What is LARP?

LARP stands for Live Action Role Play, which refers to the practice of acting out a character in a real-world environment. In a tabletop roleplaying game, you will verbally describe the actions of a character, and in game happenings are represented by figurines and dice. In a Live Action Role Play, you will physically perform any in-character actions and convey the personality of that character.

There are many varieties of LARP, all of which vary in pacing and involvement. Two major categories are Parlor LARPs and Boffer LARPs. In a Parlor LARP, conflict resolution and ‘action’ are largely described, and the gameplay focus is on acting and storytelling. Boffer LARPs may still involve acting and storytelling, but resolve many conflicts through physical combat using padded ‘boffer’ weaponry and other safe combat implements (such as Nerf blasters). Stormflux is a Mid-contact Boffer LARP, meaning that in our combat system, the strength of a strike must be felt (more than a tap), but grappling and other high-contact interactions are restricted (see more details in the Combat Safety Rules section).

Preparing to LARP (Things to Bring)

Currently, the primary venue for Stormflux is Prince William Forest Park. Because this campsite features cabins, it is not necessary to bring a tent. We recommend bringing a change of clothing, bedding or a sleeping bag, a towel, personal hygiene products, insect repellent, and sunscreen for sunny months.

In addition to any garb or costuming worn by your character, we further recommend rugged footwear and additional pairs of socks -- especially when the weather calls for rain. Umbrellas and ponchos are acceptable in-character garb for several cultures in the game, especially if your rain gear has an old-fashioned or patchwork appearance.

Stormflux asks that players provide their own mess kit, but this is not mandatory.  Players who provide their own cups, plates, and flatware will be rewarded with a small amount of in-character resources.  A designated kitchen space where player mess kits can be kept is available; please label or otherwise differentiate your possessions.

Please ensure that any items not kept on your person are identifiable in some way, such as using a tag, initials, or other personal markers.  When leaving the campsite, ensure that you have accounted for all of your belongings.


LARP Etiquette and Courtesies

Stay in Character

When in the game, please take care to remain in character. Maintain a persona appropriate to your character and do not discuss out-of-game matters such as your favorite video games or plans for next week. Many statements and suggestions could be adapted to be in-character discussions - perhaps your character recently purchased a book from a trader. Discussions about game mechanics should be phrased in-character whenever possible.

Listen to Marshals

Marshals and Game Masters should be considered as the present authority for any matters pertaining to the rules. Sometimes, a Marshal may need to make a judgement call with regards to specific rule-based interactions. Calls that are made on-the-fly should be considered as the official rule for the current encounter, but these judgements can be reviewed after the fact to determine if the precedent is appropriate or should be changed. If you disagree with a ruling, please consult with Staff after any immediate encounters are resolved. Marshals may also provide instructions related to safety. Safety instructions are a top priority, and ignoring safety instructions will result in penalties or other corrective actions, possibly including a game ban.

Respect Others’ Props and Personal Space

Staff and other players may bring props and other materials to the game, either for personal use or shared use by other players. Please take care not to damage any shared equipment, and do not remove shared equipment from public areas unless provided with express consent to do so. Any props belonging to the LARP that become damaged are an operating cost and prevent us from making the LARP better.


Furthermore, please respect the personal space of other players and NPCs. Obey all rules related to grappling, contact, and social safety. Do not pursue a player who has removed themselves from a scene using OOC signals or who has called an OOC safety code. In roleplaying scenes as well as in combat, you are not permitted to touch a player without their prior consent. You may describe grappling actions to a character, allowing them to consent to an in-game action without being actually grappled.

Preserve Game Flow

Time outs or pauses should only be used for reasons of medical emergency or by Staff/Storytellers to describe occurrences in game. Abuse of pausing can be punished by character death for a first offence (in-game, your character dies of sudden catastrophic hemorrhaging and dissipates immediately. The world is a scary place, and sometimes that happens to people). If wearing glasses, please ensure they are secured to avoid losing your glasses during a combat. If you do lose your glasses and frequently need to call pause, you will die as described above (after you recover your glasses).

If you don’t know the rules, fall over

If you are struck by effects in combat that you do not understand, or you lose track of remaining aegis points and are not certain if you should be dead, then become incapacitated and begin [Bleed Count]. (Don’t worry, death does not often have permanent consequences.) Try not to ask mechanical questions in the midst of combat, as this can be damaging to game flow and immersion. If you have forgotten rules of the game, please speak to a Marshal.

General LARP Constructs

Mods

The organization of the game can be considered as a series of scenes or encounters, each of which is colloquially referred to as a ‘Mod’, which is short for ‘module’. Mod is a loose term that will often be used out of character to describe your expeditions. The mechanical term we use is ‘encounter’. An encounter is generally considered to have ended when you have been free to rest for five minutes straight, but this isn’t a firm rule. The current encounter is considered over (for you) when you return to the tavern, unless the tavern is under attack.

Soft End

As the night grows long, Staff may call a ‘soft end’. The game isn’t necessarily over at this time, but it marks the point when everybody is permitted to relax. Some mods may still occur after soft end, but these are all optional and will not threaten public holdings (such as raiding the food supplies or burning down the orphanage). If you have not opted into a mod after soft end, you can show an “Out of character” sign to request that an NPC ignores you - we all need to rest at some point.

NPC Shifts

Players have the option to perform shifts as NPCs. There are some rewards for doing so, including favors from characters in the world. Your character may be asked to step out of game to fulfill an obligation, during which time you would act as an NPC. In an NPC shift, you may be asked to roleplay as a frightened farmer, rowdy bandit, or perhaps a monster of some kind. Costuming and props are provided by Staff, and any identifiable personal gear should be kept in Staff custody while you act out an NPC role. Many monstrous roles may require face paint or other prosthetics. If you are interested in acting out a specific role or kind of role, communicate with a Game Master.  If you perform your role as an NPC well, you may be asked to reprise that role in later events.

Specific to Our LARP

Staff Roles

  • Staff - the term Staff may refer to any individual assisting with the game’s production. “Staff” is not an indication of responsibility or authority, but describes the role in which an individual is acting.

  • Game Master - a Game Master is a core Staff member responsible for major aspects of the LARP. A Game Master has the authority to make decisions regarding rules and story. Similarly to a Marshal, a Game Master may make non-binding decisions regarding the rules on the fly in order to preserve the flow of gameplay.

  • Storyteller - a Storyteller is invested with authority regarding some aspect of the world or plot. A Storyteller can resolve bids within the purview of their story, but is not responsible for rules with respect to the remainder of the game. A Storyteller may use certain custom rules within the scope of their plot (such as a combat in quicksand where everybody is slow, or a room where anybody who says “sasafras” bursts into flames), and they are responsible for communicating these situational rules to all affected players. Speak with a Game Master if you are interested in storytelling for a plotline.

  • Marshal - Marshals are responsible for communicating, regulating, and officiating with regards to the rules of the game. Marshals handle player death and may apply rules decisions on the fly in order to preserve the flow of gameplay. Speak with a Game Master if you are interested in the responsibilities of a Marshal.

  • Inspector - Inspectors are responsible for verifying weapon and armor safety. This role is typically only active during the check-in process.

Cards

A character’s abilities in Stormflux exist as cards. A character is limited to a maximum of eight active cards at a time, with the possibility of changing cards during play. Over the course of the game, a player is likely to collect a wide range of cards, changing their active cards to adapt to the situation. In-world, these cards are Patterns of energy that exist inside people and certain potent objects. You can allow others to see your cards at any time. Staff may ask to see your active cards for various reasons, and active cards must be kept on your person.

Acquiring Cards

There are three primary methods for obtaining cards: defeating and siphoning monsters, purchasing the cards, or acquiring them as treasure. Cards acquired by defeating some monsters and Siphoning them will often be currency cards, but rarely will they produce a complete Pattern. Several cards are readily available for purchase, but merchant characters may arrive with cards for sale that are not commonly accessible. Finally, cards can sometimes be acquired as treasure when exploring certain areas or interacting with certain objects, often related to puzzles or hidden areas.

Losing Cards

Just as you can acquire cards by Siphoning, you can lose cards by being Siphoned. If you are Siphoned, a Marshal will resolve your death effects at the end of the current encounter (or during a substantial pause in the encounter). Cards will be randomly selected from your active set to be lost. If cards are taken by a monster or NPC in the game, you may be able to track them down later and reclaim what was lost. Cards can be protected from Siphoning in two ways: Iconic status and the Scapegoat card. Excellent costuming can reward Iconic cards if the costuming matches the theme of the ability that the card grants. If an Iconic card would be Siphoned, you may force the Marshal to redraw. Additionally, when you would lose a card due to Siphon, you can use a Scapegoat card that you possess to avoid the loss. This card is fairly expensive, but new players get one for free. If you want some additional starting capital, you may be able to sell your Scapegoat to another player, but this comes with some obvious risks.  If you would be Siphoned but there are no cards in your Tapestry that can be taken, you will instead receive a Major Corruption.

Death

If you are Siphoned or [Bleed Count] ends (see the combat chapter for details on your inevitable death), your character will disappear on the spot and reconstitute somewhere safer. If this occurs, cross both arms over your head and see a Marshal for death adjudication and instructions for re-entering play.

Trading

You may trade with, buy from, and sell cards to other players. All trades must be witnessed or authenticated by a Marshal, Weaver, or Broker.

Theft

In game, cards are a part of you. They cannot be physically stolen except by Siphoning.  Currency or cards can also be extracted from a player if in accordance with a Brokered Contract - there are entities in game that can establish mystically binding agreements.


Losing Cards or Tapestries

If requested, Staff will store tapestries and card collections between games. If cards are kept in player custody and lost, Staff will not offer replacements. Staff will make efforts to replace damaged cards, but may assign a cost to this service if the cause of the damage is determined to be intentioned or careless. If an entire tapestry is lost, a new tapestry will be assigned with a value equal to a starting character, but with corruption assigned as a penalty.