This is an open discussion about turn-based text dueling, also sometimes referred to as TB, textual combat, play-by-post dueling, or the standard internet RPG fighting method. The topic of turn-based text dueling falls under the category of written or textual RPG's in paragraph form, otherwise known as paraform. Anyone may join in this discussion, but please be mindful and respectful to others. This is not the place to show off your trophies or RPG fighting records. Please do not role-play in this thread. I started this topic mostly for general RP discussion about anything and everything to do with turn-based text dueling. Feel free to share your opinions, to say which RPG styles or rulesets you've practiced, to talk about the history, styles you've created or tutorials you have written, express the reasons why you like or dislike TB dueling, and talk with others about ideas on how to improve upon it and make it better. This is an open general RP discussion. Image is everything. Your personal behavior, effort and conduct on the internet helps other duelers to determine your skill level, strengths and weaknesses as a turn-based RP text dueler. Respect and honor denotes a higher level of mastery in most RPG circles. Please keep that in mind while you're here.
Thank you.
Gamemaster
Gamemaster
Text dueling is significantly different from PVP/MMORPG video games in that it requires a keyboard with font-type characters rather than a controller with simple buttons. Typewriting therefore is a necessary skill that is absolutely required before you even consider being a text dueler. The better your typing skills are (i.e. ASDF/JKL; finger-key control, hand-eye performance and WPM average), the quicker you will progress in the art of text dueling. Being able to read and write in the English language is not required but will also help you as English is the standard universal common language for most text dueling events and internet RPG message boards. Age, gender, race, height, weight, looks and other characteristics don't really matter. So long as you can type half decently so that your words are at least understandable, you have the potential to be a great text dueler. Even if you need to practice for a while, text dueling is an art which should be practiced.
Nobody is perfect, there is always room for improvement, and in my opinion there is really no such thing as "the best text dueler." Once you understand the art, you will come to perceive the beauty of text dueling in all of its artfulness with its many different styles and personal expressions. That's kind of what this thread is about; Getting to see the ways in which text dueling has flourished and evolved. What was once done with pen and paper is now done through typewriting and keyboard texting, through emails, chatrooms and forums like this one. Text dueling originally had its seeds planted and sown in places just like this. It has survived the wrath of time and has proven useful in ending hundreds, if not thousands or even millions of RP related OOC arguments and IC conflicts over the past few decades, blossoming in such a way that internet text dueling RPGers have even developed their own universal lexicon or internet language called "1337," numerical for "leet" which is short for "elite."
RPG terms like noob, auto, ooc, ic, afk, brb, gtg, lvl, pvp, etc. all originated from this elite universal internet text-speak language. It was gradually created over time and was generally taught privately or secretly from the older gamers (oldies or elitists) to newer gamers (newbies or N0065), thus causing a cycle which repeated continuously and evolved over many years. Though stemming from humble origins, this RPG lexicon is the basis of today's universal text-speak. Learning the lexicon then is generally a sign from other readers that someone has taken the time to practice the art of texting, though nowadays text-speak (1337) has become very popular and is now more associated with laziness than with a secret code language spoken only amongst the elite.
Here is a list of "some" words in text-speak using 1337:
OOC - out of character
IC - in character
RPG - role playing game
LMAO - laugh my arse off
LMGDAO - laugh my gosh dang arse off
ROFL - rolling on floor laughing
WWW - wild wild west/world wide web
Script - scripted style/predetermined roleplaying
Undernet - darkweb
RPer- role player
PVP - player versus player
SP or 1P - skilled player/single player
2P - two player
AIM - aol instant messenger
YIM - yahoo instant messenger
MBS - message board style
RTC - real time chat style
MORPG - multiplayer online roleplaying game
2V2 - two versus two/tag team
VG - video game
R&R - rules & restrictions/rest & relaxation
TRBS - thrall ryne battle system
CCFF - comicity freeform
IRCD - internet relay chat dueling
MCFS - multicity freestyle
RR - restricted rating/rated r
TB - turn based/text based
TG - tabletop game
Eden - games section
Nerima - anime & cartoon section
Tenaria - teenager section
Ecneics - science & technology section
Ayenee - arts & entertainment section
Romantica - romance/adult section
RX - extreme content/rated x
ART - advanced roleplayer tutorial
PG13 - parental guidance/13yo
AFK - away from keyboard
BRB - be right back
GTG - got to go
ATM - at the moment
N006 - newbie/noob
1337 - elite/leet
1337ist - elitist
SB - speed based/storyboard
WPM - words per minute
Auto - automatic hit
Autoer - automatic hitter
FF - freeform/final fantasy
SFS - street fighter style
DBZ - dragon ball z style
TEK - tekken style
JKD - jeet kune do/intercepting style
SSJ - super saiya jinn
SMJ - super maijin
BND - bondage
HWS - hollywood wrestling style
MMA - mixed martial arts style
Master - teacher/professor
Apprentice - top student
Novice - beginner/student
Mana - magic/cosmic energy
Ki or Chi - spirit/inner energy
GM - game master/grand master/good morning
TLC - tender loving care
BJJ - brazilian jiujitsu style
CMA - chinese martial arts/kung fu
BFF - best friends forever
Admin - administrator
Mod - moderator
Moding - god moding; over modifications
Moder - god moder
HP - hit points
LP - life points/latest post
SP - skill points/slow player
MMO - massive multiplayer online
RIP - rest in peace
LOL - laugh out loud
ROFL - rolling on floor laughing
BRL - battle royale
LVL - level
CH - chapter
CS - character sheet/character switch
Char - character
DOC - document
S&M - slave & master/student & master
Autoing - practice of auto connecting attacks
Meta - metagaming/taking OOC to IC
MTG - magic the gathering
DND - dungeons & dragons
HRU - how are you?
GNU - good and you?
HYUL - hit you up later
GG - good game
GGM - great grand master
WRYD - what are you doing?
TTYL - talk to you later
- love/heart
or - smiley face
or v_v - frown face
or -_^ - wink face
PM - private message
PBC - public broadcast
DB - dice based
CB - choice based/chat based
OP - over powered/original player
MC - main character
NPC - non playable character
Com - companion
MTS - muay thai style
Comm - communication
EM - electronic mail/email
ASL - age sex location?
WFD - waiting for decision
MW - main weaponry
PS - post script/personal secret
DTD - duel to the death
TL - time limit
Codex - olde code/code-x
Netiquette - internet etiquette
AA - advanced auto/auto advanced
Freestyle - freeform/freeplay/freeroam
T1 - type one/forum style
T1A - type one advanced
T2 - type two/chat style
T3 - type three/dice style
T4 or AT2 - type four/advanced type two
T5 or MT2 - type five/mastership type two
RCM - roleplaying combat method
IDK - I don't know
IDC - I don't care
SL - storyline
PBP - play by posting
Parastyle - paragraph style/paraform
Mecha - mechanical/modern
Scifi - science fiction/futuristic
Steam - steam punk/early industrial
MAF - middle ages/medieval fantasy
HIST - historical
MYST - mystery
HC - horror core
Sim - simulation
VR - virtual reality
DF - dark fantasy/dark fiction
FB - fan based/free based/facebook
Nobody is perfect, there is always room for improvement, and in my opinion there is really no such thing as "the best text dueler." Once you understand the art, you will come to perceive the beauty of text dueling in all of its artfulness with its many different styles and personal expressions. That's kind of what this thread is about; Getting to see the ways in which text dueling has flourished and evolved. What was once done with pen and paper is now done through typewriting and keyboard texting, through emails, chatrooms and forums like this one. Text dueling originally had its seeds planted and sown in places just like this. It has survived the wrath of time and has proven useful in ending hundreds, if not thousands or even millions of RP related OOC arguments and IC conflicts over the past few decades, blossoming in such a way that internet text dueling RPGers have even developed their own universal lexicon or internet language called "1337," numerical for "leet" which is short for "elite."
RPG terms like noob, auto, ooc, ic, afk, brb, gtg, lvl, pvp, etc. all originated from this elite universal internet text-speak language. It was gradually created over time and was generally taught privately or secretly from the older gamers (oldies or elitists) to newer gamers (newbies or N0065), thus causing a cycle which repeated continuously and evolved over many years. Though stemming from humble origins, this RPG lexicon is the basis of today's universal text-speak. Learning the lexicon then is generally a sign from other readers that someone has taken the time to practice the art of texting, though nowadays text-speak (1337) has become very popular and is now more associated with laziness than with a secret code language spoken only amongst the elite.
Here is a list of "some" words in text-speak using 1337:
OOC - out of character
IC - in character
RPG - role playing game
LMAO - laugh my arse off
LMGDAO - laugh my gosh dang arse off
ROFL - rolling on floor laughing
WWW - wild wild west/world wide web
Script - scripted style/predetermined roleplaying
Undernet - darkweb
RPer- role player
PVP - player versus player
SP or 1P - skilled player/single player
2P - two player
AIM - aol instant messenger
YIM - yahoo instant messenger
MBS - message board style
RTC - real time chat style
MORPG - multiplayer online roleplaying game
2V2 - two versus two/tag team
VG - video game
R&R - rules & restrictions/rest & relaxation
TRBS - thrall ryne battle system
CCFF - comicity freeform
IRCD - internet relay chat dueling
MCFS - multicity freestyle
RR - restricted rating/rated r
TB - turn based/text based
TG - tabletop game
Eden - games section
Nerima - anime & cartoon section
Tenaria - teenager section
Ecneics - science & technology section
Ayenee - arts & entertainment section
Romantica - romance/adult section
RX - extreme content/rated x
ART - advanced roleplayer tutorial
PG13 - parental guidance/13yo
AFK - away from keyboard
BRB - be right back
GTG - got to go
ATM - at the moment
N006 - newbie/noob
1337 - elite/leet
1337ist - elitist
SB - speed based/storyboard
WPM - words per minute
Auto - automatic hit
Autoer - automatic hitter
FF - freeform/final fantasy
SFS - street fighter style
DBZ - dragon ball z style
TEK - tekken style
JKD - jeet kune do/intercepting style
SSJ - super saiya jinn
SMJ - super maijin
BND - bondage
HWS - hollywood wrestling style
MMA - mixed martial arts style
Master - teacher/professor
Apprentice - top student
Novice - beginner/student
Mana - magic/cosmic energy
Ki or Chi - spirit/inner energy
GM - game master/grand master/good morning
TLC - tender loving care
BJJ - brazilian jiujitsu style
CMA - chinese martial arts/kung fu
BFF - best friends forever
Admin - administrator
Mod - moderator
Moding - god moding; over modifications
Moder - god moder
HP - hit points
LP - life points/latest post
SP - skill points/slow player
MMO - massive multiplayer online
RIP - rest in peace
LOL - laugh out loud
ROFL - rolling on floor laughing
BRL - battle royale
LVL - level
CH - chapter
CS - character sheet/character switch
Char - character
DOC - document
S&M - slave & master/student & master
Autoing - practice of auto connecting attacks
Meta - metagaming/taking OOC to IC
MTG - magic the gathering
DND - dungeons & dragons
HRU - how are you?
GNU - good and you?
HYUL - hit you up later
GG - good game
GGM - great grand master
WRYD - what are you doing?
TTYL - talk to you later
- love/heart
or - smiley face
or v_v - frown face
or -_^ - wink face
PM - private message
PBC - public broadcast
DB - dice based
CB - choice based/chat based
OP - over powered/original player
MC - main character
NPC - non playable character
Com - companion
MTS - muay thai style
Comm - communication
EM - electronic mail/email
ASL - age sex location?
WFD - waiting for decision
MW - main weaponry
PS - post script/personal secret
DTD - duel to the death
TL - time limit
Codex - olde code/code-x
Netiquette - internet etiquette
AA - advanced auto/auto advanced
Freestyle - freeform/freeplay/freeroam
T1 - type one/forum style
T1A - type one advanced
T2 - type two/chat style
T3 - type three/dice style
T4 or AT2 - type four/advanced type two
T5 or MT2 - type five/mastership type two
RCM - roleplaying combat method
IDK - I don't know
IDC - I don't care
SL - storyline
PBP - play by posting
Parastyle - paragraph style/paraform
Mecha - mechanical/modern
Scifi - science fiction/futuristic
Steam - steam punk/early industrial
MAF - middle ages/medieval fantasy
HIST - historical
MYST - mystery
HC - horror core
Sim - simulation
VR - virtual reality
DF - dark fantasy/dark fiction
FB - fan based/free based/facebook
I recieved an email from a friend of mine named AmyG98 who gave me this tutorial and asked me to share it, thus helping to preserve it. After I realized its authenticity, I asked where she got it from. Her answer was simple. She simply said "the internet."
Obake wrote:
At the request of one of the Moderators in the OOC chat, I am posting this very rare original document which shines as a sort of relic to veteran old school role-players. This is not the same as other T1 rulesets on this site which claim to be inspired by Eden's rules. This is the authentic, original tutorial. I have not altered this tutorial in any way, shape or form. Anyone who was a member of Ayenee and Eden's Era will recognize this tutorial immediately as being the authentic original. It was written by a well-known friend of ours, Vøices øf Xenøn in the late 1990's or early 2000's era and was designed to educate noobs and teach role-players how to practice paraform turn-based RPG textual combat. It is nicely written and very descriptive, going into great detail with examples of IC combat resolution. One of the Moderators in RolePlayGateway expressed a desire for me to post this ruleset as a means to an end so that it could be edited and revised for newer generations. Personally, I do not think this particular ruleset needs any revision at all. It is already perfect, in my opinion, but I am posting it here nevertheless so that others can see it, learn from it, preserve it and do with it whatever they would like. I hope you enjoy it. ~ Obake
Eden's Era T1/TB Original 1990's Ruleset
Turn-Based Textual Combat
Written by Vøices øf Xenøn
http://www.geocities.com/eden_era/TBIntro2.htm
There are primarily two forms of textual combat to be aware of if you intend to role-play in a real-time chat environment. The first of the pair relies on typing speed and feed of thought, which does not allow for the true movement or sophistication of the second, which is called Turn-based Textual Combat (TB). TB is dependent upon the honesty and integrity of players, as well as their ability to out maneuver their opponents whilst thinking laterally, following a logical course of progression. By this, each player is the sole judge of their character and what happens to their character; no other individual holds any away over their actions. They are expected to play fairly and with refrain at all times, deciding whether the outcome of events should go against what they might wish.
The form of TB is exactly as the name implies: each player takes turns to have their character perform a sequence of events, planning to stay one step ahead of their opponent's actions. Generally, the two players first agree that they are using the same form of textual combat to ensure there is no confusion, then between themselves they decide which character should take the first turn. The player with the first turn then has as much time as they need to type up their introduction to the battle, perhaps in the form of a first attack or as the readying of their weapon. For example:
Conan_the_Barbarian lumbers forward, sneering at the old man who has dared to challenge him, standing tall and proud as the very symbol of honed athletic prowess. His broad hands reach to his shoulder, drawing his broadsword with the hoarse whisper of steel on steel, leveling the blade before him. Both hands grasp the hilt firmly; his feet spaced evenly in a slight crouch, sharp eyes narrowing at the warrior.
After this, the other player will then be able to take his turn, deciding to go straight into the heat of the battle:
Druss_the_Axeman makes no meal of his actions as his gauntlet-clad hand snaps back to draw his axe. With his feet bound the flagstones, racing towards the barbarian, Snaga the Sender comes loose with a violet tug and sweeps outward as he nears, barreled chest and large muscles tightening like iron with the soar of the silver edge through the air. Right before the barbarian he halts and throws his full momentum into the deadly crash of the blade, swiping out for his guts in a quick, deadly motion.
What should be noticed, when reading the above attack, is that at no time does Druss declare that he has struck Conan, only that his actions will strike him unless he reacts. This is the standard form of TB combat, as rather than state that an opponent has taken any damage the player explains his attack, allowing the other to decide if it can be dodged. If one player decides the outcome of any direct or indirect action against another, save for the exception of descriptions, it is called an auto-declaration (auto for short).
Autos are illegal under the rules of TB, yet it is generally understood that if the player receiving the attack agrees beforehand that it will carry through unhindered, then it can be announced. However, the player receiving the damage or effect has the sole right to decide on the degree of success; whether they find their character's head struck from its shoulders, or if they merely have a gash across the brow. Taking this into account, the new player should avoid committing autos in any form until they fully understand the mechanics behind the combat.
The process of logic decides the next stage of any simple fight: can the player think of a way to deal with the attack without taking damage, and can he turn it to his advantage somehow? In this manner the player receiving the action can decide the end result of the attack, yet must describe clearly how this result is obtained. Again, fairness of discretion is required to continue. In the example given above, Conan has readied himself to receive such an attack, and so has no trouble in deflecting it away:
Conan_the_Barbarian sends his sword smashing down against the axe, jerking from the jarring clang of metal on metal, then with a grunt of effort pushes it back to the lower right of the axeman, pinning it with his own blade. Continuing his turn he spins on the ball of his foot, launching a momentous kick toward the old man's head, intending to catch him with the heel of his boot right upon the jaw as he pivots around.
With the attack thwarted, the player then has the opportunity to initiate a counter-attack or to withdraw and ready his next action, be it a defense or otherwise. It is important to regulate the number of actions a player takes in one turn, though no real limit is imposed for this purpose. Players are expected to generally agree on what is acceptable either before hand, or as they are going along, but it has to be understood that too many actions spoil the event. This particularly applies if the players are spending less time describing or portraying the actions, making it interesting reading, and more time simply churning out actions in a bid to win their battles.
A good post only covers one to about three actions, making use of adequate description to make what is happening crystal-clear. The less confusion the better, as players can spend less time pondering over what is happening and more time considering what to do next. When a player totally misunderstands what is happening in the game, a message or so to the opponent should straighten out the ordeal, and so avoid cluttering the flow of the match… Should a player post without asking and get it wrong, having misinterpreted the actions, they are generally allowed a second attempt to get it right.
Druss_the_Axeman feels the clash of their weaponry and rebounds slightly, Snaga held rigidly within the lock of Conan's blade on the floor. He had expected this however, as having seen from the man's crouched position and his hold upon his weapon that he intended a retort. When the barbarian spins Druss is already in action, dropping low as the boot floats over his skullcap-protected brow, thundering a first in close quarters to his belly, ramming it forward to knock him off balance and free his Axe.
There comes a point when a player has to admit that an attack was successful, being logically unavoidable and soundly executed. This need not result in instant death or loss of the battle, but rather in a swift change of ploy to maintain a running fight. Assuming a player has the means with which to recover swiftly, he can employ them to his heart's content, yet should be aware that his character has taken some minor damage from the events that have unfolded. Punches can be rolled with, but if they hammer into a character when they are unready they can be devastating… not all damage comes from edged weaponry. It is important to pinpoint the degree of damage, and to make a judgement as to whether the character can proceed beyond that point with it as hindrance.
Many people seem to take their strikes very well, but do not carry onward with the results as part of their character; all damage is accumulative unless countered by some healing action. Therefore, whereas an ill-timed knee-blow might only leave a bruise on a character's cheek, enough of such will weakened and split the skull, causing brain hemorrhage. Mere cuts of a razor blade down the arm should not stream blood too strongly, but with enough of them criss-crossing a body, loss of blood will be a major problem. Each character will have differing factors to take into consideration, such as their threshold of pain and capacity to absorb the damage rendered upon them, and so should think very carefully over their actions during play.
Conan_the_Barbarian was surprised by the sudden crunch of the old man's fist against his back, having expected his sole to render him unconscious… after all, he reflects as he tumbles forward, the old an infirm are weak compared to the freshness of youth. Ramming his elbow off of the floor, he bites down hard on his tongue, turning over with the remaining momentum and clambering to his feet with graceless gestures, facing the man with a bloody roar of utter rage as his sword sweeps to rest by his side once more.
One of the more important features of role-play in general is that it is done within the present tense, as opposed to the past, which does have a reason other than the preference of the player. Every action taken is in real-time, in that it happens as the player is describing it, building upon the scene already present… this means that there is a constant need to refer to events which have already passed by. If the actions are written in the past tense, when speaking of events prior to the present, it can be very difficult and confusing to make sense of it all. Again, for clarity, it is best advised that players keep to the present tense in detailing the motions of their character.
Writing in the present tense is much more important in a TB combat scenario, especially when dealing with the more complex ideas behind the flow of the match. For example, a player may wish to collect a particular item during one of his turns, then perform an action with it, later referring back to the action. Smashing a bottle then later taking note of the broken glass on the floor can be troublesome to accomplish without a clear distinction between past, present and the future.
Druss_the_Axeman laughs heartily as the youth sprawls across the floor, raising his foot to rest on one of the tavern's overturned chairs, Snaga set between his feet with the points of the blade gripping the flagstones beneath. "You're no match for me, boy. Keeping this up is only going to embarrass you further in front of all these lovely young lasses. Now how about you pay for the drink you stole from me, and I repay by not cutting your head off?"
In reference to the first few points made, the player should always take time out during the lull of fighting to play their character. Fighting is worthless if it fails to enrich and enhance the plot of characters, to both settle disputes and further the game environment. It is also rather dry to plough through lines of text concerned only with the direction and frequency of attacks, resulting in others players becoming bored and less likely to interact or role-play themselves. The resource to spot chances to relax from heated combat is vital, for it separates the combat into multiple sections that are easier to digest.
Conan_the_Barbarian foams at the mouth with rage, his words biting into the rafters above with sharp, heavy syllables. "My ale you bastard, the barkeep gave it when I walked up to be served!" he roars, spitting in the direction of Druss as he hefts his blade once more.
Druss_the_Axeman "Perhaps you should have asked the man, rather than hit him between the eyes when he tried to tell you? Or do your young harlot companions demand that you thump everything that gets in your way?" he replies calmly, shifting his grip on his axe to spin the blade's flat towards Conan.
Conan_the_Barbarian shouts at the top of his voice as he charges to the ancient, a sweeping arch of silver shining in the lantern light with glittering dark intent. Merely footsteps away, he sends his sword straight overhead to crash down with sheer power across all defenses, bent on cleaving the liar's skull in twain.
Equally important is to recognise when a fight seems to be tapering off due to too much conversation, and to initiate events to swing back into motion. This can be quite literally by swinging an attack around, or it can be achieved by a variety of other methods, such as cursing or enticing an attack. Either way, raising the hostility levels should keep the action tense and intriguing, though not overwhelming with ferocity. Reading the other player's style is essential to finding the best methods of play; for if a character is more inclined to sit and talk it will take much more to have him fight than a few insults.
Communication between players through Private Message, to discuss and decide on the scenes ahead, generally leads to closer role-play and more enjoyment from the battle; for example, Druss' player might have spoken to Conan's about the kick and punch routine. With each working together to increase the realism of events and portray their characters as they are to be played, a fuller experience is realised.
Druss_the_Axeman drops his foot from the overturned chair as Conan begins his scream, then sweeps Snaga up in counter balance to lift the chair, hurling it forward from his axe as Conan raises his blade overhead, spinning forward to topple him by a blow to the chest. As the chair is freed he lunges forward, crossing the intermediate ground moments after the flight of the wooden mass, preparing to strike forward and tear Conan's chest open under the swoop of his companion, the axe.
Awareness of the area in which combatants are playing marks a distinction from the average player, as a growing tend has emerged amongst those within chat, defined by the ignorance of the world around the characters. Unlike many would believe, there are very few custom-built arenas where characters and jump back and forth, performing endless aerobatics unhindered by the scenery… nor is it unfeasible to expect items to have been left around which they could make use of. Such simple details as the traction of the ground, whether it is ice or sand, can affect the movements of the creatures populating the area, whereas the temperature and humidity will change their stamina.
Effective play is not just in recognising which elements can be used to the player's advantage, but in which cannot, what details are strong weaknesses against their character. Fiery dragons will not cope well in blizzards, nor will woodsman survive long in the stone streets of urban sprawl. Defense can be planned and implemented against much change in scenario, but once again it is the player's discretion that should determine what handicaps and what enhances the character.
Conan_the_Barbarian is firmly stuck in the chest by the flying seat, having been completely unprepared for such a foul ploy, and reels back suddenly under the impact, tripping over his own feet and falling downward as Druss moves to strike. A large slash cuts the skin across his breast, but thankfully the fall saved him from worse, giving him enough time to gather himself as Druss is carried around by the swing to muster a quick retort, lunging his blade forward in a stabbing motion.
One of the most difficult concepts to understand about TB is that, despite being played turn by turn, the flow of time within the game remains constant. This means that though each player has a turn in which to commit their actions, they are not standing idle as their opponent is making his or her action. To further elaborate, the above text shows how each player, both Conan and Druss, have made their actions at the same time as the other character. Whilst Conan is racing forward Druss is hurling the chair, meaning that Conan could not complete the rest of his action, as the chair prevented him from doing so.
The exact sequence of events is not set in stone till each player has commented on what their character is doing at any given time; thus large or small actions, which take time to employ, can be cut short by their intervention. Druss does not stand still whilst Conan is charging, but makes use of his initiative to block what he had intended, and Conan accepts this and carries onward. However, should Conan later deny that the sequence of events had taken place, he would be playing in bad form, as he already agreed that the action took place. In short, although the turns are played out in sequence, the content is brought together in real-time.
Druss_the_Axeman rapidly reverses the direction of Snaga with a twist of the palm and shift of grip, curling it around to repeat the same hacking gesture as he steadies his feet upon the ground. He does not run, but walks with each action, keeping his centre of balance solid and firm against the whirlwind of action, a calm contrast to Conan's vehemence. He methodically presses forward to send the sword away, catching it with his axe with a metallic ringing, pushing down on Conan to give him the advantage of position.
In considering the actions of a character, players are wise to understand the nature of their situation in terms of advantages and disadvantages. In causing a character to take a hit, thus losing their position and calm, the player opens the opportunity to press an advantage. Yet, with each change in stance an equal and opposite weakness is laid open, such as a vulnerability where previously the players were on the same ground. There are exceptions to this, for example when a character is facing a tireless and powerful onslaught which they are struggling to match, or up against a creature of exotic powers with which they can barely cope. It is important to understand that the simple rearranging of position, such as a player moving their character below another and to the side, does not immediately signal that they are losing.
Far from it, a character that is standing low can be far more deadly, capable of swiping at the legs of the other, as will soon be shown by Conan. In this case players must understand how to press the advantage gained to counter this effect, or to withdraw to the relatively safety of an even match. Clarity is again required when keeping track of all this motion, and so it is common courtesy to give reference relative to each character for each action, so that the visualisation of what is unfolding is clear.
Conan_the_Barbarian feels his strength ebbing in his fallen position, and so deftly swipes his feet around beneath the legs of Druss in hope of either felling him or forcing him to release his pressure upon the sword. At the same time as he does this he spins around beneath the axe, his arm providing support against the flat of his own blade, preparing to rise up behind Druss should his actions be successful.
Length of description is never as important as what is revealed during the description; players should be very alert that the more of their future actions they reveal, the more a player can plan for in advance. Ideally, players should be capable of trusting their opponent not to press the information as an advantage, yet this is not always so, and thus a particular style must be adopted in such situations. Only enough detail to ensure the opponent knows what is currently happening, or about to happen, should be revealed, yet the groundwork must be laid for the next steps in the sequence.
Therefore, the actions of a character should balance nicely with the descriptions of those actions, giving a good read yet at the same time pitting the mettle of one combatant against another. Revealing future steps in actions may be utterly necessary at points, such as when Conan is preparing for his next actions above, yet the less a player extends himself out the less the risk of being out-maneuvered. In friendly TB this should never be a problem, yet in life or death of character situations it is sometimes impossible to agree with the other player on the outcome; either one lives, or it dies. Such is the case above, and so the players are being very competitive towards one another in these closing stages of the fight.
Druss_the_Axeman feels the booted feet he had dodged earlier with ease smack him in the shins, a strong assault against his steady form causing him to stumble forward and over Conan. His hold on the blade is released, his gaze fixed on the far wall as he realises the advantage he has just lost, and that they young youth is now behind him without hindrance.
Taking risks is a valuable tactic that has to be though out very carefully, planned to meticulous detail before implementation. It is more than feasible to expect a player to recover from a swift setback as the other is also re-establishing his foothold, but sometimes it is advantageous to allow the opportunity to pass by, playing a mental game of opportunity with the opponent. In the above paragraph, it appears that Druss has exposed his back to Conan, who will now be rapidly rising even as he continues forward.. yet a few mere lines of text would have removed the risk.
Clearly it is hard to win any battle without risk, but it is possible. Setting an opponent up to take advantage of a situation is an old trick which works most times, yet harder still is to force them to make a mistake they will pay for later. Observing their tactics can often help choose the best method, so separating the more able player readily, and giving them more chance of being able to accomplish their task.
Conan_the_Barbarian rears like a snake behind Druss, his blade swinging overhead once more, prepared for a downward thrust, mercilessly into the back of the old man, his cry of exultation startlingly loud as bloodlust is realised. He steps forward, the blade trailing over his right shoulder as he nears the stumbling figure, and with the quickness of the metaphor, he strikes.
Druss_the_Axeman turns in those fleeting seconds as Conan nears, the blade raising over his shoulder to strike at him, having rightly gambled that his penchant for the broadsword and the length when considered with his height would lead him to favour the downward cleave. Yet Druss is older, wiser, more experience as he spins with Snaga in both hands, raking it out to slice hits guts open, speeding against the slow trawl of the moment to strike before the final blow is begun, then away as quickly.
Druss shows himself to be true to character, the foresight to expect particular tactics from the player playing off to his advantage; in his mind, with the actions Conan has taken, there is little chance of him being capable of escaping… he is proven correct.
Conan_the_Barbarian stares in abject horror as the axe sinks into his flesh, pain exploding beneath his chest as he is burned by the searing sensations, the tearing of his intestines striking home suddenly and with less mercy than he would have allowed. Cold overwhelms him as the axe leaves, Druss spinning away, his blood spilling to the floor in a crimson spray, weakness consuming him and forcing his grip on the broadsword to loosen, then release. He topples to his knees, clutching at his stomach, his blade lying to the side, too far away to aid him now.
Ultimately, in accepting the death of a character, there are details commonly understood yet seldom practised. It is possible to sustain severe injury to the tendon of an arm and still function, or to take blade's points in non-vital areas of the body, but if these objects penetrate the head, pelvis, gut or chest, there is little to no chance of baring it with grace. Rage might provide adrenaline when the pain is bearable, but mortal wounds such as they are just that; mortal, even in the midst of magic and fantasy.
Druss_the_Axeman stands slowly, his walk heavy and with weight as he approaches the boy, Snaga hanging with ruby coating beside him, swinging loosely in his arm. Over the barbarian he pauses, looking down, his cold blue eyes showing compassion and sorrow at what has taken place, yet still the hardness of knowing what is to be done.
Conan_the_Barbarian looks upward slowly, his forehead streaked with sweat, his pupils large with wonder and mouth hanging open with reddened gasp for life, cut of his tongue blackening his throat. "What… are… you… old… man?" he asks defiantly, arrogant barbarian to the very last.
Druss_the_Axeman "I am Druss," he replies, lifting his axe with fingers linked around the hilt, "…and this…" The shining crescent cleaves through the youth's neck, severing head from body with another, final spray of life-giving fluid. "…is Snaga, the Sender."
This concludes the introduction to the basics of Turn-based textual combat, though a few words remain to express the necessity of fair play. Always, players must remember that no matter how great their wish to win, it is only a game to be played, not a matter that should trouble them in real life. Those with great egos who gloat about easy victory are false and shallow, for in truth every battle fought should have some degree of difficulty. Players who are proficient should help those who are not learn, playing to their level… And for those who wish to practice their skills without ending the lives of their characters, an out of character sparring session can be arranged, in which two players may pit their characters against one another as if they were fighting, yet without the final ramifications. In such sparring sessions, the important emphasis on the plot or backing conditions for the battle are just as strong, and do require some fought to be given as to why, and where, and how each are fighting.
Eden's Era T1/TB Original 1990's Ruleset
Turn-Based Textual Combat
Written by Vøices øf Xenøn
http://www.geocities.com/eden_era/TBIntro2.htm
There are primarily two forms of textual combat to be aware of if you intend to role-play in a real-time chat environment. The first of the pair relies on typing speed and feed of thought, which does not allow for the true movement or sophistication of the second, which is called Turn-based Textual Combat (TB). TB is dependent upon the honesty and integrity of players, as well as their ability to out maneuver their opponents whilst thinking laterally, following a logical course of progression. By this, each player is the sole judge of their character and what happens to their character; no other individual holds any away over their actions. They are expected to play fairly and with refrain at all times, deciding whether the outcome of events should go against what they might wish.
The form of TB is exactly as the name implies: each player takes turns to have their character perform a sequence of events, planning to stay one step ahead of their opponent's actions. Generally, the two players first agree that they are using the same form of textual combat to ensure there is no confusion, then between themselves they decide which character should take the first turn. The player with the first turn then has as much time as they need to type up their introduction to the battle, perhaps in the form of a first attack or as the readying of their weapon. For example:
Conan_the_Barbarian lumbers forward, sneering at the old man who has dared to challenge him, standing tall and proud as the very symbol of honed athletic prowess. His broad hands reach to his shoulder, drawing his broadsword with the hoarse whisper of steel on steel, leveling the blade before him. Both hands grasp the hilt firmly; his feet spaced evenly in a slight crouch, sharp eyes narrowing at the warrior.
After this, the other player will then be able to take his turn, deciding to go straight into the heat of the battle:
Druss_the_Axeman makes no meal of his actions as his gauntlet-clad hand snaps back to draw his axe. With his feet bound the flagstones, racing towards the barbarian, Snaga the Sender comes loose with a violet tug and sweeps outward as he nears, barreled chest and large muscles tightening like iron with the soar of the silver edge through the air. Right before the barbarian he halts and throws his full momentum into the deadly crash of the blade, swiping out for his guts in a quick, deadly motion.
What should be noticed, when reading the above attack, is that at no time does Druss declare that he has struck Conan, only that his actions will strike him unless he reacts. This is the standard form of TB combat, as rather than state that an opponent has taken any damage the player explains his attack, allowing the other to decide if it can be dodged. If one player decides the outcome of any direct or indirect action against another, save for the exception of descriptions, it is called an auto-declaration (auto for short).
Autos are illegal under the rules of TB, yet it is generally understood that if the player receiving the attack agrees beforehand that it will carry through unhindered, then it can be announced. However, the player receiving the damage or effect has the sole right to decide on the degree of success; whether they find their character's head struck from its shoulders, or if they merely have a gash across the brow. Taking this into account, the new player should avoid committing autos in any form until they fully understand the mechanics behind the combat.
The process of logic decides the next stage of any simple fight: can the player think of a way to deal with the attack without taking damage, and can he turn it to his advantage somehow? In this manner the player receiving the action can decide the end result of the attack, yet must describe clearly how this result is obtained. Again, fairness of discretion is required to continue. In the example given above, Conan has readied himself to receive such an attack, and so has no trouble in deflecting it away:
Conan_the_Barbarian sends his sword smashing down against the axe, jerking from the jarring clang of metal on metal, then with a grunt of effort pushes it back to the lower right of the axeman, pinning it with his own blade. Continuing his turn he spins on the ball of his foot, launching a momentous kick toward the old man's head, intending to catch him with the heel of his boot right upon the jaw as he pivots around.
With the attack thwarted, the player then has the opportunity to initiate a counter-attack or to withdraw and ready his next action, be it a defense or otherwise. It is important to regulate the number of actions a player takes in one turn, though no real limit is imposed for this purpose. Players are expected to generally agree on what is acceptable either before hand, or as they are going along, but it has to be understood that too many actions spoil the event. This particularly applies if the players are spending less time describing or portraying the actions, making it interesting reading, and more time simply churning out actions in a bid to win their battles.
A good post only covers one to about three actions, making use of adequate description to make what is happening crystal-clear. The less confusion the better, as players can spend less time pondering over what is happening and more time considering what to do next. When a player totally misunderstands what is happening in the game, a message or so to the opponent should straighten out the ordeal, and so avoid cluttering the flow of the match… Should a player post without asking and get it wrong, having misinterpreted the actions, they are generally allowed a second attempt to get it right.
Druss_the_Axeman feels the clash of their weaponry and rebounds slightly, Snaga held rigidly within the lock of Conan's blade on the floor. He had expected this however, as having seen from the man's crouched position and his hold upon his weapon that he intended a retort. When the barbarian spins Druss is already in action, dropping low as the boot floats over his skullcap-protected brow, thundering a first in close quarters to his belly, ramming it forward to knock him off balance and free his Axe.
There comes a point when a player has to admit that an attack was successful, being logically unavoidable and soundly executed. This need not result in instant death or loss of the battle, but rather in a swift change of ploy to maintain a running fight. Assuming a player has the means with which to recover swiftly, he can employ them to his heart's content, yet should be aware that his character has taken some minor damage from the events that have unfolded. Punches can be rolled with, but if they hammer into a character when they are unready they can be devastating… not all damage comes from edged weaponry. It is important to pinpoint the degree of damage, and to make a judgement as to whether the character can proceed beyond that point with it as hindrance.
Many people seem to take their strikes very well, but do not carry onward with the results as part of their character; all damage is accumulative unless countered by some healing action. Therefore, whereas an ill-timed knee-blow might only leave a bruise on a character's cheek, enough of such will weakened and split the skull, causing brain hemorrhage. Mere cuts of a razor blade down the arm should not stream blood too strongly, but with enough of them criss-crossing a body, loss of blood will be a major problem. Each character will have differing factors to take into consideration, such as their threshold of pain and capacity to absorb the damage rendered upon them, and so should think very carefully over their actions during play.
Conan_the_Barbarian was surprised by the sudden crunch of the old man's fist against his back, having expected his sole to render him unconscious… after all, he reflects as he tumbles forward, the old an infirm are weak compared to the freshness of youth. Ramming his elbow off of the floor, he bites down hard on his tongue, turning over with the remaining momentum and clambering to his feet with graceless gestures, facing the man with a bloody roar of utter rage as his sword sweeps to rest by his side once more.
One of the more important features of role-play in general is that it is done within the present tense, as opposed to the past, which does have a reason other than the preference of the player. Every action taken is in real-time, in that it happens as the player is describing it, building upon the scene already present… this means that there is a constant need to refer to events which have already passed by. If the actions are written in the past tense, when speaking of events prior to the present, it can be very difficult and confusing to make sense of it all. Again, for clarity, it is best advised that players keep to the present tense in detailing the motions of their character.
Writing in the present tense is much more important in a TB combat scenario, especially when dealing with the more complex ideas behind the flow of the match. For example, a player may wish to collect a particular item during one of his turns, then perform an action with it, later referring back to the action. Smashing a bottle then later taking note of the broken glass on the floor can be troublesome to accomplish without a clear distinction between past, present and the future.
Druss_the_Axeman laughs heartily as the youth sprawls across the floor, raising his foot to rest on one of the tavern's overturned chairs, Snaga set between his feet with the points of the blade gripping the flagstones beneath. "You're no match for me, boy. Keeping this up is only going to embarrass you further in front of all these lovely young lasses. Now how about you pay for the drink you stole from me, and I repay by not cutting your head off?"
In reference to the first few points made, the player should always take time out during the lull of fighting to play their character. Fighting is worthless if it fails to enrich and enhance the plot of characters, to both settle disputes and further the game environment. It is also rather dry to plough through lines of text concerned only with the direction and frequency of attacks, resulting in others players becoming bored and less likely to interact or role-play themselves. The resource to spot chances to relax from heated combat is vital, for it separates the combat into multiple sections that are easier to digest.
Conan_the_Barbarian foams at the mouth with rage, his words biting into the rafters above with sharp, heavy syllables. "My ale you bastard, the barkeep gave it when I walked up to be served!" he roars, spitting in the direction of Druss as he hefts his blade once more.
Druss_the_Axeman "Perhaps you should have asked the man, rather than hit him between the eyes when he tried to tell you? Or do your young harlot companions demand that you thump everything that gets in your way?" he replies calmly, shifting his grip on his axe to spin the blade's flat towards Conan.
Conan_the_Barbarian shouts at the top of his voice as he charges to the ancient, a sweeping arch of silver shining in the lantern light with glittering dark intent. Merely footsteps away, he sends his sword straight overhead to crash down with sheer power across all defenses, bent on cleaving the liar's skull in twain.
Equally important is to recognise when a fight seems to be tapering off due to too much conversation, and to initiate events to swing back into motion. This can be quite literally by swinging an attack around, or it can be achieved by a variety of other methods, such as cursing or enticing an attack. Either way, raising the hostility levels should keep the action tense and intriguing, though not overwhelming with ferocity. Reading the other player's style is essential to finding the best methods of play; for if a character is more inclined to sit and talk it will take much more to have him fight than a few insults.
Communication between players through Private Message, to discuss and decide on the scenes ahead, generally leads to closer role-play and more enjoyment from the battle; for example, Druss' player might have spoken to Conan's about the kick and punch routine. With each working together to increase the realism of events and portray their characters as they are to be played, a fuller experience is realised.
Druss_the_Axeman drops his foot from the overturned chair as Conan begins his scream, then sweeps Snaga up in counter balance to lift the chair, hurling it forward from his axe as Conan raises his blade overhead, spinning forward to topple him by a blow to the chest. As the chair is freed he lunges forward, crossing the intermediate ground moments after the flight of the wooden mass, preparing to strike forward and tear Conan's chest open under the swoop of his companion, the axe.
Awareness of the area in which combatants are playing marks a distinction from the average player, as a growing tend has emerged amongst those within chat, defined by the ignorance of the world around the characters. Unlike many would believe, there are very few custom-built arenas where characters and jump back and forth, performing endless aerobatics unhindered by the scenery… nor is it unfeasible to expect items to have been left around which they could make use of. Such simple details as the traction of the ground, whether it is ice or sand, can affect the movements of the creatures populating the area, whereas the temperature and humidity will change their stamina.
Effective play is not just in recognising which elements can be used to the player's advantage, but in which cannot, what details are strong weaknesses against their character. Fiery dragons will not cope well in blizzards, nor will woodsman survive long in the stone streets of urban sprawl. Defense can be planned and implemented against much change in scenario, but once again it is the player's discretion that should determine what handicaps and what enhances the character.
Conan_the_Barbarian is firmly stuck in the chest by the flying seat, having been completely unprepared for such a foul ploy, and reels back suddenly under the impact, tripping over his own feet and falling downward as Druss moves to strike. A large slash cuts the skin across his breast, but thankfully the fall saved him from worse, giving him enough time to gather himself as Druss is carried around by the swing to muster a quick retort, lunging his blade forward in a stabbing motion.
One of the most difficult concepts to understand about TB is that, despite being played turn by turn, the flow of time within the game remains constant. This means that though each player has a turn in which to commit their actions, they are not standing idle as their opponent is making his or her action. To further elaborate, the above text shows how each player, both Conan and Druss, have made their actions at the same time as the other character. Whilst Conan is racing forward Druss is hurling the chair, meaning that Conan could not complete the rest of his action, as the chair prevented him from doing so.
The exact sequence of events is not set in stone till each player has commented on what their character is doing at any given time; thus large or small actions, which take time to employ, can be cut short by their intervention. Druss does not stand still whilst Conan is charging, but makes use of his initiative to block what he had intended, and Conan accepts this and carries onward. However, should Conan later deny that the sequence of events had taken place, he would be playing in bad form, as he already agreed that the action took place. In short, although the turns are played out in sequence, the content is brought together in real-time.
Druss_the_Axeman rapidly reverses the direction of Snaga with a twist of the palm and shift of grip, curling it around to repeat the same hacking gesture as he steadies his feet upon the ground. He does not run, but walks with each action, keeping his centre of balance solid and firm against the whirlwind of action, a calm contrast to Conan's vehemence. He methodically presses forward to send the sword away, catching it with his axe with a metallic ringing, pushing down on Conan to give him the advantage of position.
In considering the actions of a character, players are wise to understand the nature of their situation in terms of advantages and disadvantages. In causing a character to take a hit, thus losing their position and calm, the player opens the opportunity to press an advantage. Yet, with each change in stance an equal and opposite weakness is laid open, such as a vulnerability where previously the players were on the same ground. There are exceptions to this, for example when a character is facing a tireless and powerful onslaught which they are struggling to match, or up against a creature of exotic powers with which they can barely cope. It is important to understand that the simple rearranging of position, such as a player moving their character below another and to the side, does not immediately signal that they are losing.
Far from it, a character that is standing low can be far more deadly, capable of swiping at the legs of the other, as will soon be shown by Conan. In this case players must understand how to press the advantage gained to counter this effect, or to withdraw to the relatively safety of an even match. Clarity is again required when keeping track of all this motion, and so it is common courtesy to give reference relative to each character for each action, so that the visualisation of what is unfolding is clear.
Conan_the_Barbarian feels his strength ebbing in his fallen position, and so deftly swipes his feet around beneath the legs of Druss in hope of either felling him or forcing him to release his pressure upon the sword. At the same time as he does this he spins around beneath the axe, his arm providing support against the flat of his own blade, preparing to rise up behind Druss should his actions be successful.
Length of description is never as important as what is revealed during the description; players should be very alert that the more of their future actions they reveal, the more a player can plan for in advance. Ideally, players should be capable of trusting their opponent not to press the information as an advantage, yet this is not always so, and thus a particular style must be adopted in such situations. Only enough detail to ensure the opponent knows what is currently happening, or about to happen, should be revealed, yet the groundwork must be laid for the next steps in the sequence.
Therefore, the actions of a character should balance nicely with the descriptions of those actions, giving a good read yet at the same time pitting the mettle of one combatant against another. Revealing future steps in actions may be utterly necessary at points, such as when Conan is preparing for his next actions above, yet the less a player extends himself out the less the risk of being out-maneuvered. In friendly TB this should never be a problem, yet in life or death of character situations it is sometimes impossible to agree with the other player on the outcome; either one lives, or it dies. Such is the case above, and so the players are being very competitive towards one another in these closing stages of the fight.
Druss_the_Axeman feels the booted feet he had dodged earlier with ease smack him in the shins, a strong assault against his steady form causing him to stumble forward and over Conan. His hold on the blade is released, his gaze fixed on the far wall as he realises the advantage he has just lost, and that they young youth is now behind him without hindrance.
Taking risks is a valuable tactic that has to be though out very carefully, planned to meticulous detail before implementation. It is more than feasible to expect a player to recover from a swift setback as the other is also re-establishing his foothold, but sometimes it is advantageous to allow the opportunity to pass by, playing a mental game of opportunity with the opponent. In the above paragraph, it appears that Druss has exposed his back to Conan, who will now be rapidly rising even as he continues forward.. yet a few mere lines of text would have removed the risk.
Clearly it is hard to win any battle without risk, but it is possible. Setting an opponent up to take advantage of a situation is an old trick which works most times, yet harder still is to force them to make a mistake they will pay for later. Observing their tactics can often help choose the best method, so separating the more able player readily, and giving them more chance of being able to accomplish their task.
Conan_the_Barbarian rears like a snake behind Druss, his blade swinging overhead once more, prepared for a downward thrust, mercilessly into the back of the old man, his cry of exultation startlingly loud as bloodlust is realised. He steps forward, the blade trailing over his right shoulder as he nears the stumbling figure, and with the quickness of the metaphor, he strikes.
Druss_the_Axeman turns in those fleeting seconds as Conan nears, the blade raising over his shoulder to strike at him, having rightly gambled that his penchant for the broadsword and the length when considered with his height would lead him to favour the downward cleave. Yet Druss is older, wiser, more experience as he spins with Snaga in both hands, raking it out to slice hits guts open, speeding against the slow trawl of the moment to strike before the final blow is begun, then away as quickly.
Druss shows himself to be true to character, the foresight to expect particular tactics from the player playing off to his advantage; in his mind, with the actions Conan has taken, there is little chance of him being capable of escaping… he is proven correct.
Conan_the_Barbarian stares in abject horror as the axe sinks into his flesh, pain exploding beneath his chest as he is burned by the searing sensations, the tearing of his intestines striking home suddenly and with less mercy than he would have allowed. Cold overwhelms him as the axe leaves, Druss spinning away, his blood spilling to the floor in a crimson spray, weakness consuming him and forcing his grip on the broadsword to loosen, then release. He topples to his knees, clutching at his stomach, his blade lying to the side, too far away to aid him now.
Ultimately, in accepting the death of a character, there are details commonly understood yet seldom practised. It is possible to sustain severe injury to the tendon of an arm and still function, or to take blade's points in non-vital areas of the body, but if these objects penetrate the head, pelvis, gut or chest, there is little to no chance of baring it with grace. Rage might provide adrenaline when the pain is bearable, but mortal wounds such as they are just that; mortal, even in the midst of magic and fantasy.
Druss_the_Axeman stands slowly, his walk heavy and with weight as he approaches the boy, Snaga hanging with ruby coating beside him, swinging loosely in his arm. Over the barbarian he pauses, looking down, his cold blue eyes showing compassion and sorrow at what has taken place, yet still the hardness of knowing what is to be done.
Conan_the_Barbarian looks upward slowly, his forehead streaked with sweat, his pupils large with wonder and mouth hanging open with reddened gasp for life, cut of his tongue blackening his throat. "What… are… you… old… man?" he asks defiantly, arrogant barbarian to the very last.
Druss_the_Axeman "I am Druss," he replies, lifting his axe with fingers linked around the hilt, "…and this…" The shining crescent cleaves through the youth's neck, severing head from body with another, final spray of life-giving fluid. "…is Snaga, the Sender."
This concludes the introduction to the basics of Turn-based textual combat, though a few words remain to express the necessity of fair play. Always, players must remember that no matter how great their wish to win, it is only a game to be played, not a matter that should trouble them in real life. Those with great egos who gloat about easy victory are false and shallow, for in truth every battle fought should have some degree of difficulty. Players who are proficient should help those who are not learn, playing to their level… And for those who wish to practice their skills without ending the lives of their characters, an out of character sparring session can be arranged, in which two players may pit their characters against one another as if they were fighting, yet without the final ramifications. In such sparring sessions, the important emphasis on the plot or backing conditions for the battle are just as strong, and do require some fought to be given as to why, and where, and how each are fighting.
The following tutorial was given to me by AmyG98 and is a later addition to the tutorial posted above, written by the same author as a new age edition.
Obake wrote:
T1A
Turn-Based Eden Era T1 Advanced Tutorial
Continuation of the Turn-Based Eden Era T1 Introductory Tutorial written by Vøices øf Xenøn
Advanced Turn-Based Textual Combat
Written by Obake © 2016
http://www.RolePlayGateway.com
Before we begin, it is important to note that my Eden Era T1 advanced tutorial is not a modified version of Xenøn's Eden Era T1 introductory tutorial, but rather a continuation of it, thus it is called the 2nd edition or second chapter. It is recommended that you read Xenøn's tutorial first before reading my tutorial. Xenøn and myself were both Edenites during the late Golden Age, thus it can be said that Xenøn's 1st edition and my own 2nd edition are both written by actual Edenites from the original Eden Era role-playing community hosted by Geocities, with a gap of about sixteen years between chapters. At one time, there was another original T1A tutorial on Eden Era, but it has since been forgotten. For the purpose of continuing the advancement of Eden Era T1 during the 21st century (T1 was originally created during the late 20th century), I have designed this tutorial to accommodate the New Age with more of a Sci-Fi and Magic playing field rather than Xenøn's more Medieval or Mundane playing field. Keep in mind when combining elements from both of these tutorials, Ranged > Magic > Melee means that Ranged characters gain an advantage over Magic characters, but Magic characters gain an advantage over Melee characters, while Melee characters gain an advantage over Ranged characters. This rocks-paper-scissors style of Eden Era T1A is a standard structure that can still be modified by different character's ranks and power levels, as you will see in the future.
But first, in order to participate in this style of turn-based fighting, you will need to create a character sheet. This character sheet (CS) should contain all the information needed about your character (chara) before we begin. It is important to note that a T1A character sheet is somewhat different from the general RPG character sheet in that it focuses on different details about your character than other story-based character sheets. A normal character sheet will include your character's eye color, hair color, skin color and other colorful details about their clothing and attributes, but a standard T1A character sheet is only interested in your statistical strengths and weaknesses. You may choose to combine both character sheets into one complete sheet if you want to, but it is not necessary. For the purpose of this tutorial, we will only be observing an example of a T1A character sheet:
CHARACTER SHEET:
Playercard/Username: Obake(Put your name)
Rank/Level: Master Lvl3 (See below for more details)
Character: Albrecht the Jedi Knight (Put chara's name)
Race: Human (See below for more details)
Class: Melee (Put either Melee, Magic or Ranged here)
Age: 30-years-old (Put chara's age)
Sex/Gender: Male (Put chara's gender)
Height: 6'0" (72 inches) (Put chara's height in feet and inches)
Weight: 160 pounds (72.5 kilograms) (Put chara's weight in pounds and kilograms)
Shape/Fitness:Slender/Toned/Flexible (Put chara's shape here)
Armor: None (See below)
Primary Weapon: Lightsaber(See below for more details)
Secondary Weapons:Lightdagger, Laser Pistol (See below)
Items: Coinbag, Medkit, Gloves, Boots, Toolbelt, Scabbard, Sheath (See below)
Abilities: Force User (10,000 mcc) (See below for more details)
Skills: Swordsmanship, Knifefighting, Unarmed Combat, Firearms Training (See below)
Weaknesses: Human/Common(Put chara's weaknesses)
RANKS/LEVELS:
It is important to note that the following Ranks/Levels of T1A are associated with the players themselves and are strictly based on their average scores during activity on the forums. Unlike other story-based character sheets where this information does not matter, your player score on the T1A character sheet also effects the Rank/Level of your character. By doing this, T1A encourages turn-based players to improve their writing skills, thus inspiring a form of education and creativity. You will also notice that a player's typos and punctuation errors are likewise taken into consideration. So in order to rank up, you will have to practice your spelling along with your creative writing skills:
Novice Lvl1 players = 3-25 words per post (with 3 or more typos)
Novice Lvl2 players = 25-50 words per post (with 6 or more typos)
Novice Lvl3 players = 50-100 words per post (with 12 or more typos)
Expert Lvl1 players = 100-150 words per post (with 3 or more typos)
Expert Lvl2 players = 150-200 words per post (with 6 or more typos)
Expert Lvl3 players = 200-300 words per post (with 12 or more typos)
Master Lvl1 players = 300-400 words per post (with 12 or less typos)
Master Lvl2 players = 400-500 words per post (with 6 or less typos)
Master Lvl3 players = 500-600 words per post (with 3 or less typos)
Grandmaster Lvl1 players = 700-800 words per post (with 12 or less typos)
Grandmaster Lvl2 players = 800-900 words per post (with 6 or less typos)
Grandmaster Lvl3 players = 900-1000 words per post (with 3 or less typos)
When practicing T1A, it is recommended for all players to post no less than 200 words per post and no more than 1200 words per post. Therefore, it has been suggested that Novice turn-based players look at Xenøn's introductory T1 tutorial before attempting to learn T1A, as the original Eden Era T1 introductory tutorial will give you a better foundation to begin with. Although higher ranks do exist, like Grandmaster Lvl4 and so on, it is not recommended for players to exceed 1200 words per post (broken into 5 or more paragraphs) as that might be too long of a read for other players. Sometimes, less is more in turn-based textual combat. T1A isn't so much about how many words you post, but more about how many details you can squeeze into a single paragraph. So take all of your writings into consideration.
Of course, some players prefer a more simple ranking system. You may prefer not to determine a character's rank by a player's personal writing skills, therefore we have an alternate solution to meet each player's needs. It has been suggested that a good ranking system should include Grandmasters, Masters, Experts, Apprentices, Novices and Padawans in that order. Others may prefer not to use any ranking system at all. This is allowed, but not recommended.
RACES:
Your character's race effects other parts of your T1A character sheet, so be careful when choosing a race. For this tutorial, I listed that Albrecht the Jedi Knight was a Human, for the purpose of giving an example. Being a human effects Albrecht's height, abilities and weaknesses, which are needed in order to finish my character sheet. I listed that Albrecht was 6-feet-tall with Force abilities and that his weaknesses are common since he is a human. Other races might be taller or shorter, with different abilities and weaknesses than what I have listed for Albrecht.
CLASSES:
Your character's class effects other parts of your T1A character sheet, so be careful when choosing a class. As stated before, there are 3 main types of character classes. Ranged > Magic > Melee means that Ranged characters have an advantage over Magic characters, Magic characters have an advantage over Melee characters and Melee characters have an advantage over Ranged characters. I listed that Albrecht the Jedi Knight was a Melee character, for the purpose of giving an example. Being a melee character effects Albrecht's armor, weapons, items, abilities and skills, which are needed in order to finish my character sheet. As you may have noticed, Albrecht has no magic weapons, but he does have Force abilities with 10,000mcc (mito-chlorian count) and a ranged secondary weapon. Melee characters may have ranged weapons or magical weapons as secondary weapons, but they will not be as skilled with their secondary weapons as they would be with their primary weapon. In this case, I listed that Albrecht has a Lightsaber for his primary, with a Lightdagger and Laser Pistol as his secondary weapons. All of these decisions were based on having a Melee character, but again, your own Melee character might have magic items or ranged secondary weapons at their disposal so take all of this information into consideration. Here is a list to help you out:
Melee = Any character who mainly focuses on close-ranged weapons like spears, swords or unarmed combat.
Magic = Any character who mainly focuses on medium-ranged special abilities including Ki, Magic and Super forces.
Ranged = Any character who mainly focuses on long-ranged weapons such as throwing weapons, projectiles or firearms.
If you're still not entirely sure what Class your character falls under, then consider the following information. I listed Albrecht the Jedi Knight as having Force abilities. Force ability counts as a Super force, which falls under the medium-ranged Magic class. However, that is not Albrecht's primary weapon and he only has 10,000mcc (mito-chlorian count). Since his main weapon is a Lightsaber, then Albrecht is still considered to fall under the Melee class of characters. Now, if your character's primary weapon is the Mind/Force and your character has around 20,000mcc or more then you might want to list your character under the Magic class, just for example. Also, it is important to note that Ki-users, Energy-users, Spell-casters, Conjurers, Summoners, Force-users, Elemental-users, etc. all technically fall under the Magic class of characters. If you're using traditional Magic instead of the Force, then you will replace your character's mito-chlorian count with his or her respective power level or Magic proficiency. For example, a Master magician is obviously more powerful than a Novice magician. Likewise, a Master sniper Ranged character with a range of 300 yards is also more skillful than a Novice bowman Ranged character with a range of only 100 yards, so on and so forth.
AGES:
Your character's age might potentially effect your character's wisdom and experience, plus your character's overall abilities, depending on your character's race. I listed Albrecht as being 30-years-old, for the purpose of giving an example. Since he is a human, Albrecht is considered to be in his prime. He is still strong, fast and flexible with a good amount of wisdom and experience. The older he gets, the less strength he will have and the slower he will become, but his wisdom and experience levels will increase just like a real-life human being. Being wiser will allow your character to rationalize and make better decisions, anticipate with greater odds, know more and re-compensate for any loss of strength or flexibility. As with all things, take your character's age into consideration.
HEIGHTS/WEIGHTS:
Your character's Height/Weight may or may not effect your character's abilities and skills, depending on how you list them. It is important to state your character's Height in both feet and inches, for the purpose of consideration to other players and their respective measurement systems throughout the world. I listed Albrecht as being 6-feet-tall which is equal to 72-inches-tall, for the purpose of giving an example. It is also important to state your character's Weight in both pounds and kilograms, again for the purpose of consideration to other players. By doing it this way, you will allow other players to have a better visual perception of your character, which ultimately leads to better game-play during turn-based textual combat. But be very careful when choosing your character's Height/Weight as it may effect certain things such as your character's balance, physical reach, physical speed and physical strength. Taller characters generally have a longer reach and are physically faster than shorter characters. Heavier characters generally have more strength and physical power than lighter weighing characters, so take your character's Height/Weight into consideration.
ARMOR:
Your character's Armor is important, as it effects your character's shape, fitness and weaknesses. Lightly armored characters move faster and have more flexibility than heavily armored characters. I listed Albrecht as having no Armor whatsoever, for the purpose of giving an example. But there are many different varieties and types of body armor that can effect your character's endurance or defensive strength. It is important to note that all Armor types must leave an opening or weakness for other characters. Even a character in full knightly armor who is completely covered from head to toe will still have openings in the visors of their helmets and sometimes under their armpits, which could be targeted by other characters. Lightly armored characters like Albrecht will have more openings to attack. An example of someone with moderate armor would be a character who wears a neckguard, groinguard, armguards, shinguards, sideguards and chestplate, with or without a helmet. These seven armor types will protect the vital areas, but will still leave openings in other places on a moderately armored body such as the upperarms, upperlegs, back and face.
PRIMARY WEAPON:
Your character can only have one primary weapon. Your character's primary weapon can be decided by your character's class, and vice versa. I listed Albrecht as being of the Melee class with a Lightsaber as his primary weapon, just for the purpose of giving an example. For melee-users, this is basic knowledge. Ranged-users will have a long-ranged primary weapon such as a longbow or sniper rifle, for example. Again though, you may only have one primary weapon. For magic-users, the choice of primary weapons becomes more complex. Novice and Expert magic-users require some physical primary weapon which gives them their magic abilities. For example, they might have a magic sword, a magic wand, or a magic staff which is required for them to use their magic abilities. Master magic-users do not require a physical magic weapon, but instead use their Hands as a primary weapon by performing magic using hand gestures. Grandmaster magic-users are able to use their Minds as a primary weapon by performing magic using just their thoughts. For a better understanding, look at the next section in this tutorial on secondary weapons.
SECONDARY WEAPONS:
Your character may have up to two or three different secondary weapons. It is important to note that your character's secondary weapons are not determined or effected by your character's rank or class. Melee-users may carry a long-ranged weapon if they so choose. Magic-users may carry a close-ranged Melee weapon if they so choose. However, your character's skillfulness and ability with secondary weapons is still inferior to your character's skillfulness and ability with their primary weapon. Therefore, a Master melee-user with a magic sword as their secondary weapon will be at a disadvantage against a Novice magic-user with a magic sword as their primary weapon. This understanding applies to all weapon classes. I listed Albrecht as having a Laser Pistol as a secondary weapon, for the purpose of giving an example. Although he is listed as a Master Lvl3 character, Albrecht's skillfulness and accuracy with a firearm will not be as good as a Novice Lvl1 Ranged character. Being a melee-user, Albrecht would be much better at deflecting long-range weapons with his lightsaber than he would be at trying to shoot back with his pistol. Again, this understanding applies to all weapon classes and it can vary greatly from character to character.
ITEMS/INVENTORY:
Your character can have several items in their inventory. It is important to note that the more items you have in your character's inventory, the slower and less mobile they will tend to be. This can effect your character's endurance or stamina, so be careful how many items your character has listed in their inventory. A lighter weighing inventory consists of anywhere between 0-3 items. A moderate inventory consists of anywhere between 5-7 items. A heavy inventory consists of about 10 items or more, which can really effect your character's speed in combat. I listed Albrecht as having seven items in his personal inventory, which is rather moderate for this character. However, he has no added Armor to hold him down which somewhat negates the weight of the items he carries on his person. Therefore, in this case, Albrecht is not being slowed down too much by his personal inventory.
ABILITIES:
Your character's Abilities are the magic-based Super powers that they are born with. As hinted at earlier in this tutorial, all characters can have Abilities regardless of whatever rank or class they are given. I listed Albrecht as being a Melee class Force-user, for the purpose of giving an example. This means that Albrecht does have the ability to use the Force, much like a typical Jedi Knight would have. Also, because Albrecht is at Master Lvl3, this means he can use the Force with hand gestures (For more details, see Primary Weapons above). However, because Albrecht is still listed under the Melee class, his Force abilities are not as powerful as even a Novice Lvl1 Magic-class user's ability to use Magic primary weapons. Against a magician with a wand or staff, Albrecht's force abilities will not hold much power. He will stand a much better chance against a Magic-user by shooting his secondary weapon, a laser pistol, just as an example. This understanding applies to all abilities. (For more details, see Classes above).
SKILLS/KNOWLEDGE:
Your character's Skills are what determines your character's knowledge or wisdom. Skills are learned abilities, as opposed to true Abilities which are skills that your character is born with. I listed Albrecht as having many Skills including swordsmanship, knife-fighting, unarmed combat and firearms training. Your own character can have fewer Skills than this, or more Skills depending on your personal preference. Having more or less skills will not necessarily effect your character in combat, but it is still good to list so that other players will gain a better perception of your character. Also, just because Albrecht is listed as having firearms training, this does not mean he is in the Ranged class. He can still shoot a laser pistol, but he is not a sharpshooter by any means. Ranged-users would be capable of sniping and shooting at longer range with better accuracy than a Melee-user would be with a pistol. This understanding applies to all knowledge and learned skills in advanced turn-based textual combat.
In conclusion to the Eden Era T1 Advanced tutorial, it is important to recap on some of the basics of turn-based textual combat. Xenøn once said, "Fighting is worthless if it fails to enrich and enhance the plot of characters, to both settle disputes and further the game environment." I agree strongly with Xenøn's statement.
"Players must remember that no matter how great their wish to win, it is only a game to be played, not a matter that should trouble them in real life. Those with great egos who gloat about easy victory are false and shallow, for in truth every battle fought should have some degree of difficulty. Players who are proficient should help those who are not learn, playing to their level…" ~ Vøices øf Xenøn
Xenøn's T1 Introductory Tutorial (Contents): Chpt.#1
- Introduction and Discussion about Netiquette including Honor and fair-play
- Examples of Medieval/Mundane turn-based textual combat
- 1st player posts Chara's intro to the scene and preparation/readying of weapon
- 2nd player posts Chara's intro w/ preparation/readying of weapon and first attempt
- 1st player posts Chara's defense, counter attempt or effect of damage to 2nd player's attack
- Newbies are forbidden to use Auto connects, Elitists with experience may but should not practice Autoing
- Over-acting is when is a player posts too many actions in one turn w/o enough attention to story detail
- A good post only covers 1 to 3 actions per turn
- Anticipating is a legal action that allows a player's Chara to intercept the attacker's intentions and attempts
- All actions must be stated in real-time present tense, not past tense
- Both players move in real-time and both can move their Charas at the same time
- Charas are effected by the environment and scenery around them
Obake's T1 Advanced Tutorial (Contents): Chpt.#2
- Introduction and Discussion about making a Character Sheet
- Examples of a very basic Character Sheet using T1 Advanced Rules
- Structure involving Medieval/Mundane/Fantasy/Sci-Fi/Magic turn-based textual combat
- The specifics of ranks and power levels using T1 Advanced Rules
- Introduction to the Melee-class, Magic-class and Ranged-class
- Discussion of Chara's physical attributes like Height/Weight/Fitness/Age
- Inventory including a primary weapon, secondary weapons and items
- Discussion of Chara's armor, weaknesses, skills and abilities
"Many people seem to take their strikes very well, but do not carry onward with the results as part of their character; all damage is accumulative unless countered by some healing action. Therefore, whereas an ill-timed knee-blow might only leave a bruise on a character's cheek, enough of such will weakened and split the skull, causing brain hemorrhage. Mere cuts of a razor blade down the arm should not stream blood too strongly, but with enough of them criss-crossing a body, loss of blood will be a major problem. Each character will have differing factors to take into consideration, such as their threshold of pain and capacity to absorb the damage rendered upon them, and so should think very carefully over their actions during play." - Vøices øf Xenøn
MULTIVERSAL:
For the purposes of a Multiverse setting, it might be good to further divide the Ranged > Magic > Melee classes into sub-classes based on 3 different time periods. Medieval, Modern and Futuristic is a good place to start. You could say that each time period provides its own classes, each one working under the same basic T1A structure. Medieval rangers are the equivalent of Modern and Futuristic snipers. Medieval mages are the equivalent of Modern priests and Futuristic monks. Medieval fighters and rogues are the equivalent of Modern soldiers and assassins or Futuristic troopers and mercenaries. It all works the same way, where Ranged (long-range), Magic (medium-range) and Melee (close-range) all have different advantages and disadvantages laid out in a rocks-paper-scissors style. Medieval magic is the equivalent of Modern divination (such as religious powers involving angels and demons, for example) or Futuristic force abilities (such as telepathy and telekinesis, for example). No matter what the setting, the different advantages and disadvantages of every class remains the same for the purpose of fair-play, structure and regulation. You might ask, "How can a medieval bowman defeat a futuristic monk?" This question has a lot to do with a player's creative abilities, a character's armor abilities and a matter of honor, which is really a question of fair-play. Common sense dictates fair-play and a strict adherence to the rules in order for multiversal combat to have structure.
Turn-Based Eden Era T1 Advanced Tutorial
Continuation of the Turn-Based Eden Era T1 Introductory Tutorial written by Vøices øf Xenøn
Advanced Turn-Based Textual Combat
Written by Obake © 2016
http://www.RolePlayGateway.com
Before we begin, it is important to note that my Eden Era T1 advanced tutorial is not a modified version of Xenøn's Eden Era T1 introductory tutorial, but rather a continuation of it, thus it is called the 2nd edition or second chapter. It is recommended that you read Xenøn's tutorial first before reading my tutorial. Xenøn and myself were both Edenites during the late Golden Age, thus it can be said that Xenøn's 1st edition and my own 2nd edition are both written by actual Edenites from the original Eden Era role-playing community hosted by Geocities, with a gap of about sixteen years between chapters. At one time, there was another original T1A tutorial on Eden Era, but it has since been forgotten. For the purpose of continuing the advancement of Eden Era T1 during the 21st century (T1 was originally created during the late 20th century), I have designed this tutorial to accommodate the New Age with more of a Sci-Fi and Magic playing field rather than Xenøn's more Medieval or Mundane playing field. Keep in mind when combining elements from both of these tutorials, Ranged > Magic > Melee means that Ranged characters gain an advantage over Magic characters, but Magic characters gain an advantage over Melee characters, while Melee characters gain an advantage over Ranged characters. This rocks-paper-scissors style of Eden Era T1A is a standard structure that can still be modified by different character's ranks and power levels, as you will see in the future.
But first, in order to participate in this style of turn-based fighting, you will need to create a character sheet. This character sheet (CS) should contain all the information needed about your character (chara) before we begin. It is important to note that a T1A character sheet is somewhat different from the general RPG character sheet in that it focuses on different details about your character than other story-based character sheets. A normal character sheet will include your character's eye color, hair color, skin color and other colorful details about their clothing and attributes, but a standard T1A character sheet is only interested in your statistical strengths and weaknesses. You may choose to combine both character sheets into one complete sheet if you want to, but it is not necessary. For the purpose of this tutorial, we will only be observing an example of a T1A character sheet:
CHARACTER SHEET:
Playercard/Username: Obake(Put your name)
Rank/Level: Master Lvl3 (See below for more details)
Character: Albrecht the Jedi Knight (Put chara's name)
Race: Human (See below for more details)
Class: Melee (Put either Melee, Magic or Ranged here)
Age: 30-years-old (Put chara's age)
Sex/Gender: Male (Put chara's gender)
Height: 6'0" (72 inches) (Put chara's height in feet and inches)
Weight: 160 pounds (72.5 kilograms) (Put chara's weight in pounds and kilograms)
Shape/Fitness:Slender/Toned/Flexible (Put chara's shape here)
Armor: None (See below)
Primary Weapon: Lightsaber(See below for more details)
Secondary Weapons:Lightdagger, Laser Pistol (See below)
Items: Coinbag, Medkit, Gloves, Boots, Toolbelt, Scabbard, Sheath (See below)
Abilities: Force User (10,000 mcc) (See below for more details)
Skills: Swordsmanship, Knifefighting, Unarmed Combat, Firearms Training (See below)
Weaknesses: Human/Common(Put chara's weaknesses)
RANKS/LEVELS:
It is important to note that the following Ranks/Levels of T1A are associated with the players themselves and are strictly based on their average scores during activity on the forums. Unlike other story-based character sheets where this information does not matter, your player score on the T1A character sheet also effects the Rank/Level of your character. By doing this, T1A encourages turn-based players to improve their writing skills, thus inspiring a form of education and creativity. You will also notice that a player's typos and punctuation errors are likewise taken into consideration. So in order to rank up, you will have to practice your spelling along with your creative writing skills:
Novice Lvl1 players = 3-25 words per post (with 3 or more typos)
Novice Lvl2 players = 25-50 words per post (with 6 or more typos)
Novice Lvl3 players = 50-100 words per post (with 12 or more typos)
Expert Lvl1 players = 100-150 words per post (with 3 or more typos)
Expert Lvl2 players = 150-200 words per post (with 6 or more typos)
Expert Lvl3 players = 200-300 words per post (with 12 or more typos)
Master Lvl1 players = 300-400 words per post (with 12 or less typos)
Master Lvl2 players = 400-500 words per post (with 6 or less typos)
Master Lvl3 players = 500-600 words per post (with 3 or less typos)
Grandmaster Lvl1 players = 700-800 words per post (with 12 or less typos)
Grandmaster Lvl2 players = 800-900 words per post (with 6 or less typos)
Grandmaster Lvl3 players = 900-1000 words per post (with 3 or less typos)
When practicing T1A, it is recommended for all players to post no less than 200 words per post and no more than 1200 words per post. Therefore, it has been suggested that Novice turn-based players look at Xenøn's introductory T1 tutorial before attempting to learn T1A, as the original Eden Era T1 introductory tutorial will give you a better foundation to begin with. Although higher ranks do exist, like Grandmaster Lvl4 and so on, it is not recommended for players to exceed 1200 words per post (broken into 5 or more paragraphs) as that might be too long of a read for other players. Sometimes, less is more in turn-based textual combat. T1A isn't so much about how many words you post, but more about how many details you can squeeze into a single paragraph. So take all of your writings into consideration.
Of course, some players prefer a more simple ranking system. You may prefer not to determine a character's rank by a player's personal writing skills, therefore we have an alternate solution to meet each player's needs. It has been suggested that a good ranking system should include Grandmasters, Masters, Experts, Apprentices, Novices and Padawans in that order. Others may prefer not to use any ranking system at all. This is allowed, but not recommended.
RACES:
Your character's race effects other parts of your T1A character sheet, so be careful when choosing a race. For this tutorial, I listed that Albrecht the Jedi Knight was a Human, for the purpose of giving an example. Being a human effects Albrecht's height, abilities and weaknesses, which are needed in order to finish my character sheet. I listed that Albrecht was 6-feet-tall with Force abilities and that his weaknesses are common since he is a human. Other races might be taller or shorter, with different abilities and weaknesses than what I have listed for Albrecht.
CLASSES:
Your character's class effects other parts of your T1A character sheet, so be careful when choosing a class. As stated before, there are 3 main types of character classes. Ranged > Magic > Melee means that Ranged characters have an advantage over Magic characters, Magic characters have an advantage over Melee characters and Melee characters have an advantage over Ranged characters. I listed that Albrecht the Jedi Knight was a Melee character, for the purpose of giving an example. Being a melee character effects Albrecht's armor, weapons, items, abilities and skills, which are needed in order to finish my character sheet. As you may have noticed, Albrecht has no magic weapons, but he does have Force abilities with 10,000mcc (mito-chlorian count) and a ranged secondary weapon. Melee characters may have ranged weapons or magical weapons as secondary weapons, but they will not be as skilled with their secondary weapons as they would be with their primary weapon. In this case, I listed that Albrecht has a Lightsaber for his primary, with a Lightdagger and Laser Pistol as his secondary weapons. All of these decisions were based on having a Melee character, but again, your own Melee character might have magic items or ranged secondary weapons at their disposal so take all of this information into consideration. Here is a list to help you out:
Melee = Any character who mainly focuses on close-ranged weapons like spears, swords or unarmed combat.
Magic = Any character who mainly focuses on medium-ranged special abilities including Ki, Magic and Super forces.
Ranged = Any character who mainly focuses on long-ranged weapons such as throwing weapons, projectiles or firearms.
If you're still not entirely sure what Class your character falls under, then consider the following information. I listed Albrecht the Jedi Knight as having Force abilities. Force ability counts as a Super force, which falls under the medium-ranged Magic class. However, that is not Albrecht's primary weapon and he only has 10,000mcc (mito-chlorian count). Since his main weapon is a Lightsaber, then Albrecht is still considered to fall under the Melee class of characters. Now, if your character's primary weapon is the Mind/Force and your character has around 20,000mcc or more then you might want to list your character under the Magic class, just for example. Also, it is important to note that Ki-users, Energy-users, Spell-casters, Conjurers, Summoners, Force-users, Elemental-users, etc. all technically fall under the Magic class of characters. If you're using traditional Magic instead of the Force, then you will replace your character's mito-chlorian count with his or her respective power level or Magic proficiency. For example, a Master magician is obviously more powerful than a Novice magician. Likewise, a Master sniper Ranged character with a range of 300 yards is also more skillful than a Novice bowman Ranged character with a range of only 100 yards, so on and so forth.
AGES:
Your character's age might potentially effect your character's wisdom and experience, plus your character's overall abilities, depending on your character's race. I listed Albrecht as being 30-years-old, for the purpose of giving an example. Since he is a human, Albrecht is considered to be in his prime. He is still strong, fast and flexible with a good amount of wisdom and experience. The older he gets, the less strength he will have and the slower he will become, but his wisdom and experience levels will increase just like a real-life human being. Being wiser will allow your character to rationalize and make better decisions, anticipate with greater odds, know more and re-compensate for any loss of strength or flexibility. As with all things, take your character's age into consideration.
HEIGHTS/WEIGHTS:
Your character's Height/Weight may or may not effect your character's abilities and skills, depending on how you list them. It is important to state your character's Height in both feet and inches, for the purpose of consideration to other players and their respective measurement systems throughout the world. I listed Albrecht as being 6-feet-tall which is equal to 72-inches-tall, for the purpose of giving an example. It is also important to state your character's Weight in both pounds and kilograms, again for the purpose of consideration to other players. By doing it this way, you will allow other players to have a better visual perception of your character, which ultimately leads to better game-play during turn-based textual combat. But be very careful when choosing your character's Height/Weight as it may effect certain things such as your character's balance, physical reach, physical speed and physical strength. Taller characters generally have a longer reach and are physically faster than shorter characters. Heavier characters generally have more strength and physical power than lighter weighing characters, so take your character's Height/Weight into consideration.
ARMOR:
Your character's Armor is important, as it effects your character's shape, fitness and weaknesses. Lightly armored characters move faster and have more flexibility than heavily armored characters. I listed Albrecht as having no Armor whatsoever, for the purpose of giving an example. But there are many different varieties and types of body armor that can effect your character's endurance or defensive strength. It is important to note that all Armor types must leave an opening or weakness for other characters. Even a character in full knightly armor who is completely covered from head to toe will still have openings in the visors of their helmets and sometimes under their armpits, which could be targeted by other characters. Lightly armored characters like Albrecht will have more openings to attack. An example of someone with moderate armor would be a character who wears a neckguard, groinguard, armguards, shinguards, sideguards and chestplate, with or without a helmet. These seven armor types will protect the vital areas, but will still leave openings in other places on a moderately armored body such as the upperarms, upperlegs, back and face.
PRIMARY WEAPON:
Your character can only have one primary weapon. Your character's primary weapon can be decided by your character's class, and vice versa. I listed Albrecht as being of the Melee class with a Lightsaber as his primary weapon, just for the purpose of giving an example. For melee-users, this is basic knowledge. Ranged-users will have a long-ranged primary weapon such as a longbow or sniper rifle, for example. Again though, you may only have one primary weapon. For magic-users, the choice of primary weapons becomes more complex. Novice and Expert magic-users require some physical primary weapon which gives them their magic abilities. For example, they might have a magic sword, a magic wand, or a magic staff which is required for them to use their magic abilities. Master magic-users do not require a physical magic weapon, but instead use their Hands as a primary weapon by performing magic using hand gestures. Grandmaster magic-users are able to use their Minds as a primary weapon by performing magic using just their thoughts. For a better understanding, look at the next section in this tutorial on secondary weapons.
SECONDARY WEAPONS:
Your character may have up to two or three different secondary weapons. It is important to note that your character's secondary weapons are not determined or effected by your character's rank or class. Melee-users may carry a long-ranged weapon if they so choose. Magic-users may carry a close-ranged Melee weapon if they so choose. However, your character's skillfulness and ability with secondary weapons is still inferior to your character's skillfulness and ability with their primary weapon. Therefore, a Master melee-user with a magic sword as their secondary weapon will be at a disadvantage against a Novice magic-user with a magic sword as their primary weapon. This understanding applies to all weapon classes. I listed Albrecht as having a Laser Pistol as a secondary weapon, for the purpose of giving an example. Although he is listed as a Master Lvl3 character, Albrecht's skillfulness and accuracy with a firearm will not be as good as a Novice Lvl1 Ranged character. Being a melee-user, Albrecht would be much better at deflecting long-range weapons with his lightsaber than he would be at trying to shoot back with his pistol. Again, this understanding applies to all weapon classes and it can vary greatly from character to character.
ITEMS/INVENTORY:
Your character can have several items in their inventory. It is important to note that the more items you have in your character's inventory, the slower and less mobile they will tend to be. This can effect your character's endurance or stamina, so be careful how many items your character has listed in their inventory. A lighter weighing inventory consists of anywhere between 0-3 items. A moderate inventory consists of anywhere between 5-7 items. A heavy inventory consists of about 10 items or more, which can really effect your character's speed in combat. I listed Albrecht as having seven items in his personal inventory, which is rather moderate for this character. However, he has no added Armor to hold him down which somewhat negates the weight of the items he carries on his person. Therefore, in this case, Albrecht is not being slowed down too much by his personal inventory.
ABILITIES:
Your character's Abilities are the magic-based Super powers that they are born with. As hinted at earlier in this tutorial, all characters can have Abilities regardless of whatever rank or class they are given. I listed Albrecht as being a Melee class Force-user, for the purpose of giving an example. This means that Albrecht does have the ability to use the Force, much like a typical Jedi Knight would have. Also, because Albrecht is at Master Lvl3, this means he can use the Force with hand gestures (For more details, see Primary Weapons above). However, because Albrecht is still listed under the Melee class, his Force abilities are not as powerful as even a Novice Lvl1 Magic-class user's ability to use Magic primary weapons. Against a magician with a wand or staff, Albrecht's force abilities will not hold much power. He will stand a much better chance against a Magic-user by shooting his secondary weapon, a laser pistol, just as an example. This understanding applies to all abilities. (For more details, see Classes above).
SKILLS/KNOWLEDGE:
Your character's Skills are what determines your character's knowledge or wisdom. Skills are learned abilities, as opposed to true Abilities which are skills that your character is born with. I listed Albrecht as having many Skills including swordsmanship, knife-fighting, unarmed combat and firearms training. Your own character can have fewer Skills than this, or more Skills depending on your personal preference. Having more or less skills will not necessarily effect your character in combat, but it is still good to list so that other players will gain a better perception of your character. Also, just because Albrecht is listed as having firearms training, this does not mean he is in the Ranged class. He can still shoot a laser pistol, but he is not a sharpshooter by any means. Ranged-users would be capable of sniping and shooting at longer range with better accuracy than a Melee-user would be with a pistol. This understanding applies to all knowledge and learned skills in advanced turn-based textual combat.
In conclusion to the Eden Era T1 Advanced tutorial, it is important to recap on some of the basics of turn-based textual combat. Xenøn once said, "Fighting is worthless if it fails to enrich and enhance the plot of characters, to both settle disputes and further the game environment." I agree strongly with Xenøn's statement.
"Players must remember that no matter how great their wish to win, it is only a game to be played, not a matter that should trouble them in real life. Those with great egos who gloat about easy victory are false and shallow, for in truth every battle fought should have some degree of difficulty. Players who are proficient should help those who are not learn, playing to their level…" ~ Vøices øf Xenøn
Xenøn's T1 Introductory Tutorial (Contents): Chpt.#1
- Introduction and Discussion about Netiquette including Honor and fair-play
- Examples of Medieval/Mundane turn-based textual combat
- 1st player posts Chara's intro to the scene and preparation/readying of weapon
- 2nd player posts Chara's intro w/ preparation/readying of weapon and first attempt
- 1st player posts Chara's defense, counter attempt or effect of damage to 2nd player's attack
- Newbies are forbidden to use Auto connects, Elitists with experience may but should not practice Autoing
- Over-acting is when is a player posts too many actions in one turn w/o enough attention to story detail
- A good post only covers 1 to 3 actions per turn
- Anticipating is a legal action that allows a player's Chara to intercept the attacker's intentions and attempts
- All actions must be stated in real-time present tense, not past tense
- Both players move in real-time and both can move their Charas at the same time
- Charas are effected by the environment and scenery around them
Obake's T1 Advanced Tutorial (Contents): Chpt.#2
- Introduction and Discussion about making a Character Sheet
- Examples of a very basic Character Sheet using T1 Advanced Rules
- Structure involving Medieval/Mundane/Fantasy/Sci-Fi/Magic turn-based textual combat
- The specifics of ranks and power levels using T1 Advanced Rules
- Introduction to the Melee-class, Magic-class and Ranged-class
- Discussion of Chara's physical attributes like Height/Weight/Fitness/Age
- Inventory including a primary weapon, secondary weapons and items
- Discussion of Chara's armor, weaknesses, skills and abilities
"Many people seem to take their strikes very well, but do not carry onward with the results as part of their character; all damage is accumulative unless countered by some healing action. Therefore, whereas an ill-timed knee-blow might only leave a bruise on a character's cheek, enough of such will weakened and split the skull, causing brain hemorrhage. Mere cuts of a razor blade down the arm should not stream blood too strongly, but with enough of them criss-crossing a body, loss of blood will be a major problem. Each character will have differing factors to take into consideration, such as their threshold of pain and capacity to absorb the damage rendered upon them, and so should think very carefully over their actions during play." - Vøices øf Xenøn
MULTIVERSAL:
For the purposes of a Multiverse setting, it might be good to further divide the Ranged > Magic > Melee classes into sub-classes based on 3 different time periods. Medieval, Modern and Futuristic is a good place to start. You could say that each time period provides its own classes, each one working under the same basic T1A structure. Medieval rangers are the equivalent of Modern and Futuristic snipers. Medieval mages are the equivalent of Modern priests and Futuristic monks. Medieval fighters and rogues are the equivalent of Modern soldiers and assassins or Futuristic troopers and mercenaries. It all works the same way, where Ranged (long-range), Magic (medium-range) and Melee (close-range) all have different advantages and disadvantages laid out in a rocks-paper-scissors style. Medieval magic is the equivalent of Modern divination (such as religious powers involving angels and demons, for example) or Futuristic force abilities (such as telepathy and telekinesis, for example). No matter what the setting, the different advantages and disadvantages of every class remains the same for the purpose of fair-play, structure and regulation. You might ask, "How can a medieval bowman defeat a futuristic monk?" This question has a lot to do with a player's creative abilities, a character's armor abilities and a matter of honor, which is really a question of fair-play. Common sense dictates fair-play and a strict adherence to the rules in order for multiversal combat to have structure.
In my early internet RP years, I met a group of friends. I joined a group called Raven's Brand and adopted the name Alarren Darkbane, which anyone from Jacmus Prime, Tenaria, Ayenee or Eden's Era would probably recognize. That's how I first met people like Kellindil (John), Aglaranna (Anna), Dalmuros (Alex), Juntai (Matt), Blake, Sarah, Selene, Epoch (Jeffro), Malice (John), Atreyu (Jules), Xenon (James), Judah (Wes), Starchild (Anna), Jason, Drizzt and many others. Most of whom I lost contact with after 2003.
Back then, Yahoo! Chats and Multicity Chats were a hot spot for RP battles. Many players came from Angelfire or Geocities, and were practicing speed-based textual combat in the form of T2, a popular chat style created by Blake, Nick, Matt and others.
T2 or type two, was the classic 7-10-7-12 method of text dueling. Before that everyone just practiced Autoing or Freeform, but later Blake would create the T2 tutorial for Eden's Era on Geocities and it quickly became the default standard rules for RP chat battles. I progressed very quickly in my younger years, with the ability to type over 180 words per minute with less than 3 typos for a duration of about 5-10 minutes. Of course I can no longer do that, and it's now been many years since I had a desktop keyboard to practice T2 with. But back in the late-90's and early-2000's you could imagine that I was probably dueling with some of the best T2ers of the time period. It was Epic.
Around the year 2000 is when I started adopting T1, the turn-based text dueling method for writing paragraphs. I learned T1 directly from James and all of my friends at Eden's Era before the site went down. I just liked the style so much, I decided to stick with it. So I've been practicing T1 now for over 18 years, and have pretty much mastered it. I used to teach T1 and T2, but now I'm more active in story-based RPing than I am with text dueling, so I don't really get involved in tournaments any more.
Today, most players know me simply as O.G. or the Original Gamer, aka the Gamemaster, and my characters include such names as Thraen Valour, as Vygoren Calygarn, as Relbregh Ashdown, as Faedkyn Hylorra and as the founder of the Order of the Lion, and the Order of the Night Watchmen, and the Order of the Savage Knights.
In-character I have done dealings with the Star Army, with the Bandits Guild, with L'Order D'Ankou, with Raven's Brand, with the Darkthornes and Delioncourts, the McKaeyns, Pendragons, Zero Corp, the Ghosts of Meta, the Draculas, the Mavericks, the Elrulfssons and Hygeliacs, the Dragoon Knights, Vampire Knights, the Malkavians, Ventrues and Toreadors, the Ashdowns, the Nyghtfallens, the Pirates of Hyboria, and the Assassins Guild, and the Hayashi-Ryu Ninja Clan, which I was a jonin/leader of for quite some time before I gave up my position to someone else. I made a lot of friends in different places. Given my online nature, I created many random names and characters to conceal my true identity.
As for my dueling record, it's not important, but I was involved in the Assassins War and in the RP Battles that took place in Geocities and in other realms besides Ayenee or Eden's Era, none of which I feel like boasting about. Those were good times and I had a lot of fun RPing.
Back then, Yahoo! Chats and Multicity Chats were a hot spot for RP battles. Many players came from Angelfire or Geocities, and were practicing speed-based textual combat in the form of T2, a popular chat style created by Blake, Nick, Matt and others.
T2 or type two, was the classic 7-10-7-12 method of text dueling. Before that everyone just practiced Autoing or Freeform, but later Blake would create the T2 tutorial for Eden's Era on Geocities and it quickly became the default standard rules for RP chat battles. I progressed very quickly in my younger years, with the ability to type over 180 words per minute with less than 3 typos for a duration of about 5-10 minutes. Of course I can no longer do that, and it's now been many years since I had a desktop keyboard to practice T2 with. But back in the late-90's and early-2000's you could imagine that I was probably dueling with some of the best T2ers of the time period. It was Epic.
Around the year 2000 is when I started adopting T1, the turn-based text dueling method for writing paragraphs. I learned T1 directly from James and all of my friends at Eden's Era before the site went down. I just liked the style so much, I decided to stick with it. So I've been practicing T1 now for over 18 years, and have pretty much mastered it. I used to teach T1 and T2, but now I'm more active in story-based RPing than I am with text dueling, so I don't really get involved in tournaments any more.
Today, most players know me simply as O.G. or the Original Gamer, aka the Gamemaster, and my characters include such names as Thraen Valour, as Vygoren Calygarn, as Relbregh Ashdown, as Faedkyn Hylorra and as the founder of the Order of the Lion, and the Order of the Night Watchmen, and the Order of the Savage Knights.
In-character I have done dealings with the Star Army, with the Bandits Guild, with L'Order D'Ankou, with Raven's Brand, with the Darkthornes and Delioncourts, the McKaeyns, Pendragons, Zero Corp, the Ghosts of Meta, the Draculas, the Mavericks, the Elrulfssons and Hygeliacs, the Dragoon Knights, Vampire Knights, the Malkavians, Ventrues and Toreadors, the Ashdowns, the Nyghtfallens, the Pirates of Hyboria, and the Assassins Guild, and the Hayashi-Ryu Ninja Clan, which I was a jonin/leader of for quite some time before I gave up my position to someone else. I made a lot of friends in different places. Given my online nature, I created many random names and characters to conceal my true identity.
As for my dueling record, it's not important, but I was involved in the Assassins War and in the RP Battles that took place in Geocities and in other realms besides Ayenee or Eden's Era, none of which I feel like boasting about. Those were good times and I had a lot of fun RPing.
Type One (T1): the most in-depth style of internet fighting, sometimes referred to as Turn-Based (TB) or Paraform (Para), involving long descriptive posts in paragraph form using a 200 word minimum per paragraph with at least 1-3 paragraphs per post, most often used on emailing services and message boards. Type One was developed between 1997-1998 by a group of Yahoo!/Geocities players associated with Jacmus Prime, Edens Era and Ayenee; most notably Vøices øf Xenøn (James), Kellindil (John), and Juntai (Matt).
Type Two (T2): the most common style of internet fighting, sometimes referred to as Speed-Based (SB) or Fastform (Speed), involving short quick posts using the 7-10-7=12 ruleset, most often used on instant messengers and real-time chatroom hosting servers. T2 requires 7 words minimum to attack, 7 words minimum to defend, 10 words minimum to connect, and 12 words minimum to counter-attack. Type Two was created between 1997-1998 by a group of Yahoo! Geocities players associated with Jacmus Prime, Edens Era and Ayenee; most notably Dalmuros (Alex), Juntai (Matt), and Skylar Winterborn (Blake).
Type Three (T3): another style of internet fighting based on earlier T2, involving a more advanced 14-10-14=15 ruleset, usually 1000 to 3000 HP based on chat experience (EXP), 50 attack points (AP) used for 10+ AP magic attacks, and 3 items; herb (+300 HP), vitamin (+800 HP), and bean (+10 AP); with complex rules for using magic attacks. Type Three was created between 2000-2001 by a group of AIM/YIM/MSN players associated with Multicity chat and Java chat hosting sites; most notably LegendaryScias (Max) and TestedPeople (Luke).
Type Four (T4): this rare style was considered too advanced for some groups; based on T2 but with less rules than T3, this speed-based chat style involves longer posts using the 10-15-10=17 ruleset; that's 10 words minimum to attack, 10 words minimum to connect, 15 words to defend, and 17 words to counter attack. Type Four was developed between 2000-2001 by AIM/YIM/MSN players associated with Homestead chat, Multicity chat and Java chat hosting sites; there is no global consensus on who originally created it, but one creation myth attributes it to a group of college hackers who used voice-key software to cheat against other players by using ridiculous typing speeds to flood chat servers, causing it to be banned or invalidated on many sites.
Type Five (T5): a very rare style considered too advanced for some groups; this speed-based form combines elements from T1, T2, T3 and T4 put together using quickly posted short paragraphs or very long sentences using the 20-25-20=27 ruleset; it also involved 1000 HP to start with, AP and DP based on EXP time, but no healing items or other special rules. Type Five was developed between 2000-2001 by AIM/YIM/MSN players associated with Homestead chat, Multicity chat and Java chat hosting sites; there is no global consensus on who originally created it, but one creation myth attributes it to the same hackers who invented T4, causing it to be banned or invalidated on many sites.
Type ?? (T?): there were many other styles of internet fighting, perhaps too many to list here; with no global consensus on their individual rulesets; all created between 1996-2002 by different players from different sites, chats and forums. Some notable "Type" styles include Type Zero (T0), previously known as Freestyle or Freeform; a very old play-by-post style which offered no rules and instead had an unspoken code of honor and respect between players. Type Six (T6) was a style for novices and beginners which allowed god-moding, autoing and meta-gaming; it had a very simple 2-3-2=5 ruleset, requiring only that you include the other player's name in your post. Over time however, players started resorting back to T0 and T1, and today many sites still prefer Freeform or Paraform, the oldest and purest styles which have been RPG battle tested and refined to perfection over the course of 20 years.
Type Two (T2): the most common style of internet fighting, sometimes referred to as Speed-Based (SB) or Fastform (Speed), involving short quick posts using the 7-10-7=12 ruleset, most often used on instant messengers and real-time chatroom hosting servers. T2 requires 7 words minimum to attack, 7 words minimum to defend, 10 words minimum to connect, and 12 words minimum to counter-attack. Type Two was created between 1997-1998 by a group of Yahoo! Geocities players associated with Jacmus Prime, Edens Era and Ayenee; most notably Dalmuros (Alex), Juntai (Matt), and Skylar Winterborn (Blake).
Type Three (T3): another style of internet fighting based on earlier T2, involving a more advanced 14-10-14=15 ruleset, usually 1000 to 3000 HP based on chat experience (EXP), 50 attack points (AP) used for 10+ AP magic attacks, and 3 items; herb (+300 HP), vitamin (+800 HP), and bean (+10 AP); with complex rules for using magic attacks. Type Three was created between 2000-2001 by a group of AIM/YIM/MSN players associated with Multicity chat and Java chat hosting sites; most notably LegendaryScias (Max) and TestedPeople (Luke).
Type Four (T4): this rare style was considered too advanced for some groups; based on T2 but with less rules than T3, this speed-based chat style involves longer posts using the 10-15-10=17 ruleset; that's 10 words minimum to attack, 10 words minimum to connect, 15 words to defend, and 17 words to counter attack. Type Four was developed between 2000-2001 by AIM/YIM/MSN players associated with Homestead chat, Multicity chat and Java chat hosting sites; there is no global consensus on who originally created it, but one creation myth attributes it to a group of college hackers who used voice-key software to cheat against other players by using ridiculous typing speeds to flood chat servers, causing it to be banned or invalidated on many sites.
Type Five (T5): a very rare style considered too advanced for some groups; this speed-based form combines elements from T1, T2, T3 and T4 put together using quickly posted short paragraphs or very long sentences using the 20-25-20=27 ruleset; it also involved 1000 HP to start with, AP and DP based on EXP time, but no healing items or other special rules. Type Five was developed between 2000-2001 by AIM/YIM/MSN players associated with Homestead chat, Multicity chat and Java chat hosting sites; there is no global consensus on who originally created it, but one creation myth attributes it to the same hackers who invented T4, causing it to be banned or invalidated on many sites.
Type ?? (T?): there were many other styles of internet fighting, perhaps too many to list here; with no global consensus on their individual rulesets; all created between 1996-2002 by different players from different sites, chats and forums. Some notable "Type" styles include Type Zero (T0), previously known as Freestyle or Freeform; a very old play-by-post style which offered no rules and instead had an unspoken code of honor and respect between players. Type Six (T6) was a style for novices and beginners which allowed god-moding, autoing and meta-gaming; it had a very simple 2-3-2=5 ruleset, requiring only that you include the other player's name in your post. Over time however, players started resorting back to T0 and T1, and today many sites still prefer Freeform or Paraform, the oldest and purest styles which have been RPG battle tested and refined to perfection over the course of 20 years.
I don't exactly understand all of this. Isn't every RP held online text and turn based?
psionicburst wrote:
I don't exactly understand all of this. Isn't every RP held online text and turn based?
No... some RPG's online dont use text, but are PC games or PS mobile apps which use graphics instead. Such computer RPG's are usually either controller-based, using arrow-keys to move around, spacebar to jump or shoot, etc; while some are simply choice-based or dice-based, requiring only the click of a button. And every text-based online RP isn't always turn-based (TB) either. Some are speed-based (SB). Both versions (called Paraform and Fastform, respectively) of online RP text-based dueling are at least 20 years old, if not older. The version you see most often, especially on the RPRepository forums, is turn-based Paraform (or sometimes a blend of Paraform with Freeform); traditionally Freeform is known as Type Zero (T0) while Paraform is known as Type One (T1); they are the oldest of all the "Type" styles. Freeform as a text-based RP fighting style was created between 1995-1999 by IRC/AIM players associated with the Comicity Chat server and members of a RPG clan known as the Z-Senshi Elite; most notably to Dai Kaiou Shin (Andy), Shin Gouki Z (Kenshiro), Roujin Z (Nick), Tien Z (Phan), Hwang Z (Leo), Dragon Lee (Dwayne), Raidou Z (Rob), Gouken Z (Les), Goutetsu Z (Wes); and to members of their rival clan called the Kao Syndicate, particularly to Kao Vegeta (Eric), Tairo No Masakado (Alex), and their rival associate Seiryou Shinjou (Eric); for more information about Paraform (TB/T1), see my earlier posts above. Hope that helps to answer some questions and clarify some of the differences between online RPG styles.
Every one of the following surnames belong to old RPG family clans from the late-90's to early-2000's which participated and contributed to the popularity of Type One (T1) turn-based text dueling. Some of these clans have died off or retired, but some are still active today. Every family clan listed here has been interactive with all the other clans in one way or another; directly or indirectly either through war, marraige, trade or a common mutual enemy. Many of these clans have come together to form alliances and kingdoms, or have broken off altogether to create sub-clans and new family names which may or may not be listed below.
Families/Kingdoms/Clans:
- Darkbanes
- Pendragons
- DeLioncourts
- DeChateaus
- Blackthornes
- Draculs
- Hawkfields
- McWilds
- Ellrulfssons
- Calygarns
- Valours
- Hygeliacs
- Brandtsons
- Nyghtfallens
- O'Briens
- Bathorys
- Peshangs
- Ashbanes
- McClouds
- Stormriders
- Vinsons
- Hajimas
- Reinhearts
- Eitans
- Nesentras
- Chytovils
- Weavers
- Darkrains
- Cinderbanes
- Lacrimaes
- Gilrmmins
- Darkhearts
- Greys
- Ironclads
- Shinjous
- McGregors
- Walcotts
- Gangrels
- Saints
- Ventrues
- Toreadors
- Malkavians
- Wolfhearts
- Sashas
- Hammertoes
- Angelhearts
- Angelfyres
- Wolfbanes
- Helsings
- Viscounts
- Vamberrys
- Nightingales
- Orcbloods
- Smallfoots
- Zaibatsus
- Snowdens
- Blackflames
- Blackfyres
- Ruthvens
- Minamotos
- Tairos
- Uesugis
- Hellspawns
- Holidays
- Lethaes
- DeLecruixs
- Snakes
- Aloriaths
- Shingons
- Takedas
- Bravehearts
- Adairs
- Armstrongs
- Caldwells
- Campbells
- Volsungs
- Scylfings
- MacCarthys
- O'Neills
- Desmonds
- Tigernaichs
- Cairbres
- Macabres
- Becketts
- Anghaile
- McMullens
- Narbothas
- Drescains
- Fangs
- Hobbuns
- Bigtoes
- Fattbellys
- Lawlruss
- Shintos
- Shimatoris
- Elghinns
- Foxhounds
- Legendels
- Hylorras
- Ashdowns
- Mitshuuras
- Orcbanes
- Forkinsons
- Forkbeards
- Skyfallens
- Skywalkers
- Greycloaks
- Trubshaws
- Mavericks
- Aviouss
- Mamorus
- Miyatos
- Morrigans
- Corrigans
Families/Kingdoms/Clans:
- Darkbanes
- Pendragons
- DeLioncourts
- DeChateaus
- Blackthornes
- Draculs
- Hawkfields
- McWilds
- Ellrulfssons
- Calygarns
- Valours
- Hygeliacs
- Brandtsons
- Nyghtfallens
- O'Briens
- Bathorys
- Peshangs
- Ashbanes
- McClouds
- Stormriders
- Vinsons
- Hajimas
- Reinhearts
- Eitans
- Nesentras
- Chytovils
- Weavers
- Darkrains
- Cinderbanes
- Lacrimaes
- Gilrmmins
- Darkhearts
- Greys
- Ironclads
- Shinjous
- McGregors
- Walcotts
- Gangrels
- Saints
- Ventrues
- Toreadors
- Malkavians
- Wolfhearts
- Sashas
- Hammertoes
- Angelhearts
- Angelfyres
- Wolfbanes
- Helsings
- Viscounts
- Vamberrys
- Nightingales
- Orcbloods
- Smallfoots
- Zaibatsus
- Snowdens
- Blackflames
- Blackfyres
- Ruthvens
- Minamotos
- Tairos
- Uesugis
- Hellspawns
- Holidays
- Lethaes
- DeLecruixs
- Snakes
- Aloriaths
- Shingons
- Takedas
- Bravehearts
- Adairs
- Armstrongs
- Caldwells
- Campbells
- Volsungs
- Scylfings
- MacCarthys
- O'Neills
- Desmonds
- Tigernaichs
- Cairbres
- Macabres
- Becketts
- Anghaile
- McMullens
- Narbothas
- Drescains
- Fangs
- Hobbuns
- Bigtoes
- Fattbellys
- Lawlruss
- Shintos
- Shimatoris
- Elghinns
- Foxhounds
- Legendels
- Hylorras
- Ashdowns
- Mitshuuras
- Orcbanes
- Forkinsons
- Forkbeards
- Skyfallens
- Skywalkers
- Greycloaks
- Trubshaws
- Mavericks
- Aviouss
- Mamorus
- Miyatos
- Morrigans
- Corrigans
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