Is there such a martial arts style as One Hit Take Downs? I was just thinking about it, it would be a fast-defensive martial art. It would be perfect for Christians, actually. That you would know where and how to hit someone that the fight would be ended on the spot. Everything from putting the person on the ground, to breaking a bone (although this tactic is generally reserved only for the very persistent and/or dangerous.) The way I'm envisioning it, it would be perfect as defense. Someone pulls a knife on you, break their arm. Someone tries to kick you, duck and punch them in the groin, Lionheart style. If the person isn't as dangerous, just throw them to the ground and/or block a little too effectively. It would be completely based on counter attacking after an attack was made. Perfect for Christians. The Bible says "Turn the other cheek", it doesn't say what you should do after they hit you the second time. Even in a real fight, this would be effective. I mean if someone is persistently attacking you, and you take them down with one move, and they get back up, that's their problem.
It would be a weapon utilizing martial art, which if I'm not mistaken, mean you can use a weapon or not. Since it's a defensive martial art, the weapons would be mostly small items that a person might normally carry on them. Key rings (to improve punching) effective tactics for using pepper spray against multiple attackers, things like that. Thoughts?
The entire martial art is based on defensive and/or counter attack moves. Therefore, 2 practitioners of One Hit Take Downs cannot fight each other. One would have to attack the other, and that is not the way of the style. Instead, they fight the Karate and Tae Quon Do students, and teach them a lesson about defending instead of attacking.
Sounds a bit like iaido to me.
http://en.wikipedia.org/wiki/Iaid?
You can design a style for just about anything, although a style with no direct attacks would be a bit challenging.
If you care to peruse the Martial Arts Rules for Role Playing Games site, it will give you something of the ideas of how to proceed in such a thing. There are also forty or fifty pre-made styles which achieve various objectives various ways.
--M. J. Young
Osevens, I looked that up on Wiki. It says that it is a sword technique. Did you mean Akido(sp)?
A1Nut - No, I meant Iaido. I know it's a sword technique, but the principle of one perfect strike could easily be adapted to unarmed styles. You might also be interested in... I believe it's called Kempo. It's basically the ultimate "you don't actually get to hit me" style, from what I've seen.
I don't know that I'm actually interested enough in developing it to actually work very hard on it, to be perfectly honest. It was just an idea that I had, and I thought perhaps someone here might be interested in developing it. Of course, that's pretty much how Music Wars started, and look where that went.....
I still need to do Alpha. I'll try. Of course, you need to do Beta, or at least finish something simple. And a martial arts style is fairly simple. Its a matter of stretching your muscles, and getting your game design muscles in shape.
We all of us have areas we could improve on. I'm working slowly on my grammar, and I have worked on my understanding the very complex rule structure a while ago. I'd like to see some general improvement in skills. It gets boring if no one is getting better.
I'll make a deal, start and finish a project, even a very small project, and I'll put some work into Alpha.
Eric, I get your point, and it's not like I don't have time to do it. I've always been like that. Unless I'm absolutely interested in something, I tend to lose motivation relatively quickly. Now that I have the rulebook I'll take a look at the psionic and magic powers and see what I want for each faction.
Speaking of Music Wars, can war bring about peace? It sure can. I saw an episode of Star Trek Enterprise the other day. A religious war had been fought for over a century. First on a planet, then it moved out into space. Archer brought some of the space combatants back to their home planet, to show them exactly how war brings peace. Everyone on the planet was dead. Not a soul alive. It was pretty flipping peaceful.
If you want to, you can find a way to move past that. Its a problem I think most creative types struggle with, but part of becoming productive is learning to 'turn it on' by an act of will.
It might benefit you to write five hundred words on game design Monday through Friday. It might not. But I wrote two novels and the '4th Book of Worlds'....all told about 300,000 words based on sitting down every day and working whether I felt like it or not.
Write five hundred words a day, and in ten weeks you can have a first draft of 25,000 words. You could have one Music Wars beta, and say two shorter worlds to pad it out.
You could call it 'A1 Worlds'....
Just out of curiosity, could you help me get this formerly published, and if so "What's in it for me?" I know little of how these things work. Is there any financial considerations? That is something that motivates me to work, as I'm sure you can imagine.
I'd be glad to help you get it published, and other than a short thank you note in the intro, I'd require no pay. The system I use mostly is Lulu.com, and its a POD, or Print on Demand service.
That means, they charge no money, you send in the work, and when someone sends them an order, they print up a copy for the customer.
The books are good quality.
Now the biggest problem is getting people to buy them. This is somewhat why I want to see more people publishing. I agree with a previous statement...Multiverser is incredibly innovative. It will either hit the market with a blast, or go down a black hole.
Well, I fear that black hole. And if ten people start churning out a couple books every year, not only will it help them, but it will help Multiverser, and it will help me because some of your customers will want another dimension book, and won't want to wait a month or two for you to write another one, so they'll come look at me.
For a variety of reasons, we're a long way from this reality.
Payment: they charge (to the customer) a certain amount depending on the book size, and a percentage of the profit. So, you might be able to make six bucks or so on a book like the one I described if you sold it for say 15 bucks.
Biggest problem is getting people interested. Let me know if you figure that out.
Biggest problem is getting people interested. Let me know if you figure that out.
Three words: Myspace dot com. I really do think that we should do a lot more advertising on Myspace. I run a Myspace site for 2 of MJ's novels, and I've gone so far as to put advertising for Multiverser on my own personal page. I really think there's potential there. I really don't know how we could use it. If you figure that out you let me know!!!!
I'm not certain how well MySpace works for promoting books. I've connected with a number of authors there, but none of them appear to be doing particularly well. I can't say it has not happened, but I am unaware of anyone buying any of my books because of our MySpace presence--and in addition to your sites, there is my own MySpace and the Valdron MySpace, both of them linked to quite a few people in the gaming world.
It is the same problem that the Internet has generally: people confuse having a presence with reaching people. There has to be a way to reach people, but really, most people on the Internet are not there to buy anything, and most of those who are know exactly what they want and where to look for it.
I am inclined to think that traditional advertising venues are still better. They are also considerably more expensive.
--M. J. Young
