The Arena setting is fine, I'd only worry about it becoming TOO crowded. You've seen how many people show up to the Grindstone weekly. Throwing spectators and everyone else into a basement might make it a bit tight if we're also using pillars and whatnot.
There is a laaaaarge amount of self-policing that happens in the Grindstone. Overseers are tasked with watching multiple chains of long emotes and attempting to track what's a hit, what's a defense, and what's a defended hit (posting scratch damage on a winning defense) and what's a no-sell defense (being hit but ignoring for the sake of attacking). Players have the logs in front of them and I've never had an issue in any of my twenty-some fights about who was winning against who.
The biggest problem you're going to run into is speed I think. Sometimes having two fights who take their time can make a 30-second match in game-time take 30 minutes. to resolve. You're going to get a mix of all sorts writing at once and it can get muddy if you wind up with two speed-posters replying to one another and finishing ten rounds before someone else's first punch lands. To that end, I propose you use team initiative so it looks something like this:
Team A "Captain" rolls initiative. Team B "Captain" opposes it. Team B wins initiative.
Team Member B1 writes his post and makes his roll.
Member B2 writes post and rolls.
Member B3 writes post and rolls.
Member B4 writes post and rolls.
Team A members 1-4 roll their defenses. They post, then post their attacks, then roll one at a time.
It would, to my not-thinking-too-hard brain, reduce the odds of people getting left behind or missing out. We'd be fighting the equivalent of musket firing lines, sure, but there's room for imagination. I think it would be best to keep things orderly, but this isn't my event. Just pitching in ideas.
There is a laaaaarge amount of self-policing that happens in the Grindstone. Overseers are tasked with watching multiple chains of long emotes and attempting to track what's a hit, what's a defense, and what's a defended hit (posting scratch damage on a winning defense) and what's a no-sell defense (being hit but ignoring for the sake of attacking). Players have the logs in front of them and I've never had an issue in any of my twenty-some fights about who was winning against who.
The biggest problem you're going to run into is speed I think. Sometimes having two fights who take their time can make a 30-second match in game-time take 30 minutes. to resolve. You're going to get a mix of all sorts writing at once and it can get muddy if you wind up with two speed-posters replying to one another and finishing ten rounds before someone else's first punch lands. To that end, I propose you use team initiative so it looks something like this:
Team A "Captain" rolls initiative. Team B "Captain" opposes it. Team B wins initiative.
Team Member B1 writes his post and makes his roll.
Member B2 writes post and rolls.
Member B3 writes post and rolls.
Member B4 writes post and rolls.
Team A members 1-4 roll their defenses. They post, then post their attacks, then roll one at a time.
It would, to my not-thinking-too-hard brain, reduce the odds of people getting left behind or missing out. We'd be fighting the equivalent of musket firing lines, sure, but there's room for imagination. I think it would be best to keep things orderly, but this isn't my event. Just pitching in ideas.