Quidditch Rules

These rules are official, but still being playtested. Expect updates as we refine them further.

Quidditch on Witchcraft and Wizardry is handled very loosely, leaving a lot of room for creativity by players to define their own actions. This system is intended to handle Quidditch games in broad strokes. Rather than trying to run them round-to-round, action-by-action (which takes forever no matter what system you're using), we opted for a more abstract way of running a match. Our primary inspiration for this is the Mass Battle Table used in the Legend of the Five Rings, 4th Edition tabletop role-playing game.

Playing Quidditch

Most of a Quidditch match is handled in large chunks of time, called rounds, that can last anywhere from ten minutes to half an hour of IC time. A lot can handle during each round — several plays will be made, teams will score multiple times, there might be injuries. Most of the action is handled in very loose terms, and left up to the players to RP out the specifics. Players can get opportunities to truly shine when the action zooms in on them in Star Moments. These spotlight mini-scenes grant a chance to earn glory for exceptional performance , which can translate into House Points (for students) or League Points (for professional players).

Step 1: Declaration

Each player chooses their Style of Play for the round. This represents how heavily engaged in the action they are. The more heavily engaged a player is, the greater the risks, but there are also greater chances of reward.

First Round everyone is in Defensive Style.

The four Styles of Play are:

  • Cautious: You are hanging back, staying away from the bulk of the action.
  • Defensive: You're in the game, but playing it safe.
  • Aggressive: You're in the thick of it.
  • Reckless: You're taking big chances, sacrificing safety for opportunity.

A Note on Quidditch Skills & Attributes

Obviously, all Quidditch players need Broomflying. Other than that, various positions have their own specialized roles and skill sets. These skills (and their ruling attributes) are as follows:

  • Beaters: Clubbing the bludgers.
    • Skill: Beater (Body)
  • Chasers: Accuracy for scoring.
    • Skill: Chaser (Reaction)
  • Keepers: Readiness for the Quaffle.
    • Skill: Keeper (Reaction)
  • Seekers: Hand-eye coordination.
    • Skill: Seeker (Reaction)

Step 2: Strategy

The team captains are the generals on this battlefield. They attempt to direct their teammates and execute practiced plays to outmaneuver the opposition. The captains make a contested Mind + Presence roll (+roll <Captain1>=Mind + Presence vs <Captain2>=Mind + Presence). This determines which team has the advantage this round.

  • DRAW or Marginal Victory: The game is Even during this round. Neither team has the advantage.
  • Solid Victory or Crushing Victory: The team of the captain that won is Winning this round, while the other team is Losing.

Note that "Winning" and "Losing" are merely indicative of which team has the upper hand during that round. But it has nothing at all do with the actual score.

Step 3: Determination

Each player must +roll Broomflying and consult the Quidditch Table (see below), keeping in mind their team's status (Winning, Even, or Losing), and their own Style of Play.

For example, Claire has chosen to be Aggressive this round, and her team is Winning. She rolls Broomflying and gets a Good Success. Checking the table, she looks at the "Winning" row and finds the column labelled "Aggressive." Going down the column to the "Good Success" row, she sees that she suffers a -2 Fatigue penalty, and has a Performance of 6.

Quidditch Tables

Chasers and Beaters

Team is… Style of Play
Winning: Cautious Defensive Aggressive Reckless
Even: Cautious Defensive Aggressive Reckless
Losing: Cautious Defensive Aggressive Reckless
Embarrassing Failure Fatigue: -2
Performance: 0
Fatigue: -3
Performance: -1
Fatigue: -4
Performance: -2
Fatigue: -5
Performance: -3
Fatigue: -6
Performance: -4
Fatigue: -8
Performance: -5
Failure Fatigue: -1
Performance: 0
Fatigue: -2
Performance: 0
Fatigue: -3
Performance: 0
Fatigue: -4
Performance: 0
Fatigue: -5
Performance: -1
Fatigue: -7
Performance: -2
Success Fatigue: 0
Performance: 2
Fatigue: -1
Performance: 3
Fatigue: -3
Performance: 4
Fatigue: -4
Performance: 3
Fatigue: -5
Performance: 2
Fatigue: -6
Performance: 1
Good
Success
Fatigue: 0
Performance: 4
Star Moment
Fatigue: 0
Performance: 5
Fatigue: -2
Performance: 6
Fatigue: -3
Performance: 5
Fatigue: -4
Performance: 4
Star Moment
Fatigue: -5
Performance: 2
Star Moment
Great Success Fatigue: 0
Performance: 6
Star Moment
Fatigue: 0
Performance: 7
Star Moment
Fatigue: -1
Performance: 8
Fatigue: -2
Performance: 7
Fatigue: -3
Performance: 6
Star Moment
Fatigue: -4
Performance: 5
Star Moment
Amazing Success Fatigue: 0
Performance: 8
Star Moment
Fatigue: 0
Performance: 9
Star Moment
Fatigue: -1
Performance: 10
Star Moment
Fatigue: -2
Performance: 10
Star Moment
Fatigue: -3
Performance: 9
Star Moment
Fatigue: -3
Performance: 7
Star Moment

Keepers

Team is… Style of Play
Winning: Cautious Defensive Aggressive Reckless
Even: Cautious Defensive Aggressive Reckless
Losing: Cautious Defensive Aggressive Reckless
Embarrassing Failure Fatigue: 0
Performance: 0
Fatigue: -1
Performance: -1
Fatigue: -2
Performance: -2
Fatigue: -3
Performance: -3
Fatigue: -4
Performance: -4
Fatigue: -6
Performance: -5
Failure Fatigue: 0
Performance: 0
Fatigue: 0
Performance: 0
Fatigue: -1
Performance: 0
Fatigue: -2
Performance: 0
Fatigue: -3
Performance: -1
Fatigue: -5
Performance: -2
Success Fatigue: 0
Performance: 2
Fatigue: 0
Performance: 3
Fatigue: -1
Performance: 4
Fatigue: -2
Performance: 3
Fatigue: -3
Performance: 2
Fatigue: -4
Performance: 1
Good
Success
Fatigue: 0
Performance: 4
Star Moment
Fatigue: 0
Performance: 5
Fatigue: 0
Performance: 6
Fatigue: -1
Performance: 5
Fatigue: -2
Performance: 4
Star Moment
Fatigue: -3
Performance: 2
Star Moment
Great Success Fatigue: 0
Performance: 6
Star Moment
Fatigue: 0
Performance: 7
Star Moment
Fatigue: 0
Performance: 8
Fatigue: 0
Performance: 7
Fatigue: -1
Performance: 6
Star Moment
Fatigue: -2
Performance: 5
Star Moment
Amazing Success Fatigue: 0
Performance: 8
Star Moment
Fatigue: 0
Performance: 9
Star Moment
Fatigue: 0
Performance: 10
Star Moment
Fatigue: 0
Performance: 10
Star Moment
Fatigue: -1
Performance: 9
Star Moment
Fatigue: -1
Performance: 7
Star Moment

Seekers

Team is… Style of Play
Winning: Cautious Defensive Aggressive Reckless
Even: Cautious Defensive Aggressive Reckless
Losing: Cautious Defensive Aggressive Reckless
Embarrassing Failure Fatigue: -1
Performance: 0
Fatigue: -1
Performance: 0
Fatigue: -1
Performance: 0
Fatigue: -2
Performance: -1
Fatigue: -3
Performance: -2
Fatigue: -4
Performance: -3
Failure Fatigue: 0
Performance: 0
Fatigue: -1
Performance: 0
Fatigue: -2
Performance: 0
Fatigue: -3
Performance: 0
Fatigue: -4
Performance: -1
Fatigue: -5
Performance: -2
Success Fatigue: 0
Performance: 0
Fatigue: 0
Performance: 0
Fatigue: 0
Performance: 0
Fatigue: -1
Performance: 0
Fatigue: -2
Performance: 0
Fatigue: -3
Performance: 0
Good
Success
Fatigue: 0
Performance: 5
Star Moment
Fatigue: 0
Performance: 5
Fatigue: 0
Performance: 6
Fatigue: 0
Performance: 5
Fatigue: -1
Performance: 5
Star Moment
Fatigue: -2
Performance: 5
Star Moment
Great Success Fatigue: 0
Performance: 6
Star Moment
Fatigue: 0
Performance: 7
Star Moment
Fatigue: 0
Performance: 8
Fatigue: 0
Performance: 7
Fatigue: 0
Performance: 6
Star Moment
Fatigue: 0
Performance: 5
Star Moment
Amazing Success Fatigue: 0
Performance: 8
Star Moment
Fatigue: 0
Performance: 9
Star Moment
Fatigue: 0
Performance: 10
Star Moment
Fatigue: 0
Performance: 10
Star Moment
Fatigue: 0
Performance: 9
Star Moment
Fatigue: 0
Performance: 7
Star Moment

Off-Line Players

It goes without saying that it's important for each player to try to make every game they can. But that just isn't realistic. There are two Stat Bot like bits for use in Quidditch for Off-Line Players. If it's a Hogwarts Game: HogQuidditch's +sheet is used and for Pro-Quidditch: ProQuidditch's +sheet is used. Only one roll is made per team and this roll covers all off-line Players. They will also be @teleported to the Pitch.

If the Seeker Position is Off-Line their stats are still used and the captain or referee uses the above On-Line Seeker Table to see if they receive a star moment. No Fatigue or Performance is given to the off-line Seeker. Only other players using luck can affect the off-line Seeker for better or for worse during Star Moments if any.

The following is a 'cheat sheet' of how much each off-line player will get in Performance, depending on if their team is winning, losing or even. Take what the Hog/ProQuidditch bit got on the its Broomflying roll that is done each round by the Referee.

Losing
Success = 1
Good Success = 2
Great Success = 3
Amazing Success = 5

Even
Success = 2
Good Success = 3
Great Success = 4
Amazing Success = 5

Winning
Success = 3
Good Success = 4
Great Success = 5
Amazing Success = 6

Fatigue

Fatigue is a measure of the wear and tear on a character's body, whether due to exhaustion or injury. It takes the form of a penalty that will apply to the character in the following round. The more aggressively one plays, the more likely he or she is to suffer a bigger Fatigue penalty. More serious injuries (such as those that would remove a player from the match) can only come about as a result of a Star Moment or elected to be taken on by the player.

Seekers and Keepers are a bit more removed from the thick of things, and as such they have their own adjusted Quidditch Tables to use for Fatigue.

Performance

This represents how the character contributes to the team's efforts. Though only Chasers can actually score, other teammates make that scoring possible. The Performance results of all members of a team are added together for a total team Performance. Embarrassing Failures and some Failures while being Reckless or Aggressive can actually hinder the team's efforts, reducing the team Performance.

For every full 10 Performance the team earns in a round, they achieve a goal, adding 10 points to their game score. This means that if a team only earns 9 Performance in a round, the did not score that round, earning 0 points. A team with a total Performance of 22 got two goals, earning 20 points that round.

Seekers and Keepers do far less to contribute to their overall own team's scoring, and as such they have their own adjusted Quidditch Tables to use.

Star Moments

Though most of the round is handled in loose terms through the results of the Quidditch Table, sometimes the action zooms in on one or more players, giving them a chance to shine. Think of these Star Moments as mini-scenes, usually involving one to three rolls. Some Star Moments are only available to certain Positions (for example, Capture the Snitch is only available to Seekers). See below for full details on Star Moments.

On Boo's iPhone using the Feudz Loot App she's compiled a random selection table of Star Moments. (Yes unfortunately it is all off-line and behind the Storyteller Screen so to speak. It is hoped that eventually we can get this in game and visible.) At a press of a button, which of the Star Moments is decided on and then conveyed by the referee in OOC narrative and further instructions given.

Step 4: Resolution

Once everyone has determined their outcome on the Quidditch Table, it's time to resolve the effects of those rolls. Resolution occurs in the following order:

  1. Star Moments: Resolve any Star Moments that were indicated, handling any rolls and RP poses necessary.
  2. Fatigue: Apply Fatigue penalties. These penalties will affect all rolls in the following round, including Broomflying and any roll made in a Star Moment.
    • The one exception to this rule is the captains. Captains do not apply the Fatigue penalty to their Strategy rolls.
  3. Score: The Referee tallies up the Scores from each team, adjusting the totals appropriately.
  4. Posing: Each player that did not have a Star Moment may now enter a pose to RP through their character's highlights (or low points) this round. Keep in mind that rounds are not brief moments in time, but an extended series of many plays, taking place over roughly 10-30 minutes of IC time.
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Example of A Round of Play

For things to be relatively equally matched in this play test. We have the Gryffindor Team versus the Gryffindor Team (or, as we like to call them, the Evil Gryffindor Team…they all have goatees).

Step 1: Declaration

Gryffindor Team
Christmas: Cautious
Angelus: Defensive
Donovan: Aggressive
Esmond: Reckless
Garrett: Aggressive
Eamon: Defensive
Colton: Cautious

Evil Gryffindor Team
Evil Christmas: Reckless
Evil Angelus: Aggressive
Evil Donovan: Defensive
Evil Esmond: Cautious
Evil Garrett: Defensive
Evil Eamon: Aggressive
Evil Colton: Reckless

Step 2: Strategy

<FS3> Opposed Roll — Christmas=Mind + Presence Vs EvilChristmas=Mind + Presence
< Christmas: Good Success EvilChristmas: Success
< Net Result: Christmas wins - Solid Victory

Step 3: Determination

Gryffindor Team:
<FS3> Christmas rolls Broomflying: Success.
<FS3> Angelus rolls Broomflying: Good Success.
<FS3> Donovan rolls Broomflying: Success.
<FS3> Esmond rolls Broomflying: Good Success.
<FS3> Garrett rolls Broomflying: Good Success.
<FS3> Eamon rolls Broomflying: Good Success.
<FS3> Colton rolls Broomflying: Good Success.

Evil Gryffindor Team:
<FS3> Evil Christmas rolls Broomflying: Good Success.
<FS3> Evil Angelus rolls Broomflying: Success.
<FS3> Evil Donovan rolls Broomflying: Good Success.
<FS3> Evil Esmond rolls Broomflying: Great Success.
<FS3> Evil Garrett rolls Broomflying: Good Success.
<FS3> Evil Eamon rolls Broomflying: Good Success.
<FS3> Evil Colton rolls Broomflying: Great Success.

Check the Quidditch Table

Gryffindor Team (Winning):
Christmas: Fatigue: 0 / Performance: 2
Angelus: Fatigue: 0 / Performance: 5
Donovan: Fatigue: -3 / Performance: 4
Esmond: Fatigue: -3 / Performance: 5
Garrett: Fatigue: -2 / Performance: 6
Eamon: Fatigue: 0 / Performance: 5
Colton: Fatigue: 0 / Performance: 4 *STAR MOMENT*

Evil Gryffindor Team (Losing):
Evil Christmas: Fatigue: -5 / Performance: 2 *STAR MOMENT*
Evil Angelus: Fatigue: -5 / Performance: 2
Evil Donovan: Fatigue: -3 / Performance: 5
Evil Esmond: Fatigue: -1 / Performance: 8 * STAR MOMENT*
Evil Garrett: Fatigue: -2 / Performance: 6
Evil Eamon: Fatigue: -4 / Performance: 4 *STAR MOMENT*
Evil Colton: Fatigue: -7 / Performance: 0 *STAR MOMENT*

Step 4: Resolution

  • Play out Star Moments for Colton, Evil Christmas, Evil Esmond, Evil Eamon, and Evil Colton.
  • Apply new Fatigue penalties AFTER Star Moments are played.
  • Referee tallies up team scores for the round and adjusts the totals for the game.
    • Gryffindor: 31
    • Evil Gryffindor: 27
  • Every player may insert a pose detailing their character's highlights this round.
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Quidditch Camp

Every summer the Department of Sports for the Ministry of Magic hosts a Quidditch Camp where kids from ages 10 to 17 can camp out and have a wonderful full Quidditch Experience. Many games besides Quidditch developed by the Head of the Department's Son and star Beater for the Appleby Arrows, Linc Palancher, they are hosted by Linc throughout the weekend to weekend event.

Events

Pickpocketing — Special Event showcasing Seeker's talents in hand eye coordination and awareness.

Knock'M — Made up game by Linc Palancher. Full on Bludger mania! Last one left on their broom conscious wins.

Quod — An American Import. The Quod will explode in sticky disgusting smelling green ichor if it's not gotten through the hoop after 2 rounds.

Stichstock — Originating in Germany and consisting of a single wizard acting as a guardian or goalkeeper, trying to protect an inflated dragon bladder. A number of other players mounted on broomsticks would attempt to pierce the bladder, with the first who successfully did so being declared the winner; the goalkeeper could attempt to hex the other players; if nobody was able to pierce the bladder, the goalkeeper won.

Aingingein — An Irish game which required broomstick-mounted players to fly through a number of burning barrels set in the air, whilst all the time clutching a ball with one hand. At the end of this fiery course was a goal into which the ball had to be hurled. The wizard who completed the course and scored a goal in the shortest time, without catching fire along the way, was the winner.

Creaothceann — An exceptionally violent and often fatal game originating in Scotland. A large number of boulders were charmed to hover in the air and each player had a cauldron strapped to the back of his/her head. A horn was sounded, the rocks were released, and the players would fly around on their broomsticks trying to catch as many rocks in their cauldron as possible. The winner was the player who caught the most rocks.

Shuntbumps — A very simple form of broomstick-jousting where one flyer attempted to knock the other off his broom.

Swivenhodge — Rather like tennis on a broom, this involved hitting an inflated pig's bladder back and forth across a hedge.

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