Post by Kuma on Jun 19, 2016 20:56:15 GMT
Selling is the core principle of purely narrative RPG, is the tacit contract that keeps everything running smoothly, the WD-40 that greases the cogs of the stories we tell and told. When a player makes his/her character sell an attack he/she creates a chain of trust with the other user, who needs to reciprocate in kind. Is an honor system, but is preferable to any game mechanic-ish alternative that could be used. I’ve been in other forums and most of the time those mechanics, stats or rolls tend to benefit the users who’ve been playing from the get-go, we aim to create a community of creative writers, not stat piling drones to kings and queens moderating from above.
A good Sell is taking a hit and running with the damage through the fight, making the damage an obstacle the character needs to surpass. An excellent Sell is the one you add psychological weight to. Is the one that stays with a character like a scar, following him during his career. Selling a cut on a leg and referencing it in a future thread, using it to explain how your character wasn’t fast enough to avoid another attack is high level Selling. Each character will react differently to receiving a blow, if you can intertwine their own personality in how they are shit and how they react to pain and strain then you sir reached a pro-tier of RPG.
Remember this easy formula for a good sell.
SELL = ENEMY ATTACK + CHARACTER REACTION + DAMAGE + CHARACTER FLAW + LASTING EFFECTS
Enemy Attack: The offensive move from the opponent, one that can really hit your character, if the attack can’t hit you don’t oversell.
Character Reaction: How does your character react to the attack? Does he attempt to dodge it and fails? He tries to block it and his guard gets blown away? Depending on your character fighting style there are a whole bunch of options.
Damage: Never overplay the damage your character gets, unless you really plan to make him act accordingly to how fucked up he is. Usually just limit to the damage it would happen in relation to the attack, how it connected and the durability your character has.
Character Flaw: Why did my character fail to avoid this attack? What went wrong and fucked him over? Here is where the character mentality comes into play. This also extends to how his reacts mentally to it, does he cower in fear? Gives up to hopelessness? Or does he stand up and keep fighting? Knowing this and displaying it is vital to show how the characters reacts.
Lasting Effects: Did he broke a bone? Making him avoid using that hand. Did she got burn? Use it to explain why she couldn’t properly dodge. This kind of thing give a lot of flavor to the characters. Don’t overuse this as well, if not your character won’t be able to move after 2-3 threads
.
.
You don’t need to check all 5, obviously Enemy Attack and Damage are needed, but if you can tick the 5 boxes then you have a complete sell. Still sometimes ignoring one of the points for narrative purposes is a valid alternative to showcase other aspects of your character. Like getting a really powerful attacked inflicted upon and working through the pain, making him ignore the damage to keep fighting. Don’t just do it, explain it if it’s the case, if not it seems he is no-selling. But let’s talk about No-selling for a bit.
There are 3 types of No-Selling
Basic No Selling: The run of the mill no selling is basically ignoring an attack that should hit, or nullifying it altogether.
Stealth No Selling: Your character has a power or skill that makes any attack received completely useless. High Level Regeneration, Unrestricted Phasing or similar abilities that can be used to ignore any attack or damage received.
Counter No Selling: No Selling + Autohit. Your character avoids the enemy strike completely and counterattacks in such a way that is impossible to dodge.
Try to avoid no selling, as alongside auto-hitting and God-Modding are the three cardinal sins of RPGing.