06-15-2012, 07:59 AM
A Practical Guide To Trust Duels
We have all either seen or heard of it, two combatants locked in combat. The Victor is unknown, and the stakes are high. They exchange blows back and forth, neither able to get the upper hand… And 45 minutes later, neither side has taken a serious injury because neither one wants to loose, or worst, die.
This is an issue that can arise during trust duels, and it’s understandable why. No side rolls dice, both players trusting that the other will play fair, and allow some hits to take place. The sad truth is trust duels can be one of the most frustrating RP experiences. So I have made a practical guide that may help trust duels stay an epic combat, and not an annoying exchange of blows.
Disclaimer
This guide outlines one of many ways you can conduct a trust-duel, this manner of dueling is not for everyone, and players are encourages to take what is useful to them and leave the rest.
It is the duty of each participant to communicate how they wish to conduct the fight.
This guide outlines one of many ways you can conduct a trust-duel, this manner of dueling is not for everyone, and players are encourages to take what is useful to them and leave the rest.
It is the duty of each participant to communicate how they wish to conduct the fight.
1- Determine each characters relative level of skill compared to their opponent:
This can be done in party chat, whisper, or even through a clever use of emotes. This is to ensure that descriptions of blows stay somewhat accurate to skill difference.
Ex. Little Timmy’s novice knight would not be able to nimbly dodge every attack by Big Mike’s seasoned assassin.
2- Determine the victor of the duel (Optional):
This can be done through dice roll, rock paper scissors, pick a number, and what not. The important thing is not how you decide victor, but who the victor is. This will ensure that there will be a foreseeable end to the duel and not a mindless throwing of blows. Also keep in mind, the planned victor is tentative and can be subject to change.
For example, I was in a trust fight with someone where a victor was chosen (me). at the end of the fight my opponent performs a combat roll to my right and throws two daggers at me. My character is blind in the right eye and would not have seen both daggers in time to avoid both. Needless to say, I lost the fight.
Ex. Little Timmy looses in a roll off to Big Mike to see who would win the fight.
(I would encourage determining this via whisper to not spoil the surprise of onlookers.)
*Know when to lose:
If you decide to forgo determining the victor, be sure you know when to lose.
As Rensin poetically put it "There's gotta be some moment where your character can't pull off that epic backflip and gets struck in the junk with a fireball. That might be time to say 'YEP he'd probably just ball up and cry now.'"
3- Determine the end result of the duel:
Nothing special here, just decides if the duel will end in player death, maiming, minor wounds, and so on. By doing this it insures that both players get to chime in on ideas of how to end it.
Ex. Since Little Timmy lost the roll he knows he will lose the fight, he works it out with big mike that the duel will result in him being left with a hideous scar on his face.
(I would encourage determining this via whisper to not spoil the surprise of onlookers.)
4- Determine how the fight will proceed:
This is where the player takes it upon him/herself to decide how the fight may go for the character. This is not a hit by hit plan of the fight, but more how your character will perform during the fight. This should be based off your players own personal abilities. Also keep in mind that even the best laid plans fall apart after first contact, so be flexible.
Ex. Little Timmy decides that it is within his characters ability to start the combat out strong and tapper off as he tires.
5- Have fun with it:
Trust duels can be some of the most entertaining RP experiences one could have. Don’t get discouraged if it is decided you will lose a fight, use that opportunity to flesh your character out further. Sure Little Timmy may have lost this fight to Big Mike, but as a result, Little Timmy started to step up his training and eventually becomes a master at arms of Stormwind.
How a pre-duel discusion might play out.
Little Timmy (LT): My character is a novice knight, though he regularly surpasses his fellow knights in training, he has no real combat experience.
Big Mike (BM): My Assassin was trained at a very young age in the art of combat, he has conducted many assassinations as is considered one of the best duelists in his guild.
LT: Ok, so you are probably going to show a lot more skill in combat than I will. Roll for Victor?
BM: Sounds good (Roll 83)
LT: (Roll 27) Damn, guess you win.
BM: How do you want it to end?
LT: I don't want him to die... can you live with a hideous scar across the face?
BM: Can do.
Little Timmy decides that his character, because of his lack of combat experience, would likely throw everything he has into the start of the fight, but tire as the fight draws on longer than he thinks it should.
LT: You attack first, Ready?
BM: Set!
Violence ensues!
Closing thoughts
If you take away nothing else, take away the need to communicate. If players communicate thoughts, concerns, and goals before/during the duel, each player will walk away happy and enjoy a fun RP experience!
Upcoming Practical Guide
I have currently started work on "A Practical Guide to Impromptu Roll Play Events" this will outline one, of many, ways a player can add some flair to open roll play (or guild roll plays) by adding possible/plausible plots, without annoying everyone in the area. I am taking input from anyone who has ideas to throw at me. Please PM me with your ideas and I will see about adding them to the list.
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