F.A.Q

What's an E-fed?

How Does it Work?

What is F2W?

An E-fed is typically an online forum community made up of individuals pretending to be professional wrestlers or MMA fighters, or people otherwise involved in an online professional wrestling simulation. E-fedding refers the greater community of role-players spread out across often multiple e-federations with names that are best remembered as acronyms, like F2W = Fight 2 Win. Interactions within this community are characterized as being either, In-Character, IC, (ie. your character talking to their character), or Out-Of-Character, OOC, (ie. the person who handles a character talking to or about another character, or person who handles that character, etc.)
There's not a strict model for how an e-fed works, but typically an e-fed is broken down to three types: Role-Play e-feds; Angle e-feds; Hybrid e-feds. Role-play e-feds are usually competitive in nature and rely on participatns to write stories involving their characters as a way to hype up their upcoming match against an opponent. These Role-Plays are then judged by chosen individuals who determine, sometimes by rubric, sometimes by other means who wins. Fight 2 Win is a Role-Play federation. An angle federation decides winners based on storylines and backstage discussion to determine the outcome of a match. While Hybrid federations operate with a mix of the two.
Fight 2 Win is a monthly, role-play based e-federation with a 3 Role-play limit per each monthly cycle. Those role-plays can be a maximum of 4000 words long, or as short as 1000 words. Your content is ultimately up to you, but is judged based on a rubric you'll find elsewhere on this page.

Fight 2 Win offers an ongoing storyline that plays out at the end of each month on our episodes of Melee. You as a handler will be encouraged implicitly and tacitly to get involved in these storylines, and encouraged to nurture your own storylines which F2W will help foster, promote and grow.

Why F2W?

How do Matches work?

What's the Story Behind F2W?

Difficult question to answer. And we're sure the reason our handlers choose F2W to craft their tales of professional fighting glory are varied. One reason could be that the monthly schedule provides a relaxed pace to enjoy a hobby that is ultimately a writing game for people who enjoy writing. Fight 2 Win is big on writing. We enjoy funny stories, and scary stories, and we don't want to confine our writers to strict limitations. So long as your character clearly exists within the world of Fight 2 Win as played out on the episodes of Melee, you should enjoy the ride.
First, you make a character. Any character will do, so long as it's someone who interests you, you might be stuck with that person for a long time, so be prepared to get to know them. Then we book that character in a match after you opt-in to being booked and you're free to role-play up to three times. Some writers choose to attack their opponents via "shoots", or "promotional videos". Others tell a story in the hopes of out-writing their opponents. Ultimately, there's no fixed way to do it, and what works is hard to define. By the end of the cycle as determined by a deadline that will be dictated at the beginning of the monthly cycle, a time period will elape as staff compile the episode of Melee, and then voila. Your match will be a self-contained fight scene on that Melee, and we sincerely hope you enjoy it and take away from it things to work with in future role-plays.
Out-Of-Character, the story is simple. The desire was there to run a story driven competitive e-fed that could provide a home for players interested in telling stories in a unique setting, and so F2W was born.

In-Character, the story isn't so simple. Angelina Altamonte took over operation of Fight 2 Win, a then not-functioning wrestling federation, after her father, Jack Altamonte, went missing and presumed dead. Her goal was to build the company her father had intended to build before his disappearance, capped off with the stadium her father had envisioned - this grand edifice and testament to the sport. Throughout it's life, up to the time of this writing, Angelina has seemed exacting and unprincipled in the steps she will take to ensure her father's dream comes to fruition.

RULES AND REGULATIONS

General Rules

  1. Have Fun. This is a game, not a career.

  2. Take the game serious enough to make running a website, and spending time on it worthwhile for the staff. We want to have fun too.

  3. The real world comes first. If you need time away, are having issues offline, let us know and we'll accomodate you.

  4. Keep your In-Character (IC) In-Character, and your Out-of-Character (OOC) Out-of-Character. Don't bring a handler into a battle between characters.

  5. Original/Created Wrestlers Only

  6. You are permitted to join with a maximum of two of your own characters, provided you're able to manage your time wisely and handle each equally.

  7. Match outcomes are final, and will be determined based on the determinations of our judges, or in some cases by storyline, if the need arises.

  8. Complaining about match outcomes is unneccessary. You'll get another chance. It's not the end of the world. Some of the greatest losses lead to some of the greatest victories. Use a loss to build from.


  9. Our Shows are called Melee. They will be held once month, generally at the end of each month. The bookings for these shows typically should go up on the first of each month, or the next closest day.

  10. Final Deadlines for segments and role-plays for these shows will be posted on the previews for these shows.

  11. You are allowed a maximum of three (3) role-plays per cycle, with a maximum word count per role-play of 4,000 (four thousand) words. There is an allowed 100 (one hundred) word leeway over limit.


  12. You don't need to use the word limit. Best write the best content first, (the content you need to post), then count the words to see if you need to remove words.


  13. You are encouraged to post three role-plays, but outcomes will be determined by your best scoring single role-play.

  14. If any member no-shows, Fight 2 Win reserves the right to either remove your character from the show, or use the character in the manner best-serving the outcome of the match/show.

  15. Do not recycle role-plays from other federations, be they yours or someone else's. If this is discovered to have occurred, you will be dismissed from the fed.

  16. F2W upholds Zero Tolerance of Discrimination in all forms: Racism; Sexism; the various phobic qualities of assholes. That said, some characters are pricks, or of dubious ethical quality, or hold phobic biases. This is all fine as an IN-CHARACTER trait, but we ask that you filter yourself through a layer of decency. If you choose to use slurs, or employ in-character traits that may cause offense, be prepared to give justification, and potentially face consequences such as and not limited to: banning and dismissal.

  17. Please refrain from posting links to your website/efed/broadcast hub/artist page anywhere on the Fight 2 Win forums without permission.

  18. If you run an e-fed, or anything else and wish to affiliate, let us know via board messages, or twitter DM, or messenger pigeon, etcetera.

ROLE-PLAY GUIDELINES & RUBRIC

ROLE-PLAY JUDGING PREAMBLE

There is no unbiased approach to reading role-plays. Everyone has a bias whether they're conscious of it or not. Different people prefer different styles, and elements. The following rubric is an attempt to streamline the attempt to judge and determine winners among those who do the judging here at Fight 2 Win.

Mistakes can and will be made in the choosing of winners. The judgements made on your role-plays in no reflects the merit of your writing in the context of the planet or the greater cosmos.

Write what you want to write. See rule number 1: If fun is only had when you win then perhaps you need to find another federation to play in that is more suited to getting you the wins you desire. Or, stick it out and win and stuff and hopefully we'll all have fun.

This fed, while competitive, is also out to tell a story, and to help you tell a story, with the ultimate goal to foster growth in your writing both by stretching your imagination, encouraging you by pitting you against similarly top-notch writing talents, and enriching  an interest in looking beyond wins and losses as a means to feel validated. (See all those stories about famous writers, and figures who failed more times than they succeeded and post that on your wall for perspective.)

This is a game. Play it for whatever reason you need to play it, but don't take a win or a loss personally.

ROLE-PLAY RUBRIC

Readability /10

     Broken down into Entertainment Value, and Grammar and Syntax.
  
    Entertainment Value / 5
  • A Score of 5 indicates this read was mind-blowing and worth multiple reads. This is the greatest role-play we've ever read.
  • A Score of 4 and up (.5) indicates that this read was entertaining. If it got a 4.5 it ellicited a keen response; it made us laugh, or it made us cry, or it made us scared, or angry. It made us feel something. If it scored 4, it got a response but maybe not crying with laughter, but it was memorable.
  • A Score of 3 and up (.5) means this role-play was fun, it hit all the notes, but wasn't something we'd recommend others as being indicative of the best in show in terms of entertainment value.
  • A score of 2 and up (.5) would mean that this wasn't very fun to read, perhaps it was boring, or not very interesting. It actually didn't make us feel anything other than wanting to be reading something else.
  • A score of 1 and up (.5) means this is bordering on painful to read. Not only is this read boring, but it's structured in such a way as to make people not want to read it and potentially never read a role-play ever again.
  • A score of 0 and up (.5) means this was a read on a par with being kicked in the head by turtles wearing steel-toed Kodiak work boots in the middle of winter and you're left wondering, "why the heck are the turtles kicking me?" and they never give you an answer because they only speak old world Etruscan and they scream it at you.

     Grammar & Syntax / 5
  • A score of 5 means every single known grammar rule has been followed to the letter. Periods end sentences/thoughts. Commas allow pause and the addition of ideas onto the main thought. Colons list things, and semi-colons tack on adjoining thoughts.
  • A score of 4 and up (.5) means that very few grammatical issues exist to hamper the reading of what you've posted.
  • A score of 3 and up (.5) means there's some errors here and there, but it's not causing any glaring issues that prevent the reading of the role-play.
  • A score of 2 and up (.5) means there's some grammar and syntax issues that make reading the role-play difficult. Periods don't exist making for run-on sentences, or commas are used sparingly, etc.
  • A Score 1 and up (.5) indicate flaws in the writing that make it very difficult to read and understand what was meant.
  • A score of 0 and up (.5) means reading this role-play is like looking at nails that someone has sent you in an envelope instead of a letter, and you know they meant something as you pour them onto your desk and try to understand their meaning, but it's just nails, out of context, on a desk now and you don't want to struggle anymore.


HELPFUL TIPS: Proofread your work. Use a spellcheck and grammar check. Look for red squiggly lines under your words if you use a word processor. Read your stuff outloud and see if it makes sense, paying attention to when you need to breathe. Have someone else read your work. Have your enemies read your work, have people who don't read your work to read your work.

Also: Read other people's work.

Inventiveness & Creativity / 10

    A score of how unique/original/inventive your approach to your writing style, story, or your opponent was.
    Did your role-play stand out, and have its own style or flare?


  • A score of 10 means HOLY SHIT WHERE DID YOU GET THIS AND CAN I HAVE IT?! We have never read anything even remotely close to this and we love it!
  • A score of 9 and up (.5) means this is a rare approach nearing excellence. You've dealt with your topic, or your opponent, in a way that is not seen often, if at all, and is to be admired for its execution and unique voice.
  • A score of 8 and up (.5) means that you're breaking some new ground with your role-play. It's not common, and you've done something not many writers in this game, that we've seen, try, and it stands out easily among your peers.
  • A score of 7 and up (.5) means that you haven't reinvented the wheel, but you've definitely improved the design for your purposes. We've seen what you've done a few times before, and you've executed something similar with your own flair.
  • A score of 6 and up (.5) means that it's not exactly unique, maybe it follows a pattern, or fits in a style, but it's a great example of that style or pattern.
  • A score of 5 and up (.5) means this is a role-play that is standard. We've read it plenty of times, and you've followed the beaten path with your ideas and execution, but it' still a good example of the standard.
  • A score of 4 and up (.5) would indicate a derivative work. You may have written this role-play while watching a Batman movie, cause we can see some of the dialogue being lifted wholesale, or maybe the ideas or the plot.
  • A score of 3 and up (.5) means that the ideas inside of your role-play are overdone, and overstated nearing an extreme that would suggest you've either read too much, or not enough of what other people are doing and are mimicking them outright.
  • A score of 2 and up (.5) is nearing depressing in how unoriginal it is in execution or thought.
  • A score of 1 and up (.5) is depressing. It's sad cause we just read this role-play elsewhere, and they did it way better.
  • A score of 0 and up (.5) is like buying some brand new NEVER BEFORE seen shoes only to leave the store and find everyone is wearing them and you are so righteously pissed at being duped you're contemplating flying into the sun to end it all.

Relevance / 10

      Does your post have anything to do with your upcoming match, or the F2W universe? Stories are great, but stories that fit within F2W in some way are greater. You don't need to cut promos, or show up on camera to speak on the issues, but we like seeing how your character fits into things going on in F2W, aside from them interacting in their own little world.

  • A score of 10 is like reading someone who is tapped directly into the F2W universe. You've read all the shows, you've picked the brains of the staff in terms of involving your character deeper, and reading your role-play is like discovering a synergy we never knew was possible.
  • A score of 9 and up (.5) is a role-play that illustrates a tremendous understanding of what's going on in the Fight 2 Win storyline, and how your character fits inside the world. You've mentioned your match, or your opponent, or what happened last show and it serves to further your storyline and place within F2W!
  • A score of 8 and up (.5) is a great example of a role-play that has used the events of the last show, or exchange of roleplays against your last opponent and used it to build with. They may have called you out on the way you wear your hat, and you've decided to make a big deal of it, etcetera.
  • A score of 7 and up (.5) is a good example of how to read the shows, the match your character was in, and respond to it in some way. Obviously, you may have missed some details, or not read something pertinent to your character, but you're clearly running with the general idea.
  • A score of 6 and up (.5) shows a subtle lack of awareness of what happens on the shows, but it's not holding your character back. They just seem a little less involved with the goings on in F2W, or they make passing references to matches, or upcoming events.
  • A score of 5 and up (.5) is pretty good, but you're at the middle point between being involved and uninvolved/off in your own world. This character shows up for their matches, but why they're involved is a mystery based on this role-play.
  • A score of 4 and up (.5) is a role-play that is self-contained, and not actively engaging in the events of F2W. Your character does not make mention of the match they just had, or will have, and seems to be involved in Fight 2 Win as an afterthought.
  • A score of 3 and up (.5) is verging on being quite unconnected to the events of Fight 2 Win. Perhaps you're off fighting climate change and picking up garbage without even a mention of the match your character is about to have on the other side of the world.
  • A score of 2 and up (.5) is a roleplay almost entirely unconnected to F2W. There's no mention, or notice of the federation, or upcoming matches, or even why your character fights in the federation to begin with.
  • A score of 1 and up (.5) is completely unconnected to F2W. This role-play has nothing to do with Fight 2 Win, or even e-fedding and doesn't fit with the program at all.
  • A score of 0 and up (.5) is a role-play that's marching to the beat of, not even a  drummer, but some sort of music that isn't invented yet and will never be invented, and for some reason it's what we're reading and have no idea why we're reading music...

Effectiveness / 10

     The potency of your role-play to reflect your character's thinking, and rationale. How well do we understand your character, and how clear are their motivations?
    

  • A score out of 10 for this role-play means it is crystal clear. I understand the character(s) featured in this role-play so well I could write them myself. This role-play contains its own inner logic that renders it impossible to question why anything happened, or why what was said was said. It flows organically and is the envy of every human alive or dead for it's clarity and sheer potency of story-telling.
  • A score of 9 and up (.5) is a role-play with a near flawless inner consistency. No questions arise about the plot, or characters. And it is obvious a lot of thought went into the construction of this role-play.
  • A score of 8 and up (.5) is a role-play that raises some minor questions about the inner logic of its storyline, or characters at the level of its mechanics. It is a great example of a well-conceived plot/story/character.
  • A score of 7 and up (.5) is a role-play with some inconsistencies in its delivery or logic, but it's nothing that holds the reader back from seeing what is going on plot-wise, or character wise. It's not entirely clear why your character thinks a stated thought, but its clear enough to not raise any major issues.
  • A score of 6 and up (.5) is a role-play with some obvious flaws in its construction. It could have used a bit more thought, and a few characters didn't make sense, but it's nothing glaring that renders the role-play too difficult to read.
  • A score of 5 and up (.5) is a role-play that needs work in terms of story-telling, plot, or character development. Some decisions a character made are difficult to understand, or a plot device seems ill-conceived and created some unintended questions for the reader.
  • A score of 4 and up (.5) is a role-play with some gaping plot holes, or difficult to comprehend characters, or a storyline that is verging on the bizarre.
  • A score of 3 and up (.5) is a role-play that is having trouble with its own coherence. It doesn't make enough sense for the reader in terms of its story, or its characters and their motivations.
  • A score of 2 and up (.5) is a role-play that is nearing complete incoherence. The story jumps nonsensically, or characters seem not to be well-thought up.
  • A score of 1 and up (.5) is a role-play that makes no sense. Characters seem to speak at random and contradicvt themselves with no clear purpose, and we don't understand why what is happening is happening.
  • A score of 0 and up (.5) is a role-play where we started in jail only to break out with the character riding on the back of a bear with the head of a lion and the body of a snake to the secret realm of Asgard to fight a series of naked space dwarves before heading back to the jail we started in to push the button that would have solved the entire problem we just read about in the first place but the character couldn't push the button at the beginning because they didn't have the knowledge.


         /40

Note: Amendments may occur over time if a consensus is reached that we've missed a category, or we aren't adequately measuring.