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Quick S2RP Guide for beginners

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Robert

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Quick Guide for S2RP for noobs.

Shoot to Roleplay or S2RP is a form of combat system within Roleplay servers known for being "Slow". It is generally only capable of working in rather small to medium sized groups, requires a Mentor+ member to oversee and is mainly for Close to Mid range fights. It is not intended for use in long range battles or large groups, as that is where Shoot to Miss or Shoot to Kill comes into play.

Per rules, S2RP is defaulted when using melee to fight or when with guns within a reasonable close distance. To avoid you guessing, just keep in mind "Can the player see my /me?". If you are too far for a standard /me, you can use /mel which is just a longer range /me or even /mev which allows anyone in visual range to see your actions.

The first thing to note is that S2RP has a turn system and the initiator of the fight ALWAYS goes first. When its 1 v 1, S2RP is simple and easy to keep track of and anyone trying to intervene needs to follow whats known as Timescale. Parties take their turns in order via the use of the /me command, each /me is an action and you only get one action per turn. You can either move, attack or incases of a radio, radio for backup; but you cannot perform multiple actions at the same time in the same /me. Note: Some cases a GM may allow a Movement action and Shoot action to be combined, but do note penalties will be deducted from overall effectiveness

Knowledge tip #1: Timescale is a system where as in each action is happening in a paused moment of time. Icly 0 seconds have passed, time is frozen and only when a action is performed does time take a step forward before freezing once more. Think of it as stop motion, you need to move one character first before moving the rest one by one. Anyone in timescale is effectively unable to interfere until they would have realistically arrived to the scene and done their actions to see and step in to the battle, being added to the turn queue. (Decided by overseeing GM)

Knowledge Tip #2: Turn orders can be done in 2 ways. If a Free for all, it will go in order of initiator > initiators target > next closest individual > repeat closest until turn order complete. If in a 1 v 1, Turn order is between 2 players and thus turns are simple. Lastly, Team Deathmatch, aka when there is people teaming up together (e.g. 4 rebels vs 3 CPs and rebels initiated) then the initiator party (rebels) will go first as a team, all doing their actions at the same time, then the CPs all go at the same time in reaction to the initial /mes. Turn order may then go back and fourth in order.


The next thing you need to note is how S2RP generally plays out and it is important for you to keep in mind that S2RP is by no means fast, it is slow paced and each action is detailed enough to let each person know what action you are taking and how you are doing it. So doing a /me of "john attacks the individual in front of him" is unfortunately not good enough. It is imperative you specify HOW you are attacking your target, WHERE are you attacking your target, GOAL of your attack and OPTION to react.

For example:
**John Freeman pushes against the unit with one hand, trying to get the officer off of him as he uses his free hand, hammer in hand, to deliver a quick blow to the head in one swift movement aiming to daze or even knockout the officer; hoping he is too distracted to notice his impending attack.

Lets break this /me down. It lets the players and GM know HOW you plan to attack (Free hand and hammer), WHERE you plan to attack (To the head in a swift movement), GOAL of the attack (Daze or knockout) and OPTION to block/parry/dodge. This lets everyone know how your attack plays out in their heads and possible actions the Unit can take.


Knowledge tip #3: In the cases of unsuspected actions or sneak attacks, the OPTION parameter is removed from the equation. In these cases of a surprise attack, the advantage fully goes to the attacker, allowing them to perform their attack without giving the ability for one to deflect the attack. HOWEVER, this cannot be done if an unoccupied opponent is nearby as they can see and step in to assist and thus mean the sneak attack automatically fails and must follow the OPTION ruling of S2RP.

These sneak attack cases work best during the initiator phase. E.g. you have a hatchet the player has failed to notice in time and you do an attack outside their vision to hit them from behind. Speaking of which, if you plan to sneak attack someone, make sure you /me pulling a weapon out from behind them. This tells the player you are going to sneak attack them and turning around IC is no longer an option- unless you are realistically too far from the target, giving them time to react and turn around.


Note: Some may attempt to abuse thirdperson to spot attackers coming. If you suspect this, please call a staff member over immediately and they can resolve peacefully without escalation.

Second Note: Initial sneak attacks are most of the time going to enforce Play to Lose on your character, meaning you have to act out an initial disadvantage. Its like a free hit for the attacker.


Once you have performed your action, you can follow a few different systems depending on collective decision by all involved parties. These systems are the Roll system or P2L (Play to Lose). This is how you dictate who is doing what in the fight and who wins or loses each action.

If Rolling is used, then you simply need to do /roll then type the attribute you think closely matches your action. If its about speed, its agility, if its about reaction it can be perception, if its strength it will of course be strength and if its quick thinking or using acting out an idea in your mind, you can roll Intelligence. Its all about what you are doing. We also have skillrolls where you can instead pick a skill to use- but note skill rolls do not work in combination with normal rolls. Normal rolls are 0 to 20. Skill rolls are 0 to 100, so incompatible. The winning roll is whoever rolls the highest.

If Play to Lose is used, you basically decide the battle yourself on the spot in reaction to the peoples movements and account for what you realistically can and can't do. It removes the randomness of Rolls and tries making things more realistic to all parties. E.g. if someone takes a swing at your character and you are surprised by it, backed in a corner, or realistically your char has something that stops them from dodging or reacting in time, then you would act out you being hit. Its challenging to do this setting as you have to account for your chars background, environment, knowledge, skills, etc and doing something not in the realm of realism may fall under Powergaming. So it is a skill to learn proper P2L etiquette.

Knowledge tip #4: If against multiple opponents you can either choose Play to Lose or Rolling. Just note that regardless of what you choose, a 1 v 3 isn't going to end well for you. A 1 v 2 you may survive but a 1 v 3 is even harder. Its not impossible as proven in the past, but its entirely up to chance. Rolling is recommended for a chance at survival as Play to Lose will put your character into certain defeat.

With rolling, you only get 1 roll per action/reaction. Which means if you do an action and then roll a 16 and the other players roll- you would only win against the rolls below your roll. If you tie, you can reroll between the person you are tied with. So lets say you roll a 16 vs 3 players and they roll, a 5, a 15 and a 17. The players rolling a 5 and 15 would fail in their actions against you- the 17 would win against you. Allowing the winning roller to do their action successfully. This is why a 1 v 3 is a nasty situation to be in as your roll is to go against multiple other rolls at once. So be warned.

Note: GMs will decide in some cases if P2L is forced or not depending on the situation. If its certain you can't escape and routes and chances are too far off- then a P2L moment will be forced. Keep that in mind when traversing the map as all your actions have consequences.


Now you know the basics of how to do S2RP with knowledge of the Commands, Oversight, Basics of Performing actions, Turns, Timescale and sneak attacks.
 
Last edited:
Updated based on situations that happened tonight. Knowledge Tip 4 was added with a explanation into Rolling and Play to Lose.
 
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