Combat Roleplay Guide

About Guide

Creative Commons License

This guide is intended for 'Souls RPG, though it may be used in whole or part elsewhere, provided you link back to Tears, Bones & Desire. You are free to link to this document if you please, or you can download it, modify it, and reupload it. You must keep an attribution link to Tears, Bones & Desire.


Godmoding, Powerplay, & Metagaming

If you're seriously new to roleplaying, I suggest heading over to the Bad Roleplay Guide to soak in these various behaviors. This is a very important aspect of roleplaying and especially important in combat, but there are too many aspects and they are too nuanced to elaborate upon here, sorry!

Statistics & Attributes Dealing with Combat

Few forum-based roleplaying games incorporate hardline statistics systems, dice, and other stat-heavy aspects to combat. Nevertheless, there are certainly things you can consider that are similar to these numerical systems.

If you give your character a distinct advantage, consider also giving them a disadvantage. These are just ideas, but keep the idea in mind when creating your character. Sorry, but you simply cannot have an impossibly strong character who is also incredibly limber and agile, and also was trained in weapons usage and has tons and tons of experience and so on and so forth. It's godmodding, plain and simple—you may think you're simply creating a "warrior" but your character must have downfalls. Without a hard numerical system to rely on, our statistics and abilities are quite subjective. While you may consider your character to be the epitome of physical strength and prowess, another character may have extensive experience and agility, and they might be able to outsmart your character and emerge victorious.

There are many more than simply what's listed here—if you create a character with a particular strength, consider also giving them the weakness listed to counteract that strength to make it fair for other players who may want to engage your character in combat. The primary key in creating your character is balance; this keeps the game fair and also will help you to avoid godmoding, as a godmode character is defined as one without vulnerability. These attributes are particularly important where combat is concerned. Feel free to add a little of each to your character's "fighting profile" if you so desire, just remember to keep everything balanced!

WRONG: Baphomet is a very large werewolf, standing at 8ft4in and weighing in at close to 425lbs. Despite his hulking form, he is graceful of movement and deceptively quick. He is muscle-laden and very experienced in fighting, having received training from his father since youth. He has an extreme tolerance to pain, as he has been on the receiving end of quite a lot of torture in his day. He is very violent and aggressive, and he will start fights for no good reason at all. Despite his huge size and high-blood-pressure inducing temper, he has a ton of endurance, and it takes a hell of a lot to tire him out. He carries a machine-gun that has infinite ammo and never, ever misfires. He also never misses a target. Essentially, he is an efficient killing machine and he has absolutely no place in 'Souls wielding a freaking machine-gun. :P

WHY: This character would likely be created by a munchkin and is definitely an example of godmoding in that the character is highly unlikely to be defeated, and strong in all areas.


RIGHT: Baphomet is a very large werewolf, standing at 8ft4in and weighing in at close to 425 lbs. His hulking form means he is rather slow of movement, and he is certainly not agile. He is muscle-laden and somewhat experienced in fighting, but as he has never received official training, and he is still learning he often falls prey to beginner's mistakes. He has a relatively high pain tolerance, thanks to his torture. Despite his dark past, he is a calm beast, and it takes quite a lot to evoke his temper. Thanks to his larger size, he doesn't fare as well in longer battles and he tires quicker than smaller creatures. He doesn't like to use weapons, and he mocks those who do.

WHY: Baphomet's player was careful to expand on both the strengths and weaknesses of his character. Baphomet is a well-balanced character.

Concepts

These are just very basic things to keep in your mind while you're roleplaying combat situations with other players. They're not set in stone, but they're very good things to abide by anyway.

1. Fairness

The absolute keystone to not making anyone angry in roleplayed fights is fairness. Remember, as fond as you are of your character, there is another player on the other end who is just as fond of their character! Be fair, and allow everyone the chance to be a victor at some point.

2. Attacking

Don't cram your post full of fifty different actions. You can't move that quickly, and neither can your character. In general, try not to use more than three major actions per post. The other roleplayer needs to reply to your actions in the order that they are dealt, and if each of you wind up doing seven major actions per post, it will be a fast, deadly thread or it will get very confusing, very fast. If you want a slower, drawn-out fight, why not try writing a paragraph per post, with one major action within each? Discuss that with the other roleplayer first, naturally. It could be quite interesting. The practice of cramming one's post full of actions is known as stacking (RP Magazine Online).

3. Dodging

Dodging is one of the many irritating aspects of a fight thread. Some roleplayers believe that since the other player has not written a connection, they are free to dodge every action thrown at them, when in reality—this simply would not occur. Other games have suggested a "three dodge" system, where a roleplayer has three dodges between a major attack connection, but such a hardline system is difficult to enforce (Chaser, Rainbow). In general, use your good judgement.

Nothing is more irritating than roleplaying a fight thread with a player who refuses to allow injury to their character. Don't dodge every attack that the other player throws at you; it is unrealistic and highly annoying. Allow one or two major attacks to connect, and allow partial connects, where the blow glances off but causes some damage to your character.

4. Losing

Be prepared to lose. You are not playing a self-centered game where your character is the "hero" and everything always works out the way it is supposed to. Your character will not win every battle he or she engages in—it is a simple fact of roleplaying (and life, when you think about it). There are other players whose characters deserve the opportunity to win, and if you desire a character with a "perfect record" please consider containing your combat to non-player-characters only. Also consider that other players may wish to challenge your character's record; it would be most courteous to outright inform these players that you do not plan on having your character lose, and allow them to come to their own decision about whether or not they are willing to pit their character against yours. There's nothing wrong with wanting to play someone unbeaten—sure, some of us think it's a lot less fun :P—but if you want to do that, make it clear to other roleplayers who wish to engage your character in combat, and make sure your character isn't the type to engage in combat very often! If you want your character to go around kicking every other character's ass all the time, you are in the wrong profession, sorry. Consider writing a novel or short story instead.

5. Winning

Hooray—you won! That's good for you. Don't let it get to your head, and don't insult another player's character for losing (that should go without saying). And next time, why don't you let someone else in on the glory? You can even start plotting with the losing character's player for a vengance plot later on!

6. Realistic Advantages & Disadvantages

Sometimes, a character may engage in a fight where they are severely outmatched. There are realistic situations and occurrences where one character simply should not be able to defeat the other without great difficulty or extreme circumstances—take, once more, Azazel and Baphomet. Say Azazel is a thin, year-old half-coyote with virtually no fighting experience. Baphomet is a large Russian wolf, well-fed and quite large, with extensive fighting experience. These characters are not evenly matched. Realistically, Baphomet will dominate Azazel virtually every time. There are rare instances when characters at a distinct disadvantage can defeat more powerful characters, but not many.

It may be difficult to see your character as severely outmatched in a combat situation—but sometimes it happens! It's okay. Consider not fighting that character until yours has amassed more skill or grown larger. Use your best judgment; if the player of Baphomet is hesitant to allow Azazel a win for reasons relative to the realism of the match, consider perhaps backing down and simply swallowing a loss for now, resolving to have a rematch when Azazel is a little more of a challenge to Baphomet.

7. Autohit

Autohit generally describes a fight in which two players agree to allow attacks and connections within the same post—in eseence, agreeing to allow some extent of powerplay in the thread for excitement's sake. It can also be used to describe what happens when someone powerplays a hit without permission. Autohitting can be a very interesting way to play a fight thread, but it is suggested that you only play "autohit fights" with a player you can trust not to do anything ridiculous to your character. When setting up an autohit fight thread, be extremely clear in your boundaries, and clearly state how much damage your character can and cannot take. You don't want to end up with a three-legged wolf!

Etiquette

1. Don't start a fight thread without discussing it with the other player first. Actually, it's rude to start any thread for another player without discussing it first, so just don't start private threads for anyone without their consent, ever. If you'd prefer for a character to show up, use the "attention" or "attn" tag on your posts, which calls their attention to the thread but does not "demand" their presence as would a private thread.

2. If you are involved in a thread and it naturally progresses to combat, the same logic applies. Take a moment to private message the player and discuss the details first.

3. It is highly, highly encouraged that you determine the winner of a fight thread before it escalates to fighting levels. This is the number one way to avoid out of character drama.

4. Understand that some people simply do not like to roleplay combat. They don't enjoy it, and as we're all in this for the enjoyment factor, it is extremely rude to push or pressure anyone for a fight thread. If the answer is no, leave it at that.

5. If you are unprepared to lose, don't engage in fight threads with other player-characters. Don't thread a character once with a fight, take the victory, and then refuse all contact regarding rematch from that player—it's downright rude.

6. If you have come to an out of character agreement about a particular flow or outcome for your combat thread, don't go back on your agreement and suddenly flip the in character cirucumstances around to change those things.

Sources

  1. Urban Dictionary - Godmoding
  2. WolfWeb - The Three Dodge System
  3. Wikipedia - Godmoding
  4. TV Tropes - GodModders
  5. Wikipedia - Metagaming
  6. Wikipedia - Munchkin
  7. Furcadia Forums - Roleplaying Basics
  8. Wikipedia - Twinking