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Last review of Page: March 23rd 2017

T1 Rules and Guidelines for the modern day Role Player.

Introduction:

{For those new to the form of T1, it is a common logic way of text fighting. Even though it is based off the imagination, logic in life still exists within the T1. Respect, Honor, and Trust are all key points needed to have a clean fun form of competition amongst one on one, or multiples against one. Order and communication is most important when dealing the starting posts in the T1.}

T1 is a multi-style way of fighting that has been in RP longer then I have been around. First you have the different types:

T1 RM= T1 Realistic Melee. This is the Style that is human against human. With real-life limitations. {e.g. Human capabilities of running, jumping, reaction-time, body integrity, vision, ect.}
Ex: Street fighting.

T1 UM= T1 Unrealistic Melee. This is the Style that is an above average human against human that are capable of using things such as Magic attack, Sorcery, Vampirism, Werewolfism.
Ex: Underworld.

T1 MP= T1 Moderate Powers. This is the Style that is commonly used now as a more realistic look towards T1 PC. The characters that have special powers, just not ones that have a power that is capable of destroying an entire planet. Powers such as elemental abilities are acceptable, but if there is a power that is capable of using all elements you must keep that power in a moderate use.
Ex: Bleach, and Naruto.

T1 PC= T1 Powered Characters. This Style is the most difficult of them all to learn. The complexity of the characters abilities and powers are what get them called "God Moders". The depth put into one character, with the powers, abilities, explanations of terrain, dimension, sub-abilities, character background, and traits will lead an inexperienced opponent to believe there is an invincibility about the character.

Those are the Styles of T1's. Now this is what you have to post in your T1 intros:

{Note: Forgetting information that is needed in your intro, CAN NOT be used later in the fight. This is grounds for disqualification under God Moding,. showing that you will make up anything to win.}

Preps or Preparations for a stronger move.
These are the steps for a stronger move/attack. With Preps, you can either do a power up or a technique with a better outcome in the end. You must either give up your attack attempt, take a hit or both to do this. You must take in step what you are doing in each post.


Posting information for your intro in a T1
{The first posting their intro CAN NOT state an attack. The second to post their intro is advised not to attack in their intro, but have that choice to do so anyways!}

1. You have to post what your character looks like. {e.g. Clothing, hair color and style, skin color, eye color, height, weight (optional), and any armor.}
2. You have to post what the area is that you and your opponent are going to fight in or are in. {e.g. Weather, time of day, type of terrain.}
3. You have to post what type of weapons, powers, abilities, and traits your character is going to use in the fight.
4. If you are posting your intro first, do not state where your opponent is, what they are doing, or where they are to begin, until they state otherwise in their post after.
5. Your character, and only your character is what you are narrating.

{Reminder: The reason for T1ing is to test yourself against others and make them believe they have been beaten by your character/skill.}

Rules
1. If you forget to post something in your intro; Power, ability, weapon, trait. You can not use it at any time later in the fight. Those things forgotten are off limits. If they are used, it is grounds for Disqualification from the match through the No God Moding tolerance. This is a competition between the knowledge of two minds on how well they know their character.

2. No God Moding. This goes towards those that take a hit in the T1 and get up from it like nothing ever happened. T-1 is a competition against two different skills. The first to out smart, and out match their opponent is the winner. The easiest way to winning a T1 is to always keep in mind, the first one that lands a hit wins.

3. No Auto-Attacks. This is the statement that your attack landed without letting your opponent counter/block/dodge/avoid/deflect in their posts after.

4. You must post equal length to your opponents attack post if you are to dodge/counter/block their attack. Anything less than the others attack section of the post is subject to voiding the move or disqualification. If you get a 5+ para attack post {For example}, you have to fully explain your actions and how you did your counter/dodge/block in your replying post that measures up to the attack section length that was posted previously.


5. Correct spelling, punctuation, sentence structure and over all quality of your posts is the means of gaining a win. Run-on sentences and poor explanations about your character or anything of the sort, you are subject to disqualification or request to do another post if not acceptable. The more effort you put into your characters’ posts the better and smoother the fight will go.

T1 Style restrictions:
If the one being challenged requests a specific Style, the one challenging needs to either abide by the request or decline the challenge. If accepted, their character has to stay within the restrictions of the Style being stated.

T1RM: Absolutely no powers, mystic weaponry, no spells, no heightened abilities outside of normal human abilities.
Ex: Sight{10ft to see clearly}, Speed {30mph tops}, Reaction time {1.5 seconds +}

T1UM: Only slight abilities are heightened. No chakra, energy, or spirit force abilities.
Acceptable abilities: Heightened strength{100 body builders}, speed{50mph and lower}, sight{1-2 mile distance}, reaction time{10-15 seconds}, hearing {Slight air ripples}, smell {220 million smell receptors=Hound Dog}, and knowledge {Slight whereabouts of foe}.

T1MP: No powers capable of destroying entire planets galaxies or multi-verse. Energy/Chakra based attacks and combos. Basic abilities of energy and powers are acceptable. All Elemental control is acceptable as long as there is one to two elements being used at one time. You can not use all the elements in one massive attack!

Rules 2:

1) You post in turns.

2) All attacks are attempted; you do not post attacking and connecting in the same turn. Attempting and connecting in the same turn is an auto.

3) An interrupt is where Person A reacts before the end of Person B's prior turn. As an example, Person B might draw his sword, curse, and then run across thirty feet before stopping, jumping, and swinging his sword at Person A's neck. In response, Person A would post drawing his sword and charging at Person B as Person B is running, therefore rendering the neck strike (in that form) having never happened. Interrupts are often regarded as the backbone of melee.

4) A hypothetical is where Person A posts that, should Person A dodge to the West, he will bring his sword across; a hypothetical is a follow-up, a move that will happen if one or more conditions are met. Hypotheticals imply forethought, so they can be considered planned moves IC, and therefore do not demand the same conscious considering that would otherwise be demanded; also, hypotheticals might account for where a given attack would land if such and such defense were performed, like having a thrust to the stomach being displaced to the neck if the foe ducks.

5) Both interrupts and hypotheticals, and, indeed, all elements of T1 must be logical or else cannot happen; if you're interrupting a nearly split-second move, for instance, as you're looking the other way and engaged in some other motion, you won't succeed. Likewise, if your hypothetical is that your 140 pound axe will be swung left into the ribs if its potent downward blow is evaded, and your enemy is nimble and simply ran to the side at the "last moment," you naturally won't hit him.

6) Meta-gaming is when you use OOC information - or information your character does not have - in a fight, bestowing him that information. It can also be posting your character, after a duel is agreed on and a random room made, somehow having placed explosives exactly where your adversary is standing after he posts. An auto, too, but it can very well likewise fall under the "meta-gaming" header.

7) If we post in turns, and there are three of us, and Person 1 preps thrice over the course of 3 rotations whereas Person 3 preps once over the course of 3 rotations, and these two engage in that Person 1 casts a fireball at Person 3 and Person 3 defends with a dispel, the fireball overpowers the dispel and continues on.

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Separating IC & OOC & why it is so important.
Last Updated  July 02, 2014 12:31PM

Regardless of what style or format of RP you prefer, I think it is important for all people to separate IC, (In Character) & OOC. (Out of Character), The reason I laid out in my "The 4 main RP structures: Light RP" thread.

The reason is because if we don't separate the IC RP us from the RL us, we will interpret & react to RP events & interactions on a RL level.

So that means that if we use our RP romances as our replacement for our RL romances, & that romance goes sour, the emotional impact is significantly more severe. For myself, as a RPer that observes strict separation of IC & OOC, if one of my characters has a romantic partner & that goes sour, I really am not affected in RL, (primarily because if such a thing happens, it's part of how we decide to direct the story), But if I did not separate IC & OOC, & viewed that RP romance as a RL romance, as is common in the light RP community, then I would be emotionally devastated in RL because I just lost what I mentally perceived to be my girlfriend. & this kind of thing is both harmful to the RP as well as the RL person.

- Slappykinkaid
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Post Length
Last Updated March 17, 2015 12:42PM

Q:  Posting length, how much is too much and how much is too little? When someone roleplays with you, and happens to do a few sentences (or paragraphs, most likely two at max), do you think you have to do the same, or do you think you can post at any length, regardless of the other party? -Zuh

A:  I see this as very open to interpretation and as such seen many debates on the subject [as I figure many if not most here have as well] As a general rule, I Forum Rp, and in that tend to go by what I have called a three paragraph guideline for some time now, but keep in mind, that is just a guideline as a response to that can easily be a single paragraph if the lead in starts a convo between two characters and from there I may very likely add a simple paragraph in response back and forth and that will go on for awhile. An example of where things may go back to 3 paragraphs was if a character of mine and anther are working on fixing something, in which there are actions back and forth that add to things, one asks for a sonic screwdriver after adjusting something with another tool and replying to what the other character had to say previously and from there something beeps thus maybe moves to a keyboard to check a diagnostics and any number of things. If something can be said in a sentence - it can be said in a sentence and if one needs more space to fully relay what the character is doing, saying, thinking, and all that to add to the story, no issues there either. One/a few lines or many paragraphs, if it adds to the story and works with those one plays with, all good in my opinion. -Koschei

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Death Matches & Dust Ups
Last Updated July 11, 2014 10:02PM

Are you tired of buying a hot dog, and getting your pom poms ready to sit back and enjoy some good old fashioned blood and guts fighting that we all call a "Death Match", only to find that the main event is about as pathetic as the warm up act?

Well wait no more folks....cause this could be the answer to all your problems.


This is....*cheesy music*... "The Idiots guide on "How to do a Death match"

Ok...so you have been warring with a neighboring kingdom.....or your knight just ran off with your Queen and you want to slug it out in an arena near you. Here are a few tips on how to stage and run the perfect death match.

First off...1. The Challenge.

Yes....you need to let the party you wish to die know...that you wish to fight them in a death match, and to do this..You need to go up to their castle, lair or condo, and present the challenge in person.(Note, this is to be done in character) Striking them across the face with a glove first, is a rather polite way to get their attention too, and gives the whole thing, an air of class and sophistication. But they should get the point you are a tad pissed off to resort to such a challenge. Do it in person, and not by way of a messenger, since sometimes the communication tends to get twisted. Be a hands on person.

Ok so you have made your challenge known to your chosen target of hate. Next step, ensuring you have all the legitimate paperwork to prove not only your birthright, but all the little tit bits that the judges may like to scrutinize whilst you are in the throws of decapitating your opponent. The need for a "Bio" as we will call it, is necessary to be provided to the judges prior to the beginning of a match. It also make you appear to know what your doing, and is good form.

Second.. 2. The Venue.

Now your challenge has been gracefully accepted..or not, you need to find a place that will allow all spectators, judges and players to conduct the death match with minimum fuss. Now, best bet, find a neutral ground, but make sure, folks, its a kill zone and not a kindergarden....hate to upset the kiddies. This should be agreed to prior to the match, and make sure the room owner is advised beforehand, so he can hide all his valuables and narcotics.

Thirdly.... 3. The Judges.

Yes yes...just like in our towns and cities, we need impartial judges to preside over the matches, to show that each participant is acting properly and in accordance to the rules set out in the beginning, before the match begins. Bios should be made available on request of the judges before you whack your sword on or strap on your....daggers. Judges preside over the fights in (OOC)...and not in (IC). For reasons that should be obvious...Judges remarks and questions are to be respected by all parties and the spectators, as Death matches are meant to be taken seriously. I mean....hello...someone is going to die, and that is the whole point of even doing the death match. Judges say is final...no ifs... no buts...no...oops I don't agree with you. The best number of judges for a death match, should be (3). One to represent each party, and then a neutral judge, not related to any of those present.


Fourth... 4. Death match Rules.

Now you have your arena, judges, bios, and your looking great in the very latest in armor and weaponry, the crowd has their hot dogs, and so before the first kickoff post, there are the rules of play. Be sure.. if in doubt, ask questions, because it will be a bit bloody late halfway through with blood pouring out your neck. The type of fight....the number of posts...How many weapons, Is Magic allowed, how many powers can I use?....and so on. There are many forms of fighting that are able to be done in a death match, so be clear from the outset, that all requirements are met, and both parties agree to these rules, as so advised by the judges.


Fifth....5. Spectators and keeping down the OOC chit chat.

Its really an emotional experience to watch a fellow or rival fight for their very existence, and all too often, the crowd may grow restless either during a post or inbetween. This is where common courtesy comes into play. The only people that should be speaking in between the delivery of the posts is the judges and the participants. Actual ooc mid post, is very poor form and interrupts a combatant's concentration. If you want to yell and hurl popcorn do so in another room or a pc to your hearts content. Remember, its life or death folks.


Sixth.. 6. The knockout blow....Death.

As to all death matches, someone is going to lose. Which means, someone is going to die. Acceptance of their fate, is not only difficult to watch, but sad for all round, to see a player die by such means. Its the end of a character.....unless..you have somehow agreed to be resurrected if you should die. Now,....there is a lot of talk lately about the whole deal of resurrection and I am sure I could go on and on and on about the pros and cons of this, but...lets just say, that in a hypothetical death match, your soul is removed after your head is chopped off and your body burnt, or tossed in the moat. That's it. The end of a character. Some folks, name change, if they have a handle name that matches their chara...or if they have a handle that is words meaning nothing in particular, then the chara they play ceases to exist, and they destroy the bio and start a new chara.


~Puts on her serious face~

Death matches are serious business. The reasoning for them, the request of such a challenge, should be done so, due to sufficient IC reasons, and not for OOC reasons. Remember, everyone takes note of how these affairs are conducted, and judgments will be made accordingly, as to the respect given to players for their behavior.

-Char <3 "CharlotteCarrendar"

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META Rules
Last Updated July 27, 2014 05:24PM

These are the most basic rules for RP in an environment like IMVU, & they are simply 3 things that you should never do. They are No Mixing, No Metagaming & No God Modding.

Mixing is any act of mixing IC & OOC. This can happen many ways & is easier to do than it seems at first. In order to avoid mixing, you must first understand where IC ends & OOC begins.

The IC RP environment is anything that your character can logically have contact with. Everything else is OOC.

For example, if someone is in a RP & they say while IC that they saw something in the groups or on pulse, that is mixing because even though the groups & pulse are part of IMVU, they are not accessible to your character, therefore not part of the IC world for that chara.

Metagaming. This is the act of taking OOC info that your character does not have any legitimate knowledge of & transferring it into IC. So say you were told a piece of info in an OOC chat, then used that info to influence how your chara acts IC. That is metagaming because your chara never learned that info. Just because you as the typist know it dos not mean your chara knows it. What happens IC stays IC. What happens OCC never happened IC.

God Modding. This one is also deceptively easy to do. Not only does God modding apply to refusal to accept a legitimate death, or playing characters that are "unkillable", but also anything that infringes on the other guys right to full autonomy & control over their own character. So that means auto hits / forced hits, (Things like "Billy punched Jimmy in the face" vs "Billy punched AT Jimmy AIMING to hit his face"), Zones of any kind, (as they restrict the free range of motion on the character), & such.

Basically, the simple rule of thumb is if it restricts the other's character in any way, Or is absurdly overpowered to the point of invulnerability or of illogically dodging a legit kill, that is god modding

One thing to note is that if you follow the Role Players Bill of Rights & the Role Players Creed, you will naturally follow these rules as a natural result, as adherence to these rules is built into the structure of the Rights & Creed. These rules are basic common sense at their core. 

- Slappykinkaid



-These Rules above are Derived from (GA) Role Play Rules IMVU Group and Others-

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