Spring Festival Knight Tournament Sign-up

Discussion in 'Player Events' started by FireFan96, Mar 16, 2021.

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  1. FireFan96

    FireFan96 Ever present, Ever seeing Staff Member Lore2

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    Knights, rejoice! House Dubois reserves a jousting field just for you to prove your mettle against the other Orders and prove yours on top! Go blade-to-blade on Saturday with a melee tournament, and lance-to-lance Sunday in a joust! The champion knights of both tournaments will win a special prize of their own favor, to be bestowed upon anyone of their choice …!

    - ‹ •◦ ❁ ◦• › -
    This thread shall serve as the OOC sign-up thread for both events at the Spring Festival Tournament. In typical Burdigala fashion, only Knights are able to compete in this display of chivalric romance.

    There are two events for this Spring Festival:
    The Melee, in which Knights shall compete on foot with any weapons at their disposal.
    The Joust, in which Knights shall compete on horseback with lances.

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    A modified d20 system will be used for these events, in order to maintain a sense of pacing. A forum guide on how to use this system will be released later in the week. While it is always a challenge to balance between randomness and actual roleplay quality, the system to be used is one that has seen several stages of development over the years, and has been received well by players who've utilized it.

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    To apply, players need only to link their approved character application, and the event(s) they wish to compete in. Sign-ups will close sometime Thursday, after which this thread will be locked, the brackets generated, and the modified rolls provided for each character.

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    Pertaining to the Knight System: while Knights are encouraged to participate in the Tournament, there are some players who do not play their Knights with a combat focus. This is perfectly fine, as Knights will be able to earn Prestige throughout the week of the Spring Festival. Regardless of if you choose to compete or not, please try to attend all the events you can to get the most enjoyment out of it! There will be roleplay instances that happen throughout the week, allowing players to take time away from Regalia to enjoy the countryside air.

    - ‹ •◦ ❁ ◦• › -
    Event Times:

    Saturday & Sunday
    6pm EST / 10pm GMT Saturday / 11pm GMT Sunday (time change)
    [​IMG]


     
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  2. FireFan96

    FireFan96 Ever present, Ever seeing Staff Member Lore2

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    tim

    Melee: Yes
    Joust: Yes
     
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    DolittleGuy Scrungo Enthusiast

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    potato

    Melee: Yes
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  22. FireFan96

    FireFan96 Ever present, Ever seeing Staff Member Lore2

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    [​IMG]
    Melee Event Bracket
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    Melee Dice Rolls
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    #22 FireFan96, Mar 18, 2021
    Last edited: Mar 18, 2021
  23. FireFan96

    FireFan96 Ever present, Ever seeing Staff Member Lore2

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    [​IMG]
    Jousting Event Bracket
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    Jousting Dice Rolls
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    [​IMG]
     
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  24. FireFan96

    FireFan96 Ever present, Ever seeing Staff Member Lore2

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    Fire's Knight System Dice Rolls

    Dice-based Combat Roleplay isn't everyone's first choice. After all, freeform roleplay allows for players to think outside of the box, and create a unique style to their combat emotes that a dice system might not fully reflect. At the same time, freeform roleplay suffers an notable issue: time pacing. When engaging in Combat Roleplay, a player can lose themselves in the moment, as they figure out how their character should react to their opponent. A lot of work is taking place within a player's mind, though as a spectator, you only see the final result of those thoughts coming together. While shorter spars/duels are still able to keep players entertained, they start to negatively affect a roleplay if the last longer than half an hour at most. In extreme cases, a fight can take several hours to conclude, which might see the crowd slowly trickle away, or tabbed out by the end. When it comes to a server event, spectator engagement is extremely important to keep the momentum of said event going strong.

    As a result, sacrifices have to be made to keep time pacing. Dice rolls can help with this, by removing much of the thought process players undertake between combat emotes. This of course has the downside of removing some player freedoms in Combat Roleplay, but compensates by allowing combat times to become drastically reduced. This is what is required for an event such as this one, which is why we are going with it.

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    The Dice Rolls Explained
    The Dice used in this event is a modified d20, taking into account several factors:
    • Physical Stat
    • Combat Proficiencies (Spear Combat only for Jousts)
    • Shielding Combat
    • Husbandry (for Jousts)
    Each of these factors has a modifier attached to them, which provides a slight advantage based on how many points are invested into each stat. In general, more points = better odds. However, as can be seen by the values generated, Proficiency investment only offers about +3 to a roll, which still makes it possible for anyone to win.

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    The Rolling Stages (Melee)
    For the sake of organization, I will be summarizing how the rolls work by a step-by-step guide:
    1. Player A and Player B both roll a d100. Whoever has the highest value gets to be the first Attacker (let's say Player A for this example)
    2. Player A performs an Attack Emote. Player A can be as flavorful as they want, so long as they emote attacking Player B somewhere.
    3. Player B performs a Defense Emote. Player B can be as flavorful as they want, so long as they emote attempting to stop Player A's Attack Emote.
    4. Both Players roll their modified dice command.
      • If Player A wins the dice roll:
        • Player A performs a Strike Emote. They are able to dictate how their attack lands on Player B.
        • Player B performs a Reaction Emote. They are able to determine how Player A's Strike Emote affects their body.
        • Player A may perform a second Attack Emote. Return to Step 2, with Player A acting as Attacker.
      • If Player B wins the dice roll:
        • Player B performs a Parry Emote. They are able to dictate how they block Player A's attack.
        • Player B performs an Attack Emote. Return to Step 2, with Player B acting as Attacker.
    5. After a Player receives 2 hits to themselves, they are to Perform a Defeat Emote. This can be as simply as yielding the match, losing a weapon, being knocked out, etc. The only requirement is that they do not continue the combat. They have lost.
    While it seems rather odd that a player is done after two hits, we have to remember the preface of this post: pacing. While there is no doubt that most character will be able to continue on to sustain several additional strikes, we have to keep pacing to allow other to fight. It is estimated that each fight should last no more than 20 minutes, with the MC being able to step in to prematurely declare a victor to keep the flow of the event. Slow typers should keep this in mind, and consider very short emotes even if they could be more aesthetic with their combat.

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    The Rolling Stages (Jousting)
    Jousting is a bit faster than the Melee, but has a few changes to reflect the event itself:
    1. Player A and Player B both ride to opposite sides of the field.
    2. Player A and Player B both perform a Charge Emote. They can be as flavorful as they want, so long as they emote an attempt to strike their opponent.
    3. Both Players roll their modified dice command.
      • If Player A wins the dice roll:
        • Player A performs a Strike Emote. They are able to dictate how their attack lands on Player B. Player A may also choose whether their lance breaks.
        • Player B performs a Reaction Emote. They are able to dictate how Player A's Strike Emote affects their body. Player B may also choose to become dismounted.
      • If Player B wins the dice roll:
        • Player B performs a Strike Emote. They are able to dictate how their attack lands on Player A. Player B may also choose whether their lance breaks.
        • Player A performs a Reaction Emote. They are able to dictate how Player B's Strike Emote affects their body. Player A may also choose to become dismounted.
    4. Both Players return to opposite sides, and return to Step 2.
    5. After a Player receives 2 hits to themselves, the MC will call the Joust's end.
    - ‹ •◦ ❁ ◦• › -​
    Magic Usage
    At a baseline, the Dice System does not fully factor in the usage of Magic or Abilities. This is unfortunately a side-effect of keeping things extremely simple for players, while still having some structure to things. As a result, any Magic or Ability usage for this event will be moderated to aesthetics only. So if you want your glowing sword or lance, go for it. If you want to shoot a fireball at someone, please don't. Future events may see Magic/Ability usage opened up more, but for now, we'll see how these rolls work for the tournament.

    - ‹ •◦ ❁ ◦• › -​

    That's everything you need to know for this Tournament. With the rosters and brackets out, players are free to roleplay out this information. Perhaps a less honorable Knight wants to better his odds by eliminating the competition? Perhaps their opponent might suddenly end up kidnapped, or left with a busted ankle? You decide how your characters will react.

    See you at the Spring Festival!​
     
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