Post by Fenris on Jun 24, 2009 18:59:57 GMT -7
There is already an "honor in swordplay" thread but i think the meaning kinda got lost in the scramble. So here we are, and I guess I should start.
Swordsmanship is probably one of the oldest ways to kill a person that man has ever invented, probably only predated by sticks,rocks, and fists. As such it stands to reason that man has had alot of time to gather data on the finer points of such a deadly art. Many schools/styles/systems have been developed, most of the western martial arts died out with the invention of the gun, so that most people only see the oriental and eastern styles of swordplay, however some are still kept alive. Before you use a sword you must first understand how it is built.
(BASIC BUILD)
Most swords are divided into 3 parts. (Some systems break this apart even further and maintain as many as 9 parts, but for all intents and purposes three should be enough to understand the concept.) The 3 parts consist of the end, the middle, and the hilt. The upper, middle, and lower parts of a blade respectively. Depending on the style of sword, it is possible to alter the seperate functions or attributes of the pieces but commonly these are the portions of a blade that matter.
(DEFENSE)
As such the three seperate parts of a blade all have differing amounts of strength, the highest being weakest, and the lowest being strongest. This is due to the balance of weight that is made into the sword, the bottom portion must be heavier to support the blade and make sure it is secure, and being closer to the handle it is much faster and more effective to focus ones strength and channel it into the lower portion than it is for one to utilize the higher point of the sword. Thus the lower the point of contact a defending swordsman blocks with in relation to his opponents offending blade, the more effective the defenders parry. This can also allow a skilled swordfighter to alter or lead his opponents own blade and strikes with the proper distribution of his blades weight and posistioning in contrast to his opponents.
Keep in mind this is also a double edged sword (no pun intended) and that a skilled opponent can just as easily make use of this as you can. Also keep in mind that the weight and size of a sword when defending is very important you cant very well block a claymore with a rapier, nor can you stop a falchion with a katana. (at least not without making certain adjustments.) This rule can be bent however, if one can utilize the previously mentioned physical configuration in proportion to their opponents intended trajectory. (IE deflecting, blows.) Also keep in mind when parrying that traditionally one uses the flat end of ones sword, in real life duels, two swords going at each other edge on edge was apt to break both of them. Footwork is also important especially in battles where two fighters are using different swords. With the proper use of footwork one can maintain an evasive presence, or a highly offensive one. For instance when someone wielding a smaller blade is conflicting with someone using a larger one, the smaller one can gain a distinct advantage by moving the combat into extremely close quarters and hounding the enemy not giving them any room to swing their sword, while making use of their smaller blade to still maintain an offensive presence.
Finally in defense, ones stance is important, make sure your blade is well posistioned in respect to you're opponents possible avenues of attacks. Dont go for something just cause it looks cool or flashy. (IE a certain stance favored by anime fans which twists a long blade behind their arm underhanded, not going to work very well unless your using a knife.)
(OFFENSE)
Now when one understands how to make use of the divided nature of weight in swordsmanship, one can use it for offensive purposes as well defensive ones. In freeform Roleplay initial melee attacks rarely if ever work, the bread butter of a good melee fighter is their ability to counter. What is a counter first? A counter is an attack designed to pre-empt an enemies offensive maneuver, or nullify and then make use of it to fuel your offensive. When one understands this, they can utilize their understanding of the blades makeup to to tip odds in their favor. When parrying or defending, make use of a defensive measure that not only keeps you from losing a vital organ, but also leaves your opponent's guard open in the worst way. Not only will this make you better at offense, but it will help keep your opponent under control since they'll have to defend giving you time to gain dominion. When countering afew good targets to keep in mind are. The waist, the thighs, the shoulders, the arms, and the neck. (just to name a few) Also keep in mind when parrying, that its possible for you to try and manipulate where their blade ends up, and with proper planning this can make both a recovery or a counter on the part of you're opponent all the more difficult. Also certain sword strokes are better for different situations. If an opponent is going for a vertical chop, a linear thrust will most likely beat him to the punch, if you managed to block an opponents blade on the outside of your guard, and the inside of his, you can most likely bring your blade down onto his shoulder for that same vertical chop most likely before they can even recover from your defense, or even simply go for a thrust, or some of kind of ripost. Or if an opponent is moving a certain way, some sword strokes may be more effective than others.
Also just because you're wielding a sword, doesnt mean you should forget about the weapons you were born with. Grappling, and striking skills used in tandem with swordplay can be devastating to an unsuspecting opponent, most people totally stop thinking about things like kicks, elbows, and throws as soon as their sword leaves their sheathe. A devious sneaky strike, or a snaky grab for you're opponents sword arm can save you're characters life in some situations. But also dont forget stakes are higher in weapon fights, and carelessly throwing your leg or arm out when the situation doesnt call for it can get your character an amputation quicker than kimbo slice fell out of MMA.
(FEINTING)
Feinting is tricky especially in freeform roleplay. Its easy for someone to say "Harhar i tricked u it waz a shadow clone!!1" but it can be done. Most effectively it is best used when one is attacking with one weapon and concealing another. An example would be. (1)"Opponent A, attacks with his sword in his right hand, at opponents B's temple." (2) "Opponent B parries with his left hand, and then thrusts at Opponent A's abdomen" (3) "As opponent B parried, Opponent A had moved further right or to his opponents left, while simultaneously drawing a second sword under opponent' B's outstretched aiming to amputate it in the same motion as the draw." This is an extremely simplified version but other factors could play into such a feint as well. (things such as movement, and armour, etc.) Typically it might be considered "Good form" to give your opponent some sort of "hint" that you are about to feint, though dont spell it out for them and its really more of a guide line. It can also be done with a single weapon, but must be carefully worded so it doesnt look like you simply changed your original intention. Its better to try and predict your enemies defense and come up with a plan that will specefically make use of it. For instance. (1) "Opponent A swings his sword towards opponent B's neck in a right to left swipe." (2) "Opponent B lifts his blade to the right intending to parry at the hilt" (3) Opponent A utilizes the weight of his opponents parry and places his hand on the pommel of his blade using the force of it to turn his sword into an opposing revolution aimed at the opposite side of his opponents neck while moving around him in the same direction" (Once again very simple, and arguably simply just a parry, unless one starts the change in mid-swing as opposed to utilizing their opponents attack but there just basic examples.)
(IN TANDEM)
Once one has a good understanding of Offensive, Defensive, and Guile concepts, one can use them together effectively as mentioned before. When one parries, he/she does so already preparing himself for his/her offense, when one engages an enemy, he makes it easier for himself to attack while frustrating and evading his/her enemy, making him/her have to work to simply get a chance to attack. When attacking, make use of space, and preparation, posistion yourself to attack, while using that same posistion to make it harder for your enemy to follow suit, or even defend for that manner. Blend defensive, and offensive concepts together so that they transcend both and hybridize making yourself more fluid, and versatile. Keep in mind that even enemies attacking with different weapons. (IE Polearms and spears etc) have their own weapon physics, that can be utilized to your advantage if you know how.
Swordsmanship is probably one of the oldest ways to kill a person that man has ever invented, probably only predated by sticks,rocks, and fists. As such it stands to reason that man has had alot of time to gather data on the finer points of such a deadly art. Many schools/styles/systems have been developed, most of the western martial arts died out with the invention of the gun, so that most people only see the oriental and eastern styles of swordplay, however some are still kept alive. Before you use a sword you must first understand how it is built.
(BASIC BUILD)
Most swords are divided into 3 parts. (Some systems break this apart even further and maintain as many as 9 parts, but for all intents and purposes three should be enough to understand the concept.) The 3 parts consist of the end, the middle, and the hilt. The upper, middle, and lower parts of a blade respectively. Depending on the style of sword, it is possible to alter the seperate functions or attributes of the pieces but commonly these are the portions of a blade that matter.
(DEFENSE)
As such the three seperate parts of a blade all have differing amounts of strength, the highest being weakest, and the lowest being strongest. This is due to the balance of weight that is made into the sword, the bottom portion must be heavier to support the blade and make sure it is secure, and being closer to the handle it is much faster and more effective to focus ones strength and channel it into the lower portion than it is for one to utilize the higher point of the sword. Thus the lower the point of contact a defending swordsman blocks with in relation to his opponents offending blade, the more effective the defenders parry. This can also allow a skilled swordfighter to alter or lead his opponents own blade and strikes with the proper distribution of his blades weight and posistioning in contrast to his opponents.
Keep in mind this is also a double edged sword (no pun intended) and that a skilled opponent can just as easily make use of this as you can. Also keep in mind that the weight and size of a sword when defending is very important you cant very well block a claymore with a rapier, nor can you stop a falchion with a katana. (at least not without making certain adjustments.) This rule can be bent however, if one can utilize the previously mentioned physical configuration in proportion to their opponents intended trajectory. (IE deflecting, blows.) Also keep in mind when parrying that traditionally one uses the flat end of ones sword, in real life duels, two swords going at each other edge on edge was apt to break both of them. Footwork is also important especially in battles where two fighters are using different swords. With the proper use of footwork one can maintain an evasive presence, or a highly offensive one. For instance when someone wielding a smaller blade is conflicting with someone using a larger one, the smaller one can gain a distinct advantage by moving the combat into extremely close quarters and hounding the enemy not giving them any room to swing their sword, while making use of their smaller blade to still maintain an offensive presence.
Finally in defense, ones stance is important, make sure your blade is well posistioned in respect to you're opponents possible avenues of attacks. Dont go for something just cause it looks cool or flashy. (IE a certain stance favored by anime fans which twists a long blade behind their arm underhanded, not going to work very well unless your using a knife.)
(OFFENSE)
Now when one understands how to make use of the divided nature of weight in swordsmanship, one can use it for offensive purposes as well defensive ones. In freeform Roleplay initial melee attacks rarely if ever work, the bread butter of a good melee fighter is their ability to counter. What is a counter first? A counter is an attack designed to pre-empt an enemies offensive maneuver, or nullify and then make use of it to fuel your offensive. When one understands this, they can utilize their understanding of the blades makeup to to tip odds in their favor. When parrying or defending, make use of a defensive measure that not only keeps you from losing a vital organ, but also leaves your opponent's guard open in the worst way. Not only will this make you better at offense, but it will help keep your opponent under control since they'll have to defend giving you time to gain dominion. When countering afew good targets to keep in mind are. The waist, the thighs, the shoulders, the arms, and the neck. (just to name a few) Also keep in mind when parrying, that its possible for you to try and manipulate where their blade ends up, and with proper planning this can make both a recovery or a counter on the part of you're opponent all the more difficult. Also certain sword strokes are better for different situations. If an opponent is going for a vertical chop, a linear thrust will most likely beat him to the punch, if you managed to block an opponents blade on the outside of your guard, and the inside of his, you can most likely bring your blade down onto his shoulder for that same vertical chop most likely before they can even recover from your defense, or even simply go for a thrust, or some of kind of ripost. Or if an opponent is moving a certain way, some sword strokes may be more effective than others.
Also just because you're wielding a sword, doesnt mean you should forget about the weapons you were born with. Grappling, and striking skills used in tandem with swordplay can be devastating to an unsuspecting opponent, most people totally stop thinking about things like kicks, elbows, and throws as soon as their sword leaves their sheathe. A devious sneaky strike, or a snaky grab for you're opponents sword arm can save you're characters life in some situations. But also dont forget stakes are higher in weapon fights, and carelessly throwing your leg or arm out when the situation doesnt call for it can get your character an amputation quicker than kimbo slice fell out of MMA.
(FEINTING)
Feinting is tricky especially in freeform roleplay. Its easy for someone to say "Harhar i tricked u it waz a shadow clone!!1" but it can be done. Most effectively it is best used when one is attacking with one weapon and concealing another. An example would be. (1)"Opponent A, attacks with his sword in his right hand, at opponents B's temple." (2) "Opponent B parries with his left hand, and then thrusts at Opponent A's abdomen" (3) "As opponent B parried, Opponent A had moved further right or to his opponents left, while simultaneously drawing a second sword under opponent' B's outstretched aiming to amputate it in the same motion as the draw." This is an extremely simplified version but other factors could play into such a feint as well. (things such as movement, and armour, etc.) Typically it might be considered "Good form" to give your opponent some sort of "hint" that you are about to feint, though dont spell it out for them and its really more of a guide line. It can also be done with a single weapon, but must be carefully worded so it doesnt look like you simply changed your original intention. Its better to try and predict your enemies defense and come up with a plan that will specefically make use of it. For instance. (1) "Opponent A swings his sword towards opponent B's neck in a right to left swipe." (2) "Opponent B lifts his blade to the right intending to parry at the hilt" (3) Opponent A utilizes the weight of his opponents parry and places his hand on the pommel of his blade using the force of it to turn his sword into an opposing revolution aimed at the opposite side of his opponents neck while moving around him in the same direction" (Once again very simple, and arguably simply just a parry, unless one starts the change in mid-swing as opposed to utilizing their opponents attack but there just basic examples.)
(IN TANDEM)
Once one has a good understanding of Offensive, Defensive, and Guile concepts, one can use them together effectively as mentioned before. When one parries, he/she does so already preparing himself for his/her offense, when one engages an enemy, he makes it easier for himself to attack while frustrating and evading his/her enemy, making him/her have to work to simply get a chance to attack. When attacking, make use of space, and preparation, posistion yourself to attack, while using that same posistion to make it harder for your enemy to follow suit, or even defend for that manner. Blend defensive, and offensive concepts together so that they transcend both and hybridize making yourself more fluid, and versatile. Keep in mind that even enemies attacking with different weapons. (IE Polearms and spears etc) have their own weapon physics, that can be utilized to your advantage if you know how.