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Rules   for   sparring

Instructions & Rules for Sparring Basics

1. First you must set the terms for the spar meaning : size dice used, what will be your finishing number that you will spar to, and any other personal choices such as sids, (explained below)weapons or not , magic or not etc. Both parties must agree on the terms set and adhere to them.

2. Next roll your initials to see who goes first and who has last hit, do this by typing //roll-dice1-sides6 at the command line. The one with the highest goes first the one with the lower has last hit.

3. Then begin your spar by calling the move you are attempting ( like when you call your shot before hitting the ball when playing pool), for example : ::: Turns quickly lifting his foot high and slams his heel into ( name)'s chest:::: after which you roll your dice according to number agreed on by typing - //roll-dice2-sides30 ( or whatever number decided ) at the command line, and that finishes your move. Then it is your opponents turn. ( how to score the dice below )

4. After your opponent makes his or her move whether they hit or not it is a sign of good sportsmanship to acknowledge their move though it isnt mandatory, for example : ::: Flies back slamming into the wall and springs forward slamming his fist into (name)'s nose::: As I said its not mandatory yet it shows a bit more intelligence as well as manners.

5. Continue this way back and forth until one of you reach the desired score say of 20, If the one with last hit gets to 20 first then that is the end of it, however if the one that rolled first gets to 20 first then the opponent has last hit , so take another shot at it. Whether you can beat them or not by doing so is not the issue here, though its nice if you can. Yet even if you cant score go ahead and take your last shot, once again it shows good sportsmanship and manners. A rarity by many in the realm.

6. Healing and or shaking hands etc. is not required and is up to the parties involved yet bear in mind you are representing FoL when you are out there and try to show respect at all times.

7. The number you use to spar with is basically a personal choice unless you are sparring for the guild at which time you must use the dice given to you in order for it to be valid.

8. Abbreviation and their meanings: DM - Death Match by two parties to the death both must agree on terms, loser deletes SN. SM - Slave Match - Loser becomes the property of the winner according to preset terms. HM - Honor Match - A logged spar to defend and or uphold ones honor.(your basic spar ) RM - Release Match - Used to free someone that has been enslaved in a SM or to attain the release of a fellow guild member that was taken during a guild war as a prisoner. AA - Asassination Attempt - Not recognized by the UAC to which we belong so do not accept. LM - Lust Match - :::laughing::: Do you really need an explanation of this one? IC - In Charector - Meaning you are playing the person you portray OOC - Out Of Charector - Meaning your actions or words spoken are real not fantasy. MUN - Meaning you yourself the person at the keyboard not a play charector. POW - Prisoner Of War - Taken sometimes during a guild war to gain release by agreed terms. SID's - Selfies, Instants, and Doubles Selfies - Are when you roll a 1 you deduct points from your score rather than add. (not good ) Instants - Instant win by rolling two dice whose outcome is the same as the number of sides used Doubles - Rolling doubles of any size will give the person rolling an extra turn regardless of points. ::: ::: - These quotations are used to describe actions or thoughts while IC (( )) - These quotations are used to describe actions or thoughts expressed OOC

9. Dice Scoring

1 - 14 = 0 15 - 19 = 1 20 - 24 = 2 25 - 29 = 3 30 - 34 = 4 35 - 39 = 5 40 - 44 = 6 45 - 49 = 7 50 - 54 = 8 60 - 69 = 10 70 - 74 = 11

and so on, and so on by fours

This is only to cover the very basics that you will encounter while sparring so if you are in doubt about something ask its the best way to learn.





Pathways

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