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       #Post#: 47--------------------------------------------------
       Arena
       By: Seanmcchapman Date: August 7, 2013, 3:58 am
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       The Arena
       Fight fair!
       Overview
       What is the arena? Simply put, it’s the place you go when you
       want to cream somebody. You can use any character you can think
       up, and make them as powerful as you want. But there are rules
       to be followed in order to keep things fair. If you've already
       read the Persistent World rules, this should all look pretty
       familiar, but there are a few minor differences.
       Guns
       My personal favorite. A player can use any gun they so wish,
       within reason. Desert Eagle? Sure. M249 SAW? Go for it. The
       front-mounted chain gun ripped off a war chopper? Possible, but
       you‘d have a lot of explaining to do..
       The point I’m trying to make is that if you can logically
       justify the use of a weapon, have knowledge of how the weapon
       works, and be able to efficiently explain these things to other
       players, anything goes. Exceptions would include any weapon too
       large to realistically be carried by your character, or carrying
       more weapons than your character could realistically be able to
       carry. The key words here are “realistic” and “logic.”
       You must be realistic in terms of weaponry choice, and you must
       be able to logically explain that choice.
       Magic/Powers
       Magic and powers allow for a lot of opportunity to play
       unfairly. But, if used properly, can make for some extremely
       intense and perfectly fair fighting. Magic and powers are far
       too diverse to specify what is alright to use, so instead, I’ll
       specify what is not all right to use.
       Anything that controls another character’s actions is
       prohibited. By controlling another character’s actions, you are
       essentially forcing a hit.
       Anything that is unavoidable is also disallowed. This too falls
       under forced hits.
       Time control is not allowed, either. With time control, a player
       can undo their mistakes in combat, undo attacks landed on them,
       and generally be a wanker.
       Teleportation is strictly limited to use by and on the player’s
       own character. There must also be some sort of warm up and cool
       down time (or some other measure to limit use) as well, so that
       a player cannot always escape attacks by simply teleporting
       away. Dodging one or two hits in this manner is fine, but using
       it in excess may get you in trouble.
       Melee
       Writing melee combat is a fine art form. No matter what kind of
       character you play, no matter if you’re fighting hand-to-hand or
       with weapons, you must be able to describe every move your
       character makes. You must be able to describe the angle their
       fist as it flies through the air, how their body shifts weight
       as they move, foot placement; anything that you would need to
       take into consideration in a real fight.
       Think in terms of Fight Club rather than Dragonball Z. Once
       again, the key words are “realistic” and “logic.”
       Could your character throw one million punches at the speed of
       light? No. Could they throw one million punches? Yes. But that
       would be stupid. Once you have written what action your
       character has taken, you are locked into that decision. That
       means that while Person A is throwing one million punches,
       Person B could be doing anything during that time period, and
       Person A could not stop throwing punches, since they had written
       that that is what they had done. Obviously, that would make it
       very difficult for Person A to defend from an attack that Person
       B might launch.
       There are certain cases, however, where an attack may be written
       out, but not necessarily launched, fairly allowing the attacker
       to back out before they are locked into an attack. This is done
       in the form of an if/then statement.
       Using If/Then Statements
       Let’s say Person A wants to launch a two-prong attack, but wants
       to maintain the opportunity to back out of the second part of
       the attack in the event of a successful counterattack to the
       first part. This would be done in the form of an if/then
       statement. I’ll create a very simple example, minus the flair so
       that you can see exactly what I mean..
       Quote Originally Posted by Person A
       Person A threw a punch at the face of Person B. If Person B were
       to be hit with the attack, then Person A would attempt to kick
       Person B straight in the junk.
       So now, if the punch doesn’t land, the kick never happens. This
       allows Person A more versatility, instead of locking them into a
       long attack which would leave them in a position from which they
       could easily be counterattacked by Person B.
       NPC’s
       NPC’s, or non-player characters, are characters which do not
       represent the player, but are nonetheless controlled by the
       player. If a player so chooses, they may bring NPC’s into the
       fight, but certain rules and restrictions apply.
       A player may not spawn limitless hordes of NPC’s. Nor may the
       NPC’s actions be explicitly controlled by the player. A player
       may direct an NPC to attack, but must intentionally leave the
       attack ambiguous, describing only what kind of attack the NPC
       launches. For example, Player A could make NPC A throw a punch
       at Player B, but could not specify what kind of punch NPC A
       throws. Likewise, NPC A could be directed to shoot at Player B,
       but what body part NPC A tries to shoot at could not be
       specified.
       This is done to allow players to easily dodge or counterattack
       NPC attacks. Without this measure in place, use of NPC’s could
       result in a severe unbalancing, making situations where a one on
       one could turn into a five on one with relative ease.
       Additionally, while hits may not be forced on players, hits may
       be forced on NPC’s, but an NPC may not be killed without
       receiving permission from the player who controls it.
       Forcing Hits
       Forcing a hit is the act of writing out an attack and the
       impact. This is the cornerstone of the forums fighting system. A
       player may not force hits on anther player’s character under ANY
       circumstance. If Player A launches an attack, it is completely
       up to Player B if they take the hit. Essentially, the entire
       goal of forums fighting is to corner an opponent via writing
       into taking a hit that they can’t logically or realistically
       avoid. Yet again, the words “realistic” and “logic” come into
       play.
       Do not take excessive measures to escape a hit or bail on the
       thread. Even if your character dies in the Arena, you can simply
       bring him back, so losing is not a big deal. There is a winner
       and a loser in every fight, and it is not necessary to pitch a
       fit if you lost fairly. It is better to lose gracefully than to
       cheat your way to victory, and there will be repercussions for
       people who can‘t handle losing every once in a while.
       Fighting Dirty
       There are ways to be underhanded without breaking the rules.
       Things such as traps and poison are perfectly fine to use, but a
       player must notify his opponent before the use of these items
       come into play, describing exactly what they are and exactly
       what they do. This can be done either IC or OOC.
       Killing Characters and Character Death
       You may not kill another player’s character without obtaining
       their permission first; no exceptions.
       Even if your character is killed, however, you are free to use
       them again in another thread. This is because there is no
       continuity between threads in the arena, unlike in Persistent
       World. Therefore, if your character dies, he dies only in that
       thread. Furthermore, and for the same reason, a character can be
       in as many threads as the Player so chooses in the Arena.
       Rules Created by Thread Leader
       Rules set forth by any given thread’s creator can be stricter or
       looser than the rules listed here. So long as it’s mentioned in
       the first post of the thread plainly and clearly, any of the
       rules here may be added to, bent, or even broken. Just don’t
       expect anyone to join if you decide to make things too unfair.
       Rise!
       Now you’re ready to crush all who oppose you. Go, and rise to
       glory!
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