SWRPEDIA - Second Life Star Wars Roleplay Wiki

Free-form-combat, often abbreviated to FFC, is a type of role-play combat, where players use chat and emotes to announce what their characters are doing or feeling. It is opposed to metered combats which is real time.

Sequence of operations

During a free form combat, involved players take turns posting their actions. They:

  1. Acknowledge any action taken against or with their characters during this round. For example:
    • they defend, dodge, block the attack, explaining how it was done, according the details of those attacks;
    • they get damage on the body or equipment and describe the consequence it may have on the continuation of the combat;
  2. Within the same post, they launch an attack, a counter attack, or step away. The attack shall be detailed enough for the opponents to answer accurately.

When players wish their character to withdraw, they shall not just quickly remove the avatar from the battle scene, but post it and wait for acknowledgements during the next round.

The attack shall not describe how the opponent will take the hit (as this would be a form of god-modding). For example an attackers wont post they hit a limb, but they aim at that limb.

The combat should be realistic for the genre, and the players shall remain fair-play, never taking hits or sending excessively powerful attacks, which unless beforehand approved by everyone involved, is a form of god-modding.


In FFC or Free Form Combat one needs to be able think beyond the actual aspect of the blocking and shooting. All the blocking and dodging is just window dressing. An excellent goal to shoot for is to battle the opponent in to a position that places them at a disadvantage forcing them to retreat. (Killing isn't as common in SWRP because characters aren't often killed retreats and stalemates are far more common)


Main article: Godmode

God-modding (or godmodding) is viewed by many players as illegal.


Example 1

Myrddin leaps into a powerful Jung Su Ma rotational strike aimed at Jarvis's Head

This is an example of a classical Ataru strike Jung Su Ma meaning a lateral rotation with the leap carrying Myrddin Upward towards his opponents head

Researching your style of combat when your a saber weilder makes FFC much more practical. This is a very shorthanded version of FFC as some people believe in the moving FFC battle which focuses on visual aid and on the words of the combat to inspire any onlookers.

However detailed descriptions than just the name is preferable with a non Saber move geek audience.

Example 2

An example is an FFC battle between Jarvis and Myrddin in this battle Myrddin uses his skill with FFC to get his fighting Pike (a weapon that can retract to a very small size and extend with enough speed to puncture flesh) pressed against Jarvis's Groin while he was poised with his blade to strike at Myrddin, this placed Jarvis in a very bad position with Myrddin in a position of advantage and this forced a retreat out of Jarvis when Myrddin shifted his aim a few degrees down and used the pike to lever Jarvis over his shoulder and into the ground. FFC requires a sharp mind and quite a bit of experience with Roleplay to get the finer points of the combat. Reading up on lightsaber forms for Jedi or Sith would be a good idea if one is going to engage in FFC combat because of the clearer picture it presents to the opponent of what they are being hit with and the combat can more convincingly be presented. Taking minor hits is a good idea because it furthers the combat and makes it seem less one sided and everyone is happy at that point.


Free-form combat is not widely used by the community.


  • It allows many more possibilities than metered combats.
  • The fight doesn't involve extra out of character concepts like "% of health per hit".
  • The fight doesn't depend on the combatant's player computer power.
  • It doesn't lag.
  • Cheating is difficult without other players noticing


  • Combatants have to read and write fluently the same language
  • It is subject to godmoding (creation of invulnerable defense or overkilling attack)
  • The real world time action is very slow
  • It requires a higher level of abstraction, as what's happening is not directly seen but read.
  • It's not convenient to ranged fights or battles.
  • there is no judging force or level of chance as in D&D or other such games where this is more common.

See Also