Apr 13, 2019 16:11:59 GMT
Challenge Matches in the GBA
A comprehensive guide to the dueling and judging process
A comprehensive guide to the dueling and judging process
In the interest of illuminating “behind the curtain” so that players understand what is and is not required of them in their matches with other players, this guide will provide a thorough explanation of what criteria are applicable to the outcomes of their fights with other players.
The Galactic Battle Arena is the location of choice for players to pit their characters in direct contest with each other. Players are judged primarily based on the tangible results of their writing, more so than the quality of the writing itself. A friendly, yet competitive, attitude is the approach we want to encourage between GBA participants, and this can only be done if everyone understands what is expected of them. The following sections will outline the default rules to be used by the players in standard matches, and by the judges in determining the winner of standard matches.
If this rule-set is to be superseded by a custom variation, the rules in use for the match must be explained with adequate detail or linked to in the first post of the match.
GBA Standard Rules
Version 1.0 - 04/21/2019 Changes from previous version noted in blue.
1. Abandonment. A duel is considered to be abandoned by a contender if they has not posted before 2 weeks pass after the most recent reply from their opponent has been posted. If there have been fewer than 2 posts made by each contender, the duel is not judged. If there have been 2 or more posts made by each contender, the duel result is a loss to the contender who abandoned the duel and a win to their opponent.
2. Concession. A player who does not wish to continue the duel for any reason may concede at any time. The duel result is a loss to them and a win to their opponent.
3. Disqualification. A player who has been determined by a judge to have violated one or more of the conduct or author rules will be disqualified. If a player is disqualified, the duel result is a loss to them and a win to their opponent. It is possible for both players to be disqualified from a match, in which case the match is not judged.
4. Defeat. If, during the course of a duel, one of the contenders becomes incapacitated to continue the fight within a reasonable timeframe (due to death, dismemberment, unconsciousness, removal from the main arena, etc.), then a judge will review the content of the duel. If there are no rule violations, the duel result will be a loss to them and a win to their opponent.
5. Judicial Review. Prior to defeat of exactly one of the contenders, a match may end (by time limit expiration, mutual player agreement, or simultaneous defeat of both players). They may then request for a judge to review the match. At the judge’s discretion, one player will be awarded a win and the other a loss.
1. Respect. Players are to treat other players with decency in all out-of-character interactions. If a player does not wish to maintain direct contact with another player, they may request assistance from a judge.
2. Integrity. Players are to engage honestly in all out-of-character interactions. A player requesting clarification or additional information must be given the truth. When information is requested of a player, that player may reply directly, or speak to a judge as a third party.
3. Self-Representation. The responsibility is yours, and no one else’s, to compete on your behalf in your match. Players are not to attempt to influence the opposing players’ actions out-of-character, nor are they to obtain strategic advice from other players out-of-character. Discussion of a match with another player should be conducted in such a way as not to affect yet-to-be-made actions in the duel.
4. Cooperation. Wherever possible, without exerting undue influence on each other, players should agree and work together so that the contents of posts are acceptable. Players must both agree to judicial review before contacting a judge to end the duel. Players must make an effort to alert their opponent to replies made in their matches (i.e., not to deliberately seek to win by abandonment).
5. Content Finality. What is posted is what happens. Players may edit minor items in their posts freely until a reply from the opponent has been made, after which point all editing must cease. A judge should be notified in all but the most minor edits being made. Substantial changes to post content (especially after the opponent has read it) should take place only after discussion with the opponent and/or a judge.
1. Player Authority. Players may only write on behalf of their characters, and to a limited extent, the environment. A player cannot write another player’s character taking any action or receiving any effects. Player authority limits demand that players may only explain what will or will not happen to other players’ characters, completely allowing for the other player’s intervention. The existence of player authority also denotes the responsibility that all suggested effects to a player’s character from another player must either be satisfactorily explained to not take place, or suffered.
2. God-Modeing. Player characters are all expected to operate on a similar level of power, with a generally understood amount of capabilities. Players cannot claim their attacks to be unstoppable, or their defenses to be impenetrable, or their power level to be wholly superior to their opponent. (Note that the characters may believe these things to be true, so when posting it should be stated in such a way that it is clearly reflective of opinion and not reality).
3. Powergaming. Characters are expected to have realistic shortcomings, including but not limited to susceptibility to damage, finite amount of strength, finite amount of endurance, finite amount of mental stamina, finite amount of ammunition, realistic reaction time, etc. Excessive character action in defiance of these finite limits without adequate justification should be avoided at all costs.
4. Metagaming. Player knowledge cannot inform character knowledge. Character knowledge and observations should be justified as they become relevant. When it is necessary to insert narration that extends beyond the scope of what a player’s character knows or sees, it should be clearly identified. In addition, it is impermissible to conceal information from the opposing player with the purpose of preventing that player from responding with full knowledge of the environment, such as writing the existence of a booby trap only after the opposing player has triggered it.
1. Clarity. Character actions, and especially attacks, defenses, and dodges, should all be explained in the necessary amount of detail for both players to understand and picture the scenario. Specific enumeration of spatial measurements is encouraged to avoid ambiguity (i.e., “a few steps away” vs “six feet away”). Links to external sites which could enhance comprehension of specific niche items or actions are appropriate.
2. Brevity. Extraneous details not pertinent to the comprehension of the actions or outcomes being made in the duel, or character responses, should be given subsidiary, if any, importance. Above all, these details should not impede the clarity of the posts.
3. Accuracy. Along the lines of clarity, a player’s posts should maintain consistency with the actual state of the match and be generally free of errors. (Errors may be rectified by the players according to provisions in the Player Conduct section.) Factual mistakes can be prevented as long as a player is careful enough in preparing their post. If your post is too long to be proofread, that suggests that you may not be respecting the tenet of brevity.
4. Time. The amount of time available to a character depends strongly on the exact situation surrounding that character. For instance, when both players are far apart, a post could easily span 30-60 seconds in duration. On the other hand, in a close-range engagement, a post lasting 2 seconds would be considered long. Players should be conscious of the limits to how long their character has available to act.
5. Preservation. Players are not required to allow the full extent of the opposing player’s post to elapse. They may interrupt (i.e., post-cut) at any point where there is an adequate opening to do so, at which point the remainder of the opponent’s post must be assumed not to have happened. Because of that, post-cutting should be used sparingly, as it invalidates a potentially significant amount of the opponent’s work. It is also more technically impressive to allow the opponent’s actions to take place and then counter, than it is to cut off the opponent before their actions come to completion.
6. Realism. Actions and consequences should be written about with the best effort being made to stick to reality. Where possible, these limitations should be explained and should adhere to Star Wars canon sources (i.e., a thermal detonator has a well-defined explosive effect which can be readily referenced and ought to be in agreement with in-post descriptions of potential destruction). When in conflict, Star Wars physics has precedence over real world physics.
7. Preparation. Certain techniques or equipment may require readying to use (most commonly, Force techniques) and should be given their due regard when posting. Avoid repetitive phrasing between posts, if possible. Some Force powers can be used without preparation, but these are limited only to basic applications with minimal duration.
8. Equipment. Players make agreements on any restrictions to equipment prior to the match onset. This constitutes implicit agreement to anything outside of the restrictions. Using powerful items in combat is therefore not penalized; however, in light of the implicit agreement, players should likewise not abuse the possibility to equip their character beyond what is reasonable, and should strive not to bring more stuff with them into combat than they would expect to use.
1. Control. Control over the flow of the duel is important: how you, as a duelist, are taking advantage of the situation as it unfolds, and denying those advantages to your opponent, is the clearest way to establish who is the better duelist.
2. Reversal. When an opponent seems to have control of the duel, how you, as a duelist, manage to take advantage of an oversight in your opponent’s moves to wrest control back into your hands, even if only briefly, makes a significant impression on the judges.
3. Strategy. In a vacuum, no attack can strike for damage (if it can, it is a violation of the God-Modeing Author Concept). What matters is how you, as a duelist, use the development of the fight to create improved chances and openings for your attacks to strike home.
4. Awareness. It can be easy for duelists to fall into the trap of considering their opponent’s moves at the expense of all else. While the characters need to be focused, the players should keep in mind the environment around them (especially if the stage has moving elements), the previous posts that have been made, and the tools at their (and their opponent’s) disposal.
5. Creativity. The outcome of any duel is always in motion. In addition to the ability to control the flow of events to your advantage, exhibiting creative skills in identifying and unleashing the best move imaginable under each situation is a sure way to capture the judges’ attention.
6. Damage. Did you earn a hit on your opponent? Did you take damage with honor? A fight in which neither opponent can touch the other is not as fun to read as a fight where blows are being traded. When you manage to lay more damage on your opponent, it is a good sign for you; avoiding damage by grasping at straws, however, is not the way to impress the judges. When you are truly outplayed by your opponent, you should accept the damage and figure out how to move on from there.
7. Comprehension. Do you, as a duelist, understand the scene you’re writing with your opponent? Or are you often missing details that compound into a situation where you and your opponent develop markedly different pictures of the fight that is unfolding? The fact of the matter is that, in a text-based descriptive fight, the ability to read, understand, and communicate in due turn is of utmost importance.
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GBA Tournament Rules
Version 1.0 - 04/21/2019 Changes from previous version noted in blue.
1. I. Win/Loss Conditions: Abandonment. This section should read: "There is no minimum to the number of posts required for a judgment. The most recently posted contender will be declared the winner in cases where there are too few posts to provide a judgment at the conclusion of the current tournament round. If there have been no posts made, a contender will be selected as the winner by judges’ discretion."
2. IV. Combat Post Tenets: Post Frequency. This section should be added: "In a competition where there is a time limit, duelists must be able to progress their duel effectively and efficiently. Allowing significant periods of time to elapse between posts is poor form under these circumstances."
1. Format. GBA Tournaments will be in round-based elimination format. Early rounds (total number depending on the number of participants) will be double-elimination. All other rounds will be single-elimination. The final match will be between the defeated bracket winner and the undefeated bracket winner.
2. Bracket Seeding. Seeding structure for the tournament will be by player rank, such that the #1 and #2 seeds would meet in the final round (in the case of no upsets). In cases where a significant fraction (>40%) of participants are unranked, seeding structure will be random.
3. Duration. All matches in a round open and close at the same time. Round duration will be 3 weeks for all elimination rounds prior to the final round. The final round duration will be 6 weeks. There will be one week between rounds for judgments to be levied.
4. Duel Locations. Match locations will be the same for all matches in a bracket for any given round. Locations will be announced at the start of the round.
5. Judge Assignments. Two judges and one alternate judge will be assigned to each match prior to participant assignment. This lets players know in advance who specifically to contact during the duel.[/font][/ul][/font][/font][/font]