SUMMERY:  These rules have no name, so consider them turned-base fighting terms of conduct within a role playing scenario and a spar conducted while in character for the purpose of character improvement. Any other time, I honestly don't care. Break all the rules, as long as you remain within the prior stigmatism, if it helps you explore your character's limitations. Yet, please realize that the rules on this page are only for IC role playing scenarios. Lest anyone have a question, email me at circ@postmaster.co.uk. Yes, that's really my e-mail address.




T1  GENERAL REGULATIONS 
  • Turn based RP is, without exception, the act of a group of two or more characters posting their action(s) or action sequence(s) in a definitive order. The maximum time a user has to enter their post upon the chat interface is eight minutes; at which point they compromise their turn.
    • Exception #1: The user posts an OOC message to one or more of the users involved, conveying their reason for not being able to post. This message of course must be in reference to the turn-based RP the user was involved in with their character.
    • Exception #2: The user is kicked offline for an indefinite amount of time, whereon it is assumed that their character merely vanished from the scene.
    • Exception #3: The user requests more time, whereon it is up to the other users involved to grand this request; but it is not required.

  • An action sequence may contain from one to six single actions, post length being obsolete. Filler actions apply.
    • There are no exceptions to this rule.
    • Example #1: A sample action sequence containing six single actions:
      1: A swift backwards kick off the ground lifts [name's] figure upward,
      2: 
      the aura of heat against [name's] back revealing the slim evasion.
      3: 
      The sound of the fireball exploding rings in [name's] ear from behind,
      4: 
      just as his feet firmly touch the soil.
      5: 
      Angered, [name] lunges toward my aggressor,
      6: 
      his blade swinging toward their throat in a tight arc.

  • An action sequence must remain uninterpted. This means a user cannot create a sequence that would be interupted their combatants posts, or their own.
    • There are no exceptions to this rule.
    • Example #1: Say someone jumps into the air, violently kicks at their enemy's head, and then lands upon the ground in a crouch; all within a single post.
      Explanation: To perform this move properly, the the following would have to occur: 1.) The kick would have to be issued 2.) The kick would have to fail or land 3.) The user would finally land upon the ground. This creates an action sequence interuption, causing the move to be impossible.

  • Although not a rule, Working Within Moves is a possibility. If the attacker attempts to commit an action in their action sequence, then the next action sequence --that of the attacked-- may be based on the assumption that the move was in the process of occurring and not complete. This applies only only to open ended actions or complex actions. Please note how both example's are example's of open ended actions. The complex action clause over-rides the open ended action clause.
    • This requires no exceptions.
    • Example #1: Complex action:
      The attacker swings their sword into the dirt, taking a step foreward, and from the ground around their foe springs a wall of ice building up over-top of the attacked in a half-sphyre.
    • Example #2: Open ended actions:
      The attacker swings their sword into the dirt, taking a step forward, and from the ground infront of their foe builds up a wall of ice.




T1  COMBAT REGULATIONS 
  • Every action that is neither melee or an inherit skill must be prepped at least once before an actual attack is issued.
    • There are no exceptions to this rule.

  • Any user may use their character to attack any other user's character without prior indication as long as the aggressor remains within his character limitations and is aware of the placement of the character they are aggressing.
    • Exception #1: The attacking user attacks without entering the RP envirnment.
    • Exception #2: The attacked user is a): away, b): OOC or c): hiding.

  • Ever attacking action has two or more counter-parts. The first, although sometimes unnecessary, being the move where the spell is either charged or prepped (this could span several action sequences, building in power.). The second, always neccessary, is the actual attack where an attempted strike at the combatant is made. The last is the resolution of the attack, wherein two things may occur. a): The attacked states the hit, commonly removing the opportunity for user to state the cause and affect of the attack. b): The aggressor states the hit, themselves stating the cause and affect.
    • Exception #1: The attacked dodges, the attack continuing without striking its intended target.
    • Exception #2: The attacked reflects the attack, whereon they become the aggressor.
    • Exception #3: The attacked blocks, the affect of the attack removed to another object.
    • Exception #4: The attacked nullifies the attack, it ending abruptly.
    • Exception #5: The attacked creates a diversion, confusing the object of the attack, thereby prolonging the hit's progression.




T1  CONDUCT REGULATIONS 
  • All action sequences should contain clear and concise language. Not only that, but they should be descriptive and enjoyable to read. I (The creator of these rules) find it very frustrating to read ill-formed paragraph's that are designed merely for the purpose of boggling the reader due to their cryptic language, repetitious patterns and reproachably poor grammar. For those who honestly cannot spell or form sentences, get some form of spell checking and grammar correcting device! This is turn-based RP, not a race. There is ample time to correct errors made and proof-read the paragraph if everyone is following the rules. Even use a theasarous if you don't know what word you want!
    • This requires no exceptions.

  • The goal is not to evade every hit, and hit every time. The goal, in well formed turn-based style RP, is to RP out the character. If a user can dream up a way out of the move, and their character cannot do it, then they should not do that move. It is impossible for me to stress the importancy of playing the character to play the character, not to win.
    • This requires no exceptions.

  • When a user inadvertantly has a flaw in their action sequence regarding the where-about's of another user character, or any other matter concerning the character; the user should not start an argument over this. Instead, the user should, in their action sequence, generate a very clear correction of the situation. If the former user picks up on this and requests a repost, that is up to the users to decide; but, it should be denied --confusion does happen during a battle.
    • This requires no exceptions.

  • If it is found a user is acting outside their character limitations that user automatically loses the fight in dishonor.
    • There are no exceptions to this rule.

  • BITCHING AND MOANING WILL NOT BE TOLERATED! Yes, you know who you are! In the inevitable event that this does occur, the fight is automatically over and both users remain in dishonor.
    • There are no exceptions to this rule.