Welcome Guest [Log In] [Register]
Welcome to The Wastes. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
How to take place in a showdown; Dont get caught unprepared at high-noon!
Topic Started: Oct 30 2011, 10:46 AM (445 Views)
Zilabus
Member Avatar
Er'ry day I'm overseein'
[ *  *  *  *  *  *  *  *  *  *  *  * ]
It's a rough, tough, no nonsense wasteland. And, at some point or another, you'll end up in a showdown. In a showdown, one player will generally decide he wants to face off against another other player, who will agree 'cause, I mean, you did get called out, sissy. Unless you are Blue, who can be called out at anytime my MBP or LMG and has to accept. Anyways, this will generally be for any number of RP reasons. Like other RP's, showdowns can take any flavor you wish, from serious to more light in tone. You slept with a character's sister, perhaps? You ate his last ration of food? No matter what direction you take with it, though, remember that showdowns are generally as important in character as missions. Injuries and memories of the fight will stay in future RPs. Mods and admins will generally have no part in deciding who fights who, so that's your decision.

When you start the showdown, you are given more choices. You may choose when and where you are to be fighting, along with other basic guidlines. Things like the decision to avoid use of firearms, or agreeing to end the showdown after a certain amount of time. When you've decided these basics, you'll usually go out to find a judge (who will be an impartial staff member) to keep the head-to-head action reasonably fair, and usually decie a winner when it's over. At this point, participants may also choose a 'wager'. Showdowns are not rewarded, rather, the competing sides will agree on an item of value to put up. The winner keeps their own items or cash, as well as the losers wagered goods.

Give & Take

This system is simple, and moreso based on player actions and decisions rather then external arbitration- usually only requiring an external arbitrator to judge the outcome at the end. Players agree to a set end point, such as one giving up (either in character or out of character), and conceding victory, death, or even a set event (In five turns the building burns down, ect.). The former case does not require a staff member, as one party has surrendered. In the latter case, when the agreed point is reached, a Staff Member or Forum Moderator will judge who has won.

In these Showdowns, essential rules (such as those against Godmoding and Ragdolling are key to watch out for), unless arranged and agreed upon by the players beforehand. In general, all paramaters Players back and forth until they reach their set event, giving and taking hits as the showdown goes on. This is important to note in the 'flow' of a give and take showdown, because combat in these situations is very different then in a regular RP. In the majority of missions, all of the enemies are controlled by you, which means you can freely control your opposing force's reactions. In a showdown, you have no such control! Because your enemy (or enemies) are controlled by another character, you have to be much more delicate in combat. You still control reactions and actions, just not those of the other character. This means that, while you may fire at your opposition, throw a left jab, leave a landmine for them, or any variation thereof, you may not directly have these actions effect your enemy. Trade blows, it's part of the fun!

So now you know how to launch an attack, right? How do you react to one? Much in the same way. It's very much a back and forth, with both RPers, and through them, their characters, in a give-and-take. While they can post about emptying their rifle in your direction, you can post your narrowal avoidal, and maybe even take one of them in the leg. As they rush you with a razor, you can take their initial slash, but buy enough time to produce a blade of your own and return with a thrust of your own.

Eventually, however, it has to come to an end. Most of the time, the RPers will be able to decide when they've had enough. Occasionally, a judge will have to step in prematurely, but it varies. The judge, based on your characters actions, and the quality of the posts, will decide a winner. And, really, that's all there is to it.

Post & Counter

This system is more involved, and will usually require an external arbitrator to judge it at least once, often more times. A set number of rounds can be agreed upon beforehand, or left up to a judge.

The first player (the Aggressor) makes their post. In this post, they control all characters present, and run the event from start to finish, or from start to finish of Round 1. Controlling a character in a manner that flies in the face of established behaviour is unacceptable - no passing the Idiot Ball to your opponent.

The second player (the Defender) then makes their own post. This is the "Counter" that gives the system its name. They can make their Counter from Start to Finish of the event or round, or they can pick a specific point in the Aggressor's post at which to begin their counter, and carries on to the end. In the latter case, the point should be Quoted, to avoid confusion. Again, the writer controls all characters, and playing them in a manner that defies established behaviour is not the done thing.

Once the Round or Showdown is complete, the arbitrator will judge the Post and Counter, and decide upon a winner. If the Staff Member cannot decide, they can ask for a second opinion, or reset the combatants (though only in the case of disappointing performances). The system then carries on to the next Round, with the roles of defender and aggressor switched.

In both the Post and the Counter, be especially aware of what your character knows and what you as a player knows. "Well, well, he could assume." is not a valid or logical excuse for any action perceived by the judge as Out of Character behaviour, Metagaming or Godmoding.

Fancy-shmancy terms glossary

Godmoding: Performing an act a character should not be able to do. Anything that breaks the preconcieved laws and notions about the highley irradiated universe. Ragdolling the target is also a form of Godmoding.

Passive Godmoding: While not explicitly ragdolling a target or breaking any rules of irradiated nature, Passive Godmoding is an action or attack that the target cannot counter without Godmoding. (High luck characters may sometimes tread on this line, but that does not mean it is acceptable to cross it.)

Metagaming: Acting upon knowledge available to the player, but not the character. An In-Character decision or action made based on Out-Of-Character information.

Ragdolling: Directly controlling another player's character.
Eli "Slim" Ambrose
SPECIAL: 3, 9, 2, 7, 9, 3, 7
Level: 5
Bucket town reputation: -175
Equipment
Weaponry: Molotov, Cherry bombs, Combat Knife, Laser pistol, Tack Mines, Smoke grenades, Syringes.
Armor:Post-war suit Tattered leather jacket
Inventory
Homemade shotgun, Gumballs, Bedspread
Mentats x3, Psycho x2, Jet x1, Wiskey x2, vodka
4 1/2 x Hides, 15 LSB dollars
Appearance
Caucasian
Very tall, lanky, and slim, jet black hair in a greased into a subdued pompadore style. Dark eyes and a cleanshaven face. Brown Windowpane suit.

Kelly "Featherweight" Capozzi
Offline Mini Profile Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Showdown · Next Topic »