Post by Darrla Blackmoon on Oct 13, 2009 12:44:30 GMT -6
(I know it is a lot to read, but it fairly informative)
Sparring: Most of our sparring is done in a text by text posting manner, but we may also use dice, which is where most of these rules come into play.
Sparring is a form of online role-play that deals with combat between two or more characters, usually conducted on play-by-post media. Two or more players take turns in writing a joint-narrative battle, each one attempting to defeat his or her rival. The battle ends when one participant acknowledges defeat or one is judged the victor by an unbiased arbiter after a review of all related posts. In the context of Internet-based role-play, sparring retains its traditional meaning of play or practice combat, but is limited to written interaction. It is different from role-play in that sparring usually contributes little, if nothing, to a story or character development and participants are subject only to the rules of an agreed on role-play fighting system.
These fighting systems fall into two categories, speed-based and turn-based. Of these, the former is such that the involved parties seek to outmatch one another via superior typing speed and stratagem, and thus is usually left for websites or programs that support an instant messenger or chats. The latter has no emphasis on typing speed, but focuses wholly on strategy, and are thus usually based on forums and message boards. Both systems are further divided into explicit and implicit subsets (also called open and closed), which refer to whether the outcome of an attack is stated by the attacker or assumed to have happened in the flow of battle.
There is a large rift of ideologies within the community of sparring. It comes from the basis of the spar's purpose and intent, and divides sparrers into two categories, being roleplayers and fighters. Roleplayers are grouped as "orthodox" combatants, where no "autos" are acceptable, and it is a mutually respectful practice. Orthodox matches are completely based upon the honor system, and are held more to the ability of the character than the mechanics of the system. Explicit guidelines and rules apply to the fighters, in an "unorthodox" system. Unorthodox spars tend to use hit claims, as discussed above as open and closed.
There are many different rules throughout the realms, as far as this kinship is concerned: These are the rules: (If you come to us to fight, you must play by our rules)
Before any combat match can begin, there are a few terms that must be agreed upon by all participants. These terms include, but are not limited to, the following issues:
1. The type of match that is going to be fought.
2. The number of points or rounds that will determine the end of the match.
3. We all start with 100 (unless you are wounded, then depending on the severity of the wound, you will start with a lower number) Used by writing out /roll 100
4. The weapons that will be used in the match (Blades, Hand-to-Hand, Magic, etc.)
5. The use of any forum enhancers.
6. Whether or not a Proctor is needed to judge the match.
A Proctor is someone who supervises or monitors a combat match, to ensure that guild and forum rules are followed, and to act as official witness to the outcome. A Proctor also often acts as a judge, keeping accurate score as the match unfolds. The Proctor is often the one responsible for keeping such a log and sending it to this forum.
Types of Matches
1. Spar
Spars are one-on-one duels that are a good way to build experience, and are most commonly used for practice or fun. This is the most generic form of combat, and follow the basic rules of the Standard Combat Method. The maneuvers and techniques used in any Spar Match should never be fatal or crippling.
2. Honor Match (HM)
An Honor Match is fought to achieve one of the following objectives:
a. To obtain an apology for a specific offense.
b. To resolve a dispute.
c. To prove each combatants resolution to their honor.
The end state of an Honor Match will be according to the objective attempted.
3. Prisoner of War Match (PoW)
A Prisoner of War match is fought to capture an opponent in a time of declared war. The PoW remains in captivity until one of the following five (5) circumstances are met:
a. The event/war ends.
b. A prisoner exchange is approved by contending GC's
c. A successful release match (RM) is conducted.
d. The Capturing GC authorizes their release.
To escape captivity, the prisoner must detail their escape plot via missive, submitted to the War Council representatives. The prisoner rolls out of a 10 in the presence of the War Council representative, abiding by the following results:
1-5 = Failure, no more attempts can be made.
6-9 = Specialized Release Match, the attempt is forwarded by the War Council representative to the opposing GC, who selects a member to fight the prisoner. Should the prisoner win, they are released. Should the captors win, the prisoner resumes original captivity period.
10 = Prisoner escapes unscathed. Attempt is forwarded to opposing GC as a successful attempt.
Only one escape attempt is allowed per captivity, and PoW's must place "PoW" in their profile. PoW's may be ordered to fight for the opposing side only once during their captivity, but are not allowed to fight without prior authorization of the holding GC.
4. Release Match (RM)
A Release Match is fought to forcibly release a PoW from captivity. If the challenger is victorious, the prisoner is released. If the holding side is victorious, the prisoner resumes the original captivity period, and the challenger becomes a PoW as well.
5. Assassination Attempt (AA)
Assassination attempts are conducted for strategic removal of specific targets. Assassination attempts are governed by head guild master and must first be approved by Darrla Larkins.
6. Death Match (DM)
A Death Match is fought to slay the opponent. Losers are considered a ghost/dead for the remainder of the event/war. Losers are required to place "Ghost" in their profile and are not allowed any further participation in the event/war. A Death Match that is fought in peacetime, or with an opponent outside of the guild, will result in the losing character's death and ghosting for a full seven days.
7. Miscellaneous Matches (MM)
Alterations of matches may be created to suit special circumstances or events. Any Miscellaneous Matches created for events must be clearly defined and within the Bloodshed policy. All involved parties must consent to the alterations.
8. Mass Combat (MC)
Mass Combat is fought for one or more of the following reasons:
a. To use a size advantage in combat.
b. To eliminate multiple opponents at once.
There can never be more than a two (2) person advantage per side. Healing is not allowed in Mass Combat. Combat ends when ALL opposing combatants have been eliminated.
Mass Combat can be fought as a DM or PoW type match, clearly stated before combat begins. Any combatants eliminated, including those from the winning side, therefore become PoW's or ghosts according to the type of Mass Combat match.
Sparring: Most of our sparring is done in a text by text posting manner, but we may also use dice, which is where most of these rules come into play.
Sparring is a form of online role-play that deals with combat between two or more characters, usually conducted on play-by-post media. Two or more players take turns in writing a joint-narrative battle, each one attempting to defeat his or her rival. The battle ends when one participant acknowledges defeat or one is judged the victor by an unbiased arbiter after a review of all related posts. In the context of Internet-based role-play, sparring retains its traditional meaning of play or practice combat, but is limited to written interaction. It is different from role-play in that sparring usually contributes little, if nothing, to a story or character development and participants are subject only to the rules of an agreed on role-play fighting system.
These fighting systems fall into two categories, speed-based and turn-based. Of these, the former is such that the involved parties seek to outmatch one another via superior typing speed and stratagem, and thus is usually left for websites or programs that support an instant messenger or chats. The latter has no emphasis on typing speed, but focuses wholly on strategy, and are thus usually based on forums and message boards. Both systems are further divided into explicit and implicit subsets (also called open and closed), which refer to whether the outcome of an attack is stated by the attacker or assumed to have happened in the flow of battle.
There is a large rift of ideologies within the community of sparring. It comes from the basis of the spar's purpose and intent, and divides sparrers into two categories, being roleplayers and fighters. Roleplayers are grouped as "orthodox" combatants, where no "autos" are acceptable, and it is a mutually respectful practice. Orthodox matches are completely based upon the honor system, and are held more to the ability of the character than the mechanics of the system. Explicit guidelines and rules apply to the fighters, in an "unorthodox" system. Unorthodox spars tend to use hit claims, as discussed above as open and closed.
There are many different rules throughout the realms, as far as this kinship is concerned: These are the rules: (If you come to us to fight, you must play by our rules)
Before any combat match can begin, there are a few terms that must be agreed upon by all participants. These terms include, but are not limited to, the following issues:
1. The type of match that is going to be fought.
2. The number of points or rounds that will determine the end of the match.
3. We all start with 100 (unless you are wounded, then depending on the severity of the wound, you will start with a lower number) Used by writing out /roll 100
4. The weapons that will be used in the match (Blades, Hand-to-Hand, Magic, etc.)
5. The use of any forum enhancers.
6. Whether or not a Proctor is needed to judge the match.
A Proctor is someone who supervises or monitors a combat match, to ensure that guild and forum rules are followed, and to act as official witness to the outcome. A Proctor also often acts as a judge, keeping accurate score as the match unfolds. The Proctor is often the one responsible for keeping such a log and sending it to this forum.
Types of Matches
1. Spar
Spars are one-on-one duels that are a good way to build experience, and are most commonly used for practice or fun. This is the most generic form of combat, and follow the basic rules of the Standard Combat Method. The maneuvers and techniques used in any Spar Match should never be fatal or crippling.
2. Honor Match (HM)
An Honor Match is fought to achieve one of the following objectives:
a. To obtain an apology for a specific offense.
b. To resolve a dispute.
c. To prove each combatants resolution to their honor.
The end state of an Honor Match will be according to the objective attempted.
3. Prisoner of War Match (PoW)
A Prisoner of War match is fought to capture an opponent in a time of declared war. The PoW remains in captivity until one of the following five (5) circumstances are met:
a. The event/war ends.
b. A prisoner exchange is approved by contending GC's
c. A successful release match (RM) is conducted.
d. The Capturing GC authorizes their release.
To escape captivity, the prisoner must detail their escape plot via missive, submitted to the War Council representatives. The prisoner rolls out of a 10 in the presence of the War Council representative, abiding by the following results:
1-5 = Failure, no more attempts can be made.
6-9 = Specialized Release Match, the attempt is forwarded by the War Council representative to the opposing GC, who selects a member to fight the prisoner. Should the prisoner win, they are released. Should the captors win, the prisoner resumes original captivity period.
10 = Prisoner escapes unscathed. Attempt is forwarded to opposing GC as a successful attempt.
Only one escape attempt is allowed per captivity, and PoW's must place "PoW" in their profile. PoW's may be ordered to fight for the opposing side only once during their captivity, but are not allowed to fight without prior authorization of the holding GC.
4. Release Match (RM)
A Release Match is fought to forcibly release a PoW from captivity. If the challenger is victorious, the prisoner is released. If the holding side is victorious, the prisoner resumes the original captivity period, and the challenger becomes a PoW as well.
5. Assassination Attempt (AA)
Assassination attempts are conducted for strategic removal of specific targets. Assassination attempts are governed by head guild master and must first be approved by Darrla Larkins.
6. Death Match (DM)
A Death Match is fought to slay the opponent. Losers are considered a ghost/dead for the remainder of the event/war. Losers are required to place "Ghost" in their profile and are not allowed any further participation in the event/war. A Death Match that is fought in peacetime, or with an opponent outside of the guild, will result in the losing character's death and ghosting for a full seven days.
7. Miscellaneous Matches (MM)
Alterations of matches may be created to suit special circumstances or events. Any Miscellaneous Matches created for events must be clearly defined and within the Bloodshed policy. All involved parties must consent to the alterations.
8. Mass Combat (MC)
Mass Combat is fought for one or more of the following reasons:
a. To use a size advantage in combat.
b. To eliminate multiple opponents at once.
There can never be more than a two (2) person advantage per side. Healing is not allowed in Mass Combat. Combat ends when ALL opposing combatants have been eliminated.
Mass Combat can be fought as a DM or PoW type match, clearly stated before combat begins. Any combatants eliminated, including those from the winning side, therefore become PoW's or ghosts according to the type of Mass Combat match.