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Dragon Lore General Rules

Dragon

 

 

Welcome to the Dragonlore LARP rule book,

 Our aim is not to bog players down with pages and pages of rules.  This system will hopefully be quick and easy to get to grips with.

General Rules

1)    Any person under the age of 16 must be accompanied by an adult.

2)    All weapons must be LARP weapons and will be checked for safety before use within the system.

3)    Guns do not exist in this system and therefore can not be used.

4)    Time In - Signals the beginning of the event from this point in you become your character!

5)    Time Out - Signals the end of the event.

6)    Hand Signals

a)      Hand in air palm unclenched - If at any time you wish to go OOC (Out of character) then hold you hand in the air with your palm unclenched. If you see someone walking around like this then please ignore them - they are not there.
This is also used by some characters that teleport, so if it occurs mid battle or while you are talking to someone role play it! What would you do if someone vanished in front of your eyes?

b)      Fist in Air - This is used by some races to show that they are hidden - elves for instance. Please see character information regarding this.

c)      Arms Crossed above head – This is a safety call Man Down/player injured and all play must be stopped immediately.  An assessment will be made and a first aider will be dispatched to asses the situation.

7)    Voice Calls

a)      Man Down - If this is called all play stops IMMEDIATLY! This is a call which can be used by anyone if they see a situation in which someone can become or has become injured - use this call to prevent an injury as well as to stop play because of one!

b)      Time Freeze - When this is called all players must close their eyes and hum until the Time In call is called again - this facilitates the movements of monsters and items.

c)      Time In – When used in conjunction with the “Time Freeze”  call ends the “Time Freeze”

d)      Civvies - Non-role-players are approaching the game, the Dragonlore venue has a little used public footpath running through it. So stop fighting and stand aside so that they can get through and you don't accidentally hit their kids or trip over their dog. Be polite and inoffensive, don't threaten them with weapons or say things which may be misunderstood. Note that it's traditional to make this call in as camp a voice as possible!

 8)    Combat Safety

a)       Pull your blows - Always pull all your blows, with whatever you're wielding. The longer your weapon, the greater the restraint required not to accidentally hit too hard. If someone says you're hitting too hard, then you're hitting too hard! You may need to adjust the force of your blows depending on factors such as weapon weight and balance, and remember that some people are more sensitive than others.

b)      Never hit the head - The head is not a legal location, and it is considered unsafe to hit people on the head. Don't do it. Repeat offenders may be asked to stop fighting.

c)      Never stab - Cored latex weapons are not designed to be safe if thrust with. Don't stab anyone with anything, even if you think you can. Even with un-cored weapons, it's a lot harder to pull your blows when stabbing, and if you accidentally hit somewhere sensitive, trip, lose your balance, etc. then you're putting a lot more pressure on a smaller area, so stabbing makes accidents more likely and more serious if they do happen.

d)      Never grab an opponent's weapon - Never, under any circumstances, seize another player's weapon during combat. This is unsafe, and may also result in very expensive damage to weapons.

e)      No pushing, punching or wrestling - Never push, slap, kick, punch, trip, wrestle or grapple another player. If you are playing a weapon less monster hits should be delivered as a light tap with an open palm - never use a fist. Never grab another player - if a monster or character is grabbing hold of someone, they should represent it by resting their hands on them rather than taking hold.

f)       Don't duck - Although many people will instinctively duck or crouch when they see a blow coming towards them, this is unsafe in LARP combat as it means that a blow aimed at the chest or shoulders may instead end up hitting the head. Don't try and take advantage of the "no head hits" rule by using your head as a shield, either - this is not only unsafe, it is also cheating and will get you told off.

g)      Don't parry arrows - LARP arrows and bolts are only safe on one end. If you try to parry an arrow with a weapon, it will begin to spin in the air and will almost certainly hurt the person behind you, even if it doesn't hurt you. One end is padded and safe; the other end consists of thin, hard wood and plastic.

h)      Don't hit bows - The archer you're charging can't hit you with their bow, and isn't allowed to parry you with it; please don't hit their bow, as it is impolite, dangerous and potentially very expensive to replace. This applies equally to crossbows.

i)        Don't tread on arrows - They're expensive, they break, and once broken they're very dangerous. Don't tread on arrows, and where possible pick them up and put them to one side so that no-one else will, to be returned to the archer at the end of the encounter. This applies equally to crossbow bolts.

j)        Shields - Shields are not to be used as offensive weapons. Don't hit people with the shield or try to clear your path with it, as they aren't sufficiently padded and cannot be safely used to hit someone.

  

9)     Weapon Safety

a)      Unused weapons - If a weapon is not being used then it should be carefully put down so that it is lying full length on the ground, put in the kit bag or leant against a tree or similar. When putting weapons in the kit bag, always do so pommel first, and when leaning a weapon against something always ensure that the pommel rather than the point is resting on the ground. Resting weapons point-down can damage the end of the weapon, leading to the core coming through and the weapon becoming unsafe to fight with. Also, try to leave weapons off the path or at the edge of the clearing so that people don't tread on them or trip over them.

b)      Carrying weapons - If in possession of a weapon, always carry it in your hand or bag or sheathe it in your scabbard. Never lean your weight on a weapon or rest it so that the point is touching the ground, as this can damage the end of the weapon, leading to the core coming through and the weapon becoming unsafe to fight with. Obviously, quarterstaffs are an exception to this rule.

c)       Don't throw weapons - The only weapons which can be thrown are the coreless throwing daggers. Never throw any other weapon, either during combat or as a means of passing it to someone else outside of combat, as this could cause injury or damage the weapon.

d)      An exposed core - If the core of a weapon is exposed at any point along its length, that weapon is not considered combat-safe and should be discarded immediately on noticing the break.

e)      Striking surfaces - Most weapons are only designed to be struck with on one part of their length (for example, LARP swords are rarely designed for pommel strikes); on striking surfaces, the padding will be thicker. Don't hit people with other parts of the weapon, as this will hurt the person struck and may damage the weapon.

f)       Bows – Only bows of with a draw weight less then 30lb will be allowed. Bows over this draw weight will not be allowed to be used. This is a safety issue and no exceptions will be made. You must pass a bow safety test before you will be allowed to use your bow on the battlefield. This test is just to ensure that you have an understanding of how to safely use your.  If you do not take the test you will not be allowed to use a bow at all during the event.

g)      Arrows – Only LARP safety arrows will be allowed at Dragon Lore LARP and these arrows are specifically designed to be used for LARP. They must have a striking surface of 50mm or above anything less will not be allowed. IDV arrows will not be allowed.

10)   Points System

a)      Start-up Points: The number of points a player has to spend when creating a new character.
b)      Experience Points: A player may earn through role playing.  This will be awarded by a ref and you will be able to use these experience points to increase your characters stats during the event.
c)     
Hit Points:
A measure of health. They are allocated on all locations on a characters body. When a limb reaches zero it becomes useless. When the body reaches zero the character starts a 100 second death count.

11)           Damage

a)      When in combat your character may take damage from a weapon or a spell. This damage is deducted from your amour protection and your hit points in that order.  Armor when damaged may be repaired for you to regain protection. Hit points may be healed to get them back. When your limbs reach 0 hit points, they are useless. When you body reaches 0 hit points, you are on a death count. Children, playing innocent characters, when their HP’s are reduced to 0 they fall to the ground and role play being unconscious until healed.

12)           Combined Healing

a)      Healers can join forces to heal a character. For example 2 healers could perform a full heal for ½ the cost to each healer.

13)           Death Count

a)      If the body location reaches 0 hit points, the player falls unconscious and starts a count of 100 seconds and will remain there until healed. If their condition is not stabilized by a bind wounds or they are not healed within that time the character will die.

14)           Character Death

a)      If your character completes a death count without being healed or stabilized, your character dies. You must report to god.

 

 

 

 

 

 

 

 

 

© 2007 Dragon Lore| Design by Mayo

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