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Juryrigged > Works > RPGs > Guides > Weirgraf's Laws of Dueling

1.1 Introduction

Role-playing, or RPing, is where you, through your character, act in a game or play along with other people, be it through fighting, running a shop, etc. These rules will concentrate mostly on fighting, and will serve as a helpful guide to those new to RP fighting, or for vets who want to brush up on their skills.

1.2 Definitions

1.3 Fighting Styles

In RPing there are three fighting styles: True, Cheeze, and Mix. The last one is one that I have recently standardized. Basically these three styles have a lot in common, yet have very distinct differences. Fighters usually favor one or the other, but good, versatile warriors can adapt to any style in a battle. No one style is better than another. It's all a matter of personal preference.

1.4 Making Your Character

Making your character is, without a doubt, the very essence of RPing. You get to make your character into anyone, anything, with as many powers as want. He can be as fast, as strong, as smart, as annoying, as gentle, as evil as you want. It's all in your hands. But, there are some very slight limitations to this. We'll go into those later. First, if you don't have a character consider these questions:

Once you've answered those questions you're ready to make a character. I'll post Wiergraf's biography for you to use as a pattern of sorts.

Now when you make your character take into account these pointers:

Most people frown upon the above, so try not to do it.

1.5 Judging

In this section I'll give you a rough outline on what a judge should look for when deciding a duel or tournament battle. There is a thing called arbitration, which is when a non-partial judge is appointed by two or more duelers to decide a match. Usually this is the fairest, simplest, most efficient way of ending a duel, and both sides are usually satisfied with the judging. You can use this guide to begin your own arbitration business, and soon you'll be judging the big tournaments as well as private duels. When judging a match, it's important to read every attack carefully. Take note of grammatical errors, such as spelling, punctuation, etc. If you find an error, don't worry too much about it unless the attack has a fair amount of them. Also, pay attention to the flow of the attack. Choppy sentences only detract from the post, and disturbs the rhythm of the attack, making it less effective. Make sure the attack follows the established style of the battle, and keep in mind any pre-existing rules or guidelines established before the match began. Try to keep a mental picture in your head of the attack, and if it is a good and vivid one then the attack is good. If not, then it needs some work and isn't quite right. And remember, when judging be completely non-partial. Don't take sides. Don't favor a more powerful opponent over a weaker one, and vice versa. It shouldn't matter who's doing the fighting, just what's being posted.

1.6 Holding a Tournament

Ah, now this is where the fun is at. Tournaments are nice additions to any board, and usually are important. They vary from style to style, format to format. Some may be strictly magic, some physical, and some mixed. It differs based on personal preference. But they all have a few things in common.

  1. The creator of the tournament is the tournament founder. He is responsible for hiring/appointing a director and setting up the format and rules.
  2. The director is called the host. He is responsible for the actual running of the event.
  3. The judge is the one who, of course, judges the matches.
  4. The ones who take part in the event, or participants, compete based on the rules and guidelines.

Here's the ladder of power, starting at the top:

The founder has the right to host, judge or compete as he wishes, following and adhering to the guidelines he has set up. The host also reserves this right, as does the judge, but neither of these 3 can judge their own fights.

When making a tournament, first determine what kind of event you want it to be. Want it to be open to all styles and techniques, or just open to magicians? You choose. Take into account however the demographics of the potential competitors. Also, decide how many people you'll let in. Usually a field of 16 works the best, since you can then hold a single-elimination and get it down to 2 participants for the championship. Once you've decided this, write up a set of rules, or a tournament constitution. Make sure it's clear and concise, and says exactly what you want it to. Then, determine how you'll pair the participants up. Here's some sample formats:

1.7 Conclusion & Contact

I hope these rules have helped you to become a better RPer. If you have any comments, questions or suggestions feel free to email me at funkchocolate@hotmail.com. You can also catch me on the following messengers:

Good luck, and peace.