Only 1/2/1 Turn Base Combat is accepted here, they are as follows ,
Rules for Gorean Open Combat
Rules for Gorean Open Combat
Open Combat occurs when combat spontaneously begins within the role play between two or more fighters for any reason, anything from an attempt to capture to an assassin's attack to a bar room brawl to a raid* on a home. Open Combat should be fast paced, flowing and very clear, which is somewhat unlike sparring. These rules are meant to be simple and straight forward, with a focus on realism.
Summary
Here is a quick summary of the Open Combat rules. This can be used for reference by more experienced role players, but we strongly suggest you read through the full text of the rules that follow, at least once.
- focus on realistic, flowing roleplay with clean and concise posts
- maximum of 4 actions per post, with appropriate combos allowed
- 2 minute time limit per post
- time violations will result only with lost actions that go beyond the 2 minutes
- maximum of 7 weapons allowed, declared up front
- no speed posting, force posting or back posting
- 2 exit posts required to disengage combat
1. Start of Combat
Open Combat will be conducted with alternating posts. No speed posting. If you are fighting mulitple opponents, you must alternate posts with each one of them seperately.
There must be valid and realistic roleplay that leads the combatants to the position where they are able to engage in combat. Mode of attack and weaponry must be realistic for the area and terrain you are fighting in.
1.) The Challenge- The Challenge, or intent post. This consists of identifying your chosen target for the melee, as well as stating your distance and position from them and or drawing a weapon(s).This is the beginning of a melee situation and it can be handled in more than one fashion. One would be to simply brandish a weapon and wait for the other party to draw his with either a verbal challenge following or merely standing in wait for enough time for your opponent to do this. Another way to accomplish this would be to state intent in one post and in a post following it one would post their initial attacking post. The third method of beginning the melee would be to post intent and the initial attack in the same post. An example of each variation will now be shown to bring a higher understanding of each type of Challenge.
Overwhelming odds in Open Combat are allowed. You must maintain alternating posts with each combatant you are engaged with, but you may post to one opponent and then post to another opponent without it being considered speed posting.
2. Weapons
Each combatant may use up to seven Gorean weapons. Non-Gorean weapons will not be permitted and, of course, no armor or similar protection. The choice and combination of weapons must be realistic and appropriate. Use common sense.
A bow/crossbow is counted as a weapon, the first 10 arrows/bolts is counted as one additional weapon, and each additional 2 arrows/bolts is counted as yet another weapon. A belt of 7 quivas is counted as one weapon, but each additional pair of quivas or other throwing knives is counted as an additional weapon. Shields, bucklers and helmets each count as a seperate weapon. A pair of fighting slaves gloves or similar items count as two weapons.
Poison and similar drugs or chemicals count as a weapons. For example, a bottle of capture scent counts as a weapon. If poison or similar drugs are added to a weapon, the poison counts as an additional weapon, and realistic and appropriate use of the poison should be looked at very critically by judges.
All NPCs (non-player characters) that you wish to use in combat weather beast or person will have full right of seven weapons and can kill you, you are allowed no more than 15 npcs.
All weapons over the allowed seven will be considered invalid. If you use them, they won't be acknowledged when the combat is judged.
Declaring weapons upon entry to the room is not optional. if you dont post them when you enter , you dont have them, I dont care if your profile says you have em.
All visible weapons must be declared, and if you have hidden weapons, you must declare that you do, but you do not need to declare exactly what they are or where they are. However, they must be weapons that can be realistically hidden, and they can not be more than the allowed seven weapons. All poison, capture scent and other chemicals must be declared up front, even if hidden.
Any weapons that are not declared or realistically hidden will be considered invalid when judging the combat.
Please keep the weapons post simple, clear and concise. In other words, do not cut and paste a weapons post that takes your opponent 5 minutes just to read and decipher.
In addition, you may use anything in the environment you are in. Things like chairs, rocks, sticks, turds, bottles, a dismembered body part, your own boot or anything that isn't attached to someone or something. Be creative and use what is on hand. These items are not counted against your maximum allowed weapons. But, there will be no grabbing the proverbial, "crossbow hanging over the fireplace" or any weapon that you just assume happens to be lying around. That does not mean you can't "borrow" your opponent's weapons if you can realistically make it work.
3. Actions
Individual posts are limited to a maximum of 4 actions ,.this does not mean that you can post four attacks
including all defensive and offensive actions. A combat post should represent no more than 2 to 5 seconds of real time
All actions should be realistic. This means that your movements should flow from one action to the other and from one post to the other. All strikes must be accepted, evaded or blocked. Each combatant has that choice, but whatever is chosen, the combat must flow reasonably and realistically from one move to the next. For example, going from "Crouching down on one knee with my sword swept back" to "firing a crossbow at your stomach", would be considered unrealistic.
Unrealistic/confusing/non-flowing actions will be judged invalid. Combatants are not supermen and posts should reflect humanly possible actions. The posts of each combatant should be clear, easy to read and easy to visualize. The posts should flow easily from one post to the next.
Combatants are urged to be as descriptive and accurate as possible. Use of "right and left" with regard to the opponent (be sure to post if its YOUR right or your opponent's right) is highly encouraged and will prevent your actions from being judged confusing and invalid.
Actions may include any combination of movement, attacks or defenses. Fully accepting a strike, blow or wound does not count against the four allowed actions. However, any action that lessens the intended damage of an attack still counts as an action, not an acceptance.
Movement actions include but are not limited to:
*Note: All Actions must include tries and/or attempts, the words to towards and at are aceptable when used with tries and/or attempts!
1. Closing to engage a combatant.
2. Moving back out of combat and getting reading to defend.
3. Changing weapons.
4. Changing Your position during or after attacking.
5. Getting out of the way of an attack (ducking, rolling out of the way, etc.).
6. Feints.
Attacking actions include but are not limited to:
1. Hitting or attempting to hit with a weapon.
2. Hitting or attempting to hit with a shield.
3. Hand-to-hand attacks such as kicks, punches, leg sweeps, head butts, throws, etc.
4. Using blood, sand, or another foreign substance to blind.
Defensive actions include but are not limited to:
1. Parries with a weapon.
2. Blocks with a shield.
3. Ducking, dodging or otherwise evading an attack.
If you are fighting multiple opponents, you must use separate posts to respond to each one, with a maximum of 4 actions for each post.
If you are directing the actions of NPCs, either human or animal, they will have their own post with <NPC>
(i.e. <GUARD>with rt foot <NPC GUARD>attempts to kick foe in nuts from 2ft)
Any actions beyond the four allowed will be judged as invalid within the role play.
4. Time
Combatants have a maximum of 2 minutes after each opponent’s combat post, verified by the time stamp, to respond to that opponent
5. Combos
A combination move incorporates two actions that fit well with each other into one, more complex, action. Combination moves that flow well are encouraged and considered as one action in the total of 4 allowed actions. Combination moves must flow well and must be believable.
(i.e. "drawing an arrow from my quiver and nocking it to the string" is an acceptable combination and does not have to be separated into "drawing an arrow from my quiver.... nocking it to the string")
(i.e. "Parrying your blade with mine then quickly striking your shoulder with the blade" is NOT acceptable as a combination move. Clearly, parrying a weapon, then striking are two different actions.)
6. Force Posting
*Note: All Actions must include tries and/or attempts, the words to towards and at are acceptable when used with tries and/or attempts!
Combatants may NOT post the actions of their opponents (force posting) or the damage that their attack does.
(i.e. "Stabbing you in the chest with my quiva" is an unacceptable attack the correct post would be Tries to turn to face foe while trying with rt hand to bring quiva forward towards foes chest trying to stab Foe in heart from 2ft
7. Back Posting
Due to the confusing and non-flowing nature of 'back posting', this practice is considered a violation.
'Back Posting' is defined as any action in a post that significantly changes a prior post, usually this action is an attack. 'Back posting' is frequently referred to as "rewriting history". The closest real time analog to "back posting" is counter punching in boxing. Although, this is a VERY effective strategy in real time combat, it can, if used improperly, severely confuse on line Gorean Combat.
A simple example of "back posting" is given:
Fighter 1 says: "stabbing your left thigh with my long sword...then backs away 2 steps"
Fighter 2 says: "as your sword stabs down at my thigh, my short sword stabs you in the chest....then backs away two steps"
Fighter 2 has interjected an attack into Fighter 1's post. This may be confusing to Fighter 1 and possibly the Judges as well. Further, Fighter 1, might elect to raise his sword to block the stab to his chest, instead of stabbing Fighter 2's thigh, resulting in more confusion and less flow in the combat posts
The problem with 'back posting' is that turns must be observed in on line Gorean combat. In real time combat, there are no turns. In real time, actions of combatants take place continually and sometimes simultaneously. Unfortunately, this would be difficult, if not impossible, to simulate in on line Gor.
8. End of Combat
usually consists of a defense post only. If you die in this home you are out for 30 days
*Note: only Qualified Warriors judge melee, pit, honor matches and death matches in this home. If you don't like it, DON'T fight here!!! Do not come here and fight and think that you will bring your own unqualified judges, this is my home and you will play by my rules or DON'T come here to fight.
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1-2-1 Style Combat
The 1-2-1 style of combat was originally designed as an alternative to the 777 'style' of speed posting combat. It is designed to represent combat more accurately than either the 777 'style' or the Arena style. In the 1-2-1 style, each Fighter only gets 2 actions (1 attack and 1 defense) per 'turn'.
First post does not swap with each turn like it does in the Arena style. Due to the person with first post not having to defend against attacks that have not occured yet, it is not necessary for first and second posts to swap back and forth.
It can either be used as a 'pit fighting' style, or as a 'melee' or room combat style. There is little variation between the two, except in the position and timing of the Judging. In the pit fighting style, the Judging is done after every set of 1-2-1 described below. In the melee style, it goes to a set time limit or number of posts and halts, and is judged afterwards.
This style is meant to closely resemble actual single combat. This means that the Fighters should not be constantly going back to Their prepost positions, but should remain how They were at the end of Their post. This will add to the 'realism' of the combat and allow it to seem more like the combats of the Books.
PrePosts
In the 1-2-1 style, the fighters make their preposts as in Arena style. The same elements are used so far as descriptions and the same restrictions on weapons and defensive items apply. Same as in Arena style, Fighters have 5 minutes to make their preposts. Once the preposts are made, the Judge or Judges will decide who is the Aggressor. That person can be decided by preposts or by the flip of a coin. This person becomes the "1" and the Defender becomes the "2" in the 1-2-1.
Combat Posts
Combat posts in the 1-2-1 style are divided up as follows:
Attack: This is the first "1" in the 1-2-1 that gives this style its name. The Fighter named as the 'Attacker' makes His attack post towards His Opponent. No defensive actions can be put into the attack post as the 'Attackers' defense comes AFTER the Opponent makes His attack. You CAN post movements to the position of Your defensive items or body as You attack.
Defense & Counterattack: The Defense & Counterattack phase is the "2" in the 1-2-1 style. The 'Defender', as the name implies, defends the attack, then makes a counterattack. Both of these actions are made in a single post. For the most part, the defense comes first in order to protect Yourself, but on occasion, an opening might occur where an attack can come before the defense and not result in You receiving an injury. These are rare depending on the Opponent, so unless Youre sure You can pull it off, dont do it.
Defending the Counterattack: As this defense is made by the 'Attacker', it is the final "1" in the 1-2-1. The 'Attacker' defends Himself against the counterattack made by His Opponent. No offensive actions may be made in this post of this version of 1-2-1. Movements are allowed as well as actions to set up Your next post, just no actual attacks.
**Defending the Counterattack & attacking (Melee style only)**: This version of the "Final 1" is only used in Melee style. In this version, there is no break for Judging. In the Melee/room combat version, the Attacker makes His attack, the Defender defends and counterattacks, and the Attacker defends and counterattacks instead of just defending. This version is a more 'in depth' version of the Alternating 7's style of combat. After the initial attack, both sides defend & attack in their posts, moving from one round to another with no break for Judging.
Judging
Judging the 1-2-1 style is fairly simple as the Fighters (SHOULD) just flow from post to post and move to move. The Judge(s) gets 5 minutes to decipher the actions and render a Judgement. As the posts should go from action to action, it is a fairly simple matter to judge
Alternating 7's Style Combat
The Alternating 7's style of combat is a simple way of fighting. It does not have many rules. Then again it doesnt need many.
In Alternating 7's, there can be a prepost 'phase' but it isnt common. Weapons are taken either from Your profile or from the post made when You enter a room. It is wise to have those two listings identical just in case.
Combat Posts
Combat posts in the Alternating 7's Style of combat are simple and do not take much to explain. You make Your attack, using at least 7 words of three letters or more ('at', 'to', 'a', 'My' dont count towards the 7 word minimum, but 'and' does). As in every other kind of combat, forced posts will null the post and the definition of a Forced Post will vary most places from Home to Home, so be sure.
You make Your attack of at least 7 words of 3 letters or more, and then Your Opponent replies with His attack of 7 words of 3 letters or more and it goes for a set number of posts or even a set time limit.
When it is over, either by somebody agreeing they are defeated (a rare occurance nowadays) or the time running out, the posts are gathered up and if it is necessary, as in nobody admitting defeat, it is sent to a Judge who makes the decision on the combat and it is final.
As in every other type of combat, disputing the Judges decision is considered bad form and the height of dishonor. Do so at Your own risk.
777 'Style' Combat
777 Combat is not necessarily a 'style' per se. It is simply speed typing. There is no prepost, there is no skill in combat involved, only skill in typing fast.
Combat Posts
777 combat is merely an attempt to hammer out an intent of at least 7 words of 3 letters or more, and 3 attacks of 7 words of 3 letters or more before Your Opponent can interject a post of 7 words of 3 letters or more to break Your attack.
Your 'intent' post cannot contain any attacks towards the Opponent. This post shows weapons in hand and distance from Opponent.
Your 3 Attack Posts can contain movements, attacks, defensive sets, whatever, so long as they are not forced, contain at least 7 words of 3 letters or more and are not 'broken'.
Broken Posts
If an Opponent manages to get a post somewhere in between Your Intent and 3 7 word attack posts, then the series is considered Broken and, in most Homes where 777 is still used, is supposed to result in a pit fight. Unfortunately most times it just results in both sides trying to get a 777 attack set in on their Opponent no matter the rule about it going to the pit. Again, know the rules. It could save Your life.
Tips for Sparring
1) Visualize the spar as completely as You can in Your mind. Try to "see" Your actions and Your opponent's actions.
2) State Your position and actions as clearly as You can and visualize Your opponent's position as well. Remember and post orientation information such as right and left (Your left or Your opponent's left), and up and down. Know the position of both Your and Your opponent's weapons, hands and feet.
3) Be clear and concise in what You post. Remember the 244 (I think) character limit of MSN. The judges must see and understand Your post to favor it over that of Your opponent. If it gets cut off near the end of the post, it wont be clear what You intended.
4) A spar is like two artists painting a single picture. The artists are competing to see which One is best on the same canvas. Warriors should continue "painting the picture" from the prior post, but only Your part of the "picture".
5) Blocking or evading all blows is unrealistic. Both combatants should be trained Warriors and some attacks must inevitably land. It may even be advantageous to step into some blows. A Warrior fighting with a short sword against One with a long sword will have to step in closer. Perhaps He will have to step into a blow to accomplish that. Stepping into it may result in injury, but a less severe one and on a part of the body of His choice in that instance, rather than one His opponent chooses.
6) You are not a SuperMan, Whirl-o-Matic, etc. You are a Gorean Warrior and should portray One to the fullest extent in these spars. No 20-foot jumping back kicks that not only start by hitting Your opponents jaw 10 times but end with sweeping His legs out from under Him. That is not only unrealistic, it is to the point of being ludricous and there are NO Super Beings on Gor.
7) Each post should show realistic offensive and defensive skills, along with the acceptance of believeable wounds inflicted. Realistic means that there will not be any points/credit given for "slice and dice".
If You are able, then become the Offensive fighter, this is the One that begins the spar, for under these circumstances You will be basically forcing the Other fighter to react in a defensive manner throughout. In a good attack, You will always try to anticipate Your Opponent's next move and already have Your moves prepaired to counter and defend in Your mind.
9) There are two things a Warrior must master and they will not come easy without taking the time to practice. These are as follows: First You should master the ability to anticipate Your "enemies" next move and secondly, is to always remain calm and focused.
10) Your goal in a fight is to keep Yourself in the offensive position while watching the Other for a weakness of any nature and acting on it quickly. Always attempt to strike the first blow and make it count in the aiding of Your attack. If You remain calm and focused, then Your instincts will remain clear of the emotions that tend to clutter a sharp thinking mind.
11) Each Warrior must begin to develop His own moves and style, for it is what You will be the most comfortable with and in turn, will allow You to become expert at executing. Do not try too many moves at once, take them slowly so You will be able to learn and master each to the best of Your abilities.
12) Most importantly, because you wear the tunic of scarlet and call yourself a warrior, do not go looking for fights. If you do, it will not be long before you grace the City of Dust with your presence. By all means spar with your friends, for that is good and arguably the only way to learn, but remember that Goreans value life, and when in a combat situation, your life may be spared by a generous victor, however it may not!.
13) A warrior is not one that draws his sword on the first sign of trouble, but often will negotiate, using his steel as a final last resort. Remember, as a warrior you have a keen mind, one that is able to look at situations objectively and calmly. You will often be able to win a given situation without ever drawing a weapon.
14) There are few rules that can be defined for this, it is up to each individual to develop their own styles of attack and defense. There are a number of "standard" moves, attack and defensive strokes, but the mark of a true warrior is one that improvises and has his own style which is varied and fluid. Depending on whether you are in a one to one, or in a major battle depends on what you do and how you fight, but the important thing is to be alert. It is often best to take the fight to the enemy, be the aggressor, forcing them to be defensive, but be alert for a skilled fighter that easily blocks your attacks and as you tire starts to force his will upon you.
15) Attacking Strokes - Remember that for every attacking stroke there is a defensive one, and some of these strokes will leave you open for an attack from a good swordsman.
Thrust - Here the sword is literally thrust point first at the opponent.
Forehand Cut - The sword is used to slice at the opponent from right to left, assuming you are right handed. This stroke has many variations including a diagonal top right to bottom left cut and a bottom right to top left stroke.
Backhand Cut - As the Forehand but stroking from left to right.
Chop - Here the sword is bought from top to bottom as if chopping at something.
16) Defensive Strokes - Defensive strokes may be used as a prelude to an attacking one and should not be underestimated.
Parry - here the opponents sword is diverted from its target by your sword.
Block - here you attempt to block the opponent from using a particular stroke by using your sword such that he cannot get into the correct position.
17) All of these matter not if you are unable to move, for it is by moving that you are able to gain positional advantage and then close for the kill. Remember that if you follow a given pattern, a skilled warrior will quickly detect this and before you realize it you will be defeated. Vary your attacks, feign, watch for weakness in attack from your opponent and be prepared to attack the minute an opening is left following an attack on you.
18) Be unorthodox in your moves, and gain skill. If you find a sword move that works for you in attack, but does not fall into one of the above attacking strokes, use it, do not be limited.
Remember, a sword fight is rarely over quickly, and two skilled warriors will attack and counter, planning moves two or three in advance.
19) If you can goad your opponent into anger then do so, providing that doing so does not inhibit your attack, for severe emotion like anger clouds judgment and causes poor timing of strokes. Remain as calm and focused as you can, for your life may depend on this.
20) Finally, remember, use everything at your disposal, fists, earth if desperate but remember, you are of the Scarlet Caste and you are an honourable man. Learn from your defeats, Learn from your victories and above all remember that no two opponents are the same. If you remember a small part of the above then you may survive on Gor, if not, then the City of Dust awaits you.
Rules for Gorean Open Combat
Rules for Gorean Open Combat
Open Combat occurs when combat spontaneously begins within the role play between two or more fighters for any reason, anything from an attempt to capture to an assassin's attack to a bar room brawl to a raid* on a home. Open Combat should be fast paced, flowing and very clear, which is somewhat unlike sparring. These rules are meant to be simple and straight forward, with a focus on realism.
Summary
Here is a quick summary of the Open Combat rules. This can be used for reference by more experienced role players, but we strongly suggest you read through the full text of the rules that follow, at least once.
- focus on realistic, flowing roleplay with clean and concise posts
- maximum of 4 actions per post, with appropriate combos allowed
- 2 minute time limit per post
- time violations will result only with lost actions that go beyond the 2 minutes
- maximum of 7 weapons allowed, declared up front
- no speed posting, force posting or back posting
- 2 exit posts required to disengage combat
1. Start of Combat
Open Combat will be conducted with alternating posts. No speed posting. If you are fighting mulitple opponents, you must alternate posts with each one of them seperately.
There must be valid and realistic roleplay that leads the combatants to the position where they are able to engage in combat. Mode of attack and weaponry must be realistic for the area and terrain you are fighting in.
1.) The Challenge- The Challenge, or intent post. This consists of identifying your chosen target for the melee, as well as stating your distance and position from them and or drawing a weapon(s).This is the beginning of a melee situation and it can be handled in more than one fashion. One would be to simply brandish a weapon and wait for the other party to draw his with either a verbal challenge following or merely standing in wait for enough time for your opponent to do this. Another way to accomplish this would be to state intent in one post and in a post following it one would post their initial attacking post. The third method of beginning the melee would be to post intent and the initial attack in the same post. An example of each variation will now be shown to bring a higher understanding of each type of Challenge.
Overwhelming odds in Open Combat are allowed. You must maintain alternating posts with each combatant you are engaged with, but you may post to one opponent and then post to another opponent without it being considered speed posting.
2. Weapons
Each combatant may use up to seven Gorean weapons. Non-Gorean weapons will not be permitted and, of course, no armor or similar protection. The choice and combination of weapons must be realistic and appropriate. Use common sense.
A bow/crossbow is counted as a weapon, the first 10 arrows/bolts is counted as one additional weapon, and each additional 2 arrows/bolts is counted as yet another weapon. A belt of 7 quivas is counted as one weapon, but each additional pair of quivas or other throwing knives is counted as an additional weapon. Shields, bucklers and helmets each count as a seperate weapon. A pair of fighting slaves gloves or similar items count as two weapons.
Poison and similar drugs or chemicals count as a weapons. For example, a bottle of capture scent counts as a weapon. If poison or similar drugs are added to a weapon, the poison counts as an additional weapon, and realistic and appropriate use of the poison should be looked at very critically by judges.
All NPCs (non-player characters) that you wish to use in combat weather beast or person will have full right of seven weapons and can kill you, you are allowed no more than 15 npcs.
All weapons over the allowed seven will be considered invalid. If you use them, they won't be acknowledged when the combat is judged.
Declaring weapons upon entry to the room is not optional. if you dont post them when you enter , you dont have them, I dont care if your profile says you have em.
All visible weapons must be declared, and if you have hidden weapons, you must declare that you do, but you do not need to declare exactly what they are or where they are. However, they must be weapons that can be realistically hidden, and they can not be more than the allowed seven weapons. All poison, capture scent and other chemicals must be declared up front, even if hidden.
Any weapons that are not declared or realistically hidden will be considered invalid when judging the combat.
Please keep the weapons post simple, clear and concise. In other words, do not cut and paste a weapons post that takes your opponent 5 minutes just to read and decipher.
In addition, you may use anything in the environment you are in. Things like chairs, rocks, sticks, turds, bottles, a dismembered body part, your own boot or anything that isn't attached to someone or something. Be creative and use what is on hand. These items are not counted against your maximum allowed weapons. But, there will be no grabbing the proverbial, "crossbow hanging over the fireplace" or any weapon that you just assume happens to be lying around. That does not mean you can't "borrow" your opponent's weapons if you can realistically make it work.
3. Actions
Individual posts are limited to a maximum of 4 actions ,.this does not mean that you can post four attacks
including all defensive and offensive actions. A combat post should represent no more than 2 to 5 seconds of real time
All actions should be realistic. This means that your movements should flow from one action to the other and from one post to the other. All strikes must be accepted, evaded or blocked. Each combatant has that choice, but whatever is chosen, the combat must flow reasonably and realistically from one move to the next. For example, going from "Crouching down on one knee with my sword swept back" to "firing a crossbow at your stomach", would be considered unrealistic.
Unrealistic/confusing/non-flowing actions will be judged invalid. Combatants are not supermen and posts should reflect humanly possible actions. The posts of each combatant should be clear, easy to read and easy to visualize. The posts should flow easily from one post to the next.
Combatants are urged to be as descriptive and accurate as possible. Use of "right and left" with regard to the opponent (be sure to post if its YOUR right or your opponent's right) is highly encouraged and will prevent your actions from being judged confusing and invalid.
Actions may include any combination of movement, attacks or defenses. Fully accepting a strike, blow or wound does not count against the four allowed actions. However, any action that lessens the intended damage of an attack still counts as an action, not an acceptance.
Movement actions include but are not limited to:
*Note: All Actions must include tries and/or attempts, the words to towards and at are aceptable when used with tries and/or attempts!
1. Closing to engage a combatant.
2. Moving back out of combat and getting reading to defend.
3. Changing weapons.
4. Changing Your position during or after attacking.
5. Getting out of the way of an attack (ducking, rolling out of the way, etc.).
6. Feints.
Attacking actions include but are not limited to:
1. Hitting or attempting to hit with a weapon.
2. Hitting or attempting to hit with a shield.
3. Hand-to-hand attacks such as kicks, punches, leg sweeps, head butts, throws, etc.
4. Using blood, sand, or another foreign substance to blind.
Defensive actions include but are not limited to:
1. Parries with a weapon.
2. Blocks with a shield.
3. Ducking, dodging or otherwise evading an attack.
If you are fighting multiple opponents, you must use separate posts to respond to each one, with a maximum of 4 actions for each post.
If you are directing the actions of NPCs, either human or animal, they will have their own post with <NPC>
(i.e. <GUARD>with rt foot <NPC GUARD>attempts to kick foe in nuts from 2ft)
Any actions beyond the four allowed will be judged as invalid within the role play.
4. Time
Combatants have a maximum of 2 minutes after each opponent’s combat post, verified by the time stamp, to respond to that opponent
5. Combos
A combination move incorporates two actions that fit well with each other into one, more complex, action. Combination moves that flow well are encouraged and considered as one action in the total of 4 allowed actions. Combination moves must flow well and must be believable.
(i.e. "drawing an arrow from my quiver and nocking it to the string" is an acceptable combination and does not have to be separated into "drawing an arrow from my quiver.... nocking it to the string")
(i.e. "Parrying your blade with mine then quickly striking your shoulder with the blade" is NOT acceptable as a combination move. Clearly, parrying a weapon, then striking are two different actions.)
6. Force Posting
*Note: All Actions must include tries and/or attempts, the words to towards and at are acceptable when used with tries and/or attempts!
Combatants may NOT post the actions of their opponents (force posting) or the damage that their attack does.
(i.e. "Stabbing you in the chest with my quiva" is an unacceptable attack the correct post would be Tries to turn to face foe while trying with rt hand to bring quiva forward towards foes chest trying to stab Foe in heart from 2ft
7. Back Posting
Due to the confusing and non-flowing nature of 'back posting', this practice is considered a violation.
'Back Posting' is defined as any action in a post that significantly changes a prior post, usually this action is an attack. 'Back posting' is frequently referred to as "rewriting history". The closest real time analog to "back posting" is counter punching in boxing. Although, this is a VERY effective strategy in real time combat, it can, if used improperly, severely confuse on line Gorean Combat.
A simple example of "back posting" is given:
Fighter 1 says: "stabbing your left thigh with my long sword...then backs away 2 steps"
Fighter 2 says: "as your sword stabs down at my thigh, my short sword stabs you in the chest....then backs away two steps"
Fighter 2 has interjected an attack into Fighter 1's post. This may be confusing to Fighter 1 and possibly the Judges as well. Further, Fighter 1, might elect to raise his sword to block the stab to his chest, instead of stabbing Fighter 2's thigh, resulting in more confusion and less flow in the combat posts
The problem with 'back posting' is that turns must be observed in on line Gorean combat. In real time combat, there are no turns. In real time, actions of combatants take place continually and sometimes simultaneously. Unfortunately, this would be difficult, if not impossible, to simulate in on line Gor.
8. End of Combat
usually consists of a defense post only. If you die in this home you are out for 30 days
*Note: only Qualified Warriors judge melee, pit, honor matches and death matches in this home. If you don't like it, DON'T fight here!!! Do not come here and fight and think that you will bring your own unqualified judges, this is my home and you will play by my rules or DON'T come here to fight.
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1-2-1 Style Combat
The 1-2-1 style of combat was originally designed as an alternative to the 777 'style' of speed posting combat. It is designed to represent combat more accurately than either the 777 'style' or the Arena style. In the 1-2-1 style, each Fighter only gets 2 actions (1 attack and 1 defense) per 'turn'.
First post does not swap with each turn like it does in the Arena style. Due to the person with first post not having to defend against attacks that have not occured yet, it is not necessary for first and second posts to swap back and forth.
It can either be used as a 'pit fighting' style, or as a 'melee' or room combat style. There is little variation between the two, except in the position and timing of the Judging. In the pit fighting style, the Judging is done after every set of 1-2-1 described below. In the melee style, it goes to a set time limit or number of posts and halts, and is judged afterwards.
This style is meant to closely resemble actual single combat. This means that the Fighters should not be constantly going back to Their prepost positions, but should remain how They were at the end of Their post. This will add to the 'realism' of the combat and allow it to seem more like the combats of the Books.
PrePosts
In the 1-2-1 style, the fighters make their preposts as in Arena style. The same elements are used so far as descriptions and the same restrictions on weapons and defensive items apply. Same as in Arena style, Fighters have 5 minutes to make their preposts. Once the preposts are made, the Judge or Judges will decide who is the Aggressor. That person can be decided by preposts or by the flip of a coin. This person becomes the "1" and the Defender becomes the "2" in the 1-2-1.
Combat Posts
Combat posts in the 1-2-1 style are divided up as follows:
Attack: This is the first "1" in the 1-2-1 that gives this style its name. The Fighter named as the 'Attacker' makes His attack post towards His Opponent. No defensive actions can be put into the attack post as the 'Attackers' defense comes AFTER the Opponent makes His attack. You CAN post movements to the position of Your defensive items or body as You attack.
Defense & Counterattack: The Defense & Counterattack phase is the "2" in the 1-2-1 style. The 'Defender', as the name implies, defends the attack, then makes a counterattack. Both of these actions are made in a single post. For the most part, the defense comes first in order to protect Yourself, but on occasion, an opening might occur where an attack can come before the defense and not result in You receiving an injury. These are rare depending on the Opponent, so unless Youre sure You can pull it off, dont do it.
Defending the Counterattack: As this defense is made by the 'Attacker', it is the final "1" in the 1-2-1. The 'Attacker' defends Himself against the counterattack made by His Opponent. No offensive actions may be made in this post of this version of 1-2-1. Movements are allowed as well as actions to set up Your next post, just no actual attacks.
**Defending the Counterattack & attacking (Melee style only)**: This version of the "Final 1" is only used in Melee style. In this version, there is no break for Judging. In the Melee/room combat version, the Attacker makes His attack, the Defender defends and counterattacks, and the Attacker defends and counterattacks instead of just defending. This version is a more 'in depth' version of the Alternating 7's style of combat. After the initial attack, both sides defend & attack in their posts, moving from one round to another with no break for Judging.
Judging
Judging the 1-2-1 style is fairly simple as the Fighters (SHOULD) just flow from post to post and move to move. The Judge(s) gets 5 minutes to decipher the actions and render a Judgement. As the posts should go from action to action, it is a fairly simple matter to judge
Alternating 7's Style Combat
The Alternating 7's style of combat is a simple way of fighting. It does not have many rules. Then again it doesnt need many.
In Alternating 7's, there can be a prepost 'phase' but it isnt common. Weapons are taken either from Your profile or from the post made when You enter a room. It is wise to have those two listings identical just in case.
Combat Posts
Combat posts in the Alternating 7's Style of combat are simple and do not take much to explain. You make Your attack, using at least 7 words of three letters or more ('at', 'to', 'a', 'My' dont count towards the 7 word minimum, but 'and' does). As in every other kind of combat, forced posts will null the post and the definition of a Forced Post will vary most places from Home to Home, so be sure.
You make Your attack of at least 7 words of 3 letters or more, and then Your Opponent replies with His attack of 7 words of 3 letters or more and it goes for a set number of posts or even a set time limit.
When it is over, either by somebody agreeing they are defeated (a rare occurance nowadays) or the time running out, the posts are gathered up and if it is necessary, as in nobody admitting defeat, it is sent to a Judge who makes the decision on the combat and it is final.
As in every other type of combat, disputing the Judges decision is considered bad form and the height of dishonor. Do so at Your own risk.
777 'Style' Combat
777 Combat is not necessarily a 'style' per se. It is simply speed typing. There is no prepost, there is no skill in combat involved, only skill in typing fast.
Combat Posts
777 combat is merely an attempt to hammer out an intent of at least 7 words of 3 letters or more, and 3 attacks of 7 words of 3 letters or more before Your Opponent can interject a post of 7 words of 3 letters or more to break Your attack.
Your 'intent' post cannot contain any attacks towards the Opponent. This post shows weapons in hand and distance from Opponent.
Your 3 Attack Posts can contain movements, attacks, defensive sets, whatever, so long as they are not forced, contain at least 7 words of 3 letters or more and are not 'broken'.
Broken Posts
If an Opponent manages to get a post somewhere in between Your Intent and 3 7 word attack posts, then the series is considered Broken and, in most Homes where 777 is still used, is supposed to result in a pit fight. Unfortunately most times it just results in both sides trying to get a 777 attack set in on their Opponent no matter the rule about it going to the pit. Again, know the rules. It could save Your life.
Tips for Sparring
1) Visualize the spar as completely as You can in Your mind. Try to "see" Your actions and Your opponent's actions.
2) State Your position and actions as clearly as You can and visualize Your opponent's position as well. Remember and post orientation information such as right and left (Your left or Your opponent's left), and up and down. Know the position of both Your and Your opponent's weapons, hands and feet.
3) Be clear and concise in what You post. Remember the 244 (I think) character limit of MSN. The judges must see and understand Your post to favor it over that of Your opponent. If it gets cut off near the end of the post, it wont be clear what You intended.
4) A spar is like two artists painting a single picture. The artists are competing to see which One is best on the same canvas. Warriors should continue "painting the picture" from the prior post, but only Your part of the "picture".
5) Blocking or evading all blows is unrealistic. Both combatants should be trained Warriors and some attacks must inevitably land. It may even be advantageous to step into some blows. A Warrior fighting with a short sword against One with a long sword will have to step in closer. Perhaps He will have to step into a blow to accomplish that. Stepping into it may result in injury, but a less severe one and on a part of the body of His choice in that instance, rather than one His opponent chooses.
6) You are not a SuperMan, Whirl-o-Matic, etc. You are a Gorean Warrior and should portray One to the fullest extent in these spars. No 20-foot jumping back kicks that not only start by hitting Your opponents jaw 10 times but end with sweeping His legs out from under Him. That is not only unrealistic, it is to the point of being ludricous and there are NO Super Beings on Gor.
7) Each post should show realistic offensive and defensive skills, along with the acceptance of believeable wounds inflicted. Realistic means that there will not be any points/credit given for "slice and dice".
If You are able, then become the Offensive fighter, this is the One that begins the spar, for under these circumstances You will be basically forcing the Other fighter to react in a defensive manner throughout. In a good attack, You will always try to anticipate Your Opponent's next move and already have Your moves prepaired to counter and defend in Your mind.
9) There are two things a Warrior must master and they will not come easy without taking the time to practice. These are as follows: First You should master the ability to anticipate Your "enemies" next move and secondly, is to always remain calm and focused.
10) Your goal in a fight is to keep Yourself in the offensive position while watching the Other for a weakness of any nature and acting on it quickly. Always attempt to strike the first blow and make it count in the aiding of Your attack. If You remain calm and focused, then Your instincts will remain clear of the emotions that tend to clutter a sharp thinking mind.
11) Each Warrior must begin to develop His own moves and style, for it is what You will be the most comfortable with and in turn, will allow You to become expert at executing. Do not try too many moves at once, take them slowly so You will be able to learn and master each to the best of Your abilities.
12) Most importantly, because you wear the tunic of scarlet and call yourself a warrior, do not go looking for fights. If you do, it will not be long before you grace the City of Dust with your presence. By all means spar with your friends, for that is good and arguably the only way to learn, but remember that Goreans value life, and when in a combat situation, your life may be spared by a generous victor, however it may not!.
13) A warrior is not one that draws his sword on the first sign of trouble, but often will negotiate, using his steel as a final last resort. Remember, as a warrior you have a keen mind, one that is able to look at situations objectively and calmly. You will often be able to win a given situation without ever drawing a weapon.
14) There are few rules that can be defined for this, it is up to each individual to develop their own styles of attack and defense. There are a number of "standard" moves, attack and defensive strokes, but the mark of a true warrior is one that improvises and has his own style which is varied and fluid. Depending on whether you are in a one to one, or in a major battle depends on what you do and how you fight, but the important thing is to be alert. It is often best to take the fight to the enemy, be the aggressor, forcing them to be defensive, but be alert for a skilled fighter that easily blocks your attacks and as you tire starts to force his will upon you.
15) Attacking Strokes - Remember that for every attacking stroke there is a defensive one, and some of these strokes will leave you open for an attack from a good swordsman.
Thrust - Here the sword is literally thrust point first at the opponent.
Forehand Cut - The sword is used to slice at the opponent from right to left, assuming you are right handed. This stroke has many variations including a diagonal top right to bottom left cut and a bottom right to top left stroke.
Backhand Cut - As the Forehand but stroking from left to right.
Chop - Here the sword is bought from top to bottom as if chopping at something.
16) Defensive Strokes - Defensive strokes may be used as a prelude to an attacking one and should not be underestimated.
Parry - here the opponents sword is diverted from its target by your sword.
Block - here you attempt to block the opponent from using a particular stroke by using your sword such that he cannot get into the correct position.
17) All of these matter not if you are unable to move, for it is by moving that you are able to gain positional advantage and then close for the kill. Remember that if you follow a given pattern, a skilled warrior will quickly detect this and before you realize it you will be defeated. Vary your attacks, feign, watch for weakness in attack from your opponent and be prepared to attack the minute an opening is left following an attack on you.
18) Be unorthodox in your moves, and gain skill. If you find a sword move that works for you in attack, but does not fall into one of the above attacking strokes, use it, do not be limited.
Remember, a sword fight is rarely over quickly, and two skilled warriors will attack and counter, planning moves two or three in advance.
19) If you can goad your opponent into anger then do so, providing that doing so does not inhibit your attack, for severe emotion like anger clouds judgment and causes poor timing of strokes. Remain as calm and focused as you can, for your life may depend on this.
20) Finally, remember, use everything at your disposal, fists, earth if desperate but remember, you are of the Scarlet Caste and you are an honourable man. Learn from your defeats, Learn from your victories and above all remember that no two opponents are the same. If you remember a small part of the above then you may survive on Gor, if not, then the City of Dust awaits you.