[quote=@Silver Carrot] [@Liliya] Yeah, I wan't planning to have the actual roleplay be in this thread. If you post a cs of any one of your characters, I will make one of my own, with the same CS format. Medieval sword swinging sounds good for a type of combat as it doesn't require any background knowledge (as opposed to, like, playing as a martial artist while knowing nothing about said martial art). [/quote] I might as well offer a few good tips whilst you prepare for your fight with Lili. First off is commitment to an action. If I should write something along the lines of, "Bob cocked back his fist in preparation to throw a punch", that's not committing. Should I say, "Bob threw a punch", that would be committing to an action. You should only commit if you feel confident that your move won't be punished, or if you think you can predict and counter your opponent when they try to punish you. If you prepare an attack but don't commit, you're typically telegraphing the move, letting your opponent know it's coming, but it's safer because you can still alter the action based on circumstance. Opening with a telegraph is a good way to measure an opponent without undue risk, so long as you're in a position to do so. There are always exceptions, but for the sake of simplicity we'll not fret over every little thing. Should you open with a committed action against an opponent you haven't measured, you're asking to get creamed. Here are several universal truths to successful fighting in roleplay. I'll list them in no particular order. 1. An opponent is at their most vulnerable when they attack. 2. Have an endgame envisioned, and a purpose set to each attack. 3. To end a fight, you must manipulate your opponent into a position where they can't dodge or withstand a mortal blow. 4. Ways of putting an opponent into this position include attacking their balance (leg attacks, shoving, stunning), taking their means of defense or offense (damaging their arms), removing their means of reacting to your moves (blinding them or otherwise obscuring their vision, using untelegraphed attacks within their reach, attacking them in the middle of an action that required heavy commitment), and mindgaming them into hastily reacting to moves they think you'll perform. 5. Avoid falling into a position where you must play pure defense, lest your opponent lock you down. Learn to identify openings and exploit them, take the offensive whenever possible. After all, would you consider a turtle hiding in its shell more formidable than an angry viper? 6. There's such a thing as a poker face in fight writing. You can identify what an opponent wants you to do or how they are feeling at the moment just by reading their work. Know this and be tricky with your own poker face. Use the power of description to get inside your opponent's head. Keep in mind the saying, "An average player plays the game. A good player plays his character. A great player plays his opponent's character." 7. A good fight reads like a good book, not an IKEA manual. Don't get too hung up on little details, such as describing the concise angles and degrees of a character's continuous limb rotation, pivot range, and exact footwork to the point of ad nauseam. If the details can be fairly implicated and proven through the core action, you don't need to confuse people with unnecessary crap. That being said, don't assume what isn't outright stated. If what you have in mind requires details that aren't there, just ask for 'em. DO feel free to charge your writing with prose and creativity, and DO always mention your lefts and rights, such as which foot is forward and which hand you're attacking with. 8. Consider creating a 'flo-chart'. A flo-chart is a mental or written list of action trees which consider every possible response to an opponent's move in any given situation. It may take a long time to create and memorize a personal 'flo-chart', especially when you have multiple characters with different fighting styles. Free stylin' it works well, but already knowing what to do far ahead of time never hurts. 9. The most obvious tip; Have fun!