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Remora
Aug 15, 2010

Let’s All Play At the House of Spirit: Jiujitsu Orc Tycoon

At the House of Spirit is a game about building the most prestigious clan of fighters in a fantasy mixed-martial arts league - fantasy as in genre. You play the manager of a stable of fighters, recruiting new talent, developing your fighters, and trying to get as many pieces of metal into your trophy case as you possibly can. Perhaps, you could even aspire to win the Brutality Magazine Lifetime Achievement Award - the Golden Playbook itself, a ticket to a lifetime of lucrative consulting jobs.

The House of Spirit is a generations-old institution in the city of Goresbergh, the most prestigious unarmed combat championship in the entire world. The most promising unarmed fighters from around the world come to Goresbergh in the hopes of being crowned the House Champion, and perhaps one day joining the ranks of the Eternal Champions - and they need someplace to sleep and train while they make their dreams come true. That’s where you come in. As a manager, you have facilities and experts in Goresbergh to turn raw fighters into polished prospects.

How do we play?

Signups are open through Sunday, April the 21st. Post that you want to manage a clan, call it whatever you want, give yourself a specific name if you want (I will default to your forum handle), write a little blurb if you want, and when time elapses we’ll organize a draft so you can pick your fighters for the first in-game year. I don’t want people to be overwhelmed, so your clan will probably max out at ten fighters, maybe less if there’s a lot of interest. And by no means do you have to run with the maximum - if you only want to deal with managing three fighters, just make a note of that and I’ll respect it.

The loose cycle of play goes as follows. I’ll put out the House’s fighter rankings, and a list of the fights the House would like to make. You all agree, or disagree, and we go back and forth until we have a full stack of fights. I go run the fights, come back with write-ups, and you get the opportunity to spend some of your fighters’ hard-earned experience on upgrades. Sometimes fighters will retire, sometimes we’ll get new fighters, sometimes a horrific scandal will hit the streets, sometimes we’ll have special one-off tournaments, and I’ll try to write some little flavor articles about the city and stuff that’s going on as we go. I think an in-game year will have chances for each fighter to fight up to five times. At the end of the year, Brutality Magazine will do their annual awards, and some of you will wind up with more bragging rights than others. Then we start again, next year.

This is a totally homebrewed thing, loosely based on a table-top roleplaying fight engine called Full Impact MMA (I’ve made a lot of changes). The first in-game year is going to be kind of a test run, and I’ll be explicitly soliciting feedback at the completion of the first in-game year - what works, what doesn’t, what changes everyone would like to see. I want this to be a fun thing for everyone. If we need to make changes mid-year, that’s doable too.

Some things I don’t have implemented for this first year yet, but want to look into: Referees who stop fights a little early or a little late or a lot late, in-engine effects based on the fight venue, in-engine differences for races and fighting styles.

What if I miss signups?

Well, post anyway. Either I’ll take pity, or I’ll put you on the shortlist for the next expansion. I figure adding new players after each in-game year will probably be about right - it depends on how long this stuff actually winds up taking.

So what does a fighter look like?

I randomly generate beginning fighters. There will probably be 32 fighters per weight class when we start the draft - maybe more, maybe less, depends on how many people we get. Here’s what I have right now as far as player-facing export:

FirstName 'NickName' LastName
Manager: Shepherd of the House
Middleweight (Wood Elf)
Striker: Eijixsjir/Moonlight
Record: 0-0-0, 0 DQ
Workrate: Moderate
Health: Poor
Offense: 144
Defense: 85
Finishing: Bronze
Chin: Silver
Heart: Bronze
Tenure: 0 years
Career Strength: 10
Signature: Clinch Knee to Head (0)
Experience: 0 (0 available)
Biography: As a child, FirstName’s village was burned to the ground...

When the draft hits, I will post every generated fighter in this approximate format, and probably write a little biographical blurb for them. Let’s go down the list.
Manager: If this is a player, your name goes here. The Shepherd of the House is the NPC manager - if a fighter doesn’t belong to a human player, he’s being taken care of by the House. The Shepherd always agrees to fights and never spends experience.
Weight and Race: There are three weight classes recognized by the House: Featherweight (<100lb), Middleweight (100-185lb), and Heavyweight (185+lb). Generally there is no movement between weight classes, heavyweights as a rule are well over two hundred pounds, and featherweights are races that can’t really get bigger than eighty pounds or so. There are seventeen races: aasimar, dragonborn, drow, gnome, goblin, halfling, high elf, hill dwarf, human, kobold, mountain dwarf, orc, tabaxi, tiefling, triton, wood elf, and yuan-ti.
Type and Style: Fighters are either Strikers or Grapplers, reflecting their primary area of emphasis. I put together a list of fantasy martial arts styles, because listening to arguments about real world style matchups is something I don’t think is going to be super fun for the thread. There are 21 striking and 12 grappling styles, which are currently mechanically identical. Every fighter has a striking style and a grappling style.
Record: Wins, losses, draws, and disqualifications within the House of Spirit. Most every fighter good enough to make it in the House has a record elsewhere, but the House has a real “if you’re not here, you aren’t anywhere” perspective.
Workrate: Rated on a five-point scale: Minimum, Low, Moderate, High, Maximum. Workrate is how frequently a fighter is on the attack. A low workrate is not necessarily bad, if coupled with a high Defense. Likewise, a high workrate won’t deliver good results without a high Offense.
Health: Rated on a three-point scale: Poor, Average, Good. Health is a representation of how frequently a fighter suffers injuries in the ring. It happens to everyone, but some people more often than others. Injuries range in severity from virtually unnoticeable to life-threatening.
Offense: A numerical rating of how powerful a fighter’s attacks are. Starting fighters range from 139 to 148. Offense has no actual ceiling. Higher Offense ratings, generally, give better chances for favorable decisions and TKOs.
Defense: A numerical rating of how good a fighter’s defense is. Starting fighters range from 70 to 140, and theoretically maxes out at 240. Not all fighters are capable of achieving that level, and there will be a note when a fighter has achieved their maximum possible defense level. The higher a fighter’s Defense is, the more often they will block (or even counter) an opponent’s attacks.
Finishing: Rated on a five-point scale: Bronze, Silver, Gold, Platinum, Legendary. Higher Finishing ratings mean that a fighter has a better chance of getting a knockout or a submission during a fight.
Chin: Rated on a five-point scale: Bronze, Silver, Gold, Platinum, Legendary. A better Chin means it’s harder to knock a fighter out, but everyone has an off day.
Heart: Rated on a five-point scale: Bronze, Silver, Gold, Platinum, Legendary. A better Heart means it’s harder to submit you, but it’s never impossible.
Tenure: How many years you’ve been in the House. If you finish a year with a Tenure higher than your Career Strength, it’s time to find another career.
Career Strength: How long you’ve got to stay in the game. Things that can drop it: scandals, injuries, particularly bad losses. Things that can boost it: wins, awards, title fights. Starts at 10 by default.
Signature: Everybody’s got their special move. Here’s yours. The number at the end reflects the strength of your signature move - your signature move is always one of your strongest, but you can polish it further.
Experience: How much you’ve earned, and how much you have to spend. This is how you improve as a fighter.
Biography: Your story, as well as any awards you’ve earned.

How about fights?

They look mostly like real-world MMA fights right now. Three five-minute rounds, three judges using a ten-point must scoring system (each possibly bringing their own biases to the table), and a referee. The primary difference is that since there won’t be multiple title fights on a single night, there’s no time limit on title fights - they go on as long as they have to. In testing, I ran one title match that ended in the eighth round. There’s also the possibility of special matches or tournaments that follow different rules.

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Remora
Aug 15, 2010

:siren:Everything below this line is optional worldbuilding material. Read it if you want, don’t feel obligated.:siren:

Dramatis Personae

:catholic: The Master of the House: An elf of indeterminate but advanced age, the current Master is a flamboyant showman who speaks rarely and bewilderingly. Often seen eating whole bell peppers.
:psyduck: The Shepherd of the House: The current Shepherd is a perpetually exasperated halfling, as might anyone responsible for running a halfway house, world-class gymnasium, and mental asylum all at the same time.
:science: The Herald of the House: A short and wiry human, the Herald of the House is responsible for making fights happen.
:cop: The Guide of the House: The House employs several, but the Guide is responsible for the long-term health of every fighter who steps into his arena. Any decision to end a fight early is his, and it is unimpeachable.
:eng101: Oswalt Porridgepot: A reporter on House-related issues for Brutality Magazine. Mostly sticks to write-ups of House events.

In addition, the House currently has a bank of twenty judges to draw upon. They come and go. Each night, three are selected, and they all have their own biases.

:agesilaus:: Leshanna Selevarun. A former House Champion, Leshanna is partial to her fellow elves.
:banjo:: Myria Underfoot. A bard, she is partial to Faereisliesen fighters, ground-dancers, and Dance of Death stylists.
:angel:: Baramiel. An aasimar priest, he is partial to practitioners of both Aehamar and Laikat.
:devil:: Kali Laughter. A retired tiefling master thief, she is partial to both tieflings and aasimar - mostly because her “charity” infuriates Baramiel.
:clint:: Torbera Lutgehr. A dwarven paladin, she is partial to practitioners of Duchess and Lyssae.
:chef:: Ander Cherrycheeks. A renowned halfling chef, he is considered an impartial judge.
:geno:: Wuni. A goblin politician who reportedly involves herself in the House’s affairs as a hobby, she is considered an impartial judge.
:niggly:: Orryn Silverthread. A gnome mage, he is partial to practitioners of Rithad.
:ninja:: Vadania the Spry. A drow who ostensibly retired from a lucrative career as a jeweler, she is partial to practitioners of Zhauraj, Nightstalker, Moonlight, and Umbranox.
:reject:: Arnold Alder. A wizened old wizard, he is a great believer in seniority.
:zombie:: Quarethon of Pyraxtallinost. A dragonborn lich, he is partial to practitioners of Eijixsjir and Sjir Darastrix.
:jebstare:: Shulali. A yuan-ti warlock, she is partial to practitioners of Tss’Ulatasss.
:smug:: Aramil Horineth. An elven silversmith, he is partial to practitioners of CORIMDA and Paura.
:wooper:: Caspian. A merfolk sage, he is partial to mer-wrestlers and druidic earth-fighters.
:mil101:: Chrola. A kobold who retired from the Dwarven Free Companies, she is partial to Akor-rin, Gentle Art, and Mageslayer stylists.
:ironicat:: Endless Reflection of the Musing Glades. A tabaxi traveler who has semiretired to Goresburgh, he is considered an impartial judge.
:orks101:: Throkk. An orcish barbarian, he is partial to practitioners of Khaanukh and the Way of the Warg.
:smaug:: Gurgorrhim. An ancient green dragon who self-nominated to his position as a judge, he is partial to kobolds and dragonborn.
:iit:: Gimmert Ungart. A dwarven sorcerer, he is partial to his fellow dwarves.
:shobon: Agatha Butler. A human doctor, she is usually very forgiving towards the losing fighter.

Venues

The House will hold its events in varying locations in and around Goresburgh. A non-comprehensive list follows.

Anthe’s Glade: A dryad named Anthe maintains a place of power near the city, and fortunately for the House, she enjoys nothing more than watching humanoids hurt each other. The House cleans up after the event, and in exchange, she doesn’t kill anyone.
The Badlands: Sometimes, the House just doesn’t want to use any of its money or influence arranging a venue for an event. In those cases, they trek out to a spot on the nearby scrub plains, set up the cage, and let anyone who wants to watch figure out their own seating arrangements. The atmosphere at a Badlands event is decidedly laissez-faire, but often other entertainment companies get in on the action and turn it into a multi-day carnival.
The Blight: The Blight is the local slum, and although many well-to-do spectators won’t be seen there, the rent is cheap and the seats are good. The House has a standing arrangement with a few landlords to put a cage in one of the wider streets, with bleachers put up on the adjoining rooftops. Just watch your purse.
The Boneyard of Wee Jas: The local cemetery. Wee Jas’s priests have a long-standing arrangement with the House “in the pursuit of knowledge”. An amphitheatre at the center of the cemetery is padded and fenced in, with seats looking down into the ring.
The Burgher’s Manor: The house of the local lord. Goresbergh is ruled by a semi-hereditary noble called the Burgher, who lives in a manor he couldn’t possibly hope to use all of. Sometimes, the House makes a donation to the Watchman’s Ball, and coincidentally, the Burgher decides he would love to have a night of spectacle in his massive courtyard. One wing of his house has been semipermanently converted to bleachers for these (and similar) events.
Central Theatre: During the slow season, Goresburgh’s Central Theatre will sometimes lease its space to the House. The cage is half in the orchestra pit so the judges can get around the back of it, but the seating is the cushiest around, and the House makes a mint off the opera boxes.
Dock 14: The Thieves’ Guild has donated occasional use of their waterfront warehouse on Dock 14 to the House as part of a ... settlement for past inconveniences. Best not to inquire, really, just enjoy the fresh fish kebabs and the rafter seats.
Drut Ruins: A canyon about half a day’s travel outside the city used to be a city, and the walls of the canyon still have buildings carved into them. Local laws prevent permanent occupancy, but as far as the House is concerned, it’s a free stadium for those willing to make the trek out.
The House Garden: For truly special events, the House maintains a picturesque garden on its grounds. These events are usually an invitation-only affair for a single, special fight.
Lop Island: Out in the local Whitecliff Harbor, there is an island with a permanently open portal to the Elemental Demiplane of Rabbits. The House, through some local druids, has negotiated use of part of the island every now and then for their use. Just don’t try to snack on any of the local wildlife - the dire buns have been known to take down mindflayers.
Pelor’s Cathedral: From time to time, the priests of Pelor can be persuaded (usually with money, sometimes with favors) to open their expansive cathedral for especially large and important events. An event put on at Pelor’s Cathedral has certain expectations around it.
The Temple of Kord: The god of athleticism, the priests of his Goresbergh temple are always willing to lend the House a space for a night. The seats aren’t very good, but the atmosphere must be experienced to be believed.
Whitecliff Harbor: On rare occasion, the House will hold an event out on a rented raft in the middle of Whitecliff Harbor, with seating aboard chartered galleons and a friendly water elemental named Razhag to keep the raft steady. The House doesn’t like going to this much trouble, so it’s usually to spruce up an event that they don’t expect a lot of people to want to see in a more traditional arena.

Styles

Aehamar (Striking): A formerly-secret style taught in certain activist churches, aehamar is an aggressive close-quarters fighting style using the “eight weapons” of fists, elbows, knees, and feet. Clinch-fighting is common, but long-range kicks are taught as well. Aehamar practitioners consider mercy to be an unfortunate accident that happens to other people.
Akor-rin (Grappling): “The way of valor”, a constructed martial art taught by the Dwarven army. It emphasizes clinch grappling and takedown maneuvers, with preference given to fast and aggressive limb disablement. Akor-rin also emphasizes positioning in the clinch, the better to let your buddy hit your opponent in the back with a handy axe, but this is not typically relevant in nonlethal competition.
Alhion (Grappling): A fighting style of devilish origin, alhion teaches swift and automatic redirection of an opponent to set up a deathblow. Alhion champions have nigh-unstoppable throws and trip attacks, and are equally difficult to take to the ground. Stopping power is a problem in competition, since the classic alhion finishing move involves a rapier, but modern alhion practitioners are having a vibrant conversation on acceptable substitutes.
Barak-rin (Striking): “The way of strength”, a traditional dwarven martial art so prolific it’s barely considered an art at all. Barak-rin might best be described as “the greatest hits of bar brawling”, an art noted for its heavily improvisational style and emphasis on one-hit solutions. Barak-rin champions are especially noted for their defensive techniques and strong guards.
Bondtzi (Striking): “The Great Leap”, bondtzi is a tabaxi style focused on controlling distance - moving in and out at will while denying the opponent the ability to change distance. The style’s attacks are much less effective if your hands lack claws, but the general ethos is applicable for anyone.
CORIMDA (Striking): The martial art of elven marines, CORIMDA was developed by common enlisted consensus from the results of innumerable bar brawls and cathouse fights, with help from opposition reports courtesy of elven shore patrol, and was formally adopted by the Elvish Foreign Legion. It emphasizes close-quarters fighting, with heavy use of elbows and knees. CORIMDA is supposedly an acronym, but nobody is willing to say what it stands for.
Dance of Death (Striking): A style by bards, for bards, the dance of death is almost exclusively a kicking style. Hands? Hands are for lutes. You’re not plucking anything with your legs, use those instead. Arm movements in the dance of death are almost purely defensive, but it turns out a kick from someone who would do a jig from sun-up to sun-down is not a joke.
Duchess (Striking): At one point, Duchess was named after an actual duchess, but that name has been lost to history. Duchess is the favored fighting style of many paladins. It features a strong, wide stance that makes for powerful punches, but loses a lot in the kicking and takedown defense departments. Duchess fighters also have strong guards and typically substitute a strong sense of balance for takedown defense - meaning they can hop on one foot and hit an opponent who is trying to take the fight to the ground.
Earth-fighting (Grappling): Druidic earth-fighting is a semi-performative martial art used for non-lethal dispute resolution, entertainment, and exercise in many druidic circles. Blows to the face and broken bones are considered poor form, but whaling on someone’s liver and choking them unconscious are perfectly acceptable, and fights end when one fighter gives up or is unable to stand.
Eijixsjir (Striking): “The Scroll of the Bloody Claw”, Eijixsjir is bareknuckle (scaleknuckle) boxing for dragons. The biting attacks don’t translate well for most species, nor do the various set-ups for breath attacks, but there’s nothing quite like Eijixsjir for wading in and putting fist to face all day long. The downside is that a lot of its defensive techniques assume that you possess a thick layer of scales.
Ekolanukh (Striking): An orcish clan of knights single-handedly originated this one-on-one school of honorable fisticuffs, emphasizing positioning and strong defenses to wear an opponent out and set up a knockout punch. Unfortunately, in most practical situations, anyone coming to blows with an orcish knight is not interested in an honorable resolution, and ekolanukh floundered in the discourse of combat until finding a place at the House of Spirit and similar enterprises.
Faereisliesen (Striking): The elven art of stage combat, “art-killing” is surprisingly effective when you stop pulling your blows. Its focus on acrobatics is not always productive, but it usually makes for an entertaining sight, and faereisliesen fighters generally have exceptional energy levels.
Ground-dancing (Grappling): Developed and favored heavily by halflings, ground-dancing is an evasive and acrobatic style based around nullifying attacks until the opportunity for a limb-lock presents itself. Halflings know better than to try to fight an entire opponent perhaps four times their size, but fighting a single limb is generally workable if you’re fast enough.
Jarghalaur (Striking): “Idiot’s Gift” is not a dwarven style, despite the dwarven name and outlook. The central idea of Jarghalaur is that whatever you think your opponent thinks you might do - don’t do that, do literally anything besides that. Jarghalaur is difficult to employ well, since “normal” strikes like “punches” are considered to be things you shouldn’t do, but doing a handstand and kicking your opponent in the face is considered excellent form. Most successful jarghalaur fighters instead simply add the catalog of strange, unnecessarily athletic maneuvers invented over the style’s lifetime to the established list of successful martial strikes and use all of them, but “pure” jarghalaur fights are a truly bizarre spectacle.
Khaanukh (Striking): “Style” is a strong word, but khaanukh is the word given to the combat style taught by most modern barbarian circles. Its emphasis is on an unending slew of all-or-nothing strikes, which is both easy to plan for and difficult to defend against - knowing the strike is coming and being able to do anything about it are worlds apart, and it turns out that being a one-trick pony is only a problem if the trick isn’t good enough.
Kherek-nor (Striking): The gobbish school of fighting, kherek-nor assumes that you will lose, and the true victory is in doing as much damage as possible to your opponent before the inevitable. Its fatalism has certain advantages - for example, a kherek-nor champion has effectively given up on the concept of fear.
Laikat (Grappling): A celestial school of ground-fighting, the name is a word in a divine language that loosely translates to “no you will not”. It focuses on positional dominance over setting up specific attacks, giving it a reputation as an extremely patient style. Getting to the ground is generally accomplished through headlong, charging takedowns.
Lyssae (Striking): A variant of Duchess, Lyssae fighters prefer a tighter stance and a looser, more eclectic approach to striking, mixing punches up with elbows and hammerfists. Lower-body movements still do not feature very much, but knees are often employed as a takedown defense where a Duchess fighter would not. Lyssae also has a number of techniques for striking off of one’s back.
Mageslayer (Grappling): Mageslaying is a clinching art designed around a single purpose: kill the caster. Mageslayers use body blows and strangles to rob the mage of their ability to speak, limb breaks to remove their ability to make gestures, and eye gouges for... well, that’s just something mageslayers do for themselves. It does have to be cleaned up to be used in competition, but “no-nonsense” does not even begin to cover the mageslayer’s approach to combat.
Mer-wrestling (Grappling): The ancient mermish art of positional wrestling, mer-wrestlers have few tools for finishing a fight, but many ways to make an opponent wish that they weren’t in one - or at least that they could spend more of it on their feet. Mer-wrestling traditionally takes place entirely submerged, and fighting the added density of water makes fighting on land nearly relaxing by comparison. Above sea level, the real danger of fighting a mer-wrestler is gravity - eventually, you’re going to land on something that’ll break.
Moonlight (Grappling): An urban variant of Nightstalker, Moonlight fighters use more clinch-range strikes and limb attacks, but preserve the emphasis on quiet finishes. The primary difference is that Moonlight teaches “the Approach”, a system of fighting your way inside an alert opponent’s guard in the shortest possible amount of time, to secure a finishing hold.
Nightstalker (Grappling): A ranger-centric school, Nightstalker is as much a collection of stealth techniques as it is a fighting style. A Nightstalker fighter seeks to get into clinching range, and end the fight quietly and decisively, with a dizzying array of highly specialized chokes. Limb attacks are clearly the style’s lesser priority.
Paura (Striking): The elven “path of peace”, paura is more of a method of meditation than a martial art, but paura monasteries have developed a defensive style that is now synonymous with it. Paura emphasizes outmaneuvering an opponent and breaking their stance, and places value on a single accurate strike to a vital location than simply hammering away at your opponent.
Rithad (Striking): The name is an untranslateable utterance - Gnomish has a word specifically for shouting after you’ve hammered someone in the wedding tackle without warning. Rithad fighters specialize in using minor illusions to set up their attacks while evading their opponents.
Sjir Darastrix (Striking): The “Scroll of Dragons”, sjir darastrix is a collective term for dozens of kobold martial arts based on the movements of dragons and dragon-like beings. The most currently popular is Bahamut-style, but the Chroma and Deathscale schools aren’t far behind. The common heritage of these styles include high activity rates, an emphasis on precision and economy of movement, and excellent footwork.
The Gentle Art (Grappling): It goes by many names, but when the town guard puts your face into the gutter, they’re almost certainly using some flavor of the Gentle Art. It’s a positional grappling style designed to gain control over the arms, ideally on the ground. Getting to the ground is generally accomplished with trips and throws rather than takedowns, but the Gentle Art has some excellent thoughts on the single-leg. The acceptability of a genteel elbow to the face varies by jurisdiction, but is generally “all right, as long as you don’t get too crazy”.
Thousand Cuts (Striking): Thousand Cuts is a martial art based around pure speed. Move faster, hit faster, dodge faster, win faster - if you hit an opponent three times for every time they hit you, you’re probably okay. A Thousand Cuts double-jab is a thing of beauty.
Tss’Ulatasss (Striking): Yuan-ti “mirror-fighting” is actually a mental technique. The style focuses on getting into the mind of an opponent and anticipating not only their movements, but their thought process to arrive at their movements. Fighting a tss’ulatasss master, it is said, is like fighting your own mind. Most practitioners favor a highly eclectic approach to their attacks.
Ulimaanze (Striking): The “noble art”, ulimaanze is the flagship martial art of the Gray Company, an international consortium of “differently abled paladins”. Allegations of war crimes, smuggling rings, extortion, and state-level bribery schemes follow the Gray Company constantly, but never seem to make it anywhere. Their style is more of a way of thinking about fighting - namely, how do I bend the rules to my advantage without actually breaking them? A common slogan of ulimaanze practitioners is “it’s only a crime if you get caught.”
Umbranox (Striking): Umbranox is a common sight on city streets, being a collection of street-fighting techniques built for the common thief and cutpurse. The focus of the style is on maintaining range and avoiding grappling attacks, with the eventual goal of escape. In most competitions, fleeing the arena is considered a forfeit, but being able to prevent a grappler from executing their game plan is a valuable skill.
Way of the Open Hand (Striking): At one point, the Way of a Open Hand was a coherent style, the go-to method of dispensing hand-to-hand pain for anyone from anywhere. That has not been the case for a couple of centuries now. Everyone who could find something to improve on, did so, and what was once a respected juggernaut in the martial arts world slowly became a many-faced gibbering mouther with no coherent philosophy whatsoever. Fortunately, the core philosophy is still there no matter how much you pile on top of it, and the core philosophy is “go fast, kick rear end”.
Way of the Warg (Striking): The Way is a style of fighting taught by totemic barbarians and druids, with an emphasis on body strikes. The Way has twelve (or so) relatively distinct “animal styles” underneath it, and a Way fighter switches between them as needed. Need a little more mobility? Try eagle style. Only one opponent standing? Maybe give bear style a chance. Fight not going so well? Gazelle style is here for you.
Zhauraj (Grappling): Drow tunnel-fighting. The real focus is on clinching, not so much on groundwork. Zhauraj fighters have a real advantage working against the cage, but a certain weakness in that small knives are not permitted in most competitions. It also loses a lot of its real-world applicability due to its emphasis on fighting opponents with unusual numbers of limbs.

Carbon dioxide
Oct 9, 2012

Remora posted:

Hey, guys. I made a forums game I was looking to run - it’s a management game about a mixed martial arts competition in a fantasy world. Join up, manage some fighters, angle for a championship, maybe win some tournaments, build some stories. The OP is over here, if you could take a few minutes to peek at it, I’d really appreciate it. If it doesn’t look like your thing, I’d love any feedback you’d be willing to provide (PMs here, soyouwannaclickheads at gmail) - I know it’s a weird thing, but I expected more interest than ... none, and I’m not sure why people are bouncing off of it. In any event, thanks for your time.

I'm not gonna read the wall of text you wrote here. The only suggestion I have is that I think that The Game Room subforum (which is hard to find if you don't know it exists, it's a subforum of Traditional Games, which in itself is a subforum of Games) is the place where people seek out forum games.

I'm not saying you posting this game in Let's Play is wrong or anything, I'm just saying that the crowd you're looking for is more likely to be found in that other subforum.

Make sure to read the FAQ of that place. I don't know it well but they seem to work with separate recruitment threads and stuff.

inscrutable horse
May 20, 2010

Parsing sage, rotating time



You want this thread: https://forums.somethingawful.com/showthread.php?threadid=3654812 - over in the trad. games subforum.

Shogeton
Apr 26, 2007

"Little by little the old world crumbled, and not once did the king imagine that some of the pieces might fall on him"

As a regular of TG, I think it's a real interesting concept, and I'd deffo bring in some fighters.

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Remora
Aug 15, 2010

All right, thanks for the feedback - I've reposted over in TG, maybe see some of you over there.

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