With the advent of an Experimentation room, I gladly offer up a series of ideas I've had with me for a long time. Some of these may be familiar (as I have used a few of them in the past on a different RP forum) but hopefully someone will find these ideas intriguing and share their adoration of RPB with me and help make a limitless system that transcends the confines otherwise found in other fighting systems.
If you take any interest in an area please pm me and I will gladly discuss with you methods for implementing testing of the ideas.
Limited Post Count
To begin, combatants discuss and agree upon a set number of posts per combatant. Ideally, it will be handled through PM and denoted with a ratio at the top of each post they make.
The concept is not to discourage long epic battles, but instead to encourage post quality and keep battles relatively simplistic without becoming apocalyptic or over-powered.
It also removes the focus from the one to two post 'reason for fighting' posts that most people find themselves caught up in. I personally have a problem with fights that end with the two combatants shaking hands. If I were beaten and bloody and my opponent equally beaten and bloody, I'd be damned if I'd shake his hand. (Thank you for that ass kicking, how was yours? Good I hope.)
This also offers each combatant a method of providing resolution, where most battles tend to have an unknown resolution, a misguided resolution or simply none at all.
My old system involved three separate categories for the post limit, using a 7 - 10 - 15 series intended for advanced - intermediate - simplistic. The advanced system was intended for RPers who were expressively comfortable with their RP skill and detailed enough to complete an entire fight within the fewest amount of attempts. Whereas the Simplistic system was intended for those who were new, or not entirely comfortable with their character yet. This system provided the most chances for growth while still allowing for a resolution.
For those interested in this system please PM me and as soon as I get two or more interested I will set up a battle for you to participate in. Hopefully, with user feedback and a quick trial run of it, this concept may be added to an amended rules section. Perhaps even coming in handy for Tournaments etc.
RP Judges
Going hand in hand with the post limit system, a Judgment system was also enforced which alleviates the need for a definite win or loss. It included a set rubric outlining what categories were being judged and how each were weighted.
At the completion of a match a Judge stepped in and read over an entire fight and at the end decided on a victor. This meant you could be beaten and bloodied but still emerge winner for the fight. The majority of the Judgments were reserved for creativity and characterization. But detail, spelling, grammar and consistency were all taken into account as well.
Those interested in Judging, should also PM me and I will gladly locate a completed battle for you to judge plus discuss with you ideas for improving the judgment system. One of my first tasks will most likely be recreating the rubric...
Win/lose - Match Outlining
In tandem with a Judgment system I also am extremely interested in working out a Match Outline system that allows for key plot points to be reached between combatants. This allows for maximum story building, knowledge of heavier hits and more debilitating damage, even death.
The concept is that those involved will research each others characters, decide on a setting, a post limit and a basic back and forth of what their characters will be doing. All of this through pm in the hopes of completing a basic outline of battle and when the time comes for the match it would also guide RPers to better quality work.
This idea is, in my opinion, highly controversial as I can understand how RPers may prefer NOT to know outcomes to battles. As with all of my ideas, I'm simply trying to tackle RPB's greatest flaws.
Invisible Bio's
For those interested in this concept I will be requesting entirely new Bios from at least two individuals to be PMed to me. I will then stage a match for the two to compete in where they will NOT KNOW each others abilities.
The theory is that preconceived knowledge Out of Character affects knowledge In Character, and the best way to rectify that is to remove what is KNOWN.
Imagine utilizing traps, poisons, magic, trickery, lies and even hidden weapons all legally, without having to display the information to your opponent.
If ANYONE has any questions or concerns, helpful ideas or even experiments of their own they wish to try please feel free to post here.
A few ideas I haven't really researched but need to be looked at are :
Setting, advantages and disadvantages
Races
RPB Rules, those that should be added and those that should be amended
Weaponry and Skills, Broken moves and overpowered weaponry
A drawback system, Mp? Post length? Time Length?
If you take any interest in an area please pm me and I will gladly discuss with you methods for implementing testing of the ideas.
Limited Post Count
To begin, combatants discuss and agree upon a set number of posts per combatant. Ideally, it will be handled through PM and denoted with a ratio at the top of each post they make.
The concept is not to discourage long epic battles, but instead to encourage post quality and keep battles relatively simplistic without becoming apocalyptic or over-powered.
It also removes the focus from the one to two post 'reason for fighting' posts that most people find themselves caught up in. I personally have a problem with fights that end with the two combatants shaking hands. If I were beaten and bloody and my opponent equally beaten and bloody, I'd be damned if I'd shake his hand. (Thank you for that ass kicking, how was yours? Good I hope.)
This also offers each combatant a method of providing resolution, where most battles tend to have an unknown resolution, a misguided resolution or simply none at all.
My old system involved three separate categories for the post limit, using a 7 - 10 - 15 series intended for advanced - intermediate - simplistic. The advanced system was intended for RPers who were expressively comfortable with their RP skill and detailed enough to complete an entire fight within the fewest amount of attempts. Whereas the Simplistic system was intended for those who were new, or not entirely comfortable with their character yet. This system provided the most chances for growth while still allowing for a resolution.
For those interested in this system please PM me and as soon as I get two or more interested I will set up a battle for you to participate in. Hopefully, with user feedback and a quick trial run of it, this concept may be added to an amended rules section. Perhaps even coming in handy for Tournaments etc.
RP Judges
Going hand in hand with the post limit system, a Judgment system was also enforced which alleviates the need for a definite win or loss. It included a set rubric outlining what categories were being judged and how each were weighted.
At the completion of a match a Judge stepped in and read over an entire fight and at the end decided on a victor. This meant you could be beaten and bloodied but still emerge winner for the fight. The majority of the Judgments were reserved for creativity and characterization. But detail, spelling, grammar and consistency were all taken into account as well.
Those interested in Judging, should also PM me and I will gladly locate a completed battle for you to judge plus discuss with you ideas for improving the judgment system. One of my first tasks will most likely be recreating the rubric...
Win/lose - Match Outlining
In tandem with a Judgment system I also am extremely interested in working out a Match Outline system that allows for key plot points to be reached between combatants. This allows for maximum story building, knowledge of heavier hits and more debilitating damage, even death.
The concept is that those involved will research each others characters, decide on a setting, a post limit and a basic back and forth of what their characters will be doing. All of this through pm in the hopes of completing a basic outline of battle and when the time comes for the match it would also guide RPers to better quality work.
This idea is, in my opinion, highly controversial as I can understand how RPers may prefer NOT to know outcomes to battles. As with all of my ideas, I'm simply trying to tackle RPB's greatest flaws.
Invisible Bio's
For those interested in this concept I will be requesting entirely new Bios from at least two individuals to be PMed to me. I will then stage a match for the two to compete in where they will NOT KNOW each others abilities.
The theory is that preconceived knowledge Out of Character affects knowledge In Character, and the best way to rectify that is to remove what is KNOWN.
Imagine utilizing traps, poisons, magic, trickery, lies and even hidden weapons all legally, without having to display the information to your opponent.
If ANYONE has any questions or concerns, helpful ideas or even experiments of their own they wish to try please feel free to post here.
A few ideas I haven't really researched but need to be looked at are :
Setting, advantages and disadvantages
Races
RPB Rules, those that should be added and those that should be amended
Weaponry and Skills, Broken moves and overpowered weaponry
A drawback system, Mp? Post length? Time Length?