Welcome to Gaia! ::

The Eastern Gregorian Wolf Kingdom

Back to Guilds

this is a general guild for all wolves 

Tags: anime, wolf, wolves, roleplay, roleplaying 

Reply The Eastern Gregorian Wolf Kingdom
Tier-1 role-playing rules and guidelines

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Agragorn

Cultist

PostPosted: Sat Feb 23, 2013 8:28 am


Rules and Regulations:


Sub-styles:

Realistic Melee (RM): In a realistic melee, characters are restricted to real life HUMAN standards. Magical Powers, Magic Based Innate Abilities, Innate Abilities for non-Human races, and the like cannot be used. Your character isn't human? Don't fight RM, or if you do, restrict your character's abilities, powers, properties, etc to the confines of the style. [Example: Mixed Martial Arts.]

Unrealistic Melee (UM or URM): Unrealistic Melee allows the use of Innate Abilities, though strength of said abilities should be kept in mind. Combatants may take advantage of super-human strength, speed, sight, etc. Outright magic can NOT be used. No fireballs, arcs of lightning, or blasts of ice. [Example: Underworld.]

Moderate Powers (MP): Yay! Magic! Moderately powered magical attacks may be used here. Magic Missiles? Go for it. Fireballs? Absolutely. Arcs of Lightning? You betcha. Keep in mind that it is not moderately powerful to use all elements at the same time. To do such things, one must prep. Prepping will be covered later. Keep in mind that attacks that destroy entire planets, galaxies, universes, etc are never acceptable during an MP fight. Just keep in mind, moderation. [Example: Dragon Ball Z/Avatar: The Last Airbender.]

Powered Characters (PC): This is the most difficult of all sub-styles to master. Intricately developed powers, advanced character histories, and high level attacks are only a handful of the things commonly employed. Some for example use scientific principles, quantum mechanics, and other sub-categories of Physics in this style of combat. The complexity of the powers and the characters used by someone skilled at T1 PC gets them labeled as god-modders more often than not, when this is USUALLY not the case.


The Rules:


1 ) Don't talk about Fight Club.


2 ) Introductions:

An introduction must contain the following: A description of your character, including what s/he is wearing; a list of equipment carried by your character; all of the powers/abilities your character might use in the fight. Remember, if you did not include it in your introduction it does NOT exist for the duration of combat. Forgot to describe your clothing? Looks like you're naked. Didn't include a weapon? Guess you're fighting unarmed. What's that? You're in a T1 PC and forgot to list any powers/abilities? Guess you're dead. ANYTHING left out of an introduction is not applicable in the fight. Period.

The first person to post their introduction cannot attack. This is because their opponent has not entered yet. If you are the first to post, NEVER and I mean NEVER include anything in your post regarding the location of your opponent. Characters aren't present until a post has been made. Furthermore, the first person to post their introduction has the right to describe the setting--traditionally. This was instituted at the birth of T1 as a Fighting Style, before the existence of "Virtual" worlds such as IMVU and Second Life. When using chat clients such as IMVU, it is best to agree OOC'ly before the beginning of the fight if you don't intend to use the room as the battle's setting. Also, keep in mind that it is against T1 Rules and Regulations to use pre-typed introductions. A new introduction MUST be typed for every fight.


3 ) Post in turns. If you have a lengthy post, use continuances such as (C), , or something similar. This is a good way to make the fight more enjoyable because your opponent will have something to read while you type. If you choose to post in continuances, an end marker must be included to signify the end of your post: (E), , or something similar.


4 ) No God-Modding. Never state that an attack is unblockable, unavoidable, or undeflectable. It is true that not everyone is capable of stopping every attack, however the skill of the combatants dictates whether or not an attack is successful. Do NOT ignore the effects of an attack that has been successfully landed (I.E. If you take an arrow to the knee in an RM, do not continue to walk around as though it never happened.). Logic is the ultimate determining factor in T1. If you take a hit and logic dictates that your arm is no longer useable, DO NOT use that arm.


5 ) No Auto-Hitting. Every attack or counter is attempted. Do not state in your attack post that the hit landed. Your opponent ALWAYS gets a chance to block, deflect, etc.


6 ) Post Matching. In order to block/dodge/counter/deflect an oncoming attack, you must match the length of the ATTACK SECTION of your opponents post. This is generally estimated. Only the most a**l-Retentive T1'er will actually take the time to count words. Generally speaking, as long as you put equivalent effort into your post, your opponent will accept it.


7 ) Proper Keyboarding. If you are in a T1 Match and your opponent makes a post that is, or is borderline hieroglyphic, it is your right to request a repost. For this reason, one should always make sure that their posts are legible. DO NOT request a repost because of a few typos.


8 ) No Meta-Gaming. Do not use Out-of-Character (OOC) knowledge In-Character (IC.) Just because you know it, does not mean your character does. This becomes especially important when combatants must debate OOC'ly the effects of a power or the success of an attack. Rare insight into an opponent's character can be gathered here, but can NOT be used unless your CHARACTER finds out through legitimate means.


9 ) Preparations (Preps). Attacks cannot start out at maximum power. To build the power of your attack, Preps should be implemented. It is up to you to decide what is a reasonable amount of preps to achieve a specific amount of power. You can only prep once per turn. If you choose to spend your turn prepping, you forfeit the ability to attack, block, etc for that turn. If you get attacked, you must decide what is more important--dodging, or prepping. Once you have prepped, and unleashed your attack, it is time to resort to basic elementary math to decide if you can overpower your opponents block. Say, for example that you throw a fireball at your opponent with three preps behind it. Your opponent blocks with Dispel, but has only one prep backing his action. The fireball overpowers the dispel by two preps, and therefore carries through. Keep in mind, that to prep correctly you must actively take actions to build power/energy.


10 ) Hypotheticals. A hypothetical is where person A posts that, if person B dodges to the right, person A will throw a left uppercut. Hypotheticals are follow-ups and apply only if the required circumstances are met. They require forethought, and are therefore considered IC planning. Hypotheticals can be used in nearly any situation, though you must always make sure that they MAKE SENSE.


11 ) Interrupts. An interrupt is where you react before the end of your opponents turn. To understand an interrupt, you must first realize that even though you and your opponent are taking turns posting, the fight is happening in real time as far as your character's are concerned. Your character's aren't literally taking turns, and therefore, can react within your turn based posts within a real time setting. If Person A posts that they are charging towards Person B, the chances are they will include what their actions are at the end of the charge. However, Person B reserves the right in their turn by changing the course of events through interrupting, by either running away, or attacking Person A mid-charge. Keep in mind that interrupts require you to keep an accurate mental timeline of events and an understanding of elapsed time over the course of one or multiple actions.


12 ) Logic. Logic is GOD in T1 Combat. If an action doesn't make sense, don't do it. For example, don't try to counter an attack your character did NOT see coming. That doesn't make sense. Logic is possibly the most important principle one should implement in T1, no matter the sub-style.


13 ) Death Matches (DMs.) In order for a DM to take place, ALL participants must agree that the fight is to be a DM prior to the start of the fight. This is one of the various Out-of-Character agreements that must be made before combat can proceed. Remember that deaths suffered in DMs are PERMANENT. If you accept a DM and die, you CANNOT Be resurrected. Your character is dead. The End.


14 ) Quitting. If you quit a fight before it is over, you lose by forfeit. This means that you take upon yourself whatever the consequence may be for a loss. If you quit a DM for example, you die. This is an automatic recourse, and so you should always be sure to finish any fight that you accept. If you need to postpone, however, this is an available option. You should speak to your opponent OOC'ly about continuing the fight at a later date. Keep in mind however, that your opponent does NOT have to allow the fight to be continued. For this reason, you should only enter into serious fights when you know without a doubt you will be able to finish.


15 ) Defender's Rights. The defender always has the right to choose the sub-style. If you outright challenge someone to T1 combat, it is ultimately their decision as to which sub-style will be used. Often times, however, people choose to compromise on a sub-style that is fitting to all participants. Attacking someone In-Character IS challenging them.


16 ) Acceptance. If you post an attack, and your opponent states in their next post that they accept the attack (I.E. the attack lands), they may NOT change their mind later. Once you accept the course of events, they become permanent and finite. Accepted deaths in DMs cannot be disputed later. If at any point in time you think you are being cheated, the issue is to be addressed immediately. DO NOT accept something you thing is illegal because you will NOT be able to argue the point later.


17 ) Consent. Any rule in T1 can be changed for the duration of a fight--under very specific stipulations. Say for example, that you are your opponent are about to fight T1 RM. This style allows you to use weapons, however you and your opponent AGREE that weapons will not be used. The use of weapons, is therefore forbidden in the fight. T1, like all role play should be is about consent. In order to make a change you feel is necessary, or would make the fight more enjoyable for you and your opponent, ALL participants must AGREE to the change PRIOR to the start of combat.


18 ) Fun. T1 isn't supposed to be stressful. It is meant to be fun and is just another part of role play. Loosen up. Enjoy your bout. Your opponent's character is your enemy--not the person playing him/her. There is no reason that two people should not be able to get along OOC'ly because of the course of IC events. If you feel yourself becoming agitated, or think you might become aggressive OOC'ly, ask your opponent if it is alright to pause the fight so that you can cool off.
PostPosted: Sat Feb 23, 2013 8:52 am


Break down of T1.

T1 Role Playing is the highly descriptive form of rping in which every aspect is taken into consideration in ones post. From what you character is wearing to the way he feel to the weather at the time of battle and the area in which they are battling. The more detailed the more enjoyable. If everything is well laid out and described using proper English in such a way for the other people to visualize what it is they are reading. If your post is well constructed it is more like a movie playing through your mind then simply reading a boring jumble of words. For an example of T1 roleplaying, Also known as Literate rping
-----------------------------------------------------------------------------------

Now for the most interesting side of T1. The fighting.

T1 fighting is turn based rping and is also highly detailed but unlike a simple post where you talk to an opposite rpc, the fighting part of it is even more detailed. Not only do you have to describe what i talked about first you also have to take in your opponents actions also and add them to your post. It seems like a lot to do at first but it is simple to get use to once you have the drive to learn then you will go far.

There are a few rules that need to be followed in the fights and they are as follows:

No God-modding
No Power-Playing
No Auto-hitting
No Metagaming
No Puppetering
No Healing

---------------------------------------------------------------------------------

Now for the break down of rules.

God-modding:

Basically this is as the name suggests, you play a god. Everyone knows that gods are invincible and cannot be killed, in using the widely thought idea of a god in this instance. So in an rp fight it is when you take no damage from your opponents attacks. You are capable of avoiding everything they throw at you and no matter what they do you say you are better then them. It drives people ape s**t when this happens and if you are caught doing it you lose the fight without question. Though in some cases it can be discussed and talked through and the problem can be cleared up easily.

Power-playing:

This is very much the same as god-modding. In this instance you are saying that you are capable of launching attacks that you particular character should not be able to do. If you say you have the element or lightning you should not be able to use water based attacks. Also it is not a wise choice to make you character so powerful they are basically a god. Able to destroy planets by flicking your figure. Or saying that your attacks are better then other. You need to take into account your characters state at the time of the attacks. Are they tired, have they use up half their energy already and is so their attacks will be obviously weaker.

One thing to be added here is stamina and energy levels, no one has infinite energy no matter what you are. Using little gadgets or trinkets to say you never run out of energy is all well and good but stamina is something different. You can always gather energy to launch large scale attacks BUT the body can only take a certain amount of over usage before you start hurting yourself. NO ONE IS INVINCIBLE. You will tire eventually so do not keep launching strong attacking without putting you are growing somewhat tired in your post otherwise you are god modding plain and simple.

Auto-Hitting:

Auto-hitting is when you launch an attack and in the post say that it has connected with the opponent. As such you are giving the person no time to evade or counter the attack. The correct way to do it is in fact saying you launch and attack aimed at the person or in an attempt to hit the person.

Here is an example of a bad style or roleplay:

John fires a blast of energy and it blows his opponents face off and ripping his head from his shoulders.

The correct thing that should have been said is in fact:

John charges a blast of concentrated energy and fires it at the opponents head. If it connects the enemies head will be blown from his shoulders and his blood will bath the battlefield

MetaGaming:

This is a rule not commonly known to many role players. This is where the player(You) has talked to someone in an OOC conversation and ye both tell each other certain things about your character. The the person uses that information you told them in a fight to beat you easily. You need to get it into your head that you and the roleplay character that you are controlling are two different people. You may control him but just because you find out about something doesn't mean your character knows it and as such you cannot use it. During the fight however you can find out about your opponents weakness through careful observation but you must make it legitimate.

This also goes for if you the player has 2 different roleplay characters. Information that you have gathered IC (In-Character) with one character is not known by another character you know. That includes people you have met of family or anything. The only way for your second character to know this is if they themselves meet the people and get to know them.

Puppeteering:

Puppeteering is the process by which you are dictating the actions of the other person or visa versa. You have absolutely NO control over you opponents rpc so you cannot in you post say what their character is doing unless the other person has said they are doing it in a previous post.

Healing:

This is a subject that i feel people look over on a regular basis. When in a fight there is absolutely no healing allowed no matter if it is done by someone else or yourself, it is not allowed until the fight is over. This does not mean you say oh i give up, heal, and then attack them again. It means when the fight it FULLY over. This also goes for regeneration to a certain extent. In some races high speed regeneration is part of who they are but once again it does not take effect until the fight is over. Sealing open wounds can be allowed if the wounds are small enough but the blood loss and the pain from sealing that would will cause your character to slow down. All it means is that you are preventing yourself from loosing too much blood but the blood already lost is gone and is not regained until, like always, the battle is over. Larger wounds like a large slash across the back cannot be sealed closed due to the pain of sealing such a bad wound, the body can only take so much without passing out no mater what you are so don't think just because you are very old you are special your not.

Agragorn

Cultist

Reply
The Eastern Gregorian Wolf Kingdom

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
//
//

// //

Have an account? Login Now!

//
//