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Samael

Samael


Posts : 6
Join date : 2015-08-22

Fighting Guidelines Empty
PostSubject: Fighting Guidelines   Fighting Guidelines EmptySun Aug 23, 2015 4:00 am

Here at Brave New World combat is the last thing on our minds; this site is based towards actual role-playing and less on fighting. However, if a fight breaks out between two players we have a specified set of guidelines for it.

First off, the fight has to be over a legit IC interaction: taking OOC issues IC will not be allowed.

Before a fight can take place it must be brought before staff who will decide then if the fight is warranted. If it is then the fight will be moved to a new thread where it can take place: the only people allowed in this thread will be those characters who've been approved to partake in the fight.

Fighting here on Brave New World is T1 style: this means turned based paragraph fighting. Much like a game of chess you are to essentially back your opponent into a corner and ensure that they have no way to dodge or maneuver out of your attack. You cannot claim that an attack auto-hits: instead you must back your opponent into the proverbial corner to ensure that they have no choice but to accept the attack (pending they can't find a way out of it).

Each character when a fight starts will be allowed to post their introduction. In this introduction they must list all weapons, items, special abilities, and powers. Anything not listed in this introduction will not be allowed. After each introduction is posted a staff member will quote your introduction in that thread after it's been posted to ensure that nothing is added or changed later on.

The setting for the location the confrontation started in will be the setting of the fight; however if no setting was properly described then it will be up to a member of staff to decide on a legitimate setting for the fight: this will include the time of day, season, and geographical location as well as specific landmasses, ect, that are nearby.

When a fight is agreed upon then a member of staff will create the specific topic and it will be marked with a [Fight: Sue v. John] tag with the original character's names involved. In the staff member's post will be not only the location of the fight but also any rules that those involved must abide by. These rules can include anything from the amount of people able to join, to how long you have to post before you can be skipped, and so on.

Please note that these guidelines do not count towards those killing NPC's: NPC killing is allowed without staff permission, this only counts towards character on character fighting.
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Samael

Samael


Posts : 6
Join date : 2015-08-22

Fighting Guidelines Empty
PostSubject: Re: Fighting Guidelines   Fighting Guidelines EmptySun Aug 23, 2015 4:01 am

Abilities Guide
Abilities, simply put, are things that your character is capable of doing. It covers all range of things from being a physical fighter to playing God (yes, I did just go there).

They're broken into three categories:

  • RM (Realistic Melee): A real fight in text form. Realistic Melee can be anything from a basic fist fight to a Kung-Fu battle, from knives to pistols and other weapons. Your character is an ordinary human, hence the "Realistic". To put it simple, if you can't do it for real, you can't do it here.


  • MP (Mild Powers/ Unrealstic Melee): Think comic book. Characters are equipped with a basic set of powers, such as being able to shoot fire, jump the length of city blocks, limited flight, ect. For those who'd like to utilize powers while still having some sort of realism.


  • PC (Power Character): Basically.. the sky's the limit to put it simple. Play God... go ahead, I dare you.


All abilities are to be apped in the Ability Registration area to be looked over and approved. What stands between you and an approval from staff you might ask? Detail. The more detailed you are about what your character is capable of doing and how, the more likely your stuff will be able to be approved.

Once your Abilities are approved then you're free to move them into your character's Ability List after you have paid for them and trained them.


What do abilities cover? Everything and anything. If you're a vampire and you wish to fly? You gotta app it. If you're a witch and you want to turn someone into a frog? Gotta app it. Please take note, however, that under the appropriate species listing will be pre-approved abilities that your character will get just for being a part of that particular species, and therefore those abilities can automatically go into your Ability List and do not count towards your five freebies.

There are just a few short rules you need to abide by:
1. No light speed or faster. Anything this fast will result in the instant death of your character.
2. No destroying the world. Attempting to do so will cause your move to backfire on you, thus killing you.
3. No extinction level event attacks. See above for details on what will happen.
4. Chronolock - Existing outside of time and space - While this ability (and all variations of it similar) is not illegal, users need to be aware of the stipulations that come with using such a power. While this ability is in play, this means that the user exists outside of time and space and as such are immune to just about anything that would affect or harm them, but this means that they do not exist within the present time frame, and thus cannot alter or manipulate anything within it. Existing in your own plane/reality/time frame where you cannot be harmed while still being able to cause harm in the present time frame is illegal. There is no such thing as "here but not here;" you either exist in this time frame or you do not. This matter will not be disputed, you have been warned.
5. See banned/restricted listing for full list.
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Samael

Samael


Posts : 6
Join date : 2015-08-22

Fighting Guidelines Empty
PostSubject: Re: Fighting Guidelines   Fighting Guidelines EmptySun Aug 23, 2015 4:03 am

There are a few rules for fights that need to be mentioned dealing with the way the site works.

1. If you are in a fight then your character must remain in that city. Leaving the city while an active fight thread is open is forfeiting the fight, and if it's a death match then your character is legally killed. This includes wanting to do side role play's elsewhere while waiting for your opponent to post.
Side-note: You are allowed to do side threads/role plays while in a fight so long as it is in the city that your fight is in.

2. Unless a postpone is agreed upon by both parties any fight to where someone has been absent from posting for three days or more will automatically lose. This means that if it's your post in a fight and you wait three days or more to post then your character automatically loses. This includes if someone is having to wait for you to fix your post before they can post, if it takes more than three days for you to fix your post then you forfeit, or if it's a death match your character is legally dead.

3. You cannot add/change/remove items or abilities after a fight/thread has already started. Doing so is considered meta-gaming and an instant death to your character.

4. Everything you do in a fight must be spoilered. This includes any sort of speed boosts, strength boosts, extra senses, weapons, ect. If your character is doing it then you must spoiler it. If it's not spoilered then it is voided. It is NOT your opponents responsibility to have to search through your profile, item list and ability list to search for what you're doing.

5. If you did not put it it did not happen. It's as simple as that. There are no assumptions, even if it's an active or inactive ability it MUST be placed into a spoiler or else it's voided in your post.
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Samael

Samael


Posts : 6
Join date : 2015-08-22

Fighting Guidelines Empty
PostSubject: Re: Fighting Guidelines   Fighting Guidelines EmptySun Aug 23, 2015 4:05 am

Here we go by the T1 fighting style. Type 1 [T1] is type of textual combat designed with logic, precision and detail in mind. It’s a turn-based style, allowing every player involved equal time and space to post their character’s move. There are four types of ‘turns’ that a player can make in a T1 fight: Prep, Attack, Defense and Connection. The fight is split in to 'tiers' which often consist of some/all of the aforementioned turns. A tier begins when a prep or attack is posted and ends when either a successful defense or connect is posted.

Prepping
A 'prep' is a turn in which the character prepares to launch their attack. Some special abilities require a certain amount of prep's before an attack can be successfully launched. As a player, it is your responsibility to be aware of which abilities require preps and then to adhere to these rules. Missing a single required prep will probably result in Admins voiding the applicable tier of the fight.

A prepping move should state clearly what ability is being prepared for use and provide some imaginative description of this process, whether it be an elaborate ritual or a intense concentration etc.

Special abilities that do not require maintained focus/concentration can be combined with another turn. For instance, whilst a mage is launching a non-magical attack with his sword, he might be muttering an incantation in preparation for using a special ability later. Specifics must still be provided.

Attacking
An attacking move should be a detailed account of everything vital to the attack: the stance of the attacker, the momentum or direction of the attack, the method of the attack, and it should hint at the desired outcome.

An attacking move must be comprised of one main action, or series of synchronized actions [within the realms of logic please]. You cannot post that the attack /hits/ the defender, instead you must try to describe the situation so that the defender has no choice but to accept the hit.

Defending
Like an attack, a defensive move must allow for the defender’s stance, method, and desired outcome. It’s no good simply stating that the character miraculously dodges the attack – it must be a detailed account of how this daring escape is achieved.

Connecting
A connecting move is a move that confirms the attacker’s success. If the defender was unable to completely evade the attack, the attacker is expected to spend a turn describing the results of their attack, and the defender must respond to such.

It is very important not to ‘auto’ in a connection. Although you can state where the blow landed based on the information offered in the preceding attack and defense moves, you cannot state the exact amount of damage dealt upon another character. Such details are reliant upon the information in the previous moves.

Counter-Attack
There is another type of move that is often used in T1, and it is a variation on the Defensive move. Rather than simply evade an attack, the defendant may block or counter it with one similarly fluent move.

Please understand that not everyone is going to have a super powerful character, or a realistic character. Everyone gets to play how they want; meaning some are going to have powers and be Gods and others are going to be ordinary humans if they see fit.

However... that brings apart the biggest issue of all; Death. While most characters are not going to be capable of dying a normal death (via natural causes, diseases, old age), death is still hiding in the shadows, waiting to stick its boney hands around your neck. No one is immune to death, period.

Therefore, you are not safe from dying. It can happen, especially via fighting, so please be weary when entering into an altercation; because there are no "Well, I didn't know he could do that!" excuses. Every Ability a character can do is in the Ability List for a reason. You have been warned.

Also, some characters will have the ability to resurrect other people and themselves. A character cannot resurrect them self or same person twice, and a character can only be revived 3 different times. Unless killed in a fashion that the character cannot be revived, after the third death, that character is officially dead for good.
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