Roleplay PvP (originally posted by Joron)

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  • Beteiligte Poster: ajovan
  • Forum: ajovan.funpics.de
  • Forenbeschreibung: SWG-AHAZI-HnB
  • aus dem Unterforum: The Guide to Roleplay
  • Antworten: 1
  • Forum gestartet am: Montag 18.12.2006
  • Sprache: englisch
  • Link zum Originaltopic: Roleplay PvP (originally posted by Joron)
  • Letzte Antwort: vor 17 Jahren, 3 Monaten, 10 Tagen, 19 Stunden, 29 Minuten
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    Re: Roleplay PvP (originally posted by Joron)

    ajovan - 18.01.2007, 22:49

    Roleplay PvP (originally posted by Joron)
    Purpose
    Roleplaying in a fictional universe called Star Wars means that, inevitably, conflicts will arise. Many of these conflicts may results in combat of some sort, and roleplayers have an understandable desire to ensure that these conflicts and drama are part of the story. PvP should be a tool to enhance roleplay, rather than using roleplaying as merely a driver to motivate PvP.

    Unfortunately, SWG combat mechanics are not particularly conducive to immersive storytelling and roleplay. This proposal is designed to suggest guidelines for RP combat. These do not comprise a ruleset and as such are open to interpretation. If all involved players feel that the conflict was realistically resolved and (most of all) had fun, then it was a successful invocation of the guidelines even if it was not letter-perfect.

    These are inspired by the basic guidelines used in the Chimaera roleplay communities but are re-written for the style of RP common on Starsider and are original work.


    * These guidelines are meant to accompany the war ring rules, not replace them.
    * Combat should be a tool to enhance roleplay rather than simply the motivator for bits of IC dialogue.
    * The focus is on the involved players having fun. The technique might be used to add a bit of visual flair to an /emote fight, or it might be used to stretch out the time involved in a mechanics-based fight and add additional elements such as realistic tactics, the use of cover, etc.



    Technique description

    1. Focus on the roleplay, not the combat. Allow your opponent the chance to fully participate in the fight. This is particularly important when combat levels (an OOC mechanic) are widely disparate. Our characters don't know anything about CL and thus we should minimize their IC use. This isn't a race to win, it's a scene to share. Think acting, not boxing.
    2. Ranged fights should involve distance. Standing four meters apart and holding down the attack button is unrealistic. Try to stay at a reasonable distance. If your opponent is far away and you want to prevent a charge, random covering fire should be used where possible. Rushing an armed opponent should be considered a suicide charge, not a viable tactic in most situations. If the enemy is in an entrenched position and a small patrol wanders close, realistically they should fall back to regroup when the defenders fire warning shots.
    3. Think realistically and tactically. Use cover where possible. Use first-person perspective to verify you really do have line-of-sight instead of attacking the moment your cursor goes red. Fire from a prone or kneeling position when possible, particularly at longer ranges (50-64m). Consider how many and which weapons you're actually carrying -- just because your backpack can OOCly hold 30 rifles, 5 carbines, 5 pistols, and 10 crates of grenades doesn't mean that you should consider yourself to be doing so. Despite what you might think of the NGE, this is still a role-playing game, not a first-person shooter.
    4. Slow down the pace. Don't spam specials -- use high-damage attacks when you have a particularly good angle and have taken careful aim. Holding down the attack button for long periods of time is less realistic than squeezing off shots. Consider using power cells or limited ammunition and slow things down when you need to reload ICly.
    5. Use /emote when possible. Reloading, noticing a sneaky opponent, healing -- all of these things are opportunities for roleplay, even if it's as simple as "/emote slaps on a bacta-soaked bandage" or "/emote stops to remove a discharged power cell. ; /emote pulls a fresh power cell from his bandolier and inserts it into the carbine." Talk to your opponent when possible, even if this slows things down. In fact, do it *because* it slows things down.
    6. OOC communication is critical. Make sure that all combatants agree to the basic technique and keep the communication open throughout the battle. This avoids problems from misunderstandings and helps everyone get the level of enjoyment they desire from the roleplay.


    Addendum: Players who wish to move to one end of the spectrum may use these guidelines even more loosely for /emote fights, only using attacks to add visual flair and a sense of the progress of the battle. This is separate from the technique described above and should be used only when both sides agree in advance on its use and should be treated as the exception to the technique, not an expectation on anyone in the network.[/quote]



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