Welcome to Gaia! ::

Silent Hill: [Welcome Home . . .]

Back to Guilds

Welcome back to Hell . . . This is a Silent Hill RP guild based after the events of SH 3, but other activities also take place in here. 

Tags: Silent Hill, Pyramid Head, Konami, Horror, Alessa 

Reply Rules of Type 1 Role-play
T-1 RP Rules

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

So Zetta SIow
Crew

Dangerous Trafficker

11,450 Points
  • Pie For All! 300
  • Elocutionist 200
  • Prayer Circle 200
PostPosted: Sat Jun 19, 2010 1:15 am


Ok first of all the rules of T-1 roleplay is to post in turns and not to automatically hit your opponent/s, automatically hitting your opponents is called god modding and is grounds for Disqualification from your fight.

You can won't likely use/have powers, chakra, magic etc.
But you must fight in a way that it doesn't make you superior to one another, you can't say that you blew up the world or that you sent a huge destructo blast capable of destroying the world towards your opponents. To do such is called godmodding, first of all the way it is posted you can't get out of the way, making sure that it will hit you but this is also illogical. It's ok in a storyline that a certain character has plans to destroy the blow up or kill the people in it, that is fine, but no huge omega blasts..

Saying that you charged a blast capable of blowing things up within a large radius is probably not ok since most people here have human abilities anyways.

Meta-gaming

Meta-gaming is knowing something about a character that shouldn't be known by them, but only by the other character, this includes being able to know what move they are doing when they haven't hinted to the other character of using such an ability.

Spacial techniques and barriers:

Barriers can only hold up to some extent and can't be used to avoid every attack, this would be god modding.

Spacial and time techniques can be used, but they take a lot of energy and they can't offer full protection in MOST roleplays, but but you can't use techniques like this unless you are one of the enemies like Pyramid Head or something.


Realism:


If fire is hit by water in certain situations, it's going to put out the fire, stuff that has to do with natural things like that, if you use a gun it is going to cause you to recoil, if you recoil with a bigger weapon, the more it would make you recoil; if your using a heavy sword and then slam it to the other side, it is obvious that it will be harder to pull the blade up again the second time.
PostPosted: Sat Jun 19, 2010 1:21 am


Quote:
When fighting another member it is proper to use T1 role-play etiquette. Here are the rules


Rule 1: All attacks should be done in "attempt"

Here is an example of IMPROPER T1 etiquette:

Jim replied to John's post:

Jim got off the ground after John's punch. He ran at John and threw a fist at John's face. He heard a crack as John's cheek bone broke.

This is a form of "godmodding." Due to Jim's post it is impossible for John to dodge the attack or have any way of lessening the damage. Auto-hits are not part of T1 role play and in battle will result in an automatic disqualification. Sometimes you may be asked to re-do the post. (If you're lucky)

Here is an example of PROPER T1 etiquette:

Jim replied to John's post:

Jim got off the ground after successfully being hit by John's punch. He ran at John and began to throw a punch towards John's right cheek.

This is a good use of proper T1 role play. Notice how Jim never said that his punch connected with John's face. Jim said that his punch was going "towards" John's face. This allows John some options in his next post.


Rule 2: Use details

Here is an example of IMPROPER T1 etiquette:

Jim posted:
Jim threw a punch at John.

John posted:
John dodged.

Both role-players did not use proper T1 etiquette. Notice how Jim only said that he was going to punch John. And then all John said was that he dodged. More descriptive features are needed to make the role-play more interesting and to avoid god-modding.

Here is an example of PROPER T1 etiquette:

Jim posted:
Jim's left leg bent forward while his right leg straightened behind him, his feet were firmly planted on the ground as he began to throw a right punch towards the left side of John's face.

John posted:
As Jim's punch came toward him, John bent his knees and ducked while moving his head right to avoid Jim's fist.

These posts are neither god-modding or ill-described. Both role-players used details to describe how they moved. Notice how Jim described which hand he was using to punch at John, and where he was going to punch. And John described how he dodged the attack instead of simply saying, "John dodged." Not only is this good T1 role play etiquette but it is also more interesting to read and gives the reader a good picture of what is happening.

Rule 3: Taking Turns

T1 role-play includes the role players to take turns as they post. Whether its 1-1, 3-1, or 3-3, the role-players' turns should be set before a match and each role-player should know who they post after and who they post before.

Here is an example of IMPROPER T1 etiquette:

John posted:
John stood, waiting for Jim to make his next move.

Jim posted:
Jim ran towards John and began to punch towards his face

Jim posted:
Jim then began to kick towards John's side.

This is unacceptable in T1 role-play. Jim posted twice without any regard of what John could do after Jim threw a punch towards him. If John dodges both attacks, Jim may accuse him of god-modding when really, Jim is the god-modder.

Here is an example of PROPER T1 etiquette:

John posted:
John stood, waiting for Jim to make his next move.

Jim posted:
Jim ran towards John and began to punch towards his face

John posted:
John brought his arm up in front of his face, successfully blocking Jim's punch.

Jim posted:
Jim then attempted to kick to John's side.

Jim and John have successfully taken turns in there fight. Neither one has posted twice in a row and therefore, neither one can be accused of god-modding.


Rule 4: No Overpowering

Here is an example of IMPROPER T1 etiquette:

Jim posted:
Jim laughed as John was on the ground. Jim was charging an enormous amount of energy. He then shot his "Super-Ultimate Apocalypse Blast" capable of destroying the entire world.

There is no way for John to stop the blast or dodge it without being a god-modder either. Attacks that either cannot be dodged or blocked, or can destroy an entire village or planet are god-modding techniques and are not allowed in role play.

Any form of attack is god-modding if it can't be dodged, if the it makes the user invincible, if it destroys such a vast area that it's inescapable.
One-shot kill techniques are not god-modding as long as the target is able to dodge or escape in some manner.

Here is an example of PROPER T1 etiquette:

Jim posted:
Jim charged a large amount of energy. He shot the blast towards John. The blast is capable of covering about a 50m radius.

The attack is not a god-modding technique in T1 role-play. It is possible for John to get out of the blast's range without god-modding.

Hints for Quality Role-Play


1.) Try not to make a post that short. Short posts tend to contain little to no detail and is not good in making role play interesting. Quality role-players will find short half-line posts bothersome.

2.) Keep your attempted hit until the end of a post. Try to describe in the beginning of a post all your motions and attempts at confusing your opponent before you begin your attack. This will allow the reader to find interest in your posts. Seeing how you use intelligence and speed instead of sheer force.

3.) Avoid what I call "Pokemon Role Play." When using jutsu, describe what your jutsu is doing and do not use auto-hits or simple "you missed" or "I dodged" posts like as if it were a Pokemon game. Remain detailed in all your posts. A bad example is something like:
"I used Fire Style: Great Fire Bomb and you burn to ashes."
UNACCEPTABLE!!!!!!! These posts will not be tolerated in ANY forum when fighting another clansmen and I will openly post against these posts.

4.) Use 3rd Person Role-Play. Avoid using terms such as "I" or "We." 3rd Person role-play tends to be more popular and makes it easier for a role player to describe things such as a character's background story.

Hints for quality roleplay

5.) Try "Organizing" your posts. Popular ways of organizing posts include: bolding quotes, using colored fonts when using jutsu, aligning posts center, making the font size smaller, and italicizing when posting the past or future.

So Zetta SIow
Crew

Dangerous Trafficker

11,450 Points
  • Pie For All! 300
  • Elocutionist 200
  • Prayer Circle 200

So Zetta SIow
Crew

Dangerous Trafficker

11,450 Points
  • Pie For All! 300
  • Elocutionist 200
  • Prayer Circle 200
PostPosted: Fri Apr 22, 2011 1:26 pm


((Forgot to add a few...OOPSIES...my bad... sweatdrop ))

Quote:
Rule 5: Hypotheticals

Being able to perfectly dodge and block all attacks in battle is almost impossible. This is where hypotheticals come in handy. A hypothetical is any motion your character makes to avoid taking damage in a more vital area. For example, if a fist is rushing towards your character's stomach, and your character ducks down in a way that the fist is now targeting the shoulder instead, which wouldn't hurt as much. Of course, the same applies with weapons. If a sword is coming at your throat, then getting your hand cut off, to apply enough resistance to allow yourself to dodge the sword, then that's better than losing your head.


Rule 6: Preps

Preps are what the name suggests. A prep is a period of preparation for a stronger attack. During a post, you may usually just go from defense to attack. It is also possible for a post to go from defense to attack prep. If an attack is started and unleashed in the same post, then it is a LVL 1 attack. If an attack has one post with a prep and unleashed in the next post it is a LVL 2 attack. With two posts of prep and unleashing in the third post, it is a LVL 3 attack. LVL 3 is the highest level the attack can reach after prepping. Prepped moves can also last for more turns than unprepped moves. For example, a LVL 3 Witch Hunter can be used for 3 turns. One turn at LVL 3, the next turn it goes down to LVL 2, and on the last 3 turns it is LVL 1. In other words, with max prepping, a move can last up to 5 turns (1 "LVL 3" + 1 "LVL 2" + 3 "LVL 1"). And with no prepping a move can last up to 3 turns (3 "LVL 1").

A prep post would look something like this:

"John took a firm grip on the handle of his Death Scythe, Jim. Their combined soul wavelength grew in size as they began to prepare to attack against Bill."

As well, if two attacks were to clash, the one which has been prepped more will automatically win the clash. For example: If a LVL 3 Witch Hunter were to clash with a LVL 2 Screech Gamma, the Witch Hunter would automatically break through the Screech Gamma and thus the one who used Screech Gamma would automatically take damage from Witch Hunter.

However, if two attacks were to clash, where neither has an advantage due to prepping (either they both were prepped equally, or neither prepped at all), then the clash is undecided. The players in the clash may choose to continue the clash, until one gains an advantage, or one can choose to break the clash between them, and thus neither player takes damage.
PostPosted: Fri Apr 22, 2011 1:28 pm


Quote:

Rule 7: Being Realistic

Just because you have powers and special abilities doesn't mean that everything you do defies the laws of science. Things such as gravity, inertia, and friction still take effect amidst a battle. As well, it is not possible to freeze lightning, wind, fire. You can't hammer fire with wood. Water will not create steam by hitting an icy blast. As well, you cannot stop fire and water from making steam when connected (Amaterasu and Byakko flames form the only exceptions so far). You still have human respiratory systems and need to breathe (unless you are a puppet). As well you have regular nervous, circulatory, muscular, and skeletal, integumentary systems. Remember, even though you have inhuman abilities, nature and the some laws of science will act the same.

Examples:

1. You have a large 70lb sword. If you swing once to your left, you will swing a lot slower if try to swing back right, because inertia is pulling your sword left while you're trying to pull right.

2. You jump over a large explosion. The explosion is slow and you have reached the height of your jump. Gravity will pull you down to the ground faster than you pulled yourself up for the jump. You will not float in midair or descend slowly, without a way of flight.

3. Your running at incredible speeds. You need to stop however. As you attempt to stop running, your forward momentum will try to pull you forward as you attempt to pull back, causing friction. Without some ability or reason overcoming this, you will still be affected by friction.


Rule 8: Attacking Properly

Attacking in T1 roleplay is different from attacking in T2 and T3 roleplay, which are more of speed posting. Remember, the point of a battle in T1 roleplay is to outsmart and defeat your opponent. Since time is not as urgent in T1 roleplay, you can take time with your posts. (Usually 1-5 days, depending on the rules placed, if no rule is placed, then it is understood to be 5 days). Also knowing that 1 liner posts are unattractive, bothersome, and don't show much effort, T1 roleplay has a special rule in attacking. 2 attacks can be done at maximum each post, BUT only if you are posting in paragraphs. Otherwise saying, if you want to attack twice, you need two paragraphs in a post, each with a SINGLE attack. Any posts that are run-on sentences with a bunch of "ands" cannot have more than one attack. The same goes for one liner or even one paragraph posts. Therefore, the most you can do in a post is defend against the last attack(s) and then attack back twice. Always keep in mind that even though you can be posting two attacks in one turn, they BOTH must be done in attempt. It is also proper T1 etiquette to keep your attacks until the LAST SENTENCE of a paragraph.

So Zetta SIow
Crew

Dangerous Trafficker

11,450 Points
  • Pie For All! 300
  • Elocutionist 200
  • Prayer Circle 200

So Zetta SIow
Crew

Dangerous Trafficker

11,450 Points
  • Pie For All! 300
  • Elocutionist 200
  • Prayer Circle 200
PostPosted: Fri Apr 22, 2011 1:31 pm


Quote:

Rule 7: Being Realistic

Just because you have powers and special abilities doesn't mean that everything you do defies the laws of science. Things such as gravity, inertia, and friction still take effect amidst a battle. As well, it is not possible to freeze lightning, wind, fire. You can't hammer fire with wood. Water will not create steam by hitting an icy blast. As well, you cannot stop fire and water from making steam when connected (Amaterasu and Byakko flames form the only exceptions so far). You still have human respiratory systems and need to breathe (unless you are a puppet). As well you have regular nervous, circulatory, muscular, and skeletal, integumentary systems. Remember, even though you have inhuman abilities, nature and the some laws of science will act the same.

Examples:

1. You have a large 70lb sword. If you swing once to your left, you will swing a lot slower if try to swing back right, because inertia is pulling your sword left while you're trying to pull right.

2. You jump over a large explosion. The explosion is slow and you have reached the height of your jump. Gravity will pull you down to the ground faster than you pulled yourself up for the jump. You will not float in midair or descend slowly, without a way of flight.

3. Your running at incredible speeds. You need to stop however. As you attempt to stop running, your forward momentum will try to pull you forward as you attempt to pull back, causing friction. Without some ability or reason overcoming this, you will still be affected by friction.


Rule 8: Attacking Properly

Attacking in T1 roleplay is different from attacking in T2 and T3 roleplay, which are more of speed posting. Remember, the point of a battle in T1 roleplay is to outsmart and defeat your opponent. Since time is not as urgent in T1 roleplay, you can take time with your posts. (Usually 1-5 days, depending on the rules placed, if no rule is placed, then it is understood to be 5 days). Also knowing that 1 liner posts are unattractive, bothersome, and don't show much effort, T1 roleplay has a special rule in attacking. 2 attacks can be done at maximum each post, BUT only if you are posting in paragraphs. Otherwise saying, if you want to attack twice, you need two paragraphs in a post, each with a SINGLE attack. Any posts that are run-on sentences with a bunch of "ands" cannot have more than one attack. The same goes for one liner or even one paragraph posts. Therefore, the most you can do in a post is defend against the last attack(s) and then attack back twice. Always keep in mind that even though you can be posting two attacks in one turn, they BOTH must be done in attempt. It is also proper T1 etiquette to keep your attacks until the LAST SENTENCE of a paragraph.

Reply
Rules of Type 1 Role-play

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum