Rp Rules

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Post by Admin Thu Jul 30, 2020 2:13 pm

ROLEPLAYING GUIDE


Welcome to the Modern Age roleplaying guidelines! Included here are not only general rules for roleplaying, but an explanation of everything involved, including how you earn funds, how missions work, the different types of topics, and so on. Make sure to familiarize yourself with this section before roleplaying, as there is a lot of important info here!

GENERAL ROLEPLAYING RULES

No Godmoding, metagaming, or anything of that nature. This means that you should never:
Force a hit or state that you hit an opponent with any move/technique. They will decide if they get hit.
Evade every single attack if it's not reasonable for you to do so. It's not always fun to lose, but nor is it fun if your opponent magically avoids everything thrown at them. If it's not feasible for you to be able to avoid an attack, then don't.
Outline the actions of another person. While it's allowed and expected for you to exploit another's actions if the thread allows for it, you can never control an opponent's actions. However, if the opponent fails to be specific, there is room for you to manipulate the situation to your advantage(so be careful about what kind of information you leave out).


Always establish and follow a clear posting order where possible. It's fine for the occasional shift in order if needed (such as a character is unconscious or somebody wants to put in a post before going on hiatus, etc.), but if it's not necessary, don't post out of the established order. In most cases, this is the order by which people entered the topic, but it can also be discussed beforehand and specified in the opening post.

There are no limits on topics! You can roleplay in as many threads as you like, but please use common sense in choosing your locations. We prefer that folks don't roleplay in 6 different places at once as that can get really muddy, but if you're maintaining decent activity, roleplaying in a few locations at once is perfectly fine.

All in-character posts should be written in third person. If a section of your thread contains a letter or journal entry, those are exempt from the rule (and in some cases, an entire post or thread might be comprised of letters or journals, but those should be exclusively solo threads). This is to maintain consistency and ease of reading.

TOPIC TYPES

When creating a thread, it is encouraged (not required) to use topic tags in the description via [BRACKETS]. This will let others know what to expect when entering the thread. Multiple tags can be used depending on the circumstances. On Fighting Dreamers, role-play topics can be divided into the following types:

Social: Threads in which the main objective is for characters to socialize. Note that combat can be introduced in a topic intended to be social by another player unless [NO COMBAT] is specified (the [NO COMBAT] tag MUST be present in a thread in which a character without an approved arsenal is present).

Plot: Threads that are created with the purpose of progressing a character's story/plot arc. They can be primarily social or have a heavy emphasis on combat, but these are always geared toward a certain point in the character's timeline. That said, these are heavily steered by the topic creator, but if others enter the thread they can change the outcome or the means by which the OP's character reaches the end goal. This tag is typically used in conjunction with another (e.g. [SOCIAL - PLOT], or [COMBAT - PLOT]), but can be used alone.

Spar: As the name implies, there are threads in which characters have a friendly sparring match. When this tag is used, techniques that are extremely likely to kill or maim the opponent should not be used without the other player's consent. However, just because it's marked as a spar does not mean that your character cannot die unless the [NO DEATH] tag is used. If a technique that is strong enough to kill on impact hits its mark, the target will die if they have no way of preventing it. Maiming can also be prevented if [NO DEATH/NO MAIMING] is present. That said, using those techniques in a spar is typically frowned upon and will likely result in both OOC and IC repercussions.

Combat: Unlike spars, topics with the [COMBAT] tag are no-holds-barred threads in which death is likely a very real possibility depending on who is involved. If all parties involved are of the same affiliation and within a safe zone, the [NO DEATH] tag can be used.

Mission/Classified Mission: As the name implies, these are mission topics. In order for it to qualify as a mission topic, you need to have your mission objective approved by staff in the appropriate section. Missions are jobs, and as such there will always be at least one objective that the character(s) will have to meet in the topic. There are all kinds of missions, not all requiring combat, so there is something for all kinds of role-players.

Training: As the name implies, there are threads dedicated to a character's training. Training is not a necessary activity on this site, but you're welcome to roleplay training if you'd like!

Event: As the name implies, these are threads that are created for / in conjunction with an event.

*[NO DEATH] - If this tag is used, anything that would have typically resulted in death simply results in a K.O. Can be extended to [NO DEATH/NO MAIMING] to prevent extreme injuries to any of the parties involved as well. You CANNOT have [NO MAIMING] as a standalone tag - it doesn't make sense to disallow maiming but allow death. The only locations that currently allow this tag are the Lands of Fire, Waterfall, and Grass. Faction safe zones will count, as well. Anywhere else, you cannot create a No Death topic, and the tag must be on the thread at the start.


COMBAT RULES

In a combat post, your character should be taking some type of offensive or defensive action, whether direct or indirect depending on the situation. If you're countering an opponent at close range and then trying to perform two actions afterwards, you're probably stepping into godmod territory as the opponent HAS to have a chance to react to ALL of your actions as long as they aren't prevented from doing so by previously established restrictions. Even if you want to set up a course of action to prepare for your opponent's actions, it's best if you simply leave your post at your last action and then react once you know what your opponent is doing.

Important things to keep in mind for combat posts:

Do not use equipment, items, techniques, abilities, etc, that your character does not officially possess. Though this should be obvious, unless your character has something listed in their arsenal or on their application, don't use it. This also means that you can't use something new in an on-going thread - if it was approved after the thread began, your character does not officially have it for that thread. This also means you shouldn't role-play as though you have something while waiting for it to be approved.

While it is not necessary to include every single detail of your techniques at the end of your posts, you MUST, at the very least, include the name of the technique in an OOC note at the end and describe it effectively in your post. This is so that there is a record of the actions you're taking, and ties into the previous rule, as well as to keep track of your chakra expenditure(s). Additionally, failure to properly describe the technique's visual aspects is not grounds for an auto-hit. If your opponent doesn't have a clear picture of what their character should be seeing, they will be unable to react properly.

Cross-reference your reply and your opponent's post to be sure your reactions make sense. It doesn't hurt to read over your opponent's post a few times to make sure you understand it well, because if you make a mistake and miss something, your opponent isn't required to let you know so you can fix it. On that same note, getting upset with somebody for taking advantage of your oversight is just called being salty, and unless you have a logical reason as to why you should be allowed to make corrections (your opponent didn't describe things properly, for example), staff won't help you. So make sure you read and have things clarified if you're uncertain BEFORE these things happen.

Before starting a battle hear are some helpful things all the participants can agree on these things:
Terrain: You and your partner(s) must decide on a terrain which you will battle on and additionally the weather. This does not mean that the field and weather can't change through the use of a jutsu.
Range: Where both of you exactly stand. Short ( 0 to 5 meters ) , medium ( 5 to 15 meters ) or long range from each other ( 15+ meters )?
Element & Jutsu Usage: You can choose which and how many elements you want to use in a battle (from the ones you learned), but also whether custom jutsu's/elements are allowed or not.
Type of Battle: Choose the type of battle you want. No restrictions, taijutsu battle, ninjutsu only battle, team battle, etc.

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