Students are able to form Quidditch Teams at Hogwarts, which then makes for more role play in practices and organized games. To help make games possible, we have a coded Quidditch stat system that is available for students to use. For more information on how to use the system, first go to the Quidditch Point Room located off of the OOC Common Room. Then, use +help quid to find the necessary commands.
Before you can play Quidditch you must have your stats set. +help quid stats, levels, and base all provide information on what those numbers mean. Staff is available to help you with any questions regarding set-up or code you may have, but will not tell you how to build the 'perfect' beater/chaser/seeker etc. To get onto a team, @mail your house Captains. Tryout sessions happen at the start of term, but should you arrive mid-season don't hesitate to express your interest.
The Quidditch section of the website contains a wealth of information about the game, including the useful command references also found in +help quid.
Practices can either be scheduled by team Captains, or happen spontaneously. =Qui is an excellent tool to get one going. Formally, Captains may book the pitch with +schedule and post on bboard 21. While it's considered poor form to double-book, there is a spare quidditch pitch off the Anywhere Nexus that can be used in case schedules are simply too cramped.
Points are awarded to students who participate in practices and games -- 2 points per game for those actively RPing, plus 1 for every practice to a maximum of 2 practice points a week. At the end of each practice session, ONE designated person is to send Collin an @mail listing the names of all present. Please note points are not passed out daily, they are awarded en masse on Saturdays after 8 PM EST. All @mails dated after 8 PM will be considered towards next week's point count. @mails should literally be lists of the participants - "name name name name name" with no commas or "and"s.
Games ICly consist of seven players (two beaters, three chasers, one keeper and one seeker) and three balls (one quaffle, two bludgers and a snitch). While we attempt to include as many players as possible in games, scheduling 15 people to be in one place is a daunting task. For a game to run there must be a minimum of 4 players present, one of whom is a Captain, per team.
In the school area, Quaffle scores are worth 30 points to increase the value of chaser participation. The game is concluded when the snitch is caught, worth 150 points.
If the quaffle has been dropped in scoring zone due to a failed pass or goal, or recently used to make a goal the keeper must go for it and attempt to pass it out before a chaser of the defending team may, unless the Keeper has already had their turn for that round. The offensive team may not attempt to retrieve the quaffle after it has been shot or dropped in the opponent's score zone.
Games can take several hours to play, and often stretch late into the night. Should the Ref need to log off without anyone to replace them, games are to continue as normal -- other staff may log onto Collin to settle issues. If it gets to the point that Captains must head off, games may be concluded by +force, but never +skip.
The Captain and Vice-Captain straddle the IC/OOC line. The Captains are chosen by player vote each IC year and announced at the closing feast. As a pseudo-staff/feature character, they are expected to behave with a certain amount of responsibility and flexibility in and especially out of character; to be polite and courteous to their teammates and encourage civil behaviour in the same. Their duties include scheduling practices and games, for which at least one must be present. The two Captain system is solely for convenience and flexibility in scheduling, not to suggest that both Captains must be at every game.
For a list of current captains, type qui .who/captain or click here.
Lastly, for information on Professional Quidditch, please see 'news adult quidditch.'