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#1 |
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Join Date: Sep 2007
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Would you kindly elaborate? I'm not sure I follow you.
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There is no "i" in team, but there is in Dangerious! |
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#2 | |
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Custom User Title
Join Date: Oct 2007
Location: Indianapolis, IN
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Quote:
Everyone of the re-enactment organizations have rules to check the possibility of actually killing some one. Some armor the person. All of them rebate the weapons. I don't know of any that are playing with sharps in front of an audience. Some restrict the target zones. Some restrict the power. Almost none of them allow you to throw an opponent to the ground in such a way that injury is highly likely. It is Art or Sport with sometimes intricate details. Switching between rules sets can be a problem - get hopped up and allow reflex to take over and you have got a ****** off opponent at the least and a hospital run at the (hopefully) worst.
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Joseph Paul |
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#3 |
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Custom User Title
Join Date: Oct 2007
Location: Indianapolis, IN
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Techniques and Perks like Shield Wall, Grip Mastery, Form Mastery, Counterattack, Feints, Hook, Low Fighting, Reverse Grip, Dual Weapon Attack, Cross Parry, Bind Weapon, Combinations, Reach Mastery? Seen all of those. Do most of them as do most of the people I have fought in the last 15 years. At least one group has ~8--10,000 people involved in the martial aspects and has dozens of tourneys every weekend across the US every year. The critical mass is there, there is a wide range of skill with a good corp of highly skilled people and some of those are going on to explore other methods in the WMA and BotN movements.
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Joseph Paul Last edited by Joseph Paul; 01-10-2014 at 06:44 PM. |
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#4 |
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Custom User Title
Join Date: Oct 2007
Location: Indianapolis, IN
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Do you have any specific questions about SCA fighting?
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Joseph Paul |
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#5 | |
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Join Date: Dec 2012
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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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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. Last edited by Prince Charon; 01-12-2014 at 07:29 AM. |
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#6 | |
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Join Date: Jun 2006
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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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-- MA Lloyd |
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#7 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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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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