Post by Eve Quickk on Sept 13, 2015 16:05:40 GMT -5
(By Rumor from old site)
This is posted without (current) mod approval. Therefore, this is a totally personal statement, and contains points that I feel are important for anybody who is going to fight. To this end, I have separated the points that I feel are overly important into 5 easy points to remember.
Point #1: The Crescendo of Battle
One thing that I have found many people to do and what I also feel is totally unnecessary for most characters is how individuals initiate battles. Battles start with the fighters holding themselves back, testing the water of the conflict and looking for openings their opponent might have, while their opponent also does the same thing. Nobody (excepting characters like Natsu and individual circumstances) starts out a battle with their ultimate attack.
This is an important point. Characters build up to their stronger attacks as a battle draws on, both to increase dramatic tension and also because nobody wants to risk the chance of revealing their most powerful ability only to have it immediately dodged. In Bleach, Ichigo doesn't see a Hollow and use Bankai. He might against somebody whose strength has been proved to him, such as Ulquiorra or another person using Bankai. I always like to use Yugioh as an example. Nobody in that game wins on the first round. Nobody wins on the second round, either, unless to make a strong characteristic point. The scene and conflict unfolds over the episode(s) and holds the attention of the viewer for the duration.
Keep this in mind. Ultimate attacks are called ultimate attacks for a reason: they are the ultimate ability a character can use at the present time. If you miss with your ultimate attack because of using it stupidly or early, not only have you prevented a buildup of suspense, but you have also effectively told your opponent "I want to get this over with because I don't want to bother with spending time fighting you". This may be alright for a grand boss to do to a weakling, but in general the idea is to keep interactions interesting for both characters, not to have a one-sided killing fest.
Point #2: Taking Damage
It happens. Whether the blade slipped down past your hand guard or the piercing spell destroyed your magical shield, every technique has a weakness and can be overcome. An important point to know is that your character is going to get hurt doing what he does. The trick is to pick what hits and what misses.
Nobody likes fighting someone who can block every attack, while "magically" hitting with every single attack. This should not happen. Things get past defenses, surprises are constant, and the battle between mages relies as much on strategy as strength. When fighting, you must be willing to take damage. It will heal. But if an opponent throws 100 knives at you, even if you are as fast as lightning, it won't ruin your chances of winning if a few knives hit. They don't always have to hit the mark aimed for: a lethal shot to the throat that is instead intercepted by a hand can still deal great damage to the recipient, but does not necessarily incapacitate their ability to fight. Be willing to take damage from all sources; short of a death ray, even lethal attacks can be survived if you are willing to get hit by it.
Additionally, if you are willing to take attacks, the other person will be more willing to take attacks. Nobody wants to be the first person who takes some hard damage, but someone has to make that sacrifice. A close range fighter is expecting a few strokes to hit home. Be willing to take those, and they should be more receptive also. If not, mention to the other player as an aside that they have magically dodged the last 37 shots you have taken, while you have taken a deep gash on the arm from them. They will generally understand, because RP is supposed to be fun for both players. Once again, give and take is necessary in any relationship or interaction.
An interesting thing to do comes from theater. It is a game that is logically called "Yes, and...". The purpose of the game is that somebody says something to another person: "Your house is on fire!". Rather than say "no, you're crazy". the person responds with affirmative response: "Holy crap, your right; even worse, now it's spreading to the orphanage next door!". By working together, the two people have created a much more interesting and dramatic scenario by agreeing rather than by denying. If somebody says "I slash you across the chest with my sword", you could say "It cuts shallowly halfway across, but I block part of the blow. However, the attack was unexpected, and the shield is sent shooting out of my hand and lands out of my reach." Sure, you took some damage and lost a shield. However, now there are more opportunities: how do you turn this back on them? Do you disarm them in turn? Dive to grab the shield and then fling it like a discus? The possibilities are endless, and vastly more exciting that "I block the stroke with my shield".
Point #3: Cinematic Action
To me, posts in a thread play out in my mind like scenes from a movie, or like a martial-arts fight played out slowly. Strike goes to block, block goes to counterstrike, counterstrike goes to dodge... the possibilities go on forever. So too should your battle.
Characters do not stand still fighting. They run around, circle each other, fling themselves out of the way of attacks. Unlike other things, the more erratic and interesting a response is in a thread, the more enjoyment both players may get out of it.
Environment is always a factor. If you are fighting in a marketplace, knock apples onto the ground to trip your opponent while ducking into a crowd to retreat and think of your next move. Jump onto carts and run on buildings. Even in the desert, sand kicked into the face is a way the surrounding environment effects the sequence.
Make posts for combat that allow places for others to respond appropriately. Do not say "I throw apples and you trip". Say "Apples are scattered across the ground in front of your character, marking a difficult path". This way, tying in to the previous rule, it doesn't become "No, and my character goes straight through." Now it can be "Yes, and because of the apple chaos my character jumps onto a nearby cart and runs after you, jumping onto rooftops, ducking under opening windows, and hopping through houses for shortcuts to try and follow you to your destination".
Every fight should play like an anime fight. Characters are dynamic entities who make dynamic and unique movements that are not normally used by the general populace. Make scenes that are as far from static as possible, since neither player enjoys standing in a white walled room, fighting another person without moving (unless that is the situation that you want, and then by all means go for it.
Point#4: Surprise!
Nobody fights fairly. Those who do are dead, and the people who killed them are now fighting with the same surprises that killed the last person. Planning for future possibilities, and having secret techniques that can deal with given situations. Natsu gets out of tough situations by doing unusual things that catch others offguard. Eating lacryma instead of fire. Lighting and fire dragon breath techniques. Using one technique as a distraction for another. These are the kinds of things that the people who win do. Those who reveal all their cards in poker can pull few surprises against their opponents. Indeed, it is the one who keeps everything hidden until it is needed that saves the day. Remember that you do not have to use every spell at full strength each time you use it: a piercing spell that drills through a brick wall is much more unexpected after it previously fails to penetrate a wooden shield. The flame punch that sets a tower on fire is much less predictable if the last time the opponent saw it the other person laughed at how weak it was. Use misdirection to fool others while putting yourself in what is a better situation.
Point #5: Character Profiles, and Comparative Strengths
Everybody who has a character has a profile for that character. Read it. Nobody does hard work on something that they do not intend to be meaningful. It takes less than 3 minutes to read most profiles, and the results you get can help make for interesting situations. Using information that you find in profiles while making a thread creates possible hooks for other characters, although you should never work straight from their material: problems and troubles that user make for characters are ones that they either intend to resolve themselves or intend to keep the way they are. An example follows:
Rumor, my sonic mage, is mute. When he gets in a fight with a doppel-ganger and a mage asks them to prove which one is real, the situation becomes much more interesting. Regardless of whether or not he read my characters bio, the other character has now creating a unique situation that makes an otherwise uncommon thread truly individualized. Later, if the event occurs again, other responses can now be made because of former IC (in character) knowledge. Now, that mage will know the Rumor who speaks is actually the fake one.
That point is important: keep in-character knowledge in-character and out-of-character (OOC) knowledge out-of-character. As interesting as it is that the character knew someone named Rosalie in the past who then betrayed him, there is no reason for a mage he has just met to know about his past without prior exploration of the topic. This maintains a strict line between being interesting and cheating.
The second point of this double point: keep power differences in mind. Just like an insect cannot defeat the mighty boot (unless its one of those freakishly sized bugs). a weak mage has little chance versus a saint mage. Take level of mage into consideration.
In my personal belief, low level mages cannot possibly defeat higher level mages without outside help. They hold their own right up until the mage notices that you are still alive. Do not try and extend a fight with a super powerful mage to make your character seem more badass by comparison. They worked hard to become strong, and they have no compassion for those who have 1% of the exp they do telling them that the attack is dodged.
When mages are closer in level, then you can draw battles out, and if you are within 1 or 2 levels of each other the winner is undecided at the beginning of the match. But remember, regardless of how strong your character might seem, a mage of a higher rank has stronger magic: in a test of pure strength, they deserve to win.
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Well, those are the points I felt are extremely important to keep a battle interesting and captivating. Do whatever you want, and totally ignore the rules if you want to, but remember that simply because you are having fun doesn't mean others are. Try to respect others, and remember that the point of RP is to play a role to help make an interesting story, not to try and directly oppose the other person in order to ruin their fun and make yourself feel better.
This is posted without (current) mod approval. Therefore, this is a totally personal statement, and contains points that I feel are important for anybody who is going to fight. To this end, I have separated the points that I feel are overly important into 5 easy points to remember.
Point #1: The Crescendo of Battle
One thing that I have found many people to do and what I also feel is totally unnecessary for most characters is how individuals initiate battles. Battles start with the fighters holding themselves back, testing the water of the conflict and looking for openings their opponent might have, while their opponent also does the same thing. Nobody (excepting characters like Natsu and individual circumstances) starts out a battle with their ultimate attack.
This is an important point. Characters build up to their stronger attacks as a battle draws on, both to increase dramatic tension and also because nobody wants to risk the chance of revealing their most powerful ability only to have it immediately dodged. In Bleach, Ichigo doesn't see a Hollow and use Bankai. He might against somebody whose strength has been proved to him, such as Ulquiorra or another person using Bankai. I always like to use Yugioh as an example. Nobody in that game wins on the first round. Nobody wins on the second round, either, unless to make a strong characteristic point. The scene and conflict unfolds over the episode(s) and holds the attention of the viewer for the duration.
Keep this in mind. Ultimate attacks are called ultimate attacks for a reason: they are the ultimate ability a character can use at the present time. If you miss with your ultimate attack because of using it stupidly or early, not only have you prevented a buildup of suspense, but you have also effectively told your opponent "I want to get this over with because I don't want to bother with spending time fighting you". This may be alright for a grand boss to do to a weakling, but in general the idea is to keep interactions interesting for both characters, not to have a one-sided killing fest.
Point #2: Taking Damage
It happens. Whether the blade slipped down past your hand guard or the piercing spell destroyed your magical shield, every technique has a weakness and can be overcome. An important point to know is that your character is going to get hurt doing what he does. The trick is to pick what hits and what misses.
Nobody likes fighting someone who can block every attack, while "magically" hitting with every single attack. This should not happen. Things get past defenses, surprises are constant, and the battle between mages relies as much on strategy as strength. When fighting, you must be willing to take damage. It will heal. But if an opponent throws 100 knives at you, even if you are as fast as lightning, it won't ruin your chances of winning if a few knives hit. They don't always have to hit the mark aimed for: a lethal shot to the throat that is instead intercepted by a hand can still deal great damage to the recipient, but does not necessarily incapacitate their ability to fight. Be willing to take damage from all sources; short of a death ray, even lethal attacks can be survived if you are willing to get hit by it.
Additionally, if you are willing to take attacks, the other person will be more willing to take attacks. Nobody wants to be the first person who takes some hard damage, but someone has to make that sacrifice. A close range fighter is expecting a few strokes to hit home. Be willing to take those, and they should be more receptive also. If not, mention to the other player as an aside that they have magically dodged the last 37 shots you have taken, while you have taken a deep gash on the arm from them. They will generally understand, because RP is supposed to be fun for both players. Once again, give and take is necessary in any relationship or interaction.
An interesting thing to do comes from theater. It is a game that is logically called "Yes, and...". The purpose of the game is that somebody says something to another person: "Your house is on fire!". Rather than say "no, you're crazy". the person responds with affirmative response: "Holy crap, your right; even worse, now it's spreading to the orphanage next door!". By working together, the two people have created a much more interesting and dramatic scenario by agreeing rather than by denying. If somebody says "I slash you across the chest with my sword", you could say "It cuts shallowly halfway across, but I block part of the blow. However, the attack was unexpected, and the shield is sent shooting out of my hand and lands out of my reach." Sure, you took some damage and lost a shield. However, now there are more opportunities: how do you turn this back on them? Do you disarm them in turn? Dive to grab the shield and then fling it like a discus? The possibilities are endless, and vastly more exciting that "I block the stroke with my shield".
Point #3: Cinematic Action
To me, posts in a thread play out in my mind like scenes from a movie, or like a martial-arts fight played out slowly. Strike goes to block, block goes to counterstrike, counterstrike goes to dodge... the possibilities go on forever. So too should your battle.
Characters do not stand still fighting. They run around, circle each other, fling themselves out of the way of attacks. Unlike other things, the more erratic and interesting a response is in a thread, the more enjoyment both players may get out of it.
Environment is always a factor. If you are fighting in a marketplace, knock apples onto the ground to trip your opponent while ducking into a crowd to retreat and think of your next move. Jump onto carts and run on buildings. Even in the desert, sand kicked into the face is a way the surrounding environment effects the sequence.
Make posts for combat that allow places for others to respond appropriately. Do not say "I throw apples and you trip". Say "Apples are scattered across the ground in front of your character, marking a difficult path". This way, tying in to the previous rule, it doesn't become "No, and my character goes straight through." Now it can be "Yes, and because of the apple chaos my character jumps onto a nearby cart and runs after you, jumping onto rooftops, ducking under opening windows, and hopping through houses for shortcuts to try and follow you to your destination".
Every fight should play like an anime fight. Characters are dynamic entities who make dynamic and unique movements that are not normally used by the general populace. Make scenes that are as far from static as possible, since neither player enjoys standing in a white walled room, fighting another person without moving (unless that is the situation that you want, and then by all means go for it.
Point#4: Surprise!
Nobody fights fairly. Those who do are dead, and the people who killed them are now fighting with the same surprises that killed the last person. Planning for future possibilities, and having secret techniques that can deal with given situations. Natsu gets out of tough situations by doing unusual things that catch others offguard. Eating lacryma instead of fire. Lighting and fire dragon breath techniques. Using one technique as a distraction for another. These are the kinds of things that the people who win do. Those who reveal all their cards in poker can pull few surprises against their opponents. Indeed, it is the one who keeps everything hidden until it is needed that saves the day. Remember that you do not have to use every spell at full strength each time you use it: a piercing spell that drills through a brick wall is much more unexpected after it previously fails to penetrate a wooden shield. The flame punch that sets a tower on fire is much less predictable if the last time the opponent saw it the other person laughed at how weak it was. Use misdirection to fool others while putting yourself in what is a better situation.
Point #5: Character Profiles, and Comparative Strengths
Everybody who has a character has a profile for that character. Read it. Nobody does hard work on something that they do not intend to be meaningful. It takes less than 3 minutes to read most profiles, and the results you get can help make for interesting situations. Using information that you find in profiles while making a thread creates possible hooks for other characters, although you should never work straight from their material: problems and troubles that user make for characters are ones that they either intend to resolve themselves or intend to keep the way they are. An example follows:
Rumor, my sonic mage, is mute. When he gets in a fight with a doppel-ganger and a mage asks them to prove which one is real, the situation becomes much more interesting. Regardless of whether or not he read my characters bio, the other character has now creating a unique situation that makes an otherwise uncommon thread truly individualized. Later, if the event occurs again, other responses can now be made because of former IC (in character) knowledge. Now, that mage will know the Rumor who speaks is actually the fake one.
That point is important: keep in-character knowledge in-character and out-of-character (OOC) knowledge out-of-character. As interesting as it is that the character knew someone named Rosalie in the past who then betrayed him, there is no reason for a mage he has just met to know about his past without prior exploration of the topic. This maintains a strict line between being interesting and cheating.
The second point of this double point: keep power differences in mind. Just like an insect cannot defeat the mighty boot (unless its one of those freakishly sized bugs). a weak mage has little chance versus a saint mage. Take level of mage into consideration.
In my personal belief, low level mages cannot possibly defeat higher level mages without outside help. They hold their own right up until the mage notices that you are still alive. Do not try and extend a fight with a super powerful mage to make your character seem more badass by comparison. They worked hard to become strong, and they have no compassion for those who have 1% of the exp they do telling them that the attack is dodged.
When mages are closer in level, then you can draw battles out, and if you are within 1 or 2 levels of each other the winner is undecided at the beginning of the match. But remember, regardless of how strong your character might seem, a mage of a higher rank has stronger magic: in a test of pure strength, they deserve to win.
-----------------------------------------------------------------------------------
Well, those are the points I felt are extremely important to keep a battle interesting and captivating. Do whatever you want, and totally ignore the rules if you want to, but remember that simply because you are having fun doesn't mean others are. Try to respect others, and remember that the point of RP is to play a role to help make an interesting story, not to try and directly oppose the other person in order to ruin their fun and make yourself feel better.