01-11-2014, 02:09 AM | #11 | ||
Join Date: Jan 2006
Location: Central Europe
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Re: Medieval re-enactment as martial arts styles
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01-11-2014, 02:04 PM | #12 |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: Medieval re-enactment as martial arts styles
Tongue-in-cheek - There is a history of attitudes between groups. There are groups that use rebated steel but pull their blows to prevent injury and their are groups that use wooden wasters and armor to prevent injury from more forceful blows. Each thinks what the other does is, respectfully, just mad. Jousters take the cake though. Getting hit with a rebated lance and you have to fall off! I have ridden and I have fallen off. It is a long way to the ground.
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Joseph Paul |
01-11-2014, 04:54 PM | #13 | |
Join Date: Aug 2004
Location: Nashville, TN
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Re: Medieval re-enactment as martial arts styles
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My answer to the OP is "it depends upon what you're trying to do". For me at least, my approach to "how to represent SCA fighting styles" (SCA is the only re-enactment group with which I have more than passing familiarity) would depend greatly on the game that I was running. Am I running a bunch of modern people transported via the Banestorm to Yrth? If I am, then my re-enactors probably will be as Anthony describes -- just 1 or 2 points in Combat Sport and leave it at that. In this setting, they will probably need to learn genuine combat skills ASAP and the fact that a character was an accomplished SCA fighter would soon fade to background. On the other hand, if I were running (for some reason) a game where the characters were SCA heavy combat fighters and the game centered around the characters attending SCA events and fighting, then I would expect many more of their points might be spent here. It would be much more important, in this case, to have their SCA sport skill serve as a point of differentiation between the characters, and their fighting styles and preferred techniques would be relevant to play. In my way of thinking, the same real-world ability might be represented in GURPS by different traits (and skill levels) depending on the setting. Am I the only one who thinks this way?
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01-12-2014, 06:13 AM | #14 | |
Join Date: Dec 2012
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Re: Medieval re-enactment as martial arts styles
Didn't see it mentioned earlier, so I feel I should point out that RevPK has a houserule that can apply, here, GM-permitting.
Houserule 14: Quote:
They would still lack training in specific manoeuvers, strikes, and techniques that would be against the rules - which is why any GM doing this should study the rules that re-enactor group uses, or the rules they used to use, as some groups have changed them a few times (e.g. the SCA changed the Fencing rules in ways that my instructor considered terrible, a few years ago), in order to work out what the style should look like. If anyone who is better than I am at writing up MA styles for GURPS should want to, this is a good place to post them. There may be some re-enactor groups who do Dueling Shields, so you could find my thread on them useful.
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01-12-2014, 09:58 AM | #15 | |
Join Date: Jun 2006
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Re: Medieval re-enactment as martial arts styles
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This seems fairly reasonable - you do learn the basic moves and a little of what's dangerous with an art form - it's the stuff the safety rules tell you not to do - but the practice you put in to safe moves is fairly useless in a real fight. Of course for full contact sport, I might suggest alternating your points between the Sport technique and the actual combat skill, and anybody with a serious hobby involving real exercise should consider spending some of the points to buy up DX or ST, so you'd still get a little better at hurting people.
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01-12-2014, 10:27 AM | #16 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Medieval re-enactment as martial arts styles
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That's a very interesting way to go; I need to give it more thought, but I like it a lot.
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Tags |
hema, martial arts style, medieval martial arts, medieval re-enactment, re-enactor |
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