So I am sure most of us are familiar with the tier systems in regards to rp and combats. Has anyone seen or know any reformated styles in which 3v1 or anything beyond 1v1 combat is practical or plausible? I am more interested in redeveloped T1 as I am aware with speed styles generally whoever posts first succeeded in their actions.
OrderoftheGash wrote:
So I am sure most of us are familiar with the tier systems in regards to rp and combats.
Well, I am not for that matter.
And unto the subject, regardless of the parties involved, the intentions of the characters or the players or any variable at all, there isn't any limitation to combat with the exception of respecting the flow of the roleplay and your partner preferences. The best ""system"" that exists is communicating with your partners what you want to do and you expect from them, if everyone is okay with it, you're free to do anything that you want. Power playing included. If you feel your partner temporarily assuming certain reactions from your characters and vice-versa to be okay, so why not?
If you need a "system", if you need something to "gamify" something that's suppose to be barebones writing - and not a game per-se, you might as well throw in dice rolls and combat mechanics, as well as restrict people to play what they want.
In conclusion: If all partners agree, then, yes, everything is possible. Even "3v1" combat. Even "ARMYv1" combat.
Quote:
I am aware with speed styles generally whoever posts first succeeded in their actions.
This is wrong.
The major rule of roleplaying is that OOC does NOT bleed into IC and this is downright a horrendous violation of it. What if some of your partners are currently unavailable? Will you post ahead of them and rob them of the fun of interacting with the story? I've had many problems with this in the past and I can say to you, these roleplays either don't last more than a year if everyone is very well determined or it has serious god-modding and meta-gaming problems. Let everyone take their times. Life and work gets in the way and it's not posting speed that should determine the "success of characters actions" on a roleplay. In fact, even "success" in roleplay is trivial.
Throwing my 2 cents in in addition to Church, writing combat should be about building an action and story driven scene. Communication is definitely key, and the writing should be to enhance whatever story is going on, whether it's 1 V 1 or 3 V 1.
The systems I personally fall back on is the 'Attempt not Succeed' rule, and 'The Three Strike Rule'.
Attempt not Succeed basically follows the principle of writing tense. Instead of saying 'Character threw a punch and struck Villain hard in the jaw', I'd write it as 'Character threw a punch with the hope of hitting Villain hard in the jaw'.
Writing 'Hope of hitting' gives the implication of the action not succeeding unless the villain characters player allows it.
The Three Strike Rule is a personal choice, but I've seen other players use variations of it. It pretty much runs on the concept of 'for every three written attacks, you allow your character to take one hit'. The impact of that hit is up to you and the flow of the scene, but it is an attempt to show fair play to everyone in the scene.
Both of these concepts, for me, are built on an overarching honor system, though.
I definitely agree with Church in regards to post speed equating action success. That is a guaranteed way to build negative reactions, not just to the scene but to other players. Even in live free form settings, that can lead to rps falling apart, let alone what can happen to slower formats like forums.
Overall, writing combat is about creating exciting, action driven scenes that build on a story. It's not about winning, it's not about who writes a better combatant, it should always be about the story and should always ensure everyone involved is enjoying themselves. If someone says they're not anymore, or they're having difficulties, communication is the most important system to fall back on to help each other.
The systems I personally fall back on is the 'Attempt not Succeed' rule, and 'The Three Strike Rule'.
Attempt not Succeed basically follows the principle of writing tense. Instead of saying 'Character threw a punch and struck Villain hard in the jaw', I'd write it as 'Character threw a punch with the hope of hitting Villain hard in the jaw'.
Writing 'Hope of hitting' gives the implication of the action not succeeding unless the villain characters player allows it.
The Three Strike Rule is a personal choice, but I've seen other players use variations of it. It pretty much runs on the concept of 'for every three written attacks, you allow your character to take one hit'. The impact of that hit is up to you and the flow of the scene, but it is an attempt to show fair play to everyone in the scene.
Both of these concepts, for me, are built on an overarching honor system, though.
I definitely agree with Church in regards to post speed equating action success. That is a guaranteed way to build negative reactions, not just to the scene but to other players. Even in live free form settings, that can lead to rps falling apart, let alone what can happen to slower formats like forums.
Overall, writing combat is about creating exciting, action driven scenes that build on a story. It's not about winning, it's not about who writes a better combatant, it should always be about the story and should always ensure everyone involved is enjoying themselves. If someone says they're not anymore, or they're having difficulties, communication is the most important system to fall back on to help each other.
Churchtuary wrote:
Well, I am not for that matter.
Here is a link that goes over it in more depth if you would like to read into it.
Variations of the Tier Formats
Churchtuary wrote:
This is wrong.
I do not disagree I included that because even if I have been on RPR for quite some time I have limited experiences with the RPs in which occur here, and was trying to discredit any such additions that are more prone to RPing via Live Chat mediums. (IMVU, AOL, Messenger) I too have had horrid experience when exposed to such beings.
My question is more directed at how interrupts and proper fair "turns become difficult to accommodate towards.
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