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Soul Eater: Chains of Insanity

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A "Soul Eater" Roleplay Guild. Any level of experience welcome. 

Tags: soul eater, soul, DWMA, roleplay, meister 

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Rules of T1 RP

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Jingu Omikami
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PostPosted: Mon Dec 27, 2010 8:09 am


Rule 1: All attacks should be done in "attempt"

Here is an example of IMPROPER T1 etiquette:

Jim replied to John's post:

Jim got off the ground after John's punch. He ran at John and threw a fist at John's face. He heard a crack as John's cheek bone broke.

This is a form of "godmodding." Due to Jim's post it is impossible for John to dodge the attack or have any way of lessening the damage. Auto-hits are not part of T1 role play and in battle will result in an automatic disqualification. Sometimes you may be asked to re-do the post. (If you're lucky)

Here is an example of PROPER T1 etiquette:

Jim replied to John's post:

Jim got off the ground after successfully being hit by John's punch. He ran at John and began to throw a punch towards John's right cheek.

This is a good use of proper T1 role play. Notice how Jim never said that his punch connected with John's face. Jim said that his punch was going "towards" John's face. This allows John some options in his next post.

(Though I guess since Soul Eater does have some attacks out of humor those would be fine to do without the "attempt," but only if it were for comic relief [e.g. "Maka Chop"])
PostPosted: Mon Dec 27, 2010 8:10 am


Rule 2: Use details

Here is an example of IMPROPER T1 etiquette:

Jim posted:
Jim threw a punch at John.

John posted:
John dodged.

Both role-players did not use proper T1 etiquette. Notice how Jim only said that he was going to punch John. And then all John said was that he dodged. More descriptive features are needed to make the role-play more interesting and to avoid god-modding.

Here is an example of PROPER T1 etiquette:

Jim posted:
Jim's left leg bent forward while his right leg straightened behind him, his feet were firmly planted on the ground as he began to throw a right punch towards the left side of John's face.

John posted:
As Jim's punch came toward him, John bent his knees and ducked while moving his head right to avoid Jim's fist.

These posts are neither god-modding or ill-described. Both role-players used details to describe how they moved. Notice how Jim described which hand he was using to punch at John, and where he was going to punch. And John described how he dodged the attack instead of simply saying, "John dodged." Not only is this good T1 role play etiquette but it is also more interesting to read and gives the reader a good picture of what is happening.

Jingu Omikami
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Jingu Omikami
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PostPosted: Mon Dec 27, 2010 8:11 am


Rule 3: Taking Turns

T1 role-play includes the role players to take turns as they post. Whether its 1-1, 3-1, or 3-3, the role-players' turns should be set before a match and each role-player should know who they post after and who they post before.

Here is an example of IMPROPER T1 etiquette:

John posted:
John stood, waiting for Jim to make his next move.

Jim posted:
Jim ran towards John and began to punch towards his face

Jim posted:
Jim then began to kick towards John's side.

This is unacceptable in T1 role-play. Jim posted twice without any regard of what John could do after Jim threw a punch towards him. If John dodges both attacks, Jim may accuse him of god-modding when really, Jim is the god-modder.

Here is an example of PROPER T1 etiquette:

John posted:
John stood, waiting for Jim to make his next move.

Jim posted:
Jim ran towards John and began to punch towards his face

John posted:
John brought his arm up in front of his face, successfully blocking Jim's punch.

Jim posted:
Jim then attempted to kick to John's side.

Jim and John have successfully taken turns in there fight. Neither one has posted twice in a row and therefore, neither one can be accused of god-modding.
PostPosted: Mon Dec 27, 2010 9:07 am


Rule 4: Avoid Meta-Gaming

Meta-gaming is allowing your character access to information that he/she shouldn't be able to get. For example: If your character is able to tell exactly what another character is thinking while in battle, then you're meta-gaming.

Here is an example of IMPROPER T1 etiquette.

John posted:
John awaited Jim's next move. Moving some grass out of the way, he inconspicuously placed a small detonation device between the blades of grass, right in front of him, thinking to himself, "If he tries to attack me, I'll just make sure he steps over the bomb's sensor and set it off..."

Jim posted:
"Haha John! Do you really believe that you can trick me into stepping over the bomb's sensor in our next clash, HOW FOOLISH!!" Jim then ran at John, turning around the bomb John had previously set. He then quickly vanished and reappeared behind John, preparing to strike him in the face with his fist.

John posted:
"TAKE COVER!" John yelled, as he jumped forward a little, tucking his head between his hands. This was because, being aware of Jim's plan to attack from behind, John had also set a bomb behind himself and Jim was now stepping over its sensor. Now the bomb was preparing to detonate.

There are two problems in this set of posts. The first was in Jim's post where he knew what John was thinking and was thus able to plan against it. The second problem was in John's second post, where he somehow gained the knowledge of Jim's next move AND he set a bomb that was never specified until the point where it was beginning to detonate.


Here is an example of PROPER T1 etiquette:

John posted:
John awaited Jim's next move. Moving some grass out of the way, he inconspicuously placed a small detonation device between the blades of grass, right in front of him, thinking to himself, "If he tries to attack me, I'll just make sure he steps over the bomb's sensor and set it off..."

Jim posted:
"What's he doing with the grass?" Jim thought to himself, and then ran at John, for a frontal assault, unaware of the bomb John had placed in front of him.

John posted:
John grinned, as he heard a few quick beeps from the bomb he had set, which was tripped by Jim's frontal rush.
"You're through now."

Jim posted
"Oh no!" Jim said as he heard the beeps from the bomb. Quickly, Jim, pivoted his front foot, and turned away. Then he performed a stunt roll, just barely avoiding the explosion.
"Ah I see now, so that motion you made in the grass was to set your bomb. Now I know to watch out for that."


Notice how Jim was unaware of the bomb that was mentioned in the turn previous to his. Jim, however, did notice the motion in the grass, as only the motion in which John placed the bomb was "inconspicuous." As well, even though Jim tripped the trap, he was still capable of avoiding damage, and was able to deduce through the conspiring events that the motion John made in the grass was to set the bomb. And he was capable of doing that without reading John's thoughts.

It is also considered meta-gaming if your character has knowledge of what's in another character's profile. For example, an understanding of every technique in another character's repertoire, or a character's personality without any known previous interaction.

Jingu Omikami
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Jingu Omikami
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PostPosted: Mon Dec 27, 2010 9:38 am


Rule 5: Hypotheticals

Being able to perfectly dodge and block all attacks in battle is almost impossible. This is where hypotheticals come in handy. A hypothetical is any motion your character makes to avoid taking damage in a more vital area. For example, if a fist is rushing towards your character's stomach, and your character ducks down in a way that the fist is now targeting the shoulder instead, which wouldn't hurt as much. Of course, the same applies with weapons. If a sword is coming at your throat, then getting your hand cut off, to apply enough resistance to allow yourself to dodge the sword, then that's better than losing your head.


Rule 6: Preps

Preps are what the name suggests. A prep is a period of preparation for a stronger attack. During a post, you may usually just go from defense to attack. It is also possible for a post to go from defense to attack prep. If an attack is started and unleashed in the same post, then it is a LVL 1 attack. If an attack has one post with a prep and unleashed in the next post it is a LVL 2 attack. With two posts of prep and unleashing in the third post, it is a LVL 3 attack. LVL 3 is the highest level the attack can reach after prepping. Prepped moves can also last for more turns than unprepped moves. For example, a LVL 3 Witch Hunter can be used for 3 turns. One turn at LVL 3, the next turn it goes down to LVL 2, and on the last 3 turns it is LVL 1. In other words, with max prepping, a move can last up to 5 turns (1 "LVL 3" + 1 "LVL 2" + 3 "LVL 1"). And with no prepping a move can last up to 3 turns (3 "LVL 1").

A prep post would look something like this:

"John took a firm grip on the handle of his Death Scythe, Jim. Their combined soul wavelength grew in size as they began to prepare to attack against Bill."

As well, if two attacks were to clash, the one which has been prepped more will automatically win the clash. For example: If a LVL 3 Witch Hunter were to clash with a LVL 2 Screech Gamma, the Witch Hunter would automatically break through the Screech Gamma and thus the one who used Screech Gamma would automatically take damage from Witch Hunter.

However, if two attacks were to clash, where neither has an advantage due to prepping (either they both were prepped equally, or neither prepped at all), then the clash is undecided. The players in the clash may choose to continue the clash, until one gains an advantage, or one can choose to break the clash between them, and thus neither player takes damage.
PostPosted: Mon Dec 27, 2010 9:42 am


Rule 7: Being Realistic

Just because you have powers and special abilities doesn't mean that everything you do defies the laws of science. Things such as gravity, inertia, and friction still take effect amidst a battle. As well, it is not possible to freeze lightning, wind, fire. You can't hammer fire with wood. Water will not create steam by hitting an icy blast. As well, you cannot stop fire and water from making steam when connected (Amaterasu and Byakko flames form the only exceptions so far). You still have human respiratory systems and need to breathe (unless you are a puppet). As well you have regular nervous, circulatory, muscular, and skeletal, integumentary systems. Remember, even though you have inhuman abilities, nature and the some laws of science will act the same.

Examples:

1. You have a large 70lb sword. If you swing once to your left, you will swing a lot slower if try to swing back right, because inertia is pulling your sword left while you're trying to pull right.

2. You jump over a large explosion. The explosion is slow and you have reached the height of your jump. Gravity will pull you down to the ground faster than you pulled yourself up for the jump. You will not float in midair or descend slowly, without a way of flight.

3. Your running at incredible speeds. You need to stop however. As you attempt to stop running, your forward momentum will try to pull you forward as you attempt to pull back, causing friction. Without some ability or reason overcoming this, you will still be affected by friction.


Rule 8: Attacking Properly

Attacking in T1 roleplay is different from attacking in T2 and T3 roleplay, which are more of speed posting. Remember, the point of a battle in T1 roleplay is to outsmart and defeat your opponent. Since time is not as urgent in T1 roleplay, you can take time with your posts. (Usually 1-5 days, depending on the rules placed, if no rule is placed, then it is understood to be 5 days). Also knowing that 1 liner posts are unattractive, bothersome, and don't show much effort, T1 roleplay has a special rule in attacking. 2 attacks can be done at maximum each post, BUT only if you are posting in paragraphs. Otherwise saying, if you want to attack twice, you need two paragraphs in a post, each with a SINGLE attack. Any posts that are run-on sentences with a bunch of "ands" cannot have more than one attack. The same goes for one liner or even one paragraph posts. Therefore, the most you can do in a post is defend against the last attack(s) and then attack back twice. Always keep in mind that even though you can be posting two attacks in one turn, they BOTH must be done in attempt. It is also proper T1 etiquette to keep your attacks until the LAST SENTENCE of a paragraph.

Jingu Omikami
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T1 RP Guidelines

 
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