At ‘Souls, the standard fighting style is turn-based. Unless otherwise agreed upon, this is the only way a fight should be roleplayed at ‘Souls.
The main principle is that you cannot dictate that an attack connects with or hits another character. The other player decides whether the attack connects and the extent of the damage it does. If you dictate the outcome of an attack on another player’s character, it’s considered powerplaying. On the flip side, if your character repeatedly squirms out of attacks unscathed, it’s considered godmodding. Be fair — neither are good for the thread or a healthy roleplaying environment.
- Wolf: He swung the club toward Coyote’s leg in an attempt to break it.
- Coyote: Coyote jerked back just in time, losing his balance. He fell over onto his side.
- Wolf: Using his momentum, Wolf kept moving forward and swung again, this time at Coyote’s head.
- Coyote: Though he jerked his head aside, he felt the club smash into his shoulder in a blue spike of pain.
Determining a Winner
- Negotiate the conclusion of a fight OOCly beforehand. Use your best judgement to determine what is realistic in a given fight, and compromise with the other roleplayer.
- Play fair. Refusing to compromise, concealing a character’s advantage or disadvantage, or tricking other players is not fair. In addition to not being fair, powerplaying and godmodding are against the board rules.
- If you feel things are not progressing fairly, or if you want want a neutral third party’s oversight, feel free to contact the administration. Ideally, however, roleplaying situations should not come to this. Players should know their character and their abilities, and they should be fair about it!
Realism in Roleplaying Fights
- There is no universally accepted numerical or calculation-based combat system. Determined skill is based on each character’s physique, experience, and common sense. If one character is much larger or much more experienced than the other, that’s an advantage to consider.
- Your character may know how to fight instinctively — some things are innate knowledge, of course. However, it’s unrealistic for your character to be an “automatic master” of a certain type or style of fighting, as with any skill. Weapon use must also be realistic, especially: no Luperci naturally knows how to use a weapon when fighting.
- Training is important, too. Even if your character is already a master, practice can ensure their skills don’t deteriorate. Having a trainer or mentor is one great way to train.
- Balance is key for realism and fairness. Weapons don’t make your character all-powerful, nor does an advantage (even a strong one).
- Forum Roleplay provides an in-depth guide to roleplaying fights, as well as a guide to character traits relevant to fighting.
- National Geographic: View four very different breeds of dogs and differentiate between their attack styles, bite pressures, and so forth.
Reasons to Fight
Many fights start on ‘Souls for the same reasons they might start in real life. Two characters get into an argument and it turns violent. Two characters stalk the same prey animal, it escapes, and both blame the other. Two characters get really drunk and violent. Or maybe just one character gets drunk and violent and the other is merely defending himself. Other reasons to fight may include:
Wolves may fight over mates, but because relationships on ‘Souls operate more or less like human relationships, it is ultimately up to the “prize” of a mateship fight to decide who they want to be with in the end. Fights for mateship may be treated like formal duels or they can be all out attacks by one wolf to get rid of a rival. Like with any other fight, to avoid unpleasant conflict, it is best to plot out outcomes beforehand with all involved parties.
Fighting for ranks is a little more complicated. Individual packs may set formal IC or OOC guidelines for how rank challenges may be handled. Rank challenges for leadership positions must have a conclusion planned OOCly that satisfies all involved parties, including the administration. This basically means that you cannot oust a leader without permission. Sorry! No impromptu coup d’états, but you can certainly plot one out with the involved player(s)!
The relationships between packs is as ever-changing and dynamic as the relationship between any two individuals. Some packs have great relationships with each other while others have a history marred with conflict and bloodshed. Often, even if a fight was originally a personal bout between two individuals, their packs can get involved for revenge or retribution. Some conflicts will even escalate to the extent of a feud or “war.” Thus, if your character isn’t careful, they could bring serious conflict with their own pack.
Remember — on ‘Souls, when you plot anything that may upset the relations between two packs, you should discuss these plots with your leader beforehand.