When it comes to being a play maker and driving play there are really two ways you can go ahead and look at it. The first is the power forward who creates havoc and drives play by causing chaos and punishing opposing teams players to get puck possession and create chances off turnovers. The more traditional way to look at a playmaker that drives play though is someone that is very strong on the puck and has both great hands and vision to not only create space for themselves but also create and find other players on the ice. This ability give your top players space and time to exact their will usually either scoring or having a great chance to score. Some of the best play makers are able to drive play like this from the wing but it shouldn’t be lost on everyone that it can also start from your own end and a defensive player can make all the difference with their decision making to spring a forward on a fast break, or make that critical first pass out of the zone.
Prompt 1
i think its important to be distinct about the definition of a playmaker, in my eyes the playmaker has always been the guy thats getting the primary assist, and occasionally the secondary assist almost everytime theyre on the ice, take players like Jordan Lafrenière, he CAN score goals, but hes primarily there to feed the scot, that pairing works phenomenally, and because laffy is the one driving the play, if he sees the other team cheating to cover DC, hes driving, he makes the call to shoot, and it opens up the pass next time. a grinder is a very important role to many squads, i think its less prevalent in the SHL and SMJHL due to lines and only having 9 forwards, so you need everyone thats able to score rather than opening up to those guys that wear the other team down like a grinder, because that take up that much more of your roster. grinders can create oppurtunities sure, but so can a defensive defenseman with a takeaway, so can a goalie with a huge save that leads to a crucial odd-man rush the other way, the playmaker is defined by the ability to consistently create high quality chances, not doing some other thing that could theoretically lead to a high quality chance, they need to have the skill to do it constantly every game
Option 2: So first off, being selected for the Super Zamboni Kart would be a humbling honor that must be met with the utmost celebration and partying. Back in the hometown of Zacapa, the village would be partying all day and night for weeks on end. The Kart design would most certainly incorporate some kind of Mayan design or symbolism and the colors of his country, a teal and white scheme. I imagine Cadmael's character would probably be a bit beefier and might be more resistant to others attacks, while not being speedy or nimble himself. Either way, the concept sounds pretty cool, no pun intended. As for players who might also represent their teams, I think Hodor would be a perfect representative for the Renegades and would also be a beefy, tankier character to take down. He might hit a lot harder than other people though I would imagine.
When you're choosing characters for a racing video game built around chaos and colorful characters sometimes you have to choose the image over the impact of the character. Mediocre rookie Spaceman Spiff, a comic strip character that somehow plays hockey, is perfect for this. He comes with a built in design, power ups, and costume. His zamboni would be his classic red flying saucer with the bubble dome, but with added lightning bolts and flames for effect. He would also represent his current and former teams, Ottawa, Edmonton, Quebec, and Canada, with decals along the bottom of the dome. His power ups would be the Zorcher, based on his weapon that shoots a lightning bolt that jumps to another opponent after hitting the first, and the Crash Landing that collides with the nearest zamboni kart causing an explosion that knocks all nearby karts into the air. His custom track would be based on an alien planet. A track that winds around the rocky landscape with aliens firing blasters at the racers in certain parts of the track.
Written 1: To drive a play, there must be a sense of flow and it is through the movement that a creation of space and opportunity would become apparent. By moving quickly, passing lanes will open and when passing lanes open, lanes to shoot the puck will open. Now this movement should not just be by the one who has the puck, as there should be movement by everyone. This could be feints draw defenders away from the puck or from the net or it could be sneaking into the slot while someone else draws defenders away. It could be the defenders pinching in or swapping with the wingers to have more speed or maybe a change of the handedness of the shot. Play making is also achievable by forechecking but again this demands movement which does not allow for the other team’s offense to pick apart a static defense. If the defense is moving constantly and shifting, it forces, the other team to think on their feet and more likely to make mistakes.
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Written Option 1: What does it mean to “Drive A Play”? What makes a good playmaker? What makes a good play? Elite playmakers are often stated as players who are capable of making incredible passing plays consistently, racking up a bunch of assists, but is that all there is to driving the play on the ice? What about the players who constantly forecheck and get great takeaways that don’t necessarily result in assists? If they do that consistently, could they be considered great playmakers?
I don't think you necessarily need to be a playmaker to be known as a player capable of "driving play". It certainly doesn't hurt, but in my opinion you can drive play in a number of ways including scoring, forechecking or even being a strong 2 way player that can pressure the opponents to make mistakes and turn those mistakes in to offensive opportunities. A player capable of driving play is a player that doesn't need another player (or players) to generate offense and scoring opportunities. You could argue a playmaker isn't actually capable of driving play since playmaking naturally requires another player, but when you're so good at passing that the onus is on the receiving player not to squander such wonderful opportunities it makes a bit more sense. More often than not the best player drivers are actually the ones that can do it all (and more importantly do it all well). Players with elite skill, vision and skating ability tend to do okay when left alone.
Playmaking in hockey is one of the most nebulous of skills. It's hard to see, and it's hard to quantify. Everyone notices a crunching hit in open ice or a booming slapshot from the point. A goalie flashing the leather to rob a sniper of a sure goal is hard to miss.
Great playmaking, though, can be very subtle. Hockey is a game of countless split-second decisions and quick actions, most of which pass by without notice. Though it's often hard to truly appreciate their significance, these micro-moments can add up to huge game-changing moments.
The greatest playmakers are those who are able to make that slightly better play, slightly faster than their opponents can manage or foresee. That little chip off the glass that sends the puck toward a linemate, that little head fake that sends the defender in the wrong direction, that little glance over the shoulder to see the winger breaking for the neutral zone: these are the plays that make the game of hockey.
Written Option 2: Your player has been selected to be one of the 36 representatives for the new Super Zamboni Kart game featuring the SHL and SMJHL teams. What are the power ups in this new game? What would your player’s personal power up be? If they have a racing course based on them, what would it be like? What cool decal designs would be on your Zamboni? Who would be some of the other players chosen to represent the other teams?
oh boy, first some new power ups would be some sort of shield given to all the goalies, to avoid some potential copyright issues we use pucks instead of turtle shells, and there would also be some sort of speed boost like a mushroom in mario kart given to all the speedy forwards. Since my build is a dman i think an appropriate power up would be a hammer that spins out the other zambonis when they run into you. i think the zambonis should all have team decals for each players' team and that only one player from each team be selected (sorry rest of sfp). that would ensure that every team has at least one player to select similar to how the nhl has ran previous all star games. plus id love to see a @Seany148 and @JohnFranklinKennedy 1v1. my money is on JFK though, sorry seany but i think we both know your toast