Combat Guide
There are more than a few mechanisms regulating combat in role-playing games. Some are focused on weapons and meter systems; some are focused on rolling dice. Asphyxiation Point relies on what is named as "T1" or "turn-based paragraph-roleplay" combat. This guide serves as an introduction for those unfamiliar with text based combat in Role-play. Details regarding number of posts, allowed weapons etc can be found under Combat Rules.
1. So what is this "T1" combat and how do I get started?
The purpose of T1 is to encourage extremely detailed descriptions of the fight in progress so other people can 'see' what's happening (and get involved in the ongoing Role-play). If your objective in Role-play is increasing your "kill-count" or having a "perfect-record", you are better suited to a meter-based Role-play SIM.
The mechanics of T1 combat are just a formalization of concepts already introduced in the Roleplay Basics Guide. If you are familiar with turn-based paragraph role-playing already, all it takes is a certain amount of practice to make sure you are not accidentally power-gaming your opponent, or violating Combat Rules on SIM.
The basics of T1 text-based combat Roleplay are given below :
The mechanics of T1 combat are just a formalization of concepts already introduced in the Roleplay Basics Guide. If you are familiar with turn-based paragraph role-playing already, all it takes is a certain amount of practice to make sure you are not accidentally power-gaming your opponent, or violating Combat Rules on SIM.
The basics of T1 text-based combat Roleplay are given below :
- T1 is turn-based. It is EXTREMELY important to make sure you maintain post-order with others in the fight.
- T1 is paragraph role-play. Please make sure you type your entire post before hitting enter.
- T1 limits the number of offensive / defensive moves you can make in a single post.
- T1 mandates that you may only "attempt" to hit your opponent. Your opponent decides what damage they take.
2. Character Creation for T1 : Balance strengths with weaknesses
T1 is only for the most experienced of Role-players who take great pleasure in the story-telling aspect of Role-play. It is not about winning. Yes it is possible for you to create an all powerful character who is faster, stronger, smarter than any other character on SIM. But playing such an all powerful character will only result in you being shunned by other Role-players on SIM.
In meter-based or dice based RPGs, balance between players is enforced by the meter system / pure chance. Here, the responsibility falls squarely upon you - the Role-player. It is up to you to ensure your opponent has a fair chance. Which means creating a balanced character with both strengths and weaknesses on your part.
Some of these strengths and weaknesses can be baked into your character's backstory. Maybe your character visits the gym on a regular basis and so is extremely fit physically. But that would mean he has no time to visit the gun range and is a poor shot indeed. Unfortunately, creating a balanced character others will enjoy Roleplaying with can be a very nuanced exercise. For example :
In meter-based or dice based RPGs, balance between players is enforced by the meter system / pure chance. Here, the responsibility falls squarely upon you - the Role-player. It is up to you to ensure your opponent has a fair chance. Which means creating a balanced character with both strengths and weaknesses on your part.
Some of these strengths and weaknesses can be baked into your character's backstory. Maybe your character visits the gym on a regular basis and so is extremely fit physically. But that would mean he has no time to visit the gun range and is a poor shot indeed. Unfortunately, creating a balanced character others will enjoy Roleplaying with can be a very nuanced exercise. For example :
A legal post
[oo:01] James stares at the woman as he towers over her menacingly. His gaze gives nothing away as he watches her go on and on about his dead father disrespectfully. Until his hand comes up in a sudden blur towards her throat that is. The tiny dress she was wearing left little to the imagination and so he wasn't unduly concerned about any hidden weapons. And even if she did carry any, it would be child's play for him to disarm and turn the weapon against her with his military training. |
A good post
[oo:01] John stares at the woman as he towers over her menacingly. His gaze grows progressively colder as he watches her go on and on about his dead father disrespectfully. Still, there would be little warning as James suddenly snaps and goes for her throat. His military training should have taught him to properly assess any opponent prior to attacking. But anger had clouded James's mind. All he could think about was hurting the woman in front of him. |
It is important to point out that both posts are perfectly legal as they make only one offensive move per post. However, there are some subtle but important differences that set a good Roleplayer apart from an excellent one. James's post suggests he is big, fast AND in perfect control of his emotions (even though he is the one responding physically in response to a verbal attack). John's post on the other hand leaves more room for his opponent to respond to him. He is still big. He still has military training under his belt. But he makes no mention of how fast he moves. And it is very clear that his judgement is impaired by rage. In essence, he has given himself a temporary handicap to make up for the fact that he is dealing with a weaker opponent.
4. Fighting mechanics in T1 : Attacking / Defending / Dodging
The first thing to remember about T1 is that it is turn-based. Which means that you have to wait for your opponent to finish typing his/her attack before you respond. The second thing is that it is a paragraph role-play match containing actions emoted by you and your opponent. Let's suppose your opponent initiates the fight and attempts to strike you. In pure T1, you have the ability to reverse the attack OR take the hit and come back with one of your own.
To make things more interesting, we allow up to two offensive / defensive moves in a single post at Asphyxiation Point. How you use these two moves does bear some discussion since it also ties into the type of damage you take.
To make things more interesting, we allow up to two offensive / defensive moves in a single post at Asphyxiation Point. How you use these two moves does bear some discussion since it also ties into the type of damage you take.
- One defensive and one offensive move : This allows you to mitigate your opponent's damage by deflecting their attack AND attempt an offensive move of your own. This is the most common type of post you will see in a text-based combat at Asphyxiation Point, assuming both characters have some combat skills.
- Two offensive (and no defensive) moves : This allows you to make two simultaneous attempts to attack your opponent but leaves you no means to deflect their attack. Used rarely as it involves taking heavy damage and both attacks may still be mitigated by a single defensive move. Useful for characters who are half-crazed and don't care if they hurt / lose.
- Two defensive moves (and no offense) in a single post : This allows you to potentially avoid taking any damage at all but leaves you no way to fight back against your opponent. Useful for characters who do not wish to fight back to put some distance between themselves and their opponent.
5. Common mistakes
There are some common roleplay courtesies which should be obvious but unfortunately aren't. So I am just providing a brief listing for your reference below :
Lastly a word of warning. Asphyxiation Point is not for everyone. It is a harsh world with harsh rules and controversial aspects that not everyone is comfortable with. If you happen to be such a person, there are other RP venues in SL to explore. Similarly, if you find yourself invoking roleplay limits or fade to black repeatedly, you should consider trying a RP venue that better accommodates your tastes. At the end of the day you are playing a virtual character in a virtual world. If the experience turns into anything but fun and exciting it is time to look for a change.
- Jack of all trades : Remember that roleplay is about interaction. If your character can do everything, knows everything, there is no reason for your character to interact with other characters. Similarly, no one really likes a know-it-all.
- Power-gaming : No character is perfect, no character is all-powerful, no character is invincible, and no character is above consequences. Please read Character Creation for more.
- God-modding : You may only emote your own actions not the actions of the person you are role-playing with. If you are roleplaying with PlayerX, let PlayerX roleplay his/her character's reactions to your roleplay. Read Emoting Basics for more.
- Metagaming : Information gained through OOC means like talking to your friends about this amazing new RP they are part of in IM has no part in roleplay. Only information gained via roleplay by your character can be used in roleplay.
- Extensive RP limits : Roleplay is all about consent. But an extensive list of limits that does not fit the venue may put off other roleplayers from interacting with you. You always reserve the right to Fade-To-Black.
Lastly a word of warning. Asphyxiation Point is not for everyone. It is a harsh world with harsh rules and controversial aspects that not everyone is comfortable with. If you happen to be such a person, there are other RP venues in SL to explore. Similarly, if you find yourself invoking roleplay limits or fade to black repeatedly, you should consider trying a RP venue that better accommodates your tastes. At the end of the day you are playing a virtual character in a virtual world. If the experience turns into anything but fun and exciting it is time to look for a change.