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Harry Potter - mechanics for quidditch?

Faethor

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If you want to simplify things without sacrificing the action, perhaps deal with the match much like the way the game Reign approaches warfare - a 'theatre of conflict' where pc's (equivalent to hero's or champions) can potentially do those significant things that effect the outcome.

The Captains (Generals) will be making a Tactics vs Tactics roll modified by what you define as the "quality" of the team (Army)...

... But first the action ...

Provide seminal moments (snapshots of action) where pc's have to make tactical decisions, act and roll, the degree of success and failure they achieve providing further positive or negative modifiers to the captains tactics roll?
 
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Base Delta Zero

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... The game only ends when the Golden Snitch is caught, or at the agreement of both team Captains.
The second part is canonically false. The only way the game ends is when the Golden Snitch is caught.

TBH as written Quidditch is... you could make a whole game out of it, but it would still come down to a lot of wasted space that could be shortened to the aforementioned seeker roll-off.
 

Faethor

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Ends. Not always won. As far as I can recall catching the golden snitch is worth 150 points and ends the game... However in the unlikely event the opponents have over 150 points lead on their opponents (over 15 goals in their favour) they still win.

re: captains agreement. I think it is due to duration of game and team injuries.

This was based on information cited in the Harry Potter Wiki re: Quiddich Rules.
 
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Base Delta Zero

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Ends. Not always won. As far as I can recall catching the golden snitch is worth 150 points and ends the game... However in the unlikely event the opponents have over 150 points lead on their opponents (over 15 goals in their favour) they still win.
There's vague implication that normal quidditch games last days, in which case catching the snitch is less important.
However, in practice, all but one was won by snitch points. It's possible that profession quidditch is generally very high scoring, but that's not what we see of Hogwarts quidditch.

re: captains agreement. I think it is due to duration of game and team injuries.
No player substitutions, no limits to duration. If a player is injured, you play without. Games have been known to last for years. I suppose a zombie game is theoretically possible (all the players are dead, therefore the game never ends).

Alternatively, the best strategy may be simply to stupefy all opposing players. It's a foul, but that's just a penalty shot - there's no such thing as a red card or forfeit.
 

Xander

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I might take a page out of the movie - you may not need to show/simulate the entire game, only the climactic play that advances the plot.

What is the necessary outcome or downside, or something that advances the plot?

Say the other house is driving to the goal, the PC rushes to the defense, gets a bad roll and falls 30 feet to the turf and gets knocked out. Alas, he or she finds their team lost the game after waking up in the first aid tent.

It's not necessary to create "Quidditch Simulator", especially if it is a side part of the game. It might make a pretty good boardgame, say if you had players on stands with adjustable heights.
 

Victim

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A lot of how I might want to handle quidditch would depend on exactly what positions I had PCs wanting to play. I'd want the method I build to emphasize the actions the PCs take.

Let's consider how the game works. With 150 points, catching the snitch automatically wins a close game - but that's not necessarily the only thing that matters in the House Cup, or some kind of league or best of series where the spread might matter. Note that format for the hogwarts league does seem to consider to every point, and not just the W or L. So the game, in its league format, is actually rather less broken than often claimed. That also means a fast catch of the Snitch is a fast win.

But over the course of the game, more goals can generally be scored, which makes the snitch either less overwhelming where spread matters, or not even enough to win on its own. The one pro-game the series covers has one team score machine gun style, and the Snitch points aren't enough to cover the gap. Now, this is obviously not really the game we see at Hogwarts - OTOH, if we compare high school or grade school soccer/football to the best pro teams, it's not really played in the same way either. In soccer, however, scoring seems to get harder as player skill and coordination increases, because the ball is more vulnerable, shots are screened, and people usually have to find scoring chances from further out or in set piece plays. Teams often need tons of passing back and forth just to maybe get the chance to take a decent shot. In Quidditch, however, that seems to be reversed. There are 3 goals, people don't need to dribble or use their feet to make steals more likely, etc. So as skill and coordination increase, scoring potential increases. And the Beater/Bludger factor makes that more overall dominant. In a normal game, possession switches after a score, so in say offensive favored game like basketball the other team gets a chance to score too, thus you end up with like 110 to 98 or something right. But while the chaser ball, whose name I forget, might reset after a goal, there no evidence that the balls that exist to legitimize fouls are swapped. If Team A's Beaters had control, then the Team B still has to battle through that control if they get the ball and a free trip to the halfway point. So games that aren't stalemates may tip more towards become blowouts.

That gives us an early game, where it's really unusual to catch the Snitch, but there's not enough points potential for much else to matter if it is caught early, a mid game where teams could have scored enough to really matter for the both the game and overall league scoring, and a late game where if the teams aren't matched up in a way that leads to a stalemate endurance battle, scoring has gotten out of hand and rendered the Snitch only a means of damage limitation. And the better the teams are, the faster they could progress through the end game.

And if you're worried about seemingly degenerate strats like stunning the enemy team and just eating the penalties because the ones we see in the books and movies are quite trivial, then as long as you aren't setting things in the exact time period of the books, it seems easy to regulations in your game world/year are slightly different. This is supposed to be a sport with a national governing bodies that can coordinate for a world cup; it can thus issue official rules changes (and revert them later if needed).

The second part is canonically false. The only way the game ends is when the Golden Snitch is caught.
Well, technically. The game would also be de facto over if both teams decided to stop playing, even if Snitch hadn't been caught. And the actual rules for sporting events may be more complicated than the basic explanation - yeah, there's the story about the games that went on for days, but people may have reacted to those. The Ref may be able to call it, or rule that the initial Snitch escaped or was stolen by a spectator after X time and release another one, etc. But when people explain how to play the sport, they explain how to play the sport, not relate the official rules in great detail.
 

rhysmakesthings

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I think a sort of World Wide Wrestling RPG type mechanic would be good. The person who has momentum gets to narrate everything, their team scoring goals and dodging beaters and the other team floundering. Every time a goal is scored the other team can attempt to gain momentum by making a roll (maybe spending a resource to make the roll). If they roll well, they get the momentum and can begin narrating the game (if they roll really well then they don't lose the resource they spent). If they roll badly the other team can either keep narrating or spend a resource to attempt a roll to catch the snitch.

This should be super quick but still exciting since the teams can narrate however they like, and everyone can be involved, even the people cheering in the crowds can contribute some of the resource used to take narrative control for example.
 

Xander

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You could create a universal mechanic for a Quidditch match, a big test, or any other challenge beyond a straight skill roll.

Sort of like FATE, a PC could make his or her own advantages or get help from other parties, or have disadvantages put on them.

Say Smart Kid helps Quidditch Ace study for her Potions exam. Slytherin Kid doesn't want to see Ace do well (if she fails, she will be suspended), so he sends a ghost to haunt her all night, so she doesn't get any sleep.

Talks to Ghosts Kid helps by persuading the ghost to go elsewhere. Ace passes her exam after a good night's sleep, and is free to play (and win) the match by narrative... the test was to get her to pass the Potions test, not the actual game.

Rowling does it herself - the first few Quidditch games are described in detail, the other games pass in just a few lines outlining the important outcomes, not the gameplay.
 
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