Haha, I'm glad that my thread has become a gathering ground for... other Mentors?
Anyway, QB, you might have a real problem. If you have read the
Play-by-Post Combat and Forum-Based Dueling RPA article written by Pseudosyne and myself, you'll have a great idea of how to be a clean, friendly, fun duel writer who is courteous, consistent, and adaptive. But if you're looking to fight
dirty, you will need to up your game. I don't meant "dirty" as in cheating, but simply abiding by the guidelines in the article wont be enough - each of your posts needs to be innovative and evocative, while still within the limits of courtesy and propriety.
The above linked guide suggests that each point has a 1) full defense and 2) a full attack. An alternative post mode involves 1) acknowledgement of damage from opponents previous attack 2) the end of your previous attack 3) defense against your opponent's latest attack 4) setup of your next attack. My suggested mode requires your opponent to judge the effects of your attack - which also means that you must explicitly explain what the attack is meant to do. If you are making a feint, you must say so, and leave it up to your opponent to decide if their character falls for it. I feel that this is a form of dueling which determines which
player is a better writer, while also allowing for that writer's character to win by the other player's concession. Between two experienced players, no judge is necessary - one player will concede simply because of the other's superior writing ability (and will do so with pride).
The 4-part-per-post method is very much different: players are bound to be cryptic, hiding their true intentions, but giving their opponents a chance to muck up a defense before posting how stupid that player's character was when they fell for a feint. Then they acknowledge that the damage they were dealt was minimal... This method is dirty, but it is much more interactive - players
become their characters, and feel and think with them. This is a very Mary-Sue and
Metagaming friendly environment, and you might recognize it from the Master and Nonpareil fight. While it is more exciting for both players and audience, it is far more cryptic and more of a "
Topper" game. I don't personally partake in this style, but I can see how would be conducive to your fear of someone "smelling the blood on you". If this
is the mode you'll be using, your best bet is to think ahead of time of some feints that your character might be able to pull off, and to brainstorm how to pass them off as intended attacks while leaving enough breadcrumbs. When the feint is exposed, you want for the intended attack to be revealed and have everyone, opponent and audience, yelp "OMG, I can't believe I missed something that was so clear!" (From my perspective, something that the Nonpareil Master fight lacked was clarity).
I know this isn't very concrete advice, but I hope that it helps you understand the nuances of different battle styles to help you better adapt to whatever system you'll be using. Also, if you know that your opponent will be making feints, you can better identify them. Keep in mind though that your character might not be as intelligent as you, so you might not want to have your character identify every feint (while using the narrator voice to suggest that the preceding attack may have been a feint that your character failed to recognize).
I recommend determining with your opponent which battle style (of the above, or perhaps another) you will be using, so as not to wind up with the shorter straw. Feel free to discuss my thoughts and suggestions, as I do not claim absolute knowledge in this area.
EDIT: If you guys got confused by the 4step system, here is an example of it so far as I understand my own ramblings:
Duel Start:
Player 1 prepares attack1A.
Player 2 defends against attack1A, but does not describe consequences.
Player 2 prepares attack2A.
Player 1 describes the consequences of attack1A on Player 2.
Player 1 defends against attack2A, but does not describe consequences.
Player 1 prepares attack1B.
4step System sets in:
Player 2 acknowledges consequences of attack1A.
Player 2 describes the consequences of attack2A on Player 1.
Player 2 defends against attack1B, but does not describe consequences.
Player 2 prepares attack2B.
Player 1 acknowledges consequences of attack2A.
Player 1 describes the consequences of attack1B on Player 2.
Player 1 defends against attack2B, but does not describe consequences.
Player 1 prepares attack1C.
Repeat. The "parts" of each post don't need to be in that same order, nor are they ever explicitly labeled.
If that
doesn't make sense, let me know. This system draws each attack out over four posts, hence why there are four parts to each post by the end of it. You can see why I don't approve of it... though I'm no longer sure is anyone even uses this system (despite my accusation that some players do o.O). Thoughts?
EDIT: On third thought and after conversation with Pseudosyne, NEVER use that system. After rereading
Nonpareil vs. Master I recommend that you forever abandon the idea of having your character win. Were I to judge that duel, both players would be disqualified - near the end they were both bordering on Godmoding just to win. A duel
should be about making a collaborative roleplay that happens to be fight. The winner is the better writer, the one who is witty, clever, innovative, and continues to uphold the maxims of good writing, of which Clarity is near the top. Not the one whose character wins. From mine and Pseudosyne's judging experience, fighters may have lost, even
died in the duel, but the skill they demonstrated was graded superior. Duel and strive to write well, not to Godmode your suddenly Mary-Sue-esque character to KO the opponent.