T1:ROE - In Brief:
T1:ROE is a set of rules created by myself to serve as a guide to a now-obscure (in my circles) literary art known as turn-based fighting. In my understanding, turn-based fighting is intended to be a descriptive, articulate means by which role-players may simulate combat. I have not designed this guide for anal retentive imbeciles who only come here to look for loopholes, but for intelligent role-players who are unsure of protocol. Following are a set of principles that I think may make turn-based conflict more conducive to a role-playing scenario.
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Order vs. Chaos:
Typically unspoken, players are expected to find their action slot and stick with it, which is to prevent disorder and a hodge-podge of paragraphs being posted simultaneously. It also allows role-players to observe and acknowledge the actions of the other role-players, however many there may be and whatever situation they have influenced.
Quality vs. Quantity:
In order to avoid a player posting seventeen paragraphs of confusing and banal reading, I contend that role-players (as individuals) should be restricted to six unique events in their post. An event can be considered something as simple as turning one's head to gaze on another individual or uttering a summons to later bring forth a monstrous maelstrom of magnetic energy.
Girl Interrupted:
The whole of events posted by a role-player during their slot must remain uninterrupted. To put it in as simple language as possible, one cannot leap into the air, kick somebody, and land softly several feet away. Claiming such an event occurred presents a logical flaw: if they managed to land on the ground, the preceding kick would have either landed or missed - something which cannot be stated until after their opponent(s) respond to the aggressor's post.
Have At Thee!:
Every successful attack requires three elements: preparation, assertion, and completion. In attacks that are melee or inherent skills it is acceptable for the preparation and assertion to be made in a single post. Preparation can be as simple as drawing one's blade or balling up one's fists. Assertion would be the outcome of the preparation, such as swinging one's blade toward the enemy or sending forth a strong left jab. Completion is a required statement identifying whether-or-not the assertion was successful. For actions outside of melee and inherent skills, preparation must be done in a separate post.
What Need Not Be Said:
- 1: Arguments automatically end the battle with no winners.
- 2: If asked to elaborate on your character's actions, do so.
- 3: Be clear and concise in your writing habits.
- 4: Realize posts are subject to readers' interpretation.
- 5: Make your posts represent your character's demeanor.
- 6: God characters will be frowned upon. It's inevitable.
- 7: Unless in a duel (1 vs. 1), restrict 'OOC' discussion to PMs.
Metawerx:
In places like Metawerx (where a /dice command is available), it is possible to make rules more equitable and reduce friction over an attack's accomplished aim --- at least, in theory. Assuming the defendant did not 'take' the hit, however gracefully, but instead chose the method of complete evasion, it is up to the attacker to solve the matter with a roll of the dice by typing in /dice 3. Assuming his attack did not have a preparation element, a roll of one (1) is required for success. If the preparation element was made and accounted for, a roll of one (1) or (2) will do.
Old Pages:
T1:ROE v.1., the original rules I wrote for T1 while I was still in chathouse. Prior to this, no official rules existed for turn-based fighting aside from an ambiguous reference known as citadel.
T1:ROE v.2., my revision of the above rules, written some time after coming to metawerx and having a deeper understanding of turn-based fighting.