Faction - Heroic Combat Guide
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15 Rules

There's been a lot said on the subject of heroic combat by different event organisers and in various forums. This is our attempt to explain it and to debunk a number of myths; to provide the simplest explanation. We find it helps. Heroic combat is sometimes called 2/3rds speed combat, sometimes cinematic combat. Either cinematic or heroic is appropriate - 2/3rds speed is misleading, for reasons given below.

What this style is
Essentially, it's very simple. The weapon you are holding in your hand is a lump of metal, or a piece of wood, or a combination of the two. It has weight. When you hit someone with it, they get hurt. Even if their armour protects them or magics protect them, there's still weight behind your blow, and they'll react to it. When you swing your weapon, it's difficult to stop - swift changes of direction in mid-air are nigh on impossible.

Anyone who's ever actually hefted a metal weapon will know what we're talking about here. Really, that's all there is to it. It's all about roleplaying.

What this style is not
There are a few myths about this style:

This combat style is 2/3rds speed, and is slow.
This isn't accurate - swings need not necessarily be slow (but, given weapon weight, will generally need to travel further before connecting). Remember that short, light weapons will be fast to use, because they have less weight and less momentum - which is the advantage of daggers.

The weapon must be drawn back its own length before hitting to count as a full strike
This is a useful guideline, given that momentum will need to be got up with a length of metal before it strikes someone, but is not the whole of the style; just a useful thing to bear in mind.

This style isn't 'real' LRP fighting, as the participants are 'holding back' their full speed to fight, and so it requires less skill.
We could get into a long debate about roleplaying and realism, here, but essentially to this charge all we can say is - try it out. You'd be surprised at the level of skill required to do this well. The other point to bear in mind is that we believe LRP is about entertainment, not about competitiveness.

Points to bear in mind

Pull your blows
Just because you are roleplaying the fact that your weapon is extremely heavy doesn't mean that you stop pulling your blows - it is just as easy (if not easier) to pull blows using this style than with more 'flicky' or 'whippy' styles. If you're fighting someone in armour, still pull your blows; they need to feel the blows so they can count them, but that's all. LRP helmets often aren't safely padded, so a metal helm will not protect them from a fully swung blow. And just because someone is calling 'no effect' to your blow does not mean that you should just hit them harder.

React to blows
As stated above, if you get hit, react, even if the blow couldn't affect you through your armour or immunities. It still has weight. Even if you parry a blow with your shield imagine Bubba has body slammed you. Also if you are struck with the call crush and parry it then again stagger with the might of the blow. (Note I am not getting you all geared up to attack the Jhereg with their Crush axe... yet)

React to injuries
Ow. It hurts. On the floor, bleeding, screaming; have you ever had a large lump of metal cutting a chunk of flesh out of your body? Remember that adrenalin can mask such things, for a short time; but when the combat is over, the pain will kick in...

React to arrows
Ow. thump Again, stagger, wrench the 'arrow' (yes, we know it bounced off you in reality, but even so) out of your side... and remember arrows go straight through armour. Shouldn't you be flat on your back?

Damage calls
Try to minimise these. If you're in a one on one combat with someone and you're both calling "spirit"; as soon as it's established what you're both doing, why continue to call damage? Use your common sense - if there's any ambiguity, or if in doubt, make the call, but please don't let the combat degenerate into calls of 'magicmagicmagicmagicmagic'.

Heavy damage calls
If you're calling 'crush' or 'strikedown', remember that you need a decent two-handed swing and a good strike on the target to actually affect them. It's nice to try to restrict your call until you actually get in such a strike; if nothing else, it's a good surprise for an opponent (and hitting thin air whilst shouting 'crush' is silly). And remember 'Harrold's Principle': There's no such thing as 'enchanted crush', only 'ENCHANTED CRUSH!'

React to spells
If someone hits you with a 'sleep', don't just immediately slump to the ground. You're... really... t...i...r...e...d.... yawn *thud*

Pep up the spells
The spell vocals are generally there only as a guideline, as a minimum that you must say to get the spell effect over to the other players. There's nothing to stop you extending or elaborating the vocals; or even just emphasising them more dramatically. "BymypowerIstrikeyoudown" hand gesture would sound much better said as "By my power, I command the element of air to bend to my will and STRIKE hand gesture YOU DOWN." Also consider using spell components; powders, spell foci and so on.

Don't let the stats rule you
This particularly applies to crew, but players can do the same. If your opponent strikes you with a particularly good blow (impressive/lucky/'cool' rather than hard), consider taking extra hits. It's pretty much a reward for your opponent's skill. Bear the concept of 'dramatic appropriateness' in mind.

Remember what you are playing
With particular regard to playing a monster role, remember that very often the monsters aren't as skilled as you might be at fighting, or they fight with a different style. Zombies who shamble around whilst not in combat won't suddenly revert into full-speed fighters when a fight breaks out. If you're playing a kobold, it's going to be really difficult to heft that two-handed sword... this will normally be covered by monster briefings, but it's well worth bearing in mind.

Finally...
Another safety reminder; if you aren't safe to be in a fight, for whatever reason, whether you are unsafe (from intoxication or whatever) or it's not safe for you to get into a fight (you are ill/have done your back in/are completely nightblind) then it's simple: don't fight.
 

 

 
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