Post by Jon Snow on Apr 2, 2013 10:27:21 GMT -5
Battling, though not always out of malice and hate, is something that has been woven into the very essence of the world of Ice and Fire. Strength is gained through training with a Master-at-Arms, disputes are often settled in furious duels with the tip of a blade or the head of a powerful hammer, and glory is won with the force of a lance. Want to earn some extra rewards? Perhaps you want to settle a debt that is owed? Or maybe you just dislike some and want nothing more than to see them dead? All of these outcomes and many more are now possible. As such, several different battle variations have been thought up for Winter is Coming, all of which will be explained in detail below. For now these systems will be used for one-on-one battles, or at least nothing larger than a small and manageable group; for more information contact a member of staff.
Training
No matter how talented you are with your weapon of choice, there is always room for improvement. Do you think the likes of Ser Arthur Dayne were the most skilled man with a blade of his time through sheer luck? His level of skill, like all others proficient with a weapon, came from consistent training. Whether with a close friend, relative or a trained Master-at-Arms, you too must hone your skills if you ever wish to defend yourselves against the dangers of the world.
Any training battle is not considered as serious and it will be assumed that blunted, training weapons are being used. As such your inventory or animals will not be useable. Deaths cannot happen during these battles, and no judge will be necessary as all training battles should be story-based and a winner pre-determined between those involved before they begin.
Duelling
Whether out of hatred, necessity, honour, money, glory or even just because you can, duelling an opponent is never an easy task. Is your opponent superior in skill to you? Will they try something underhanded to win? There are many unknowns to consider, and not enough time to take them all into account before a winner is decided, for a duel is a fast and often deadly thing. Life can end in an instant when facing down an opponent in a duel, so beware when fighting in one and never accept or challenge someone to one without due consideration first, for it may be the last thing you ever do.
Duels are judged on four specific sections, all of which link together very neatly:
Each duel will be held on a round-by-round basis. The first round of posts from those involved will be introduction posts (setting the scene, no attacks), and the person who has the highest character level will post first (unless they’re unable to). From then onwards after each round of posts a judge will post who they believe the winner of that round to be, based on the judging points listed above. To win a duel you most prove victorious in three out of a possible total of five rounds, with a post from each person involved per round. As soon as one individual has won three rounds in the duel, the duel is officially over and they are victorious. The winner then has to write a final In Character, victory post.
The winner has the right to take a single item from the losers inventory if they so wish, which should be clearly stated in their victory post. The loser will be given a mandatory wound that they must incorporate into their role-plays for at least their next three threads. The type of injury will be in accordance to how much they lost by and will be discussed with the person in question. No fatal wounds or serious maiming (i.e.: death or the loss of limbs or extremities) will be assigned without consent of the players.
Jousting
Coming soon.
Training
No matter how talented you are with your weapon of choice, there is always room for improvement. Do you think the likes of Ser Arthur Dayne were the most skilled man with a blade of his time through sheer luck? His level of skill, like all others proficient with a weapon, came from consistent training. Whether with a close friend, relative or a trained Master-at-Arms, you too must hone your skills if you ever wish to defend yourselves against the dangers of the world.
Any training battle is not considered as serious and it will be assumed that blunted, training weapons are being used. As such your inventory or animals will not be useable. Deaths cannot happen during these battles, and no judge will be necessary as all training battles should be story-based and a winner pre-determined between those involved before they begin.
Duelling
Whether out of hatred, necessity, honour, money, glory or even just because you can, duelling an opponent is never an easy task. Is your opponent superior in skill to you? Will they try something underhanded to win? There are many unknowns to consider, and not enough time to take them all into account before a winner is decided, for a duel is a fast and often deadly thing. Life can end in an instant when facing down an opponent in a duel, so beware when fighting in one and never accept or challenge someone to one without due consideration first, for it may be the last thing you ever do.
Duels are judged on four specific sections, all of which link together very neatly:
- Overall Writing Quality & Creativity will factor in heavily to how duels are judged. Just because your opponents character is a higher level than your own, doesn’t mean you still cannot defeat him/her if your writing quality and creativity is superior. That’s what matters in a duel, not numbers and stats but rather your ability as a writer.
- Sportsmanship is important, as we do not want one individual to just decide to dodge everything that is ever thrown at them. It’s unrealistic and unfair, even if that individual is superior in terms of levels and inventory. Sometimes you have to lose a few of the smaller battles to win the war; as long as it’s fair and realistic, you should be fine.
- IC Realism covers the canon world of Ice & Fire, which this site is based within. Judges will be looking out to make sure that the things people are posting make sense within this world, and anything that is outlandishly out of place will no doubt end up going against you when your rounds are judged. Just remember, if you could imagine it happening in the books or the tv series, then it should be fine!
- Character level and Inventory also factor into a duel, which is what makes it a different form of battling than what most sites use. The type of inventory that you have at your disposal, as well as the quality of equipment, will directly influence how well you can fight and defend in the duel. So take note to always be on the lookout for better items, and take care of your equipment! It could save your life.
Each duel will be held on a round-by-round basis. The first round of posts from those involved will be introduction posts (setting the scene, no attacks), and the person who has the highest character level will post first (unless they’re unable to). From then onwards after each round of posts a judge will post who they believe the winner of that round to be, based on the judging points listed above. To win a duel you most prove victorious in three out of a possible total of five rounds, with a post from each person involved per round. As soon as one individual has won three rounds in the duel, the duel is officially over and they are victorious. The winner then has to write a final In Character, victory post.
The winner has the right to take a single item from the losers inventory if they so wish, which should be clearly stated in their victory post. The loser will be given a mandatory wound that they must incorporate into their role-plays for at least their next three threads. The type of injury will be in accordance to how much they lost by and will be discussed with the person in question. No fatal wounds or serious maiming (i.e.: death or the loss of limbs or extremities) will be assigned without consent of the players.
Jousting
Coming soon.