- Messages
- 11,176
- OOC First Name
- Daphne
- Blood Status
- Mixed Blood
- Relationship Status
- Married
- Sexual Orientation
- Lesbian
- Wand
- Curly 11 1/2 Inch Flexible Ivy Wand with Fairy Wing Core
- Age
- 6/2030(31)
Hi all,
I've been thinking a bit about the Quidditch system on site and wanted to write this suggestion. Quidditch is a ton of fun and something I always look forward to on HNZ but I've lately noticed something about playing as a chaser that feels a bit off, and I've been thinking about how to maybe fix it a little, if it's an issue for others as well.
I noticed that as a chaser, I go through the same motions a lot. Team A gets the quaffle, then posts an hour later to score. Team B gets the quaffle, then posts an hour later to score. And while I personally would like to vary a bit more with it (pass the quaffle, maybe even drop it etc) for the game outcome it doesn't really make a lot of sense to do that. So I was thinking of a small thing that could make playing chaser a bit more dynamic.
What I came up with was shortening the time before you can steal. It's now at 4 hours, which is long. It kind of kills the chaser (and keeper) momentum at times and makes it harder for those in those positions to post when the games are shorter, it also ensures no one usually steals the quaffle in a game from the opposite team because within 4 hours the other player has probably had time to post in the game. I feel like even making it half as long (so 2 hours) could add a bit of dynamic to the games and a bit more urgency to playing chaser. Especially considering the games don't usually last longer than a day or two because everyone is posting so actively (which is great).
This isn't an attack on the current system, which I think is fine, but I do think it would add a bit of urgency and maybe more fun RP dynamics to the games.
I've been thinking a bit about the Quidditch system on site and wanted to write this suggestion. Quidditch is a ton of fun and something I always look forward to on HNZ but I've lately noticed something about playing as a chaser that feels a bit off, and I've been thinking about how to maybe fix it a little, if it's an issue for others as well.
I noticed that as a chaser, I go through the same motions a lot. Team A gets the quaffle, then posts an hour later to score. Team B gets the quaffle, then posts an hour later to score. And while I personally would like to vary a bit more with it (pass the quaffle, maybe even drop it etc) for the game outcome it doesn't really make a lot of sense to do that. So I was thinking of a small thing that could make playing chaser a bit more dynamic.
What I came up with was shortening the time before you can steal. It's now at 4 hours, which is long. It kind of kills the chaser (and keeper) momentum at times and makes it harder for those in those positions to post when the games are shorter, it also ensures no one usually steals the quaffle in a game from the opposite team because within 4 hours the other player has probably had time to post in the game. I feel like even making it half as long (so 2 hours) could add a bit of dynamic to the games and a bit more urgency to playing chaser. Especially considering the games don't usually last longer than a day or two because everyone is posting so actively (which is great).
This isn't an attack on the current system, which I think is fine, but I do think it would add a bit of urgency and maybe more fun RP dynamics to the games.




If your character is aggressive, making constant attempts to steal the quaffle would make total sense and add to gameplay! Similarly, if your character is having a bad day, maybe they drop a quaffle, maybe they hit themselves with their beater's bat, or maybe they bang into the hoops in an attempt to defend them!
Much as we state with professors who teach lessons, you should roleplay in the role as your character would and use the game as a way to show the reader a bit about your character. 
). I feel massively guilty whenever my poor claw beater hits anyone because he would play purely defensively. It just feels like you're letting the team down if you aren't doing something specifically?
but please, please don't be afraid if your character's behaviour seems to disadvantage the team. It doesn't matter. Write them as they are. Be prepared for IC repercussions if it's a serious issue, sure, but don't stress over OOC implications, because there are none. You can want to win while having your character screw up. It doesn't mean that you, the RPer, don't care about the team's success, and if anyone makes you feel bad about RPing your character true to themselves then they're gonna have a problem with me personally (jk.... unless 
)