![]() ![]() What you’re wearing (brief description of any relative items)Ĥ. Focus on saying what you need to say to let the judge see your movements- this is not the time to be concerned about how sexy you look in your tight leather pants if you want to be taken seriously, by your opponent and by the judge.ģ. Conciseness is also important- in a serious spar, leave out any flowery descrition, or any unecessary comments- they often only serve to annoy the judge, which is not a good thing. ![]() Clarity and detail (two words you are going to get awfully sick of hearing) are key. Think carefully about how you would set yourself up before a serious fight, where are your hands, where are your feet, how is your torso aligned, how are you holding your weapon, what is your intent with the weapon (be thinking ahead to whether you have first attack or first defense as these should influence your set up). The stance is important to the judges because it gives them some vital information that they will keep in mind while going over the spar, like each fighter’s size (which may come into play at some points if there is much of a disparity), what weapons will be used, if any armor or protective clothing is worn, etc. I personally believe it’s worth the trouble and time, and given that our sim is meter optional, I hope that others do as well.Īt the beginning of a spar, both fighters post their stance post, which serves to let their opponent know what weapons they have equipped, how they are holding them, and the general opening positioning of their body. Text-based fights by nature involve a bit more thought and effort, and in my opinion offer a different type of gratification. Meter fights are done in a matter of about 2-3 minutes of furious button pressing and often amusing looking animations. If they start to get bored/tired- one can IM the other and say something like “need to wrap this up soon- what do you say 1 more round and we end this somehow?”ĭoes this take longer than meter fighting? Sure it does. So, say 2 people fighting, go back and forth for about 5 posts, 40 minutes or so in this case. Most, if they leave off the flowery descriptions and focus on the actual bare bones- movement, intent, etc., can do so in 8 minutes. With a bit of practice and familiarity, a decent typist can toss out a combat post in about 5 minutes. If we get a situation where one person wants a mod to judge the outcome and one who refuses- my call would be to retcon or invalidate the entire scene, no harm no foul- both/all parties part ways and move on. This should likely be a last resort, ideally, a suitable outcome can be agreed upon ooc’ly keeping things like consent in mind. I can judge combat if all involved agree to such- and will get together a list of others who can as well. ![]() In these cases- I’d suggest a mod/judge should be contacted and the related r/p suspended temporarily. Some people refuse to lose, refuse to take logical hits, and refuse to respond realistically in order to WIN at all costs. We’re all aware that this can be a tall order sometimes. To briefly address those two things- good text-based fighting requires people to have their head in the game, to be aware of their limitations, to be aware of their surroundings, and to respond realistically. Some complaints about text-based fighting are that it’s impossible to have a clear winner/loser and that it takes too long. Unfortunately I do not know who wrote them originally – or I would have given credentials to their lessons.Ī few introductory notes- R/p fighting relies on people being able to type out a reasonably fast, detailed, realistic post describing attacks, movements, and defenses.Īnd I say reasonably fast because even though at it’s best, a well done text based fight is like a mental chess game, it’s not the time to impress your opponent with how well you know your thesaurus. These aren’t by my hand, although I might have altered them here and there. Below you will find compiled notes of combat roleplay. ![]()
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