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Roleplay Arena Guide [Updated]

Discussion in 'Roleplay Arena' started by Become, Jan 30, 2013.

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  1. Become

    Become Resident Tashian Staff Member Moderator Content Writer

    Roleplay Arena Rules & Guidelines
    2017 Update


    Forward: Enter the Arena

    Hello, and welcome to the SquareEllite Roleplay Section’s Arena! Within this space, you, the roleplayer, will be able to engage in competitive, combat-centric roleplaying. This can range from challenging fellow roleplayers in 1-on-1, team battles, or free-for-alls, to participating in organized Arena Tournaments and other events.

    However, for those of you that are new to either roleplaying, or the Arena, there some key points in which this form of roleplaying differs from the activities. Many of the rules that govern standard roleplaying elsewhere in the section are taken more seriously in the Arena. Some actions that may be forgivable in certain situations in other roleplays are simply not allowed, and some character elements in terms of abilities and weaponry are either regulated heavily or simply not permitted at all.

    It is the goal of this guide to inform the community of the standards to which Arena will be held. Rules and resources will all be provided within this guide.

    Table of Contents

    I. Arena Rules & Regulations
    A. Etiquette
    B. Roleplaying Rules in the Arena
    C. Unique Arena Rules
    D. Ability Restrictions​
    II. Challenge Guidelines
    A. Issuing a Challenge
    B. Combat Flow
    C. Judging​
    III. Power Scaling
    A. Scaling System (2017 Edition)
    B. Basic Scaling Aspects
    C. Optional Scaling Aspects​
    IV. Tournaments
    A. Tournament Rules Regulations
    B. Tournament Styles​
    V. Disciplinary Procedures
    VI. Closing Remarks
    VII. Acknowledgements
    VIII. Edition Updates
     
    Last edited: Oct 2, 2017
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  2. Become

    Become Resident Tashian Staff Member Moderator Content Writer

    I. Arena Rules & Regulations

    A. Etiquette
    1. Outsider Commentary. It is expected that members will refrain from commenting in battle threads in which they are neither combatants nor judges. Anyone not involved in the battle is to direct any comments, complaints or concerns to the combatants) to whom they apply; ideally, by way of private messaging.
    a. Staff Exception. As an exception to this, forum moderators and site administrators may step into an arena thread they are not involved in if necessary.
    b. Forum Staff Note. Moderators and Administrators should avoid making idle commentary in battles in which they are neither combatants nor judges. They are only to intervene within the thread to address discrepancies concerning rule breaking.​

    2. Cyber Bullying. Bullying other members through or within the context of Arena battles will not be tolerated. If you wish to critique a member’s writing, roleplaying or specifically Arena skills, do so in a constructive manner.

    3. Sportsmanship. No one enjoys battling, or RPing in general, with a bad sport. Whether defeated or victorious, combatants are expected to display sportsmanlike conduct. Don’t demean others when you’ve won against them; don’t throw a fit if you lose to someone. Such behavior will not be tolerated.​

    4. Out-of-Character. It is requested that OOC bantering between combatants within IC threads be kept to a minimum. If you must make a comment OOC within the IC thread, make it brief, and separate it from the IC content by way of parenthesis or similar punctuation, ideally positioned at the very top, or very bottom of your post.​

    B. Roleplaying Rules in the Arena

    1. Godmoding. Characters that are written or played as being unbeatable will not be tolerated. Nor will any constant flawless evasion and/or blocking of attacks directed against a character be permissible.​

    2. Powerplaying. The assumption of direct, written control over opposing characters (inclusive of action or inaction, speech or senses) is strictly forbidden within the arena.​

    3. Auto-Hitting. Forcing the connection of an attack upon opposing characters shall only be permissible in the context of an agreed penalty for inactivity on the part of its respective combatant or, likewise, a privilege of the winning combatant. If no such penalty has been agreed upon by all combatants, then Auto-Hitting will not be tolerated.​

    4. Bubbling & Locking. Under no circumstances are you permitted to directly dictate the inability of opposing characters to evade, block or take damage from an attack. Any move that would be directed in such a way as to surround an opponent may not be declared as having succeeded in this goal within the same post that it is made.​

    5. Metagaming. Just because you might know something about an opponent’s character, that doesn’t mean that your character possesses that same knowledge. Utilizing chiefly out-of-character knowledge within the in-character battle is forbidden.​

    6. Machine-Gun Posting. All battles within this Arena shall be turn-based. There is to be no posting out of turn in battle, unless a special ruling has been invoked, or a player has been removed from battle by forfeit, defeat, or banning. You may not post several times in rapid succession.​

    7. Post Length. It is expected that those battling in the Arena will be able to provide enough details within their post as to make the details of their characters’ maneuvers clear. As a rule of thumb, all combatants should strive to produce posts measuring to a minimum of one paragraph in length; FIVE DETAILED sentences describing the actions taken by your character offensively and/or defensively, as applicable.​

    C. Unique Arena Rules

    1. Character Sheets. All combatants are expected to restrain themselves to the use of the items, weapons, armor, and abilities that are expressed within their character sheets. Acquisition of new abilities in mid-battle without just cause is forbidden.
    a. Just Cause. Examples of ‘Just Cause’ for additional items, weapons, armor and abilities being acquired mid-battle would include coverage under such abilities as power mimicry and/or absorption, and/or the pre-established presence (stated within the setup of the battlefield) of alternative weapons, armor, and/or power-granting artifacts within the span of the battlefield.
    b. Transformations. Transformations, as well as any and all abilities and power gains they entail, must be covered within the character sheet. They maybe listed as either having already been acquired by the character OR being a potential to unlock within the span of the battle, should conditions be met.
    c. Secrets. By agreement on the part of ALL combatants, items, weapons, armor, and/or abilities may be withheld from the character sheets posted. The number of secrets withheld should also be agreed upon and observed.
    2. Player Characters. By default, each combatant in an Arena battle is permitted the use of one character as a combatant in that battle. Combatants may arrange to allow for multiple characters within a single battle. Non-player characters are permitted under limited use.
    a. Non-Player Characters. Non-Player characters may be utilized sparingly, and are not allowed to decisively intervene in battle. Tag-along characters may be given roles as observers of a battle, and may not be explicitly targeted by opposing characters. Bystanders to a battle may be utilized as minor distractions, but may be auto-hit and killed off by opposing characters at the player’s discretion.
    b. Summons. Summons may be used in battle as per a character’s ability to access such aid. Swarm Summons (IE - a pack of wolves or wave of Heartless) may be dispatched freely by opposing characters with impunity from auto-hitting stipulation. Unique summons (IE - sending a Pokemon into battle, or an FFX Aeon) may function in a capacity not unlike a powerful weapon.
    3. Teams. It is expected that team battles within the Arena be even in terms of team numbers (IE 2vs2, 3vs3, etc.); if this is not possible due to odd numbers, then a 1-combatant deficit is permissible. It is furthermore encouraged that teams be diversified in order to balance skill levels, diminishing the possibility for a mismatch.
    a. Team Characters. It is expected that teams engaged in a battle will be composed of characters fitting within comparable levels of power.
    b. Willing Mismatch. Rulings regarding team balancing may be waived should a player or team express their willingness to engage in a battle in which they are outnumbered or outmatched in any way. An opposing party may NOT dictate the willingness of another.​

    D. Ability Regulations
    The Arena shall strive to create an environment that is competitively fair, and encourage sportsmanlike conduct among all players. There are, however, some abilities that could be abused in order to curb the fairness of Arena battles. Therefore, a handful of these abilities will either be limited in their function or otherwise banned from use in common practice.​

    Limited Abilities
    1. Manipulation of Opposing Characters. Any power or ability that would yield either telekinetic and/or telepathic control over an opposing combatant’s character do not constitute a bypass of rules forbidding powerplaying and auto hitting. All uses of such powers and abilities must remain open ended, allowing the targeted character/combatant the opportunity to counter, resist, or overcome.

    2. Instantaneous Movement. Such abilities as teleportation, portals and wormhole creation, may be used only sparingly. Any use of such a technique that would require a character’s departure from the battlefield may be counted as an automatic forfeiture.

    3. Regeneration/Healing. Healing factors & regenerative abilities should be scaled appropriately to character power. Heavy damage should take longer spans to recover from, and any regeneration or healing must come at the expense of either energy or a limited supply of items.​

    Banned Abilities
    1. Time Travel/Manipulation. Powers, abilities, and armaments that would be utilized to actively travel through or manipulate (reverse, fast forward, etc) time may NOT be used during the duration of a battle.

    2. Clairvoyance. Use of powers that would enable characters to see into the future are forbidden in Arena combat.

    3. Resurrections. The death of a character within the context of a given battle should be regarded as FINAL. Whether determined by a judge, or self-implemented, no character may be permitted to return from death within the context of a single battle.​

    Items & Armaments
    1. Applicable Power Restrictions. Any item or armament that would possess any of the abilities listed above shall be subject to the same rulings.

    2. Quantity Limit. It is expected that all combatants remain cognizant of the capacity of a character carry and wield items and armaments in bulk. A character may not simply manifest items from nothing without justification.​
     
    Last edited: Oct 2, 2017
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    Become Resident Tashian Staff Member Moderator Content Writer

    II. Challenge Guidelines

    A. Issuing a Challenge

    The following items shall serve as guidelines to use while posting challenges. They are simply elements of the battle to consider when issuing any challenge within the Arena.​

    1. Challenger Priority. The challenger possesses the default priority when making a challenge. They are at liberty to determine setting, character restrictions (such as power scaling, etc.). Any such liberty not taken by the challenger may be taken by the first person to accept the challenge, or by the person they have challenged directly.
    a. Opponent Refusal. Just as would-be opponents are at liberty to not participate in a challenge, challengers are at liberty to refuse opponents, with justification.​

    2. Consider Environment. When calling for a battle, it is important to consider the environment in which the battle is to take place. Such elements as geography, weather/climate, and time of day are among the basic elements to consider. Other considerations should be given to whether or not the environment will have NPC bystanders present as part of the battlefield, and any extra properties, such as magical effects or accessible armaments that may be exploited.

    3. Special Conditions. Any special conditions that must be met within the battle must be explicitly clear within the opening post of a challenge thread. Any battle that is not given special conditions shall default to a straight battle until all opponents are defeated.

    4. Power Scaling. When posting a challenge, the level of character power (physical prowess, magical ability, nature and potency of weaponry and items) should be made clear.

    5. Fairness of Setting. It is expected that, as a default, no combatant issues a challenge within which the environment or conditions explicitly favor their own character(s) above their opponents’. This may be waived based on the willingness of the opposing party or parties.​

    B. Combat Flow
    Our arena will, by default, utilize a text-based combat style similar to that of T1. The following are points remember when engaging in such battles.

    1. Paragraph Posts. All combat posts are expected to be posted in full, grammatically sound paragraphs. To reiterate, the bare minimum post size will be one paragraph.

    2. Turn Based. Each combatant shall take it in turn to make their posts.
    a. Time Lapse. Time lapse in the real world does not inherently equate to time lapse within a battle. The track of time in-character should be considered while battling.​

    3. Charging & Prepping. Any ability, whether offensive, defensive evasive or otherwise, that would require a lengthy charge or preparation time may not be used as a means of time skipping. It is suggested that charge times be expressed in terms of posts. Note and acknowledge that charging an ability may leave your character open to attacks. Such attacks also impede on the character’s ability to launch an attack within that same post.

    4. First Turn Armistice. As of this edition of the Arena guidelines, we will be implementing a MANDATORY armistice effective for the opening turn of an Arena battle. During this turn, no combatants are permitted to direct attacks at their opponents, instead, focusing primarily on introducing their character to the battle. Use of this intro turn for prepping a move is, however, permissible.

    C. Judging
    1. Judge Necessity. Not all battles require the additional party in the form of a judge. However, having a judge to monitor battles is highly encouraged.

    2. Who Can Judge. Anyone can, in theory, be brought in to judge an Arena battle. This judge should be an individual that all combatants have agreed to have monitoring their battle.

    3. Impartiality. Judges presiding over a battle are expected to be impartial in their analysis and decisions.

    4. What to Look For. When judging a battle, the general elements to consider from all combatants are: writing ability (spelling, grammar etc.), roleplaying skill (how well a combatant portrays their character in battle), and, most importantly, combat aptitude (how well they battle, the viability and creativity of their maneuvers and tactics). In the event of team battles, a judge should also assess the functionality of the combatants on their respective teams.​

    D. Continuity
    1. Non-Continuum. As a default, all battles that take place in the Arena are regarded as “Non-Continuum.” A battle is not connected to the larger scope of a character history, nor does it inherently affect their future. A character that is injured, maimed, or killed within Non-Continuum may be brought back for the next battle with all damages and depletions removed, effectively setting that back at full health and item stock.

    2. Continuum. By agreement, a battle may be regarded as Continuum. Under this stipulation, the effects of the battle are carried over into other continuum battles. Damages and items uses incurred through such a battle carry over. Likewise, a character that dies as a result of a battle in Continuum may not be used in Continuum again until such a time that they, if ever, receive the benefit of a resurrection.
    a. Resurrections in Continuum. Barring such characters that possess a plausible means to escape death after already being deceased, resurrections of a character may NOT be initiated by their controlling member; resurrection must come as a courtesy from another party.​
     
    Last edited: Oct 2, 2017
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    Become Resident Tashian Staff Member Moderator Content Writer

    III. Power Scaling

    A. New Scaling System
    As of the posting of this guide, we will be replacing the long-standing 10-Tier scaling system that has been in place over previous years. In its place, will be what is aimed towards being a less ridged manner of scaling characters’ powers, weapons, and armaments. In lieu of the previous tiers, combatants should be clear as to a handful of aspects regarding their characters and their abilities and equipment. While these aspects need not be specifically listed within the character sheets, they’re best addressed within the description of weapons, powers/abilities, and items that the character has on their person.​


    B. Basic Scaling Aspects
    · Physical Capacity. Likely, this will be something that a combatant will want to list separately from other abilities, as it relates to the character’s innate physical ability. Such feats as running speeds and distances, strength capacities in terms of lifting and striking force, durability, and stamina. Such elements as durability may also be applied to weapons.

    · Ability Proficiency. Relates to the level of mastery (or the lack thereof) that a character possesses over a certain skill or ability. It’s being able to simply cast gales of wind versus creating controlled cyclones.

    · Range. Range relates to the effective area that an ability can span at its maximum output. This aspect is especially important for offensive abilities and weaponry, and also reflects the utmost destructive capacity of that ability or weapon. The range of a character’s abilities or weaponry can, theoretically, range from effecting a single object or individual at the lowest, to causing effects throughout all possible existence (Omniverse) at the highest capacity. Range may also simply give an overview of how far off certain effects of a characters’ abilities can be felt, rather than their ability to outright destroy.​

    B. Examples of Ranges
    Given the obscurity within the notion of ‘ranges’, the following list will be provided as an example, and a point of reference. It will be listed from lower ranges to higher ranges.​

    1. Wall/Small Room
    2. Large Room/Small Building
    3. Large Buildings
    4. City Block
    5. Multiple City Blocks
    6. Small Town
    7. Large Town/Small City/Mountain
    8. Large City/Island
    9. Nation
    10. Continent
    11. Planet
    12. Large Planet/Star
    13. Solar System
    14. Galaxy
    15. Universe
    16. Multiverse
    17. Omniverse​

    Naturally, with the above listed being just an example, there could be other ranges designated in between some of those listed, and more finite ways of defining a range (IE – Being able to destroy one Earthlike planet, or being able to destroy two Earthlike planets).​

    C. Optional Scaling Aspects
    · Versatility. One may wish to define a set number of different abilities (or weapons and abilities thereof) that a character may bring into battle.​

    D. Points of Note
    1. Downscaling. A character capable of certain physical feats, or at a given level of proficiency in an ability can perform feats and utilize powers to a lesser degree. For example, a character capable of running a 6-minute mile should be regarded, unless otherwise specified, as capable of running a 10-minute mile. A character that can direct lightning in arcs and angles can be reasoned as able to direct them in a straight path.

    2. Damage Resistance. A character may be described as being capable of withstanding or resisting damage up to a given range.

    3. Opposing Powers. Powers existing on the same range level and proficiency may not always be perfectly evenly match. In some cases, such as in battles of opposing elementals, one power or ability may be inherently superior.

    4. Multiscaling. Not all aspects of a character combative potential will be on even terms with each other. A character may be on the low end in terms of physical feats, while being able to cast expert spells with large effective ranges. Or a character with a large effective range may have very little control over the ability that covers such a range. Simply put, a high caliber in one aspect does not inherently equate to a high caliber in another, and each should be addressed independently. ​
     
    Last edited: Oct 2, 2017
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    IV. Tournaments

    A. Tournament Regulations
    1. Rule Observation. ALL tournaments and events held in the Arena are REQUIRED to abide by the rules against Godmoding, Powerplaying, Bublbling/Locking, and Metagaming. Alternative rules for Auto-Hitting may be applied as a means of deterring delayed posting times, as outlined under the rules earlier in this thread. If utilizing the T1 Style as their standard, Tournaments must abide by the rules and guidelines thereof. Accommodations may be made with regards to post length, such as making a tournament exclusively for people new to RPing. ALL points of Etiquette are to be observed in EVERY tournament.

    2. Host is Gamemaster. Whoever it is that is hosting the tournament or event is to be regarded as the GM for that event. As such, they will have authority over the proceedings of that event. They are free to accept or deny characters, and reject and/or remove combatants from participation.

    3. Judge Requirement. ANY tournament or event held in the Arena should have judges presiding over the battle(s). Ideally, two Judges and a third in the form of the event host should monitor each battle, with the two Judges providing the primary decision, and the event host stepping in to break any ties that might arise in judgement.

    4. Power Limits. In order to maintain competitive evenness, tournament hosts are asked to define a clear, unified upper limit on the powers of characters entered into an event. ​

    B. Tournament Styles

    There are many distinctive styles for tournament events. Differing styles are generally distinguished by how they deal with the advancement of participants. The two most basic ways in which tournaments advance is through either Elimination or Consolation.

    1. Elimination Tournament. Typically the easiest style of tournament to operate, an Elimination Tournament advances by way of removing participants who have lost their respective match-ups, while advancing those that have won. The quickest, and easiest Elimination Tournament is that of Single Elimination, in which a single loss results in the elimination of a participant. Double Elimination may also be utilized effectively, with the advantage of providing a more comprehensive outlook on the strengths and weaknesses of participants against different opponents.

    2. Consolation Tournament. Somewhat more complicated than Single Elimination, a Consolation Tournament does not remove participants from competition entirely. Instead, those that win their matches and those that lost are advanced onto separate brackets that do not compete with each other. In an 8-participant tournament, the first round of combat would split those competing for the 1st-4th place spots from those competing in consolation for the 5th-8th place spots; the second round further advance both sides to the battles for 1st, 3rd, 5th, and 7th place. The third and final round of this sort of tournament would be for those spots. ​
     
    Last edited: Oct 2, 2017
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    Become Resident Tashian Staff Member Moderator Content Writer

    V. Disciplinary Procedures
    With the arena being a place for competition, rules must be minded, and a process must be in place to ensure that those that violate the etiquette standards or rules are dealt with accordingly.​

    1. If There’s an Issue. If you experience any discrepancy with an opponent, it is best to start by contacting the judge for your battle. If you have no one judging your battle, then contact a forum moderator (if available, the moderator presiding over the RP Section), or site administrator. If you’ve an issue regarding a judge, then contact a forum moderator or site administrator.

    2. Grounds for Misconduct. Misconduct shall be regarded as any action that breaks the core etiquette and rules of the Roleplay Section and/or Arena.

    3. Repercussions for Misconduct. Misconduct under the framework of the above rules and guidelines will be dealt with as swiftly as possible. The action against misconduct will begin with expressed, written warnings; a player will be allotted three written warnings. After three written warnings, further, consecutive instances of misconduct will result in infractions, or the temporary or permanent banning from the Arena, RP Section, or Forum as a whole.

    4. Leniencies. Players who are found to have broken any rule with regards to RPing and the Arena should be given a chance to evaluate the relevant post(s) and amend them before disciplinary action is taken. Members new to RPing, or to the Arena format, shall have the opportunity to receive instruction from more veteran members. If such offers of leniency are denied, and misconduct continues, disciplinary action will be taken. ​
     
    Last edited: Oct 2, 2017
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    Become Resident Tashian Staff Member Moderator Content Writer

    VI. Closing Remarks

    With all the above information, hopefully you are all ready to begin your exploits within the Arena. We realize that some aspects of this guide may be incomplete, and some aspects of battles and roleplaying in general may not have been covered. As new information and applicable ideas come about, this thread can be expected to see changes and updates. If you have any thoughts with regard to amending what is already here, or wish to add information, whether pertaining to a rule or etiquette standard or even enlightening on a different style of Arena combat, feel free to contact the Roleplaying Moderator (Become).

    Thank you, and happy battling,

    - SquareElite Staff​
     
    Last edited: Oct 2, 2017
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    Become Resident Tashian Staff Member Moderator Content Writer

    VII. Acknowledgements
    It would be a grievous misstep in the writing of this thread to not make mention of several key individuals who have seen the Arena through over the years. Though it hasn’t been a fixture here for very long, and hasn’t always been very active, there have been a handful of people that deserve note for having worked to keep this Sub-Section going since its inception.​

    General Thanks To
    All members and staff, past and present, of this site’s Roleplaying Section, in particular those who have helped keep the Arena going.​

    Special Thanks To
    Taboo, Hope, and Oath
    For having taken up the active roles within the Arena that you have; your recent efforts in the Sub Section have been driving its resurgence.

    To Moogle and SummonerBrandon
    The two members who, along with myself, formed the core of the original arena-goers.

    And last, but not least,

    To Zerieth
    Though there had been a few attempts to start an Arena prior, it was your effort, and determination to see it through, that yielded the first successful Arena on this site. It is likely that, if not for your work, the Arena would not exist in the capacity that it does now, and would not be looking a brighter future to come. ​
     
    Last edited: Oct 2, 2017
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    Become Resident Tashian Staff Member Moderator Content Writer

    VIII. Update Log

    Updates October 2, 2017
    · Cleaned thread layout/formatting
    · Created lists of limited and banned abilities
    · Covered combat flow basics of T1 battling
    · Updated power scaling guidelines
    · Removed section on ‘Arena History’ and ‘Arena Resources’
    · Added information on disciplinary procedures
    · Included acknowledgements to members of note
    · Included update log​
     
    Last edited: Oct 2, 2017
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    Become Resident Tashian Staff Member Moderator Content Writer

    ACTIVE UPDATE

    October 2, 2017
    The entirety of the Arena Rules & Guidelines thread has been edited and updated. All new information has been set within the same thread as the original.
     
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