| The Basics |
The following rules are to be
obeyed by all fighters, at all times, no exceptions save in
the case of scenario-specific villains and other non-regular
characters of importance.
- A minimum of 7 valid hits must
be scored before victory can be claimed. [More...]
- No character may be invincible
or fully immortal. [More...]
- A character must have certain
weaknesses. [More...]
- God-moding is strictly
forbidden. [More...]
- Unless otherwise specified on
a profile, weapons and armour are breakable. [More...]
- Players must use a bare
minimum of 6 words to be valid, no counting small terms.
[More...]
- Players may only commit two
typographical errors per line. [More...]
- Obey the laws of physics
within reason. [More...]
- Only one action may be taken
per line. [More...]
- Do not be redundant and repeat
words over and over again. [More...]
|
| Technical Rules |
Every player is
required to write to the best of his ability. Typographical
errors are not tolerated, and any more than 2 will render
your line invalid. This keeps fights from becoming a
frenzied mess and helps both players understand what each
others characters are doing. In addition, one should clearly
state what is happening. Do not attempt to spice up your
lines with fancy words unless you actually know how to use
those terms. Here is an example of good and bad
writing:
Bad:
Paral says <thrusts her sword
with swiftness at the opponent's
right> Paral says <hits him
stabbingly through the centre of his
shoulder> | |
Good:
Hidoshi says <thrusts his sword
forward and to the right of his opponent's
collar bone> Hidoshi says
<stabbing him viciously through both the
tender flesh and sinew of his
shoulder> | |
The first example has two glaring
errors in it. One, Paral said the opponent's 'right', which
is not a general area. It's a general direction. This alone
is invalid. Two, using grammar correctly is important. In
this example, "swiftness" and "stabbingly" are used
incorrectly. In fact, "stabbingly" isn't a word, although
some might assume it is. This is abuse of grammar, and
should be avoided at all costs. In the example using
Hidoshi, he uses proper grammar, but doesn't try to use long
words. Yet his pair of lines are much more refined than
those of Paral. In addition, he links the two lines as
though they were part of the same sentence, a method often
ignored by the general populace of fighters.
It is
generally understood that every action has to be on a
separate line, but just in case this is unclear, read the
following. Minor actions, such as adjusting your feet or
rolling your neck from side to side can go on the same line
as say, preparing to attack or stepping backward. However,
all primary actions must be on separate lines. You cannot
block and attack in the same line, nor leap and toss a
dagger. One line to block, one line to attack, etc. There
are no exceptions to this rule, ever.
When it
comes to fulfilling the bare minimum of required words, many
people think that 6 is a very small minimum to use, so they
say they bump it up to 12 or more. This is done based on the
assumption that only small words, three letters or less are
discounted from the total. Rather, the minimum of 6 only
counts uncommon terms.
Common Terms: The, that,
he, she, it, when, why, where, how, up, down, left, right,
east, west, north, south, around, about, above, below,
hit, block, run, forward, back, look, sight,
talk.
Uncommon Terms: Tension,
panic, brute, monstrous, divine, demonic, slice, crush,
slaughter, maim, hoard, legion, defend, retaliate, swerve,
tumble, pretend, disguise, vision,
opaque.
These are just a few examples of
common and uncommon terms. Please note that names do not
count toward the 6 word minimum. In addition, do not fill
your line with uncommon terms unnecessarily, but learn to
use them properly. Remember, you can substitute "turn" with
"swerve", but you don't have to say "vision" when you can
say "sight".
A bad
habit of many players is that they becom redundant while
trying to fulfill the word quota. They self-righteously
abuse the list of uncommon terms by flooding their lines
with repeated words and synonyms. When confronted about such
issues, they generally become defensive and try to use the
list of uncommon terms as a crutch. To prevent this from
happening, it is advised that players avoid redundancy. In
fact, being unnecessarily redundant in the same line will
negate the line entirely. Let's have Paral show us an
example.
Paral says <charges at her
opponent full speed, charging him as quickly as
possible> Paral says <coming out
swinging with her sword in a wide swinging arc
at his
chest> | |
It should be immediately
apparently what's wrong with her lines. In the first line,
not only are words reused unnecessarily, but the action is
restated to try and fake fulfilling the number of words
required for a valid line. This has rendered the line
invalid. In the second line, swinging is repeated twice,
thereby negating that line as well. Redundancy should be
avoided at all costs. Certainly, one can use words in
seperate lines over and over again, but it should be avoided
in the same line. Let's have Paral provide us with a rather
glaring example.
| Paral says <swings her blade
whilst stepping back whilst pointing it toward
the sky whilst being
enraged> | |
That's just awful. Avoid doing
that.
Another
important rule concerns "God-moding". While within a
scenario using non-regular characters, this rule doesn't
necessarily apply, but freeform roleplayers are bound by it.
Characters cannot have over-exaggerated abilities. Examples
of this include immunity to temperature changes as well as
elemental magic and regular attacks. One of these alone is
acceptable, but two or more is just ridiculous. If a person
cannot be hurt by magic, then they should be susceptible to
physical attacks. Learn to balance your character's
strengths and weaknesses, not create an über-warrior who is
nearly impossible to hurt. Characters should be based around
personality and purpose, not ability and immunity. In
addition, it is strictly prohibited for any character to be
invincible, or incapable of dying. Even a zombie can be
reduced to ash, never to rise again.
Just
because you are wearing armour doesn't mean it's
invulnerable. Just because your sword is of the highest
grade steel doesn't make it unbreakable. Unless your profile
states a good reason as to why your weapon is unbreakable,
it can be snapped, chipped, bent, and sliced into pieces. Of
course, the tougher it is, the more damage it will sustain,
and you should make note of that. For instance, if you have
a high grade steel longsword, a rapier or shortsword is
unlikely to do much damage. On the other hand, someone with
a bastard sword or battle axe may be able to shatter it
quite easily. Armour on the other hand, save in the case of
scenario-specific villains, is always removable or
breakable. Even if it was imbued with the holy powers of an
ancient magician, it is still vulnerable to a certain level
of damage.
The final
note is on physics. Physics should be obeyed as much as
possible. For instance, a knight wearing heavy steel armour
cannot start doing cartwheels, nor can he turn around at the
speed of light. No matter how fast he may be without the
armour, he will be slowed down while wearing it. This is
important to note, as your typing speed should reflect this.
For instance, just because you may be in danger of taking a
hit, your knight should not instantly gain the ability to
wield his heavy shield like a feather. Take the hit and
state that you are physically too slow to compensate. That,
or find another means to defend yourself. Your armour is
there for a reason after all.
|
| Basic Combat |
There are four basic rules to
attacking an opponent. First, you must be within range.
Obviously a sword will reach farther than a fist, a spear
farther than a sword, and an arrow farther than a spear,
etc. Simply state that you have come within range of
attacking your opponent using whatever means you choose. If
your opponent moves out of range, then you will have to
re-state your approach.
Secondly, you must swing your
weapon outward. This applies to weapons of all ranges, from
fists to arrows and lightning bolts. In the case of a ranged
weapon, if you are at a distance, you will have to aim
before firing. At close range however, this is unnecessary.
In the case of a punch or sword swing, you have to state you
are attacking a general area of the body, such as the upper
torso, or the legs.
The third point is contact. You
must state specifically where you have made contact with
your opponent. If your sword was swung at his upper body,
then you might state you raked him across the chest. If at
the legs, then perhaps you'd clip him in the knee or the
shin, etc.
The fourth point is movement. If
you have your sword buried in your opponent's shoulder, you
have to withdraw it before moving away. However you could
choose to follow up your initial stab by wrenching the sword
out of the wound, thus scoring a bonus hit. This would take
an additional two lines, one to apply the pressure and tear
through the wound, the second to pull free. Outside of
attacking, when you are jumping, you have to state your
landing. Many players forget this. You jump, you land,
unless of course you use levitation or are planning to
attack while leaping. Even
after attacking, you must state a landing, be it a
handspring, a somersault, etc.
Defending yourself comes in a
variety of ways. You can block, dodge, counter, etc. The
simplest and most common way of defending oneself is to
dodge. Shoulder rolls, somersaults, handsprings, or just
simply stepping out of the way are all acceptable forms.
However, there are rules that go with this. The best way to
start explaining is with an example, using Paral and Hidoshi
again.
Hidoshi says <swiftly whips his
sword downward at Paral's shoulder in a wide
vertical arc> Paral says
<quickly moves out of the way of the incoming
blade, scrambling for her
life> | |
Hold on, Paral's line is invalid.
Why? Just because we can assume she is walking out of the
way, doesn't mean we should. She hasn't stated if she's
running, rolling, somersaulting, flipping, cartwheeling, or
even flying out of the way. All she said is she moved. We
can assume, but we aren't going to. Paral needs to state how
she moved, just like any player is required to.
When it comes to other forms of
defense, such as blocking, the process is a little more
complex, but makes things more interesting. Blocking an
attack takes one line to defend, and one line to push off.
However, the push off line can be traded for a
counterattack. For instance, if an opponent comes at you
with his fist, you can block it with one hand, then come
forward with your own attack. This is where blocking becomes
countering.
It is important to note that when
you are blocking, you must take into account what your
opponent is using to attack. You would not be successful in
blocking a sword with your bare hand, nor a heavy club with
a thin rapier. Although you yourself may be strong, your
means of defense might not be. Think realistically when
blocking or countering.
|
| Abilities Etc. |
Using abilities has often been a
topic of debate. Some people separate skills, magic,
abilities, etc, and use those technical terms to corner
other players. In this case, "ability" is a general term
including using inherent qualities such as chi, mana-based
abilities, geomancy, etc. Any supernatural quality is ruled
as an ability.
Using a low-grade ability such as
a simple fireball, which will have the same effect as any
direct attack, is considered no different from a regular
sword swing. You charge the ability, throw it, and hit your
opponent. However, in the case of a high-level spell, such
as summoning lightning bolts or creating a firewall, you
have to take things a step further. Hidoshi will show you
how.
Hidoshi says <begins to recite
a guttural incantation, resonating it in the
depths of his throat> Hidoshi says
<while overhead, the
clouds collect and thunder booms across the
sky> Hidoshi says
::lightning column:: Hidoshi says
<a searing white bolt of lightning stabs
downward from the heavens at
Paral> Hidoshi says <striking
the crown of her head and then sending a shock
through her
body> | |
If you'll notice, one of the
lines is highlighted in red. This is a bonus description
line and not necessary for spellcasting. Rather, Hidoshi
chose to use it to further clarify what was happening. This
is often a good idea, especially when you want to show off
your true abilities as a roleplayer. The spell would still
work regardless, as the environmental effects are assumed
without necessarily being written down. In short, one must
cast the spell, state the name of the spell, then have it
manifest and finally do its job.
Healing bones and deep wounds is
considered a high-level ability, while mending a light cut
on one's arm or a smarting bruise is considered a low-level
ability. In addition, using an energy barrier of any kind
for defense comes with a stipulation: It can only deflect
one attack. Afterward, it collapses and must be re-cast to
work again. Normal energy barriers are considered low-level
abilities. Energy barriers than absorb energy and transfer
it to the caster, or shock whomever touches them and so
forth are considered high-level abilities.
|
| Victory and Defeat |
Winning and losing are part of
life, and they are also part of using this system. In this
case however, you cannot simply kill someone in the blink of
an eye. Rather, you have to get rid of all 7 life points
they have before attempting to end their life, or knock them
unconscious. After 7 hits have been scored by either player,
the person defeated must let their opponent choose
how to end the battle. They are not allowed to run away,
otherwise by default their fate will be decided by their
opponent anyway. Of course, if their opponent let's them run
away, that's fine.
Healing in battle, using magic,
potions, etc, does not restore life points. Rather, it will
only heal the wounds you've taken. You receive no technical
bonus from healing. It is also often important to have
witnesses present so that you can ensure a clear judgement
on who won and who lost.
| |
|
The Roleplaying Combat
Method (RCM) is © of Mark P. Tjan 2003
| | |