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The title says it all.

How do I git gud and make it more enjoyable for everyone involved.

Because apparently I said yes to pitting Ramen against Caex and hoo boy midway through the fight Aaron goes 'it's turn 21' well shit right? So I wiped and wanna get better.
Something I wrote forever ago. I didn't reread it so it may be awful.

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(04-14-2015, 01:11 AM)Domri Blackblade Wrote: [ -> ]Something I wrote forever ago. I didn't reread it so it may be awful.

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Good lordy. Thank you for writing all of this out! I will probably take you up on your rp battle help offer in the future. :>
(04-14-2015, 01:36 AM)Tiergan Wrote: [ -> ]
(04-14-2015, 01:11 AM)Domri Blackblade Wrote: [ -> ]Something I wrote forever ago. I didn't reread it so it may be awful.

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Good lordy. Thank you for writing all of this out! I will probably take you up on your rp battle help offer in the future. :>

Yah, you can always prod me.:3
Fite me IC and I'll show you
One of the things I've found over the years of RP and reading fiction (both 'fan' and published author, alike) is that no two people write out a fight scene the exact same way. People develop personal styles from the overwhelmingly detailed and accurate description of each footstep to almost abstract and elegant descriptions of stances countering other stances.

I guess if I were to answer your question as concisely as I could I would give it my 'catchall' mantra for roleplay and writing in general: "If you want to write well then read well."

I.e. read other authors who write combat and are even known for it, no less. See if it lets you visualize a fight while avoiding too many 'anime-esque' tropes and so on where physics and bodies move unlike normal bodies and physics =P

Personally I'm a detail-oriented writer when it comes to combat. I want to 'see' the fight in my mind as it's been described to me so it's more like a movie than "John punched Wilson in the head, Wilson groaned and took a few steps back". In reality you don't typically just "Punch someone in the head" or "slash your sword at their chest", you take a stance, you prep yourself, you launch your attack and depending on the simultaneous reaction(s) of the opponent it may or may not land home but even if it doesn't hit there's an action and a reaction and those are equally as important as simply hitting someone or them 'dodging'.

One thing if you want a really good exercise in writing combat is to challenge yourself to write out a combat scene from an Asian Martial Arts film, like Ong Bak or even Crouching Tiger, Hidden Dragon. It sounds ridiculous, right? But imagine the effort that it took to choregraph that fight, someone somewhere has already written it thus you can as well =) Write out every detail as if you were the author of the story and rewrite it until you can stand to read it without going 'ugh!'. At that point you'll probably be more competent than most people who consider themselves "Lords of the Dance" when it comes to "RP Combat". Think of it as 'writing action' and you're already ahead of the game.
Grindstone.
I go about it as more focused on my characters way of attacking then the attack itself. Some of this also reflects the MMA I took classes in also. I think Damon got that part for me though.

Aaron is supposed to give off a reluctant "silent demon" type vibe when he fights. I describe how he doesn't talk or make a sound when attacking, avoids direct eye contact, and gives off a regretful demeanor when he lands a blow. This sort of reflects me when I do matches. Im not the biggest guy out there lol I can't look someone in the eye when I strike a blow because im a lil too nice for that XD. I also feel bad if I win, I guess Aaron reflects that.

Next is how he goes about the attack. I portray it as he uses his speed and agility to his advantage . His hits almost always target important areas that control sensory or motor movement such as the shoulders, eyes, ears, biceps, right below the knee, hamstrings etc. And when I write it I show in the action that the move if it hits most likely will render that area damn near useless if using physics lol (but I still make it ambiguous so the other person can decide)

With the defensive part, it all depends on your character. Do they prefer dodging? Blocking? Partying? Make it unique! Aaron likes to dance around his enemies dodging (he doesn't wear armor and dual wields so blocking is a bad idea). So ill showcase him sidestepping, pivoting or on rarer cases parrying and blocking lesser blows.

Honestly I view fight rp as more about how your character goes about fighting over the attack or defense themself. When I see "Goes for a slash at the chest) it feels like my character is fighting a robot.

Caex is a absolutely beautiful rp fighter. When I rped with him with Aaron his detail was so goddamn good Aaron is terribly afraid to fight him again IC because he was so savage. 

It's also why I said to Ramona Caex is turn 21 if you let him get close to you. He was manhandling her when Aaron got there.
I like me some RP fighting.


Domri hits a lot of good basic points. Get Hit.  Don't be an asshole.  When in doubt work out the flow with the other player.  

These basic OOC concepts lead to a better experience overall.

As for WRITING RP fights?

Know your char.  Know how they move.  Use references for the styles you're going to engage in.  Your guy an Martial artist? Find a style that moves like they do.  Get words for how that style moves.  Drunken boxing? Ducks, weaves, staggers.  Mantis? Still, sharp, sudden.  Tiger? Aggressive, in your face, powerful.  Words highlight and set a fight on fire, instead of X hits Y.  Work with the moves.  Know where you're going with them.  Set up maneuvers 1-2 posts ahead of time where you can.  Want to get a guy in a corner? The posts before that should involve moving in against, driving at your opponent, and striking to get the opponent there.  Kayellen is right: The best way to get these words is to read A lot.

No Free Lunches.  Going to trip them? Do something to get them off balance.  Feint before hand to get them to throw a punch that's going over your head.

Going to sock someone square in the jibblies? Focus on making them keep their guard way too high.  Play "fair" ahead of time.  Mislead and make them misjudge.  Then pop their testicles like grapes. 

Accordingly you should know your defenses (Protip: Wear a guard.  Testicles pop easy).  Bob, weave, clinch, duck, stagger, block.  The hard flat packing sound of meat on meat is music as well.  Take a Hit. I can't emphasize that enough.  Violence is an art.  An unhappy, angry, furious art, even when practiced by people who regard it as a spirtual thing.  

Here's the other thing.  Fatigue.  Use it.  Express it.  Boxes are dangerous fighters one part because they can punch through a brick wall. The other is endurance and stamina.  Fighting TAKES A LOT OUT OF YOU VERY QUICKLY.  Five strait minutes of avoiding and throwing your own attacks? That's a lot of work, unless you're purposefully conserving movement and energy.  A flat out brawl isn't a two hour affair where you both just get bloody and a light sweat.  You're going to be wiped out and it's going to be in a comparatively short amount of time.  Sweat.  Pant. Breathe. Focus. Recover.  Don't just go full tilt forever.  That's almost on the same "Be cool" level as "Take a hit".

Have weaknesses in your fight style.  Don't move at speed of light ninja style and still hit like you were Tyson.  Tyson was fast, but he was also compact and got in people's faces, he used the peek-a-boo style to stay in his guard until he saw an opening to shove his fist down your throat.  He didn't bounce all over the place.   Bruce Lee was quick and powerful, but a lot of it was because he was focused, precise and dropped people FAST by hitting them where it hurt, not showing off.  Very few people pulled Lee into an extended match.  Mostly because he took them apart like a puzzle being solved in reverse and in double time.  

TLDR; Have a style. Know how you're going to fight. Have words for that style, know how it moves, know what your weaknesses are (HAVE WEAKNESSES) and know how good your stamina works and needs to be managed
(04-14-2015, 07:27 AM)Warren Castille Wrote: [ -> ]Grindstone.
And.....there it is., ladies and gentlemen! I was waiting on this from you, you did not disappoint good sir!

Anyways, others have described fighting styles, techniques and such you, but in my opinion you can know how to fight and your fighting style and still have a horribly boring fight.

If you want your fights to be exciting, take a hit, have some damage done. Take that punch to the face, fall to one knee and slowly rise again, spit blood out of your mouth and wipe your mouth with your hand, accidentally smearing blood across your cheek. Stuff like that makes it interesting.
Just a few pointers...
Description that adds flavour feeling and colours in the RP
Give enough information for your opponent(s) to respond to and always address what they are doing.
Take blows and be affected by attacks.

So now you can RP, what about winning and loosing?
I prefer to let the RP resolve it but you need some trust and raport to achieve that.
Generally I have seen some form of RNG used to determine the outcome, just make it believable in the RP and make it enjoyable. 

Also, loosing gets the best RP imo.
Scatterbrained points that might have been mentioned already:

*Selling damage is the most fun thing about doing combat roleplay
*State intentions, but don't call damage (i.e. "Ramuhnuh attempts to sweep Warren's leg out from under him")
*Come to the Grindstone
(04-14-2015, 01:11 AM)Domri Blackblade Wrote: [ -> ]Something I wrote forever ago. I didn't reread it so it may be awful.

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Alright this actually puts in a whole nother dimension to it that I know for a fact I glossed over/never considered. At the very least I can churn out a lengthier sequence but I still don't get the 'Don’t just throw one technique and don’t throw one technique then stop and reset.' bit?

Is it like, Character A throws a punch > Character B parries it > They both go back to their previous stances instead of maybe Character A staying in place after the parried punch which gives an opening for Character B to capitalize on?

To that point. I want to try and recreate the flow from the Ramona vs. Caex'ra fight, aka Ramona in Coil Turn 21 wearing level 46 gear. I want to know if I was actually doing it right with Ramona. Though this does involve another idea in my head that involves manipulating and redirecting her aether to focal parts or general regions of her body. 


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(04-14-2015, 02:18 AM)Seriphyn Wrote: [ -> ]Fite me IC and I'll show you

You're gonna wipe the floor with me aren't you?

(04-14-2015, 02:20 AM)Kayllen Wrote: [ -> ]One of the things I've found over the years of RP and reading fiction (both 'fan' and published author, alike) is that no two people write out a fight scene the exact same way. People develop personal styles from the overwhelmingly detailed and accurate description of each footstep to almost abstract and elegant descriptions of stances countering other stances.

I guess if I were to answer your question as concisely as I could I would give it my 'catchall' mantra for roleplay and writing in general: "If you want to write well then read well."

I.e. read other authors who write combat and are even known for it, no less. See if it lets you visualize a fight while avoiding too many 'anime-esque' tropes and so on where physics and bodies move unlike normal bodies and physics =P

Personally I'm a detail-oriented writer when it comes to combat. I want to 'see' the fight in my mind as it's been described to me so it's more like a movie than "John punched Wilson in the head, Wilson groaned and took a few steps back". In reality you don't typically just "Punch someone in the head" or "slash your sword at their chest", you take a stance, you prep yourself, you launch your attack and depending on the simultaneous reaction(s) of the opponent it may or may not land home but even if it doesn't hit there's an action and a reaction and those are equally as important as simply hitting someone or them 'dodging'.

One thing if you want a really good exercise in writing combat is to challenge yourself to write out a combat scene from an Asian Martial Arts film, like Ong Bak or even Crouching Tiger, Hidden Dragon. It sounds ridiculous, right? But imagine the effort that it took to choregraph that fight, someone somewhere has already written it thus you can as well =) Write out every detail as if you were the author of the story and rewrite it until you can stand to read it without going 'ugh!'. At that point you'll probably be more competent than most people who consider themselves "Lords of the Dance" when it comes to "RP Combat". Think of it as 'writing action' and you're already ahead of the game.

So, stance>wind-up>attack>reaction instead of just straight up attack > reaction?

But how about when it comes to defensive techniques?

Is it notice tell/wind up> predict opponent action> act on prediction> pray to RNGesus almighty you brought your hands up at the right spot?

Also I think that whole write out a martial arts fight sequence ala Ong Bak might actually help. Just not doing a 15 minute Muay Thai fight though. So when I have the brain power I'll take up that suggestion and maybe use youtube as reference. That works right?

(04-14-2015, 07:27 AM)Warren Castille Wrote: [ -> ]Grindstone.

I was somehow waiting for this plug XD If only my times agreed with it beyond one round. Really wanna try it out, also really scared shitless I'll look like a fool, but that's beside the point. The Grindstone happens on a Sunday my time like 11am, which usually means I've got less than an hour to be there then I'm gone for a few hours because family lunches.
I've personally seen a couple too many fights where the characters' players wanted their characters to win too badly, which usually resulted in a boring to watch, unrealistic scene.
*Dodges*
*Evades*
*Backflips*
*Barrel rolls*

Know your character. While I'm fond of having RNG fights from time to time, they can also be somewhat unrealistic, for example when you've got a Grand Company officer pitted against a 5 year old. The 5 year old will still have a 50% of winning. 

Do fight RP with people you're comfortable with, with whom you can easily communicate, lose every now and then, and you'll get the best out of the experience imo.
I can recommend making/keeping a spellbook/abilitybook for your character. My own guild's forum has a section for them, with a template. The idea is that as you fill it in, you map your characters spells/abilities (Spells obviously for mages/healers, ability melee oriented) and get yourself an overview of what you're playing around with. It works wonders for maintaining a balance in your character - and allows you to write down descriptions which can help you when you're out fighting. During RP it can be hard to remember all of the tricks your character has up their sleeve. As your character learns new things, you can update and adapt - maybe your character learned something really powerful, but in doing so they failed to maintain another of their strong abilities which subsequently became less strong. You can also work out how to balance having several strong moves by making rules such as, if my character uses this move, this other move can't be used in the same fight due to exhaustion.  

I keep an ability book even for my non-fighting characters, most of them would do okay in a barbrawl but would be no match against anyone that is trained (or alternatively, not drunk). As an addition for those non-fighting characters, I decided to map their network of people as well, because I consider a characters political reach (just to give an example) an ability as well. Maybe they'd get beat up in a fight, but then they know someone who could make the offender feel sorry later on. 

Otherwise I'd say, remember your environment, remember your characters condition - having had 5 meads at a tavern shouldn't magically not have any effect when you start fighting and remember to take hits. If you end up losing, try not to get sour over it - losing can be just as fun as winning, it all really comes down to what you put into it when it happens. Practice, practice, practice. The more you do it, the more familiar you get with your character, the more quirks you can work in. 

To add a fun element.. If you can work your character into a state where they can mentally drive their opponent down during/before the fight, then that can be very fun to both watch and do. I've seen it happen irl to an archery competition, the guy wasn't downright mean to his opponent, but his confidence and belief in himself, his friends cheering on him and I mean /really loud/ cheering made his opponent so nervous they could barely shoot xD Absolute sorta like, "I am the best and I am letting you know it" style. However, remember that talking during fights can distract your character and make them vulnerable if they're not used to it. It's not the only way to make it fun, more just to give an example.

Sorry if I repeated anyone else's points, I just skimmed through the thread so far.
I can PM you the template I've been using if you're interested in it, OP.
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