Combat Guides
1. Core Combat Rules
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Consent First: Ensure everyone involved agrees to participate in combat. If a player wishes to avoid combat, respect their preference.
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Describe Intentions, Not Outcomes: In combat, describe your character’s actions as attempts, not guarantees. This keeps the fight fair and respects other players’ agency over their characters.
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2. 2-Post Rule for Pulling a Weapon
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To maintain balance, Whiskey Rock has a 2-Post Rule when a weapon is introduced during combat. This rule requires two posts before a weapon can be effectively used in the fight, allowing time for everyone to react to the escalation.
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How it Works:
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First Post: Describe your character reaching for, drawing, or preparing the weapon, allowing opponents to notice and react.
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Second Post: After players have had a chance to respond, you may then attempt to use the weapon.
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Example:
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Post 1: "As the brawl escalates, Jackson’s eyes narrow, and his hand inches toward the handle of the knife tucked in his belt. His movements are slow, intending to draw it out as a last resort."
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Response Post: "Seeing Jackson’s hand moving toward his belt, Dylan’s eyes widen, and he takes a cautious step back, fists raised. 'You really want to go there, huh?'"
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Post 2: "With a sharp flick, Jackson pulls the knife free, the blade glinting in the dim light. He holds it defensively, giving Dylan a warning glare."
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This approach lets everyone respond to the introduction of a weapon, keeping the scene realistic and fair.
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3. Turn-Based Combat
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Roleplay combat is turn-based, meaning each participant takes turns emote their actions. This structure keeps fights orderly and gives everyone a fair opportunity to respond.
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Emote Actions, Not Reactions: Avoid controlling another player’s character by letting them react to your actions rather than dictating the outcome.
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Example: Instead of “Jackson punches Dylan, knocking him to the ground,” try “Jackson throws a punch aimed at Dylan’s jaw, hoping to knock him off balance.” This leaves room for the other player to choose their reaction.
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4. Powergaming, Metagaming, and Godmoding
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Powergaming: Avoid forcing actions or consequences on another character without giving them a choice to respond.
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Metagaming: Don’t use out-of-character (OOC) knowledge to influence your character’s decisions in a fight. Only use information they have logically obtained in the storyline.
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Godmoding: Avoid making your character invincible or unrealistically powerful. Taking hits and facing consequences adds drama and realism.
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5. Dodging and Taking Hits
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Limit Dodges: Continuously avoiding every attack can make fights feel unrealistic. Choose when to dodge carefully, especially if the attack fits the context or the attacker’s skill level.
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Take Hits to Create Tension: Part of immersive roleplay combat involves taking hits or getting knocked off balance. This adds tension and excitement, and makes fights more engaging.
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6. Combat Etiquette and Communication
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Communicate OOC When Needed: If there’s confusion or if you’re unsure about an action, take a moment to clarify with the other player(s) OOC to keep things smooth.
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Stay Within Character Boundaries: Avoid making unrealistic decisions for your character, especially if they’re new to fighting or lack experience with weapons.
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7. Using Environmental Objects as Weapons
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Improvised weapons like bottles, stools, or pipes add a creative element. Describe the object clearly to set the scene and let other players react accordingly.
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8. Ending Combat Scenes
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Agree on an Outcome: After some back-and-forth, players can agree on a winner or find a natural way to end the fight, like one character conceding or a third party intervening.
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Aftermath Roleplay: Following up with medical attention or discussing the aftermath can add depth to the story and offer ongoing storylines.
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9. Examples of Combat Emotes with Weapons
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Attempting to Draw a Weapon (First Post of the 2-Post Rule):
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/me feels the situation intensify and reaches cautiously toward his back pocket where a small knife rests, his hand hovering as he watches his opponent’s every move.
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Reaction to Weapon Draw:
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/me notices the subtle movement, his eyes narrowing as he shifts his stance defensively, preparing for a possible escalation.
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Using the Weapon (Second Post of the 2-Post Rule):
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/me finally pulls the knife free, holding it low and close to his side as he advances, hoping to intimidate rather than attack outright.
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