Orlanthi team game

From: bethexton_at_...
Date: Thu, 16 Aug 2001 14:40:00 -0000


Here is a thought for one possible Orlanthi game. I used the following criteria:
- no fixed playing field or limited number of players (there aren't
any permanent teams or playing fields)
- no need for time keeping of any sort

I don't have a name, but here goes.
1) Hang a "target" about twice a man's height off the ground for each team (usually just two teams, but you can do it with more). Targets are generally quite some distance apart (a hundred strides for a game between steads, perhaps twice that for a game between clans, the more players the farther spread they are).
2) Inflate a pig's bladder (and keep some extra on hand in case it gets damaged.
3) The objective is to hit the target with the bladder. 4) If the bladder strikes the ground, the team that didn't touch it last gains possesion and ten strides clearance to put it back in play (if playing with more than two teams probably the team that has gone longest without touching the bladder gains possesion) (yes, a useful trick is to use air magic to blow the bladder to the ground after another team just struck it, but this is viewed as a bit of a cheap shot and is apt to draw similar actions in return, reducing everyone's fun).
5) No grabbing, holding, or throwing of the bladder is allowed, but you can strike it however you want, and wind magic is an integral part of the game--blow it about all that you can. Grabbing of the ball is treated as if the ball had struck the ground. You may however "dribble" the bladder by bouncing it back and forth between your hands as you run, but the irregular shape makes this quite difficult.
6) No striking of any other player with hand or foot, elbow or knee. If you do, you must stand still and they may strike you once with the same appendage that you used (or course if nobody saw you do it, did it really happen?). Tackling another player is part of the game, but holding them down afterwards is apt to result in a violent pile up. 7) There are no limits to the field. There is little value in straying too far from the targets, but it is not unheard of for play to go haring off into the woods and not make it back to the main field for half an hour. Also there are no vertical limits. Trying to fly with so much wind magic around is risky, but if you want to try, go ahead and show off your prowess.

Obviously the game is favored by worshippers of Orlanth Thunderous (who have wind magic), and Orlanth Adventurous (who have movement magic, and are more apt to be young and energetic). All the same most succesful sides are led by followers of Orlanth Allfather (who help the team work together). Worshippers of other gods may play, but are generally at something of a disadvantage.

Thoughts, anyone?

--Bryan

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