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Fighting Tournament Tryouts


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Fighting Tournament Tryouts

 

Several mini events will occur leading up to the Summer Festival and Tournament.  The nature of these events is to ICly hire the supporting cast for the event and to acquire the fighters necessary for the event.  It is mandatory you attend at least one of the tryouts in game prior to the event in order to be a part of the supporting role. 

We will be going over the rules of the tournament and the mini events that will happen the day of.

 

Tryout Dates:

Wed. Aug 27 7PM EST

Sat. Aug 30 2PM EST

Sun. Aug 31 5PM EST

 

Location: Fesca's Wash, Central Thanalan (Outside Gates of Nald)

 

Main Event --> here

 

Staff Positions:

Master of Ceremonies: 

The announcer for the fights. 

Will need to be there for the entire length of the main event and should try to be there for all the tryouts. 

This is the most important role in the event outside of the event.

 

Healers:  Need IC healers and medics to run the first-aid tent to make sure our fighters are taken care of after the matches as well as help patch up any foolish guests.

 

Wait Staff:  Supply drinks and food to the guests.

Entertainment: Musicians, dancers and other entertainers that act on the sidelines to keep the guests happen between matches.

 

Moderators:  Fight moderators will keep tabs on the fighters to help keep the fights as clean as possible.  Moderators must be very wellversed in free-form combat and not have any bias toward individual fighters.  They will be the IC refereesand handle any OOC disputes.

 

Fighters: Roleplayers with a fighter character that haveexperience with Freeform Combat.  We will not be using a dice system.

 

The purpose of this event is to provide a spectacle tournament and festival atmosphere similar to the fighting tournaments of medieval times.  Depending on the support we may have very unique challenges for the fighters.  Not all of the combat will be player vs player, there will be some environmental factors added to keep things interesting.  Fights may or may not be entirely fair between players depending on the style of combatants that get through the tryouts.   We want to demonstrate exceptional roleplay prowess and the tournament itself is about the show not about winning.

 

 

 

I am very well aware that there are other tournaments onBalmung.  I am aware that some peopleprefer a dice method of combat to determine winners and losers, hits and misses.  If that is the style you preferI encourage you to make your own tournament but this is a roleplay event with a focus on creating an interactive story between fighter-types for the amusement of others.  It is not about who wins orloses, but our ability as roleplayers. 

 

This aspect of the event is not up for debate.

 

 

Preface: This guide is not complete.  Feedback and input is greatly appreciated.

 

RP Combat is not about winning, it is about cooperative story writing.  If you only have winning in mind, Freeform combat is not for you.  Freeform aka T1 or 'Honor System' is a challenging system that requires good roleplayers whom can offer one another respect.  In the event of a dispute between players that cannot be resolved, consider using a moderator to settle the differences.

 

Combat Characters

 

Balance.  

If you give your character a distinct advantage, consider giving them a countering disadvantage.  You simply cannot have an impossibly strong character who is also incredibly limber and agile, trained in weapons, tons of experience and brilliant.  A balanced character must have flaws.  An example would be perhaps if you have a very experienced and strong fighter he may be overly cocky against less experienced opponents or perhaps your very swift and agile fighter doesn't pack much of a wallop in their attacks.

 

Roleplay Fight Attributes

To keep an idea of good balance in mind it is a very good idea to have a “fighting profile” and while there are many more attributes than what’s listed here this will provide you with a good starting point to consider your character’s balance.

 

Fighting Style  

There are so many ways for your character to fight! Consider giving a paragraph or two on their fighting style on their detailed profile. Does your character go insane and fight berserker style? Does your character leap in and out of the other character’s range a lot? Does your character stay close and pushy, overpowering the other character? Does your character stay back and use their longer limbs (or even kicks!) to deliver devastating blows? There are a vast number of different combinations of attacks and styles that you can make your character use — some are particularly effective against others.

 

Racial Attributes  

 

Consider the strengths and weaknesses of your given race and how they may stack up compared to other races.  For example a Roegadyn has a powerful size that might make them have greater stamina than other races however when fighting a Lalafell the size difference may put them at a disadvantage.  Certain racial elements may also have their own innate benefits and drawbacks.  A Duskwight sense of hearing may make it impossible for them to be caught unaware however a loud, unexpected noise may disorient them.

 

Static Attributes  

[table]

[tr]

[td]
Physical Strength and Size
[/td][td][/td]

[/tr]

[tr]

[td]Advantages[/td]

[td]Disadvantages[/td]

[/tr]

[tr]

[td]- Physically large or very muscular

- Does a lot of damage when they connect an attack[/td]

[td]- Not agile, slow-moving

- Lacking endurance due to size; tires quickly[/td]

[/tr]

[tr]

[td]
Agility and Speed
[/td][td][/td]

[/tr]

 

[tr]

[td]Advantages[/td]

[td]Disadvantages[/td]

[/tr]

[tr]

[td]- Dodges, dances — avoids many attacks

- Especially strong against slow-moving opponents

[/td]

[td]- Not very physically strong — may not absorb damage very well and incur injury after only a few connects

- Generally of smaller size — agility and large physical size is rare

[/td]

[/tr]

[tr]

[td]
Weapons
[/td][td][/td]

[/tr]

[tr]

[td]Advantages[/td]

[td]Disadvantages[/td]

[/tr]

[tr]

[td]- May be an extremely strong advantage in an RPG where characters are generally unarmed

- Without training or experience, some weapons may be more dangerous to the wielder than beneficial

[/td]

[td]- May be rendered far less able to engage combat without the weapon (e.g., very poor melee performance)

- Weapon malfunctions a possibility with all weapons: whether breakage or repairable mechanical malfunction

[/td]

[/tr]

[tr]

[td]
Experience
[/td][td][/td]

[/tr]

[tr]

[td]Advantages[/td]

[td]Disadvantages[/td]

[/tr]

[tr]

[td]- Strong advantage, especially over the inexperienced

- Unlikely to suffer reactions to gore, warfare horrors, etc.

[/td]

[td]- Usually accompanied by some other disadvantage such as age, prior injury, or something similar which dulls the experience

- May expect opponents to act a certain way

- “New moves” by an old opponent may be particularly effective as a surprise tactic

[/td]

[/tr]

[tr]

[td]
Training
[/td][td][/td]

[/tr]

[tr]

[td]Advantages[/td]

[td]Disadvantages[/td]

[/tr]

[tr]

[td]- Strong advantage — but remember that training is very different from real experience

- Generally very good advantage once paired with experience

[/td]

[td]- May be methodical and unable to think outside of training

- Consider lessening physical strength to compensate for extreme training

[/td]

[/tr]

[tr]

[td]
Pain Tolerance
[/td][td][/td]

[/tr]

[tr]

[td]Advantages[/td]

[td]Disadvantages[/td]

[/tr]

[tr]

[td]- Previously injured character will deal with injuries and pain better than the character who has never bled before[/td]

[td]- Pain tolerance generally means prior wounds exist, which may be exploited for the benefit of the opponent (e.g., the opposing wolf takes a chunk out of an area that is already scarred, causing damage to an already-damaged area)[/td]

[/tr]

[tr]

[td]
Stamina
[/td][td][/td]

[/tr]

[tr]

[td]Advantages[/td]

[td]Disadvantages[/td]

[/tr]

[tr]

[td]- May simply outlast another in battle, causing their opponent to make mistakes[/td]

[td]- Consider lessening physical strength or agility to compensate for high endurance[/td]

[/tr]

[tr]

[td]
Defensive Ability and Blocking
[/td][td][/td]

[/tr]

 

[tr]

[td]Advantages[/td]

[td]Disadvantages[/td]

[/tr]

[tr]

[td]- May have physical attribute (thick fur, fast reaction time, etc.) allowing extreme defense

- May be especially effective when paired with a defensive fighting style

[/td]

[td]- May have some disadvantage paired with advantage — reaction time and agility means a small, weak character)Make certain you’re not blocking every attack in the name of fairness[/td]

[/tr]

[/table]

 

Fluctuating Attributes  

These attributes are more likely to change from one combat situation to the next. A character will usually remain well-muscled, tall, or pain tolerant throughout his or her life.

 

Recent Injury

 

Did your roleplay character get into a fight last week? Are they severely injured? Writing a new fight thread dated for a week after means your character will still have that black eye, gash, or giant bruise. They will be hurting, too! It can be tough to track your roleplay character’s injuries — consider noting in your character’s signature whether they are currently injured and how long it will be before they are expected to heal.

 

Energy Levels, Last Meal, Illness

 

If your character just ran for a day (whether metaphorically, in the case of catching a plane halfway around the world, or literally, in actually running for a day as a primitive neanderthal hunter) or otherwise totally exhausted themselves before the fight, they are less likely to win. Similarly, if it’s been a long time since they ate, they’ll be weak and tired. If they’re feeling out-of-sorts, they may not fight as well as they would normally.

 

Aggressiveness, Violence Capability, and Emotional State

 

A character who is enraged beyond rational thought will likely fight less smoothly than one who is pissed off but still able to calculate. A character who is extremely violent is likely to use “dirty tactics” like throwing sand, clawing eyes out, or other extreme things, while a character who is more honorable is less likely to do these things. Emotional state is important to consider; if one character has far more invested in battle than the other (e.g. his or her very life) s/he may be fighting far harder than the character who is merely fighting for glory.

 

Heat, Temperature, and Surroundings

 

Maybe your character is Ishgardian, more accustom to the cold weather and is challenging an Ul'dah gladiator in the Thanalan desert.  The gladiator would have the advantage being more accustom to the climate and may not suffer as much from the heat.  Perhaps it is raining heavily and the ground is saturated and muddy, this terrain may have an impact on both fighters making it easier for them to lose their footing if they are not cautious.  This can come into play even with people — different people have different cold tolerances, and there are even diseases which make your character more (or less) tolerant of temperature.

 

 

Fighter Profile Example  

Maki Rui

 

[table]

[tr]

[td] [/td]

[td]Strength[/td]

[td]Weakness[/td]

[/tr]

[tr]

[td]Physical Ability[/td]

[td]- Very swift and agile, able to climb easily

- Has a lot of stamina to stalk her prey

- Very light on her feet, able to move very quietly

- Very keen sense of hearing (Duskwight)[/td]

[td]- Her stamina deteriorates quickly when injured

- Average strength

- Very sensitive to loud, unexpected noises

[/td]

[/tr]

[tr]

[td]Mental Ability[/td]

[td]- Very calm and calculating, strategic

- Observant, able to anticipate opponent when concentrating

- Less likely to fall for feints, very defensive

[/td]

[td]

- Unable to think quickly when bombarded with information

- May over-think combat against another sentient opponent

- Does not recover quickly from strategic mistakes

[/td]

[/tr]

 

[tr]

[td]Weapons[/td]

[td]- Expert with Longbow

- Undisciplined with hand-to-hand combat

- Undisciplined with daggers[/td]

[td]

- Far more experienced with long-range or up-close combat.

- Lacks experience with mid-range combat; e.g. swords, lances

- Weapon experience with hand-to-hand and daggers is not formal training, lacks finese

[/td]

[/tr]

[tr]

[td]Defensive Ability[/td]

[td]- Observant and anticipatory of her opponent

- Very agile and swift, relies upon speed to avoid blows

[/td]

[td]

- Cannot withstand many direct blows

- Does not wear heavy armor to absorb impact

[/td]

[/tr]

[tr]

[td]Experience[/td]

[td]- Very experienced with long-range combat, very good shot with a longbow with training from a very young age.

- Moderate experience in an informal capacity with hand-to-hand, wrestling, and daggers.

[/td]

[td]

- Has never sustained a substantial injury, has low pain tolerance when actually hurt

- Has no formal combat training against other people aside from the occasional undisciplined bar-fight, weaker against more disciplined opponents

[/td]

[/tr]

[/table]

 

 

Basic Combat Rules

 

  • Stay In Character.  If you need clarification of a post do so in private messages or party chat.
  • Take Turns.  Post what actions your character is taking on your turn then wait for your opponent's response before you post again.
  • Do not overload posts.  Keep a pace in your combat that does not attempt to do too much at once.
  • No autohits.  When posting the action your character takes you must stop short of actually affecting another player’s character unless you have OOC permission.  Phrase your attacks with words such as ‘attempts’ or ‘tries to’.
  • Do not ignore the actions of the other character.
  • Employ plausible realism.  Obey the laws of physics particularly when it comes to momentum and gravity. You cannot change trajectory in mid-air unless you have wings or something you can push off such as a wall.  If you are charging like a raging bull you cannot just stop and pirouette a well-placed swing without sacrificing your balance.
  • Accept Injury.  If your opponent lands a hit upon your character, acknowledge it.  If it is substantial alter your own character’s combat prowess to reflect the injury.  It makes for a much better combat experience.

 

Combat Example:  

Angry Swordsman suddenly pulls his sword from its scabbard and swings it violently from left to right, aiming its deadly arc in an attempt to connect with Stealthy Ninja's neck.  He hopes, of course, to remove the subject of his angers head . . .

 

Stealthy Ninja is quick to react to the not-so-surprising attack from Angry Swordsman and drops to one knee as the sword goes whistling past overhead.  She spins as she drops, quickly extending a single leg in hopes of knocking the swordsman from his feet . . .

 

Angry Swordsman wonders if he will ever learn to stop attacking Ninjas as his feet are knocked out from under him.  He falls squarely onto his back amid a clattering of armor, the wind leaving his lungs in a whoosh.

 

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Main Event Itinerary

==========

 

Master of Ceremonies [MC]: Welcome Speech

MC: Fighter Introduction

Fighters: Enter one by one, put on a small display

MC: Introduces Healers, Waiters, etc.

Exit Fighters.

Waiters start taking orders from guests.

MC: First match announced

 

Match 1.

Team Combat:  2 Heavy and 2 Lightweight fighters are pitted against one another (heavy + light vs heavy + light).

 

 

Match 2.

Heavy Match:  Combatants are pitted against one another without their weapons.  The weapons are hidden in the water that they must fight to find or attempt to battle their opponent without them.

 

 

Match 3.

Light Match:

Tall Pillars are erected in the sand for the fighters to fight on top of.  The battle becomes a demonstration of agility and skill as they must keep from toppling off their perches.  The first to fall, loses.

 

 

Match 4

A fight with each other's weapons.  The fighters are given the weapons their opponents typically use and pitted against one another.

 

 

Match 5.

TBA.  Will depend on if we get enough fighters to fill this role.   If we have an odd number then 

 

======

Intermission: When half the fighters have been eliminated::

======

 

MC: Announces the intermission allowing the spectators to mingle, go talk with the fighters, etc.  Also allows healers to patch up the fighters that will still be fighting.

 

MC: Welcomes back the spectators and announces the matches will reconvene.

 

 

Match 1

The remaining fighters will be divided into two teams.  Two fighters will start at the beginning of the match.  They will have the ability to "tag in" the next fighter in line from their team.  It will go down the line until one whole team is obliterated.

 

 

======

UPSET FIGHT

======

While the winners of the free brawl recover the fighters that were eliminated get the opportunity to re-join the fight through a couple rather embaressing spectacles.

 

--Bikini Mud Wrestling

Fighters strip down to their skivvies (or a bikini) and wrestle in the mud.  Of the winners, spectators get to decide who deserves to rejoin the match as the underdog.

 

 

===FINAL FIGHTS===

To be announced at the event.

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