity. It will not be considered as claimed unless it makes it on that list. You can reserve claims there as well. Do not post any graphics for your character until that claim has been accepted.

004. Posting

- The Writing -
Please try and use proper grammar and spelling in your posts. Everyone makes typos from time to time but there is a big difference between that and just not caring. We want everyone to RP together and have noticed that the people who cannot seem to follow this rule tend to be left out. Also, when posting please make sure that you break the post up into paragraphs if it is a long one. It becomes hard to read when it is simply a long block of text.

- The Post Length -
There are absolutely no one-liners allowed in this RPG. We ask that your posts be at least two paragraphs long (which really isn't that hard to do). One paragraph should be around 4-5 decent sentences in the least. More paragraphs would be great though. Most importantly, try to give your fellow RPers something to work with. It is a bit disheartening when you post 5 paragraphs and get only 1 short paragraph in response.

- The Lack of God-Moding -
Do not under any circumstance control another character in your post. That includes even the minor aspects of a character. It is not fun when someone takes control of your character since it severely limits how you can react to them. So please, do not do this. You can however control the other people in this world such as humans.

- The Entrances -
If there is something happening in one of the topics that you are entering, please do not just act like your character has been there the whole time. Indicate that you are just entering and then join in. Just because you can read everything and know what is going on outside of that topic does not mean that your character is omnipotent and does.

- The Absences -
If for some reason you are going to be gone for a little bit, please post something in the general section to let people know. This includes but is not limited to vacations, broken computers, finals at school, etc. This just allows anyone who is in a topic with you to know that you might not be posting for a bit.

005. Rule-breakers

- The Consequences -
We understand that people do not really like rules, but there are here for the benefit of our members. We will enforce these if it becomes necessary to maintain the comfort of our members.

If you break any of the rules, you will receive up to two PMs from the admins explaining what rule you broke and possible ways of fixing it. If you totally ignore both of those PMs and break the rule for a third time, you will be asked to leave.

If something is posted that is completely unacceptable, you will be banned immediately. An example of those things would be racial slurs, any bashing of religion, and any bashing of sexual preferences etc. etc.
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