Post by Jetzt on Mar 4, 2005 13:35:14 GMT
Role-playing, or RPing, is where you, through your character, act in a game or play along with other people, be it through fighting, running a shop, etc. These rules will concentrate mostly on fighting, and will serve as a helpful guide to those new to RP fighting, or for vets who want to brush up on their skills.
1.2 Definitions
True- Fighting without describing inflicted damage
Cheeze- Fighting with describing damage
OOC- Out of Character
Post- Attack
Duel- An engagement between 2 fighters
Battle- An engagement between more than 2 fighters
War- An engagement between two or more rival factions
Factions- Armies composed of members who RP, be it fighting or otherwise
Controlling- Making your opponent perform an action
1.3 Fighting Styles
In RPing there are 3 fighting styles: True, Cheeze, and Mix. The last one is one that I have recently standardized.
Basically these 3 styles have a lot in common, yet have very distinct differences. Fighters usually favor one or the other, but good, versatile warriors can adapt to any style in a battle. No one style is better than another. It's all a matter of personal preference.
True- True fighting, or orthodox fighting, is a style that is the oldest and most followed amongst fighting vets. Newbies usually don't fight True right away; it is somewhat of an acquired taste. Yet it is powerful in the respect that it requires high creativity and honor to make it work. True is defined as:
On offense-
Not describing any inflicted damage
Not controlling the opponent (I.e. making him/her do things without their permission)
On defense-
Not completely avoiding damage (see Determining Damage)
Not being a god (see Deity Mode)
Determining Damage- Determining damage is a large part of True fighting, and the most important, because you have to decide how much damage is inflicting on yourself based on your opponent's attack. Let's first see an example of determining damage:
(Wiergraf on defense, Shinn Kuuro attacking)
With a mighty yell Shinn Kuuro swings his flaming blade in a wide, powerful arc, slicing through the air in the blink of an eye, aiming right for Wiergraf's exposed head.
If the battle so far had consisted of short attacks, then this would be qualified as a good hitting attack, or a attack capable of inflicting damage. To determine if an attack is good enough, take into account spelling, grammar, punctuation, detail, and physics, or how the attack is unfolding. Also take into account the stance your character is in, how proficient he is in melee or magic defense, etc. Wiergraf is a master swordsman, and Shinn's attack was concise, descriptive, and grammatically perfect, thus making it a good hitting attack. Wiergraf would then respond like this:
Wiergraf notices the incoming blade and quickly throws up his Apocalypse in an attempt to ward off the ferocious blow. The two weapons collide, sparks flying, and Wiergraf manages to deflect the sword somewhat so instead of hitting his vulnerable head it's teeth cut into his left shoulder. A river of blood begins to seep out of the long, jagged gash, and Wiergraf narrows his eyes.
Now, here's an example of when not to inflict damage:
Shinn takes his sword and he swings it at weirs body. The sword goes quick and fast and Shinn aims it at weir's head.
Hm...not too good. Spelling errors (Wiergraf=wier), grammar errors, and a lack of power and description. An appropriate response would be thus:
Wiergraf rolls his eyes and watches at the futile mortal attempts to strike him. His pathetic toy of a sword thumps against Wiergraf's head and bounces back as the Apocalypse Knight yawns, growing impatient with this debacle.
Shinn's attack was inadequate and weak, thus Wiergraf's response deals with this in inflicting no damage.
Lesson: Description, grammar and power = damage.
Don't expect a weak and poorly-spelt attack to do anything to your opponent.
Cheeze- Cheeze, or unorthodox, is defined as, among other things, inflicting damage and denying your opponent the chance to counter. Cheeze is looked down upon by most vets, and is highly liked by newbies and n00bs alike, although some vets prefer cheeze. Cheeze is a style that depends on creativity, imagination and a touch of brutality. In short, the most effective cheeze attacks are those that make the reader wince as he shares the victim's pain. Basic elementary Cheeze is defined as:
On offense:
Inflicting damage on your opponent with 100% hit rate, meaning any attack always hits.
Damage is determined by the attacker, not the defender.
Status effects may be automatically inflicted.
On defense:
Healing and recovering from enemy onslaughts
There are many variations of Cheeze, and they are all a headache to remember. Hopefully enough people will read this guide and use it to standardize
1.2 Definitions
True- Fighting without describing inflicted damage
Cheeze- Fighting with describing damage
OOC- Out of Character
Post- Attack
Duel- An engagement between 2 fighters
Battle- An engagement between more than 2 fighters
War- An engagement between two or more rival factions
Factions- Armies composed of members who RP, be it fighting or otherwise
Controlling- Making your opponent perform an action
1.3 Fighting Styles
In RPing there are 3 fighting styles: True, Cheeze, and Mix. The last one is one that I have recently standardized.
Basically these 3 styles have a lot in common, yet have very distinct differences. Fighters usually favor one or the other, but good, versatile warriors can adapt to any style in a battle. No one style is better than another. It's all a matter of personal preference.
True- True fighting, or orthodox fighting, is a style that is the oldest and most followed amongst fighting vets. Newbies usually don't fight True right away; it is somewhat of an acquired taste. Yet it is powerful in the respect that it requires high creativity and honor to make it work. True is defined as:
On offense-
Not describing any inflicted damage
Not controlling the opponent (I.e. making him/her do things without their permission)
On defense-
Not completely avoiding damage (see Determining Damage)
Not being a god (see Deity Mode)
Determining Damage- Determining damage is a large part of True fighting, and the most important, because you have to decide how much damage is inflicting on yourself based on your opponent's attack. Let's first see an example of determining damage:
(Wiergraf on defense, Shinn Kuuro attacking)
With a mighty yell Shinn Kuuro swings his flaming blade in a wide, powerful arc, slicing through the air in the blink of an eye, aiming right for Wiergraf's exposed head.
If the battle so far had consisted of short attacks, then this would be qualified as a good hitting attack, or a attack capable of inflicting damage. To determine if an attack is good enough, take into account spelling, grammar, punctuation, detail, and physics, or how the attack is unfolding. Also take into account the stance your character is in, how proficient he is in melee or magic defense, etc. Wiergraf is a master swordsman, and Shinn's attack was concise, descriptive, and grammatically perfect, thus making it a good hitting attack. Wiergraf would then respond like this:
Wiergraf notices the incoming blade and quickly throws up his Apocalypse in an attempt to ward off the ferocious blow. The two weapons collide, sparks flying, and Wiergraf manages to deflect the sword somewhat so instead of hitting his vulnerable head it's teeth cut into his left shoulder. A river of blood begins to seep out of the long, jagged gash, and Wiergraf narrows his eyes.
Now, here's an example of when not to inflict damage:
Shinn takes his sword and he swings it at weirs body. The sword goes quick and fast and Shinn aims it at weir's head.
Hm...not too good. Spelling errors (Wiergraf=wier), grammar errors, and a lack of power and description. An appropriate response would be thus:
Wiergraf rolls his eyes and watches at the futile mortal attempts to strike him. His pathetic toy of a sword thumps against Wiergraf's head and bounces back as the Apocalypse Knight yawns, growing impatient with this debacle.
Shinn's attack was inadequate and weak, thus Wiergraf's response deals with this in inflicting no damage.
Lesson: Description, grammar and power = damage.
Don't expect a weak and poorly-spelt attack to do anything to your opponent.
Cheeze- Cheeze, or unorthodox, is defined as, among other things, inflicting damage and denying your opponent the chance to counter. Cheeze is looked down upon by most vets, and is highly liked by newbies and n00bs alike, although some vets prefer cheeze. Cheeze is a style that depends on creativity, imagination and a touch of brutality. In short, the most effective cheeze attacks are those that make the reader wince as he shares the victim's pain. Basic elementary Cheeze is defined as:
On offense:
Inflicting damage on your opponent with 100% hit rate, meaning any attack always hits.
Damage is determined by the attacker, not the defender.
Status effects may be automatically inflicted.
On defense:
Healing and recovering from enemy onslaughts
There are many variations of Cheeze, and they are all a headache to remember. Hopefully enough people will read this guide and use it to standardize