Fairplay in RP Battle- Toward A Style of Realism
Introduction
Too often does it become a major issue in RP that there is not a major unity in terms to how RP battle is done. While everyone has a vague knowledge of terms like autoplay, god mode, etc, and then some even know T1,T2,T3,A1 and freestyle,(my personal preference as a novella and multipara writer) very few actually know the unified terminology(which I have covered this in my glossary of terms on another blog post) and how to RP with propriety and logic. So, let us think about things together and build up a basic system .
Fight By Sequence
Typically speaking, all roleplay styles are based upon sequencing. The reason for this is twofold:
1. The nature of all written roleplay is turnbased- While a lot of things can go on in a roleplay war, it is often slowed down by the fact of needing both writers to write out their details. 2. The desire to mimic real time- While these seem contradictory, the desire to mimic real time to the best of our ability drives our roleplay. Sequencing is the best way to accomplish this goal by mimicking martial arts text which rely on sequencing. Things are set up, movement is done, and one person counters until the agreement of hit is made. No one has to accept damage until there is damage to be accepted, and this is reliant on things like armor, character strengths and weaknesses, reach, etc.
Logical Sequences For RP Battle Let A= Attack Let P = Parry Let E= Evasion A+E A+A(although this is risky and damage must be taken by a lack of defense unless there is armor which will be dinted up and weakened) P+A E+A A+A+P A+A+A+P E+P(no attack may be made after two or more defensive maneuvers for it would be awkward and trip the person up)
And there may be any combination of these in response to different combos, and accepting input and securing output damage for this is basic cybernetics. All inputs generate an output, and all outputs generate a sequence. if fighting in RP is based upon it, then it is a good RP fight which is based in fairness.
Whether Or Not Details Are Needed For Proper RP battle
While many RP by one liners, semipara and para by convenience and time restraints, these are not the ideal style for roleplay. The issue with these styles, despite their time efficiency, is entirely the lack of style or else the detail which is necessary for blossoming out a world. (For more information, see my writing on The Unity Of Writer and Character) As a result of no significant world creation, these styles fall flat and rely upon trust.
This is all proven by considering interpretation. The greater the details of the events, the less that things are reliant upon the mind to forcefully make up for the details. If the mind is forced to make up for the details, then the heavy chance of miscommunication breaks out and overwhelms the story. When miscommunication happens ,a stronger likelihood of accusations of autoplay or god moding happens, and furthermore that drama breaks out as a result. When the drama breaks out, the story ends without conclusion.
Writing To Avoid Autoplay
Writing to avoid autoplay is a very simple matter. Too many people say they attack this other person here or there, but this particular voice is not good as it forces the action upon another and therefore autoplay. Instead, try this:
Ippo throws a punch toward Takamura's face.
Ippo attempts to throw a punch towards Takamura's face.
This is compared to Ippo punches Takamura's face. It is demonstrated, then, that an attempt is made, but no conclusion is made. This allows one person to respond to another and allows a mimicking of real time while assuming the turn based nature of the story.
On Godmoding
True godmoding is easy to avoid, but it is also easy to become accused of doing this. Since people are not very detailed, it becomes difficult to judge the "right amount" of damage taken if the character actually gets hit. It is advisable that anyone who performs a roleplay attack is able to communicate the amount of force assumed to the attack and not leave it to the imagination.
Furthermore, the person receiving the damage must be careful to put details on what may stop the damage from being as severe as intended. Armor is one way, and will keep someone in a roleplay battle longer, but there are other manners like closing distance to stop the amount of force from being as generated( a boxer's trick), or to use a shield and failing to fully block as you return a blow. Perhaps, movement is taken and the hit attacks a less critical area.
On The Death of A Character
Many people are afraid of their characters dying, but this is irrational. They do not know that they control the canon for their character, and all RPs which are not to edit the biography of a character effectively are not canon to the character. So, if a character dies in RP battle, then the character can be resurrected for another story.
On Over Powering Powers
Some writers write "debuffs" to respond to overpowering powers. In my opinion, all major or heavy attacks must be saved toward the end for they are greater finishing moves. Furthermore, it is more entertaining if the losing character can apply extreme force at the end against the winning character's extreme force for an epic last stand.
In this way, an "over powered character" may be played:
Extreme details are needed(For this cannot be stressed enough), and levels of power are to be put into place. It is unlikely for an over powered character to be without some sort of arrogance, and so the over powered character will not use the full force of power all at once. To this over powered character, fighting becomes more of a small thing which is only to be tried harder when they are either annoyed with how difficult things are being, or when they feel like showing off randomly.
However, if there is a debuff that is used, it must affect both characters and not just one. If there is some magic crystal that prevents all powers and renders someone just like a normal human being, then it should apply to both characters or risk being known as an over powered power itself. On Taking Time
The last consideration is taking time into consideration. This is the only place where OOC and IC will mix. The time as in in character time would relate to era and genre for a WW1 setting would not have laser beams, but it may have swords and clubs and all for the trenches. A medieval setting would not have machine guns, but perhaps single shot and inaccurate/highly unreliable "hand gonne" cannons and other early "muskets."
In terms of OOC time, it is always important to keep an OOC communication that is civil and friendly. That being busy is communicated, and that time can be planned around things, and that all posts are put in an easy access area like in a blog. The reason for this is because if someone has to work, go to school and do many other things as they typically do: stories can be forgotten and either discarded or certain earlier actions of a story that are relevant become forgotten. This will either create an unfair advantage, or cause a forgetfulness that ends a story.
Conclusion
These are all pragmatic tips that some may have already known before, but this combination of them is needed. I reject the idea of stylistic sequence, but accept any number of sequences used so long as they are done logically. I say all we need is detail, and more and more detail. Finally, we need all the communication possible OOC in order that the flow of information calms things down and stops all drama. Thank you for reading this humble article.
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