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//. Fighting Guide - By Ambar

Fighting in Wolf Roleplay can be done anywhere and with more then one involved. You always get different levels of skills, usually the more experienced are at advantaged. It isn't about what words you use, I was a simple worded Roleplayer and was still known as one of the best, it was only later of at the opening of SSWP, the new MLSP that I started to adapt myself into new stuff since times were changing and Roleplay was progressing. Anyways I have taught quite a few but never made a guide like this one before. u.u anyways ok lets start with the basic rules.

I'm sure you must have seen a fight when you first started Roleplaying? And if it was between two different packs then it's bound to have to word GM called out. First off when something goes wrong or a good move is made they instantly call out GM, sometimes it's not and sometimes it's a PP. The reasons you get variations between packs is because of the alphas. If the Alpha is a good fighter, it reflects on his pack.

//. Rules of Fighting

No Godmoding - (GM is what it's termed as) Godmoding is the most common made mistake, especially for newcomers or those that are from packs where the Alpha teaches them this. Godmoding is basically named after what it is, acting like God. A wolf isn't God and can't break legs and stuff in one turn and he can't do damage. Below are some Gming lines, either made up or real, the parts that make it a GM will be underlined and I'll explain how it is later.
1) Siren: *Sprang forward with pulsing of powerful muscles, with swipe as quick as the strike of a gyrfalcon upon its prey. Stinging gash left on maw of enemy, paw with ivorn claws bloodstained as femina of cunning dances to the side, too far for bruja to attack without a leap, then just as quickly dives for the life vessel*

2) Fang: *Lunged forward into Mystics Leg breaking it*
Mystic: *Heals Leg and snaps at Fangs Neck breaking it* "Your Dead"

3) Lightning: *Lunged forward jowls gaping as he grabbed his enemies nape within fangs clasping hard*

Ok lets start with Siren, she had said she always fought like that, being stuck up after her attack she did not want to change her ways and because the oppenent would not respond until she reposted she claimed that he was a coward lol. Anyways first off SHE decided on damage. You cannot say weather you have got something or not either. The previous post too was clear that Debain had his neck scrunched up for protection. Therefore you can lunge towards the neck but it would be an easy acception for Debain to swing around or dodge or if her fangs hit she would not have a hold. She had also Powerplayed but the terms of that will be explained later.

The next one I have had happen to myself though I cannot remember names exactally, well actually they just broke my neck in one turn as soon as I managed to kill them so this one is slightly different. It seems quite funny doesn't it? But it's one of the most extreme cases of GM and is easily recconised, doing this will destroy your reputation of being a decent RPer, actually any type of GM will, especially if you go around afterwards and say that it wasn't and still think you're the best -=Cough=- Siren -=Cough=- XD ok well basically you can't say that you hit something unless you have already stated your aiming for that it your previous post and the other did not say anything about it. You can attempt to break but can't do damage so you cant break. But the most import mistake was what they said. You cannot declare death, it's up to the dieing wolf. There are exceptions however if you have had the neck for ages and ages and have basically should have ripped the windpipe out by now you either ask them in PM or OOC and then if they carry on then they are PPing and all that they can do is die.

The next one with Lighting is easily passed as not being a GM. I've seen it pass by judges, though it is a big GM to make it is nowhere near the boarder line or ok and GM. Basically you can't just grab what you like. You can say attempt and tries and snaps for but they must respond. Remember if they are also good RPers they will respond to every attack you make before doing their own.

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No Powerplaying - This can be done not just in fighting. For example a pup killing an adult, a newborn running about and hearing and seeing and talking. A Pup also can't bring down a deer. Powerplaying is very often mistaken for GMing in fights so here's the difference. Powerplaying is doing stuff that only God can do, it's doing stuff a wolf can do but not in the situation it's in. I think? O.o' well here's some examples.

1) Deago: -=Jowls snapped once more, still pins pressed down upon his torso to hold his pin hopefully using his own body weight. Fangs bared and drove deeper into his neck as he attempted to find the windpipe=-
Ligthning: *Leap up and jumped back, neck shock to try to get Deago off hopefully to knock him into a nearby rock*

2) Deago: -=Jowls were firmly wrapped around is forepaw as dial shook to tear at his flesh=-
Lightning: *Pinneas flattened in submission as he ran around in circles really fast*

Powerplaying can also be grabbing their throat when they already have yours or if your maw in closed by their jaws and you bite at their flank.

Well the first one has happened as has the second one both to me. You can't leap up when a full-grown wolf is using all 'is body weight to pin you. You can do some stuff which I will explain later.

The second is easy and obvious. I a wolf has one of your 'forepaws firm then you can't race around like an idiot. You also can't run away and leave when a wolf has you in their grip.

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No Magic or Powers - Want to know how many times I've seen this? Lol a million!! First ones just during a hunt lol

1) Deago: -=Malicious smirk crept across maw as he watched the Caribou talk with the Raven etching forward till quads thrust him forward in aim of his exposed side=-
Caribou: *Sees the wolf approaching and quickly rises into the air out of reach as the raven followed up high before disappearing*

Lmao see what I mean! That happened for real on GD terra basically none of that.

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No Interfering - Don't help others during Joining or Rank fights. Well this rule is not really a fighting rule in a way. It's not OOC anyways. Your character may interfere by all means but think of the consequences your char will take. Some intruders will say fight one on one with me do not use the whole pack you're a coward if you do, but wolves do fight in packs and if the intruder was stupid enough to come in the first place his fault. But go ahead interfere and save your kid if they are fighting a death match, UNLESS it was your pup that made the challenge. Are we going on to parenting here? O.o anyways leave them if they made the challenge own fault again lol and they'd look pretty stupid having friends or parents helping them out of something they created.

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No Mercy - This is like the rule above, do it if you like there's difference consequences to it. I'll give you a few stories. Like Deago at MLSP, Fire Rage an idiot of course attacked Deago, Deago knocked him flat. He acted very hurt and pathetic, Deago let him go, he attacked Deago again then managed to run. O.O the other is a different consequence. Echo and Taintied hate each others guts fighting about who's strongest. They declare a death match, Tainted pins ready to rip out her throat. She couldn't do a thing but merely await her death and defeat. He steps off, their both sorry and become mates!! XD funny but true;. Give mercy at your own risk.

//. Getting ready

Getting ready to fight is important if you are allowed to. Before you attack or defend depending on which you can do moves to enable dodging, more power and backups for your move. Things you can do in descriptive terms.
º Hackles a'rose about withers - Hackles rising.
º Labrium drew back exposing deadly ivorns - Baring fangs.
º Deepend tone fo snarl ushered towards - Snarling.
º Auditives set back low between blades - Ears lower.
º Tassel took to strikes against 'hinds atmosphere - Tail beating around air behind.
º Jowls loosen left agape - Jaws wide open ready.
º Frame arched to heavy stance - Defensive position.
º Talons clenched at terrains loam establishing firm - getting firm grip.
º Pillars fo steel figure held sturdy - Balance aquired.
º Dial lowered to hide nape - Throat protection.
º Neck scrunched up close for protection - More neck protection.

There's a million more too and you can make them up and reword them. The defensive ones are the most important, and these can be used during your fight too. You can't scrunched up your neck however when they already have it then say it's scrunched and safe.

//. First attack

Where is the first question! e.e my favourite place is the shoulder blade but there's different reasons for different things.
Tail: Unless you're a pup or it's Rain's Sexy plume you don't want to attack this first or really at all for that matter.
Flank: This is one of the most popular places to attack and usually an easy hit. If you take out a flank early on their balance will be unstable later. But you do not want to stay here since your neck will become exposed to their jowls after a while.
Side: Another good place but perhaps not one of the best like the flank there is room for the oppenent to turn to get your neck but it is harder then the flank since turning is tighter. A lot of damage can occur at sides like heavy bleeding and organs are there but this is damage that usually takes time.
Shoulder: Like the flank but they will find it VERY hard to turn and grab your neck, unless you become careless. You can take out their balance and limb after a while too plus you are so close to their neck and can side your grip without Godemoding easily after a while.
Neck: Never go for this first move. You will not get it and what's the point in fighting. It will be a waste of a turn.
Head: Sometimes it's a good idea when there is two of you for one to clasp down around their jowls to stop them biting the other and you, but other then that it's not something really to attack but to stay away from.
Chest: You can't really get this at this time.
Stomach: Same as chest.
Legs: Hard to get and neck is exposed. But damaging one will be a large benefit.

\\. Working on a grip

Remember don't do damage. Jerk, thrash and rip at the flesh and work fangs to the bone. You can control where your teeth go remember just not what they do. Make sure the other responds well to what you have done too.

\\. Defending a grip

You have claws and paws too as well as a body. Throw your body into them in hopes of knocking them down, espically if you have a grip around one of their limbs then they might well fall over. A wolf can balance well on three limbs so if you have four down raise one for defence to try to push their maw away.

\\. Killing

Most kill with the neck, here are ways though. Remember only they can declare their own death....unless it's really really stupid and they are Powerplaying and GMing.

Jugular: located in the neck, rip through this blood vessel and instant death.
Windpipe: located in the neck too, pull this out or even closing in around it can cut of air to other wolf killing.
Bleeding: Serve damage, lots of wounds broken or missing limbs…
Collapsed cage: If ribs are broken the chest might collapse.
Organs: Organs pulled or ripped or damaged from side or stomach.
Extensive damage: Deago died from a fratured skull and two broken legs. Legolas died from a broken jaw. Everything has an effect.

\\. Escaping grips

There are ways of doing this quite easily, even for the neck.
Knock them off-balance, Thrash at their head, eyes, maw. Try to aquire a lock on them and work on that. Rolling on the floor pressing their maw against the ground, then leaning weight on their jaw. If they don't let go they'll have a broken jaw. But this won't always work you have to do it right and without GMing or Powerplaying. You can also pull back ripping free of your own flesh. This will only work so many times perhaps twice if you are lucky but diffinetly no more, you also can't pull back if they have our windpipe, pulling back them will mean that goes too.