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Dueling Training

So...you want to a be a duelist, eh? 

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Then you have come to the right place.

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This training module differs slightly from Part 1 and Part 2 of the previous training. If you did not complete those training episodes, please do so now. This lesson does not cover the basics. Rather, it expands upon what you've already learned and modifies it for dueling. 

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With that being said, let's begin. Here's a quick summary of what is to come, though we will not have separate pages for this training. 

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  • Dueling v.s. RPGS

  • Styles of Dueling

  • Injuries

  • Setting and Characters

  • Challenging

  • Ending

  • Tournaments

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DUELING V.S. RPGS

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The major difference between RPing and dueling is that dueling is a competition. Ultimately, your goal is to cause enough damage to our opponent to win or to trap your opponent into being unrealistically able to escape or block your attacks. Typically, duels are shorter and more intense. While there's nothing wrong with leaving out some of the "extra" details that you'll find in RP posts, don't be surprised if shorter posts are the norm. Stick to what is working well for you, however detailed it is. Again, you can't really be faulted for too much detail. Add what flair you like, but keep it relatively limited.

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But this is where it gets complicated. Because the entire purpose is for you and your opponent to respond to each other's hits one after the other with very little "story" involved, you don't want to get too far ahead of yourself. It is, for example, not godmodding to write:

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"John fired two quick shots from his blaster, swiping his saber simultaneously at his opponent's head. If it worked, he'd effectively and cleanly decapitate Character 2. He swung his blaster hand towards him as well, hoping to get in a punch if nothing else. With his right foot, he kicked at his opponent's shins. His saber would cut around to his opponent's knee, next."

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Forgetting the awkwardness of the post, the main thing I want you to realize is how difficult it would be to respond to this. Too much is going on. I cannot emphasize this enough. Dueling is a very slow process, as with some RPGs, so you must remember to only do a few actions at a time. This heavily involves judgement calls. I recommend no more than one or two actions per limb, with a "limb" including your mind if you have mental powers. Include the actions of standing, as well. You can't say you kicked someone with your left and right foot, unless you've developed the ability to levitate all of a sudden. Perhaps you have, but you need to make this obvious in your post. 

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Now, I will mention that all duels differ. Sometimes the duel is very much like a personal story -- other times it is very simply just two players exchanging blows. Again, your choice, but don't lower your standards to fit another player. I know how tiring it is to write good posts just to see someone respond with a few sentences, but don't give up!

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At times, a duel might have a GM to help moderate the game and help it end (more on ending duels later). This is not always necessary, but it is nice and can be very helpful when dueling a less experienced player as it takes off some of the stress of correcting godmodding and unclear actions. Having a third, neutral party to resolve disputes pays off in keeping the peace. Choose an experienced player to GM your duels, and always ask politely. 

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Dueling more than one player is more complicated, of course, and you must consider how reacting to one player affects your reactions to another, but otherwise it is much like playing in an RPG. For the remainder of this lesson, I will assume it is a one-on-one duel.

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STYLES OF DUELING

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What I am about to describe is nothing short of a very informal classification of things I've noticed in the past. I use the names below to make it easier to refer to what I'm saying, but do not use these terms like they're anything official. They are not official or standard, and only other people who have read this will know what you're talking about. 

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In general, there are four styles.

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  1. Basic 

  2. Combined

  3. Speed Demon

  4. Balanced
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Basic is the most simple, hence the name. ​It consists of minimal details and one move. It is the style most often seen used by beginners, but that doesn't make the style bad or useless. An example would be...

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"John swept his vibroblade up towards Character 2's face. He hoped the blade would cut through his opponent's neck."

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Again, very simple. In some cases, this works well and keeps things very simple and easy to follow. Perhaps the next level up would be Combined.

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Combined involves at least two motions. It is much like Basic in that details are minimal and the style is very simple.

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"John swept his vibroblade up toward Character 2's face as his other hand reached for his blaster and fired shots at his opponent's torso."

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For dueling, this is more advisable than Basic because it is more likely to trap your opponent, which is the ultimate goal. You'll find yourself increasingly tempted to combine attacks as you try to make escaping or blocking impossible. Just don't forget to keep it realistic for your character and the universe in which he exists.

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Speed Demon is the third style, but I do not recommend it. It sounds like this:

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"John unleashed a torrent of Force Lightning and a barrage of strikes, spinning away to send the boulders nearby flying at Character 2."

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This is an excellent show of force, but it does not work for two main reasons. Firstly, too much is going on, as I mentioned above. Even if it's not too much, the second reason should be enough to dissuade you from using this style: it's not specific enough. Often, it is the details that allow you to trap your opponent into an impossible situation, and it is "lazy" not to write anything more specific. I rarely see this style used, and I do hesitate to call it lazy. If you're writing against this style, stick to Combined or Balanced (as I'm about to explain). Do not -- for the sake of your side of the duel and for how it appears to onlookers -- use Speed Demon against someone doing the same. It's not easy, but it'll show you can hold your ground against a tricky style.

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The final style I call Balanced, and I will be honest and tell you now I am immensely partial to this form of dueling. The Balanced style brings the beauty of RPing into dueling. In short, it treats dueling like writing RPG posts -- plenty of details and thoughts. I highly recommend this form. While basic and combined are often used, I believe there is nothing wrong with showing a bit of personal style by writing in the Balanced form. Also, it looks good to anyone watching, if you care about that. To show you the full extent of what is possible using the Balanced form, consider the following. I'll use my own character to show this one.

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"Reiis let herself fall -- or, rather, she let her knees collapse. The move had the effect of sending her to the ground as fast as was physically possible, and the rigidity of the rest of her body kept the fall controlled. Armor hit ground, and dirt rose in small plumes around her. The dirt wasn't enough to hide Reiis entirely as she collapsed flat on the ground, but it almost gave the impression that she was descending into a ground that had become gaseous. Her opponent's saber flew close overhead, and she could hear -- no, feel -- the hum of its blade pass by so closely. Too closely. But just as quickly, she was up again, swinging her Darksaber in an arc towards her opponent's midsection as she rose from the ground. The speed with which she rose caused dust, dirt, and sand to follow suit in her travels upward, and Reiis telekinetically pushed this and more towards the eyes of her opponent. No good fighting if he couldn't see or concentrate."

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The Balanced style, very simply, allows for more freedom in writing. If you choose this style, stick with it for the entire duel, however tiring it may get. Don't write a post if you're not feeling like you can produce a good result. I know it can get tiring and tedious, but it shows skill and discipline. 

 

What you choose is up to you, but consider that the more effort you put into your dueling posts, the better you will get and the more natural it will feel over time.

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INJURIES

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I know I recommended making your character fallible and allowing him to be injured when you're writing RPG posts, but dueling is different. Because it is a competition and because you're trying to outlast your opponent (and in some cases, avoid penalties in dueling tournaments), avoiding injury is key. You might see some dueling posts where characters don't care if they're injured. They feel it adds to the story or to the realism. I wholeheartedly agree, but you have to be careful. In general, I suggest not allowing your character to be injured or fooled so easily. Only allow injuries if you can find no other way out of the situation. Again, keep things realistic, but keep your character safe. 

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SETTINGS AND CHARACTERS

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It is important and quite useful, before beginning a duel, to agree on weapons, characters, powers, and settings with your opponent. Sometimes, a GM will set weapons and locations. Sometimes, the person challenged will make those decisions. It all depends on the customs of the group. I highly recommend exchanging a CS for each character involved so that powers, armor, and tools are noted in advance to help avoid controversy later on (how would it feel, for instance, if your opponent could pull out a thermal detonator or extra saber whenever he wanted?). Settings are equally important, as you may be able to use them to your advantage. I recommend finding a picture to use as a reference. Googling "gladiator arenas" or something similar results in a lot of useful images, and it keeps things consistent for the characters without someone having to write a lengthy written description. Take time to look around, if the decision is yours to make. There's tons of awesome concept art out there. But however you do it, make sure it's agreed upon with your opponent before beginning the duel. Don't forget to compromise -- you're already in a duel...you don't need a duel about a duel.

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CHALLENGING

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Be nice when challenging. I recommend a somewhat formal approach: "Player 2, I officially challenge you to a duel until exhaustion, defeat, or mutual agreement." I don't recommend a duel to the death. That's nearly impossible. Then, determine the details of time, place, GM, etc. Remember to always be respectful and don't throw a fit if they don't want to duel or can't. Be respectful regardless of the outcome of the duel, as well.

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ENDING

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It is important to note the endings, which can be tricky if the duel effectively ends in a draw. Most do, and many duels end with opponents privately agreeing to end the duel. Often, one character or another will make a final defense or evasion of any attacks and will politely depart. You can make a final remark to your opponent, both IC and OOC such as saying "It was an honor to duel you,"  or "You are a formidable opponent." Basically, just make it clear you're leaving. Some players do this without asking the other player, but it's always best if you agree beforehand out of courtesy. If you have a moderator or GM for your duel, it may be up to them how it ends. Ask your GM if you need to quit a duel. Duels may last days or longer, so be prepared for that commitment when challenging someone or accepting a duel. 

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TOURNAMENTS

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I discussed how to design and run a dueling tournament in Part 3 of the RPG training (which discussed RPG GMing). In this section, I just want to note that -- while you may make a respectful and professional argument in favor of your performance if you lose a round -- you must generally defer to the decision of the judges/GMs. Tournament run in rounds (just like regular tournaments in real life) and are controlled by the GM to a greater extent than are personal duels. Thus, you must defer to the rules, equipment, and settings created for the tournament. 

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And you've reached the end! Congratulations! 

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Again, most of the same rules that apply to RPGs apply to dueling as well. Just keep in mind the differences and follow precedent. Once more, don't be afraid to ask a veteran of the group for guidance!

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