User:Krytix/sandbox

The New Laws of Roleplay

 * Guidelines for Fair Roleplay


 * After long deliberation, the OSW© has established these guidelines to enhance the roleplay experience and ensure that as many as people as possible can enjoy the invigorating intellectual experience of contributing to a flowing and changing imporvisational narrative.

First Condition:


 * Everybody has a right to their opinion, as long as it does not engender hate. Out of context speech should be enclosed in parentheses (like so). Do not interrupt the roleplay with inappropriate action (inappropriate being a loosely defined term that would be decided upon by the group if an action is deemed inappropriate, invasive, interruptive, or ignorant). Keep out of context arguments outside of the group.

Second Condition:


 * You control yourself, not anybody else. You may give orders and punish people for not following them provided that you are an established figure of authority over that person, but you may not directly force a character to perform an action. You may not exceed the powers defined before a roleplay. If powers are not specifically decided upon, the general consensus for unacceptable powers include, but are not limited to, Invincibility, Dictating others' actions, and Doing the physically impossible (magic excluded to an agreed upon extent, which should always be discussed before the roleplay).

Third Condition:


 * Describe your actions to the fullest extent possible. Details not elaborated upon may be used by an opponent to their advantage as they see fit.

Fourth Condition:


 * Based off the T2 Role-play Rules.

-Attack: this will be your first move physical move during a fight, this must be an attempt. -Dodge: When your opponent, attempts an attack to connect, you have a chance to dodge it. Then attempt an attack to connect back, which is a Counter -Out range + Prepping: (Note: Must be in the following order - In/Out of range then Attacking/Prepping) -Prep: Weapon withdrawal: Taking out weapon, can be described in the move of a attack. -Counter: (Note: Must be in the following order - Dodge then Attack) -Connect: is when the fighters don't reply a counter in a reasonable amount of time, and the attack is complete. -The name must be in all lines of combat. It helps to determine who you are attacking, and is also commonly used as a way to know if someone is cheating or not. In addition, you must also state what you're attacking with, and what body part you're attacking. -Defense Dodging/Evading: It can simple as ducking, jumping, moving to the side, or knocking an attempted attack away. This must be done in the middle of an attackers attempt and connect line. In addition, you must also state what body part you're specifically dodging. Between the attack and connect already stated. -The counter attack is basically a mixture of a dodge/evade and an attack. In order to perform this correctly the dodge must be stated before the attack. -After 5 pts. of damage you can end the fight by knocking an opponent out, or another action, or even by killing them. Killing starts with your average attempt, followed by an extra prep line and ends with the final connect. Fifth Condition: Judges for a fight will be decided upon before the fight occurs, and should be chosen so as to be as independent as possible in their decisions. Judges will decide factors up for dispute during the fight, such as whether or not an attack connected or whether a counterattack is valid. Judges will also decide beforehand how much HP characters fighting will have. The punishment for being hit in a fight is a standard 1 HP, but this may change based on the context of the fight. A judge's decision is final and must be obeyed by the fighters. Judges must remain as unbiased as possible, so that they may stop incidences of godmoding as described in G2. Judges may not be influenced by characters through methods such as bribery or intimidation, as they are not physical characters within the role-play. Note: More Guidelines maybe amended in the future, due to changes of role-play.
 * 5 Points Damage a battle ends after 5 points of damage are done to either character.
 * Basic Information
 * Attacking
 * Defense, Evading, Dodging.
 * Counter Attacks
 * Killing Finisher

Creators of this Document:
 * VOODOO
 * SYNTHETICA
 * KRYTIX
 * METT
 * ATHENA

Thanks to [Palringo.com], the Social Network.