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Guide to feuding E65020ef_322e_4fb9_8687_9b2611c69da3
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Guide to feuding E65020ef_322e_4fb9_8687_9b2611c69da3
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 Guide to feuding

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Zendai Lalaith
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Posts : 23
Join date : 2012-02-18

Guide to feuding Empty
PostSubject: Guide to feuding   Guide to feuding EmptyThu Jan 09, 2014 9:43 pm

Step by step guide to working a feud.

1) Finding a Feud.

Obviously, the first part of a successful feud is finding someone/some people to feud with. Get in chat, post on the forums, see if anyone else is looking to start up a new feud. It is possible on occasion to get involved in an existing feud, but most of the time, once a feud is started and planned, people don't want new additions to a feud, so don't be offended if someone says no. Otherwise, there are non-rping wrestlers and staff members who you can also feud with. If you are looking at either though, first message the GM to confirm it's ok, and doesn't interfere with any other feud or storyline

2) Planning a Feud

Once you've found your feud partners, the best thing to do is throw a basic plan together for the feud. You don't have to plot out the entire course of a feud on the first day, but getting an idea of where you want to go with it makes things so much easier to rp for. Some of the things to consider are:-

Length of feud: How long do you want the feud to go on for. Most feuds only last a single season, up to the PPV/Supershow, but if you can make a longer feud work without getting stale, go for it!

Compare gimmicks: See where your gimmicks have room to clash. Most people think that a Face vs Heel feud is the only type of feud that will work regularly, but that's certainly not true! Two heels can go to town smashing each other to pieces, playing dirty etc. Faces can have an honourable contest (though this tends to be difficult to draw a pop from, so requires very good rps to compensate).

Discuss weak points: This leads on from comparing gimmicks. While some people might want a 'super cena' style untouchable character, that is no fun at all! And for every 'super cena' there is some guy who has to job for him, and nobody would really be willing to do that in the context of a federation... we all want our characters to do well, not be buried. Everyone has a weak point, maybe a particular item, particular person, certain things which will cause a reaction in their character, and escalate the feud. This helps draw heat for a feud, help get both people over, and make it believable.

Discuss off-limit areas: The flip side of weak points, is things about your character which are off-limits, or you don't want written about. This could either involve set-pieces for later on in the feud, or other storylines, characters or references you don't want brought in to the feud, or things your character would definately not do. Getting these down stops disputes down the line and problems with rping.

Staff involvement: If you need anything done specifically in relation to a feud (matches put on the card, edited, results edited etc), get in contact with the GM as soon as possible to keep them in the loop about what is going to happen. The further in advance the better, because closer to the show, there's a lot of hard work going on behind the scenes, and suddenly finding that massive changes are needed just causes headaches all round.

3) Instigating a feud

Now you have your feud partner lined up, the next thing to do is find a way to instigate the feud. This can be as simple as a match, a backstage confrontation etc, or can be build up over time. No-one is going to buy characters suddenly beating down on each other with sledgehammers without cause.

4) RPing for feuds - Things to be aware of.

The same things apply to feud rps as with any rps, such as quality of writing, spag, formatting etc. But there are some things you need to additionally be aware of when writing feud rps.

Writing for the rival: In all feuds, you're going to have to probably write some text for your feud rival. Obviously, they have final say over what their character says or does, but it's not really viable to write rps a line at a time, bouncing them back and forth between people. If you are writing for your rival, make sure you try to write as they would write. If they write formally, do so, if they write casually, in colloquialisms, or barely speak at all, write appropriately. This is the difference between a good and a great rper. Writing well for your own character is all well and good; writing well for someone else shows you are diverse. Be aware that your rival will be writing for you too at some point.

Continuity: This is very important for a feud to work well. You can't smash up your rivals motorbike if they haven't arrived at the arena yet. If they are not in the show (in hospital or something), keep rps to mic work and suchlike. Make sure what you write matches what has come so far in the feud, and refers back to important events (if you received a beat-down the last show, mention it, refer to it, show signs of it). Also check RPs that have already been added to the card, to make sure that none of these conflict with your own.

Permission: Being involved in a feud is implicit permission to allow your rival to use your character to some degree, if you aren't planning on doing all your writing collaboratively. However, there are some things which you still need to get their explicit permission on before putting into a show. What you decide is and isn't appropriate is up to you, but this is my basic breakdown between the two.

Implicit: Mentioning in rps, verbal confrontation (with some minor physical confrontation, but nothing that could cause injuries, visible damage, or ends in one wrestler being 'over), destroying 'unimportant' property (trashing their dressing room or suchlike)

Explicit: All other physical confrontation, destroying 'important' property, use of other characters owned by the player (family members etc).

5) Feud ending

Go out with a bang, not a whimper, and make the feud mean something. Decide on how you want to finish the feud (usually in a match of some sort), and then build up to it. Make it clear that this is going to be the feud finale, to build up anticipation for its climax. If the finale instigates a turn, both characters are similarly face or heel inclined, or you want the two to be cordial with each other afterwards, finishing it on a simple handshake or something works (though is a bit cliche, try to come up with something better!). Who wins and loses matters less than the overness that all involved get from being in the feud.
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