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	<updated>2026-04-13T09:20:03Z</updated>
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	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=192</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=192"/>
		<updated>2016-05-04T21:21:08Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Easter Week 3: Interactive- 7pm, Wesley Methodist Church===&lt;br /&gt;
This week&#039;s Interactive is in a different venue than usual- the Wesley Methodist Church, on Friday at 7pm- here is a map to help guide you to the place https://goo.gl/maps/VvuLYGSydS12 - in the Hexagon.&lt;br /&gt;
&lt;br /&gt;
After a successful invasion of a large Arrangement stronghold, the Portal Agents have been tasked with investigating a mysterious lab, likely to have been a base for creating Talismantic soldiers. This could be a major coup for the Camp in their battles... but there are dark rumors that these events are being manipulated, leading the Factions into ever more danger. Meanwhile, the Builder Church has reformed, but the gates to their camps are once again closed...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 3: Linear- 1pm, Granchester Meadows ===&lt;br /&gt;
This week&#039;s Linear is on Granchester Meadows at 1pm- it is likely to be a high combat linear, so if you would like to run around in nice weather, please do consider it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 3: EGM ===&lt;br /&gt;
Just a reminder that this week&#039;s EGM is at Friday on 7pm- we are planning to elect a Treasurer, so please turn up if you are interested in the position!&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=191</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=191"/>
		<updated>2016-05-04T21:20:56Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Easter Week 3: Interactive- 7pm, Wesley Methodist Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Easter Week 3: Interactive- 7pm, Wesley Methodist Church===&lt;br /&gt;
This week&#039;s Interactive is in a different venue than usual- the Wesley Methodist Church, on Friday at 7pm- here is a map to help guide you to the place https://goo.gl/maps/VvuLYGSydS12 - in the Hexagon.&lt;br /&gt;
&lt;br /&gt;
After a successful invasion of a large Arrangement stronghold, the Portal Agents have been tasked with investigating a mysterious lab, likely to have been a base for creating Talismantic soldiers. This could be a major coup for the Camp in their battles... but there are dark rumours that these events are being manipulated, leading the Factions into ever more danger. Meanwhile, the Builder Church has reformed, but the gates to their camps are once again closed...&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 3: Linear- 1pm, Granchester Meadows ===&lt;br /&gt;
This week&#039;s Linear is on Granchester Meadows at 1pm- it is likely to be a high combat linear, so if you would like to run around in nice weather, please do consider it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 3: EGM ===&lt;br /&gt;
Just a reminder that this week&#039;s EGM is at Friday on 7pm- we are planning to elect a Treasurer, so please turn up if you are interested in the position!&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=190</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=190"/>
		<updated>2016-05-04T21:20:48Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Easter Week 3: Interactive- 7pm, Wesley Methodist Church===&lt;br /&gt;
 This week&#039;s Interactive is in a different venue than usual- the Wesley Methodist Church, on Friday at 7pm- here is a map to help guide you to the place https://goo.gl/maps/VvuLYGSydS12 - in the Hexagon.&lt;br /&gt;
&lt;br /&gt;
After a successful invasion of a large Arrangement stronghold, the Portal Agents have been tasked with investigating a mysterious lab, likely to have been a base for creating Talismantic soldiers. This could be a major coup for the Camp in their battles... but there are dark rumours that these events are being manipulated, leading the Factions into ever more danger. Meanwhile, the Builder Church has reformed, but the gates to their camps are once again closed...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 3: Linear- 1pm, Granchester Meadows ===&lt;br /&gt;
This week&#039;s Linear is on Granchester Meadows at 1pm- it is likely to be a high combat linear, so if you would like to run around in nice weather, please do consider it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 3: EGM ===&lt;br /&gt;
Just a reminder that this week&#039;s EGM is at Friday on 7pm- we are planning to elect a Treasurer, so please turn up if you are interested in the position!&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=189</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=189"/>
		<updated>2016-04-28T16:41:07Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Easter Week 2: Interactive- 7pm, UCH===&lt;br /&gt;
This week, the Builder Church is holding its Bonfire of the Vanities, and they are willing to turn anything into kindling- especially the ‘criminals’ of the Portal Research Evening. Whispers have grown to screaming, as the blockade can’t stop . Meanwhile with reports of Fire Mages returning to Mat Sellah, this may be the last chance to stop the fire spreading, before the Builder herself burns to the ground…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 2: Linear- 1pm, Granchester Meadows ===&lt;br /&gt;
There will be a linear on Granchester Meadows at 1pm on Saturday! As usual, recruitment will occur during the Interactive, so keep your eyes open&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 3: EGM ===&lt;br /&gt;
There will be an EGM next week, that being 6th May- it will take place at the Wesley Methodist Church (Coincidentally where the interactive will be held!). We will be electing a new treasurer for next year.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=188</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=188"/>
		<updated>2016-04-28T16:41:00Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Easter Week 2: Interactive- 7pm, UCH===&lt;br /&gt;
This week, the Builder Church is holding its Bonfire of the Vanities, and they are willing to turn anything into kindling- especially the ‘criminals’ of the Portal Research Evening. Whispers have grown to screaming, as the blockade can’t stop . Meanwhile with reports of Fire Mages returning to Mat Sellah, this may be the last chance to stop the fire spreading, before the Builder herself burns to the ground…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 2: Linear- 1pm, Granchester Meadows ===&lt;br /&gt;
There will be a linear on Granchester Meadows at 1pm on Saturday! As usual, recruitment will occur during the Interactive, so keep your eyes open&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 3: EGM ===&lt;br /&gt;
There will be an EGM next week, that being 6th May- it will take place at the Wesley Methodist Church (Coincidentally where the interactive will be held!). We will be electing a new treasurer for next year.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=187</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=187"/>
		<updated>2016-04-28T16:40:40Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Easter Week 2: UCH at 7pm on Friday===&lt;br /&gt;
This week, the Builder Church is holding its Bonfire of the Vanities, and they are willing to turn anything into kindling- especially the ‘criminals’ of the Portal Research Evening. Whispers have grown to screaming, as the blockade can’t stop . Meanwhile with reports of Fire Mages returning to Mat Sellah, this may be the last chance to stop the fire spreading, before the Builder herself burns to the ground…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 2: Linear- 1pm, Granchester Meadows ===&lt;br /&gt;
There will be a linear on Granchester Meadows at 1pm on Saturday! As usual, recruitment will occur during the Interactive, so keep your eyes open&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 3: EGM ===&lt;br /&gt;
There will be an EGM next week, that being 6th May- it will take place at the Wesley Methodist Church (Coincidentally where the interactive will be held!). We will be electing a new treasurer for next year.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=186</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=186"/>
		<updated>2016-04-22T16:48:05Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Easter Week 1: Interactive- 7pm, UCH===&lt;br /&gt;
This week’s interactive will be at 7pm at the Unitarian Church Hall! The Agents are back at the Portal Containment Zone left by the precursors, meaning plenty of things to poke! (which I am sure none of you would do irresponsibly)&lt;br /&gt;
&lt;br /&gt;
Things are coming to the boil in Mat Sellah, a lot of dangerous forces are holding sway over the Island, and the Portal Camp is restless. The Builder Church is still locked down, those who object to this either hiding with the Aspirants or in danger of feeding the fires on the horizon, whilst whispers of underground battles are common on people’s lips. Every Faction is looking in at itself, and its agents, and many are not liking what they are finding…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 1: Linear- 1pm, Granchester Meadows ===&lt;br /&gt;
This week’s Linear will take place at 1pm on the near side of Granchester Meadows. While I can’t say everything that will happen, I guarantee there will be a mix of tomb raiding, ancient secrets, and bashing monstrous heads together!&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=185</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=185"/>
		<updated>2016-04-22T16:47:55Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Easter Week 1: Interactive- 7pm, UCH===&lt;br /&gt;
This week’s interactive will be at 7pm at the Unitarian Church Hall! The Agents are back at the Portal Containment Zone left by the precursors, meaning plenty of things to poke! (which I am sure none of you would do irresponsibly)&lt;br /&gt;
&lt;br /&gt;
Things are coming to the boil in Mat Sellah, a lot of dangerous forces are holding sway over the Island, and the Portal Camp is restless. The Builder Church is still locked down, those who object to this either hiding with the Aspirants or in danger of feeding the fires on the horizon, whilst whispers of underground battles are common on people’s lips. Every Faction is looking in at itself, and its agents, and many are not liking what they are finding…&lt;br /&gt;
&lt;br /&gt;
=== Easter Week 1: Linear- 1pm, Granchester Meadows ===&lt;br /&gt;
This week’s Linear will take place at 1pm on the near side of Granchester Meadows. While I can’t say everything that will happen, I guarantee there will be a mix of tomb raiding, ancient secrets, and bashing monstrous heads together!&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=179</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=179"/>
		<updated>2016-02-28T21:40:35Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== 2016 Systems Vote ===&lt;br /&gt;
[[System_Vote|2016 Systems Vote Details]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=178</id>
		<title>System Vote 2016</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=178"/>
		<updated>2016-02-28T21:38:17Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Cambridge University Treasure Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= CLS 2016 System Vote =&lt;br /&gt;
Welcome members of CLS, this page will tell you the details of this years systems vote and the four systems that have been proposed.&lt;br /&gt;
&lt;br /&gt;
The system vote will be taking place at the OGM on the 11th of March before the interactive. Prior to that there will be a short Q&amp;amp;A with system designers before the interactive on the 4th of March.&lt;br /&gt;
&lt;br /&gt;
Proxy or postal voting will be allowed for paid members of the society who cannot make the OGM, declarations of proxy or postal votes must be submitted by midday on the 11th of March to be counted. Details of the voting format will follow shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Systems =&lt;br /&gt;
&lt;br /&gt;
==Armistice==&lt;br /&gt;
What just happened? How can we use it? Also, SCIENCE!!!&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Head ref: Tom M (Bryn)&lt;br /&gt;
&lt;br /&gt;
Lizzie J&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
This is a fantasy system aimed at discovery, magical science, politics and stabbing mutated things in the face.&lt;br /&gt;
&lt;br /&gt;
There are four mage Clans, all with enough people to count as a country in their own right. The game takes place in the capital city Armistice built by the four Mage Clans at the end of a decades long war. Two weeks ago an experimental ritual being conducted by team from all four clans tried to draw more magical energy into the city. It went catastrophically wrong and resulted in a huge explosion that tore a rift between the physical world and the Ether beyond.&lt;br /&gt;
A storm of magical lightning blasted through the city changing and mutating everything it touched then blasting smaller rifts as it grounded itself back through the fabric. Since the explosion accusations of fault have been flying in all directions and distrust between the Clans is rising. The Armistice Council ordered the city evacuated after the event with instructions to anyone who chose to stay to find out what happened, contain the disaster and seal the rifts. Not everyone has good intentions for staying, but plenty stayed.&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
Philosophies: Everything should do something. Players are welcome to screw themselves over (Everyone has overcast). Calls and magic similar to NFNC with a few exceptions. Skill buying to be similar to Empire - an initial cost to unlock a category and then buying skills within that category. Players will have personal mana that can be used for combat spells and resisting compels. Rituals need to be done with condensed mana, which is also the currency. High denomination ducatto are more refined mana and less likely to explode.&lt;br /&gt;
&lt;br /&gt;
Rituals are done through bead draws, each mana (ducatto coin, gold are worth two mana) you contribute allows you to make a draw or remove a black bead already drawn, higher tier mana allows redraws. A certain number of black beads will make the ritual explode, but this is independent of if the ritual succeeded. Failed rituals will always give something, even if just a hint as to where else they can look for info.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
Same as NFNC. Interactive Friday, Linear Saturday, simple downtimes.&lt;br /&gt;
&lt;br /&gt;
===Other information===&lt;br /&gt;
Main document: https://docs.google.com/document/d/1JKoj_UKqfP6bJf0pseFVNABIi6-vz8BFafXIexj1GnU/edit#&lt;br /&gt;
&lt;br /&gt;
Skills document (Very much a WIP): https://docs.google.com/document/d/1i5Oi_CmwL9lm9isb3dP6cLucr1iziWV_xknEaAMtZn0/edit?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Breaking Worlds==&lt;br /&gt;
Adventure, rivalry, and intrigue as magical cataclysm shakes the multiverse.&lt;br /&gt;
&lt;br /&gt;
===Refteam ===&lt;br /&gt;
Rosemary Warner, Nye Redman-White, plus two or three to be recruited.  We are particularly looking for linear refs.&lt;br /&gt;
&lt;br /&gt;
Players may have the opportunity to ref linears.&lt;br /&gt;
&lt;br /&gt;
Dave Sheridan and Jim Blackshaw are also contributing material.&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
For many years, the island kingdom of Arginet has enjoyed peace and prosperity, ruled over by its wise and just nobility and guided by the spirits of the elements and the ancestors.  But in the last year, quite without warning, cracks have started appearing in the fabric of reality in a metaphysical outburst known simply as the Breaking.  Unstable rifts have opened to other planes of existence, disgorging strange creatures both human and monstrous, and the boundaries of the spirit world itself have grown weak.&lt;br /&gt;
As the dead rest uneasy in their graves, monsters stalk the land, and the old order struggles to adapt, a loose group of adventurers - both Arginese and interplanar refugees - has come together to explore, exploit, and defend against the tumultuous spirit world and the mysterious threat from beyond.&lt;br /&gt;
&lt;br /&gt;
The world of Arginet is one of high fantasy and mysticism.  The magic of the spirit world touches the people of all nations - sometimes in the form of communion with elemental and ancestral spirits, sometimes as the subtle transformation of humans into fay, and sometimes in the raw power wielded by channellers.  Priests offer homage and sacrifice to the spirits of Wood, Fire, Earth, Metal, and Water, while the much-maligned Seekers of the Utmost search for an unknown higher power.&lt;br /&gt;
&lt;br /&gt;
Arginet itself is a proud island kingdom ruled by its nobility on behalf of the distant crown.  For centuries it has enjoyed prosperity and a measure of peace, but political and religious dissent have long been simmering beneath the surface: in the last generation an increasingly driven reform movement has called for a change to the status quo, helped by new discoveries about the nature of fay and supported by many Seekers.&lt;br /&gt;
&lt;br /&gt;
This precarious state of affairs was turned upside down less than a year ago, when the world was struck by a mysterious cataclysm dubbed ‘the Breaking’.  There was no warning, only shock, as fluxing magical portals began to appear across the land and sea: unstable bridges to other worlds.  Their behaviour is beyond comprehension, as they open and close without warning, spewing arcane energies and alien creatures.  And among the strange and terrifying beasts are humans from the worlds beyond - refugees cast adrift in the multiverse, they must fight to survive and understand their new home.  No less frighteningly, the bodies of the dead have been seen to rise as wights… holding onto the memories and grudges that they had in life.&lt;br /&gt;
&lt;br /&gt;
Arginese society is in turmoil as the kingdom faces the continuing chaos of the Breaking.  Deadly monsters stalk the land and sea, ravaging the countryside and all but cutting off the island from the other nations of the world.  The nobility cling to their land and power with all their guile and might, while the previously neglected Royal Armies have seized their chance for glory, and the reformists seek to exploit the upheaval and pave the way for a revolution.&lt;br /&gt;
&lt;br /&gt;
In the town of Fiveways a local monastic order has opened its doors to representatives of the three factions, to the freelance adventurers looking for a big break, and to the offworlders stranded in an unfamiliar plane.  It is here that lives and fortunes will be made and lost… and perhaps it is here that is the last, best hope for the future of the world.&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
The basic design goals of the system are as follows:&lt;br /&gt;
An accessible but deep world, with the option of joining three key PC groups.&lt;br /&gt;
A wide variety of character types - Arginese humans, fay, and wights, and a variety of offworld humans.&lt;br /&gt;
An easy way into the setting, as your character can start ignorant of the wider world and learn in play.&lt;br /&gt;
Rapid, player-driven plot development.  If you don&#039;t want that plot, slam the rift shut.  If the benefits of it outweigh the risks, keep it open.&lt;br /&gt;
Death is not the end.  PCs potentially get a second chance as wights, so can afford to take bigger risks.&lt;br /&gt;
A religion brief full of mystery to poke and heresy to denounce.&lt;br /&gt;
A simple set of mechanics that don&#039;t get in the way of roleplay.&lt;br /&gt;
&lt;br /&gt;
The game is principally PvM/E and most of the combat will come from this side of the game, but there will be plenty of opportunities for PvP.  In particular the three factions are all competing for the future of the nation and will be able to push the balance in their favour.&lt;br /&gt;
&lt;br /&gt;
The plot will have a broad main arc, but PCs will be able to change its course in a variety of ways.  Inter-faction competition, the demands of NPCs, and personal gain will give the adventurers challenging and conflicting goals; there will rarely be a ‘right’ course of action.&lt;br /&gt;
&lt;br /&gt;
The spirits, elemental and ancestral, are a key part of the setting.  Mechanically they also serve to provide a constant source of plot and encounters, both combat and non-combat, and to add flexibility to PCs’ builds.&lt;br /&gt;
Spirits can be summoned with skills from the Evocation tree.  These are rituals ranging from fairly minor to enormous depending on the power of the spirit sought - it is intentional that more powerful spirits will be summoned more rarely as they will have a greater impact on plot and mechanics.  While the weakest spirits are essentially mindless and can be used by characters to gain power, the strongest are major NPCs; the PCs will have a variety of ways of negotiating with these, including non-combat trials and contests.&lt;br /&gt;
&lt;br /&gt;
The refs in Breaking Worlds are present in-character as Guides - inscrutable figures who embody part of the natural order of the universe and serve as bridges to the spirit world.  The Guides can be spoken to by PCs, but they are under no obligation to answer and are well-known to remain aloof from most mortal concerns.&lt;br /&gt;
&lt;br /&gt;
Negative consequences of PC action or inaction should be meaningful and should drive the game in themselves.  Death should be a real threat, even if it isn’t frequent; at the same time it isn’t always the end, as some PCs may choose to come back as wights for a grim second chance.&lt;br /&gt;
&lt;br /&gt;
The mechanics are based around global Hits, a Stamina pool which powers abilities, and ongoing Wounds.  The number of special calls will be relatively limited, with about ten combat calls (including SINGLE, DOUBLE, TRIPLE, and CLEAVE) and about five non-combat calls, all of which are intended to be easy to remember.&lt;br /&gt;
Everyone should be able to do something useful in any situation - lacking a particular skill shouldn’t totally lock any character out of any area of game - but the best results will be achieved by PCs working together and combining their strengths.  Of course, they should also be able to do this in competition with other groups of PCs…&lt;br /&gt;
&lt;br /&gt;
Characters start with a low number of hits (which can easily be increased by buying skills) and a higher pool of stamina (which is harder to increase).  They can use a dagger and perform first aid.&lt;br /&gt;
Additional skills bought with XP will be grouped into the following trees:&lt;br /&gt;
*Melee: using melee weapons and better melee damage.&lt;br /&gt;
*Skirmishing: using ranged weapons and fancy fighting.&lt;br /&gt;
*Armour: using armour for more hits and resistances.&lt;br /&gt;
*Toughness: gaining more hits and abilities that regenerate them.&lt;br /&gt;
*Channelling: casting spells and rituals based on the five elements (with a sub-tree for each).&lt;br /&gt;
*Evocation: summoning and binding spirits.&lt;br /&gt;
*Healing: healing and messing with people’s bodies.&lt;br /&gt;
*Crafting: creating magic items including anchors for spirits.&lt;br /&gt;
*Trade: business and non-combat subterfuge.&lt;br /&gt;
The skills system is still being balanced (and will need playtesting) but the basic plan is to encourage characters to buy two to four of these rather than splashing everything; this is to maintain a stronger sense of identity and a distinction between the mundane and the supernatural.  We also believe that it should be viable and fun for a PC to specialise in any area they choose.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
Two-year limited run system.&lt;br /&gt;
&lt;br /&gt;
Weekly interactives.&lt;br /&gt;
Linears most but not all weeks (perhaps 5 per term).&lt;br /&gt;
&lt;br /&gt;
Interactives Friday evenings.&lt;br /&gt;
Linears probably Saturday afternoons.&lt;br /&gt;
&lt;br /&gt;
===Downtimes===&lt;br /&gt;
Yes - characters will have downtimes that can be used to influence the plot and how it affects interactives.&lt;br /&gt;
The key part of each downtime will be a Local Action (a freeform action like the classic CUTT/NFNC action, taking place in the locality where interactives take place) or Map Action (more formulaic, but able to affect the setting in a more targetted way).  Players will be able to supplement this with a few Minor Actions (again, based on the CUTT/NFNC model)&lt;br /&gt;
Players will be able to gain Followers and Favours through a variety of means, which will allow them to take actions in more distant areas or grant a bonus Follower Action (a limited form of Map Action).&lt;br /&gt;
&lt;br /&gt;
===Other information===&lt;br /&gt;
http://larp.soc.srcf.net/wiki.pl?BreakingWorlds is the link for further information on Breaking Worlds.  More will be added here in the weeks before the AGM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cambridge University Treasure Trap==&lt;br /&gt;
Fantasy smorgasbord set in something approximating medieval Cambridge. Contains goblins.&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Megan Williams&lt;br /&gt;
&lt;br /&gt;
=== Initial Comments ===&lt;br /&gt;
This would be a full reset. No returning PCs from last time it ran&lt;br /&gt;
&lt;br /&gt;
The few changes I would make would be:&lt;br /&gt;
*Double buying to be removed, as are XP level boundaries&lt;br /&gt;
*Kormak and Laeknir to be replaced with Azrael and As-yet-unnamed healing god to provide more conflict between healing gods/death gods&lt;br /&gt;
*There may be some tinkering with god strictures, bearserk mechanics and the introduction of something rather sinister to lurk in the shadows&lt;br /&gt;
*There will be a brief review of rules and statting by the ref team to iron out a few kinks&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
Cambridge Treasure Trap is (and shall if this proposal succeeds remain) a LARP (Live Roleplay) System based in the fantasy/medieval city of Grantabrugge, on the river Granta. This is essentially a fantasy version of medieval Cambridge. The city of Grantabrugge exists in a world very loosely based on feudal England, but in a plane where magic is a tangible power in everyday life and the gods can imbue their mortal followers with Miracles. Humans are not the only sentient race, sharing that position with elves, orcs, kender and several other species, all of whom have concerns and ambitions of their own. Grantabrugge is situated in Albion approximately where Cambridge lies in England, a neutral city state surrounded by the territories of factions in the ongoing civil war between the King of Wessex and his mother Queen Sheorl.&lt;br /&gt;
&lt;br /&gt;
Grantabrugge is a large walled city with a river running through it, a centre of trade and a massive food importer for the surrounding area. It contains the Brotherhood of Magic: a national centre of magical teaching, as well as at least three powerful ritual sites, places where the very lines of power that hold the world together cross, within the bounds of the city. It contains temples to every god and a large and frequently changing set of guilds. It is a nexus of interests both mundane and otherworldly.&lt;br /&gt;
&lt;br /&gt;
All of these interests come to a head in the Wessex Arms, a centrally-located pub notably primarily because it contains one of the aforementioned ritual circles, and because it is said to be built on land sacred to all the gods. Certainly, it is a nest of strange occurrences. The city allows it to exist because so many of the patrons of the Arms go on to do great things: terrible, perhaps, but often great. The stories of the greatest heroes and villains in the history of the city began under the four walls of the arms, and it is under this notorious roof that the interactives of CUTT take place. All roads lead to the Arms, eventually.&lt;br /&gt;
&lt;br /&gt;
On Saturdays, adventuring parties set out on undertakings arranged the previous evening at the Arms: these range from attending a fancy funfair about which rumours of kidnapping swirl, to setting the world to rights and holding back the enemy at the gates of the city: and the enemy within...&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
&lt;br /&gt;
TT, thanks to its long pedigree (it is based loosely off the DUTT rules, or was: the system can be democratically modified every year and frequently is) is hard to pin down in terms of rules philosophy. Possibly the best way of explaining it is that it seeks to strike a balance between allowing cool and varied stuff and trying to rein in anything particularly off the rails. It is a low-”accidental fatality” system as it currently stands, but this is something that is inherently changeable: one of the key merits that CUTT has is its flexibility. Essentially, CUTT has reached its current, relatively stable state via a process of democratic iteration and organic evolution. There may be parts which are metaphorical appendices, but generally at the current time, it functions. CUTT is not a system with high rules-setting integrations, but it is one which has provably reached a state where the rules work and that supports the setting in which people are invested.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
It will run on a Friday evening for interactives and Saturday afternoons for linears as per the current arrangements unless circumstances demand otherwise.&lt;br /&gt;
&lt;br /&gt;
==World Reclamation Project (WoRP)==&lt;br /&gt;
Rebuild a fantasy world that was shattered into pieces.&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Josephine Anrep - head ref, other refs: David Birch, other people TBD&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
A month ago an evil cult with unknown goals shattered the world into pieces. The three civilized nations have put aside their differences for the moment to form the World Reclamation project, aiming to re-build this broken world. The PCs will play members of this project, taking on dangerous missions to reconnect bits of the world, investigating the mysterious cult responsible for the shattering, politicking for the necessary funds and preventing sabotage of the projects aims. They may also have more personal goals...&lt;br /&gt;
&lt;br /&gt;
The three nations: &lt;br /&gt;
;The Hyperborean dominion&lt;br /&gt;
:The remains of a vast empire, priding themselves on their culture and wealth.&lt;br /&gt;
;The Viridian covenant &lt;br /&gt;
:A scattered collection of individualist groups, keeping their independence by use of magic, stealth and a network of arrangements with the spirit courts.&lt;br /&gt;
;The Atelier parliament&lt;br /&gt;
:A nation dedicated to invention and the relentless march of progress.&lt;br /&gt;
The playable races of the world include Humans, Gnomes, Elementals, Beastkin, Golems&lt;br /&gt;
&lt;br /&gt;
===Brief overview of system===&lt;br /&gt;
Global hits, limited calls, powers following an at-will/encounter/daily pattern (rather than a mana pool). Character building is class based, with a pool of universal skills available to all classes. There is no xp, character progression will be through in character actions.&lt;br /&gt;
&lt;br /&gt;
Non-combat skills and downtime/resource skills available, intended to provide plot in uptime.&lt;br /&gt;
&lt;br /&gt;
Character creation to provide links to existing NPCs by default. (all the flexibility of creating your own backstory is available, but some options that will provide links to plot are visible and easy to access)&lt;br /&gt;
&lt;br /&gt;
===Format===&lt;br /&gt;
Approximately as current: weekly interactives (Friday evening) &amp;amp; linears (Saturday afternoon) with some off weeks. (~6 linears per term)&lt;br /&gt;
&lt;br /&gt;
Summer term to not have interactives &amp;amp; linears but instead to have more society social things, weapons practice, pub, picnics, kit making and space for one-off events if members wish to try out reffing.&lt;br /&gt;
&lt;br /&gt;
Intended to run for 2 years.&lt;br /&gt;
&lt;br /&gt;
===Downtime=== &lt;br /&gt;
Reduced and limited (picking from a list of options, one of which will be freetext)&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=177</id>
		<title>System Vote 2016</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=177"/>
		<updated>2016-02-28T21:38:04Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Cambridge University Treasure Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= CLS 2016 System Vote =&lt;br /&gt;
Welcome members of CLS, this page will tell you the details of this years systems vote and the four systems that have been proposed.&lt;br /&gt;
&lt;br /&gt;
The system vote will be taking place at the OGM on the 11th of March before the interactive. Prior to that there will be a short Q&amp;amp;A with system designers before the interactive on the 4th of March.&lt;br /&gt;
&lt;br /&gt;
Proxy or postal voting will be allowed for paid members of the society who cannot make the OGM, declarations of proxy or postal votes must be submitted by midday on the 11th of March to be counted. Details of the voting format will follow shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Systems =&lt;br /&gt;
&lt;br /&gt;
==Armistice==&lt;br /&gt;
What just happened? How can we use it? Also, SCIENCE!!!&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Head ref: Tom M (Bryn)&lt;br /&gt;
&lt;br /&gt;
Lizzie J&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
This is a fantasy system aimed at discovery, magical science, politics and stabbing mutated things in the face.&lt;br /&gt;
&lt;br /&gt;
There are four mage Clans, all with enough people to count as a country in their own right. The game takes place in the capital city Armistice built by the four Mage Clans at the end of a decades long war. Two weeks ago an experimental ritual being conducted by team from all four clans tried to draw more magical energy into the city. It went catastrophically wrong and resulted in a huge explosion that tore a rift between the physical world and the Ether beyond.&lt;br /&gt;
A storm of magical lightning blasted through the city changing and mutating everything it touched then blasting smaller rifts as it grounded itself back through the fabric. Since the explosion accusations of fault have been flying in all directions and distrust between the Clans is rising. The Armistice Council ordered the city evacuated after the event with instructions to anyone who chose to stay to find out what happened, contain the disaster and seal the rifts. Not everyone has good intentions for staying, but plenty stayed.&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
Philosophies: Everything should do something. Players are welcome to screw themselves over (Everyone has overcast). Calls and magic similar to NFNC with a few exceptions. Skill buying to be similar to Empire - an initial cost to unlock a category and then buying skills within that category. Players will have personal mana that can be used for combat spells and resisting compels. Rituals need to be done with condensed mana, which is also the currency. High denomination ducatto are more refined mana and less likely to explode.&lt;br /&gt;
&lt;br /&gt;
Rituals are done through bead draws, each mana (ducatto coin, gold are worth two mana) you contribute allows you to make a draw or remove a black bead already drawn, higher tier mana allows redraws. A certain number of black beads will make the ritual explode, but this is independent of if the ritual succeeded. Failed rituals will always give something, even if just a hint as to where else they can look for info.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
Same as NFNC. Interactive Friday, Linear Saturday, simple downtimes.&lt;br /&gt;
&lt;br /&gt;
===Other information===&lt;br /&gt;
Main document: https://docs.google.com/document/d/1JKoj_UKqfP6bJf0pseFVNABIi6-vz8BFafXIexj1GnU/edit#&lt;br /&gt;
&lt;br /&gt;
Skills document (Very much a WIP): https://docs.google.com/document/d/1i5Oi_CmwL9lm9isb3dP6cLucr1iziWV_xknEaAMtZn0/edit?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Breaking Worlds==&lt;br /&gt;
Adventure, rivalry, and intrigue as magical cataclysm shakes the multiverse.&lt;br /&gt;
&lt;br /&gt;
===Refteam ===&lt;br /&gt;
Rosemary Warner, Nye Redman-White, plus two or three to be recruited.  We are particularly looking for linear refs.&lt;br /&gt;
&lt;br /&gt;
Players may have the opportunity to ref linears.&lt;br /&gt;
&lt;br /&gt;
Dave Sheridan and Jim Blackshaw are also contributing material.&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
For many years, the island kingdom of Arginet has enjoyed peace and prosperity, ruled over by its wise and just nobility and guided by the spirits of the elements and the ancestors.  But in the last year, quite without warning, cracks have started appearing in the fabric of reality in a metaphysical outburst known simply as the Breaking.  Unstable rifts have opened to other planes of existence, disgorging strange creatures both human and monstrous, and the boundaries of the spirit world itself have grown weak.&lt;br /&gt;
As the dead rest uneasy in their graves, monsters stalk the land, and the old order struggles to adapt, a loose group of adventurers - both Arginese and interplanar refugees - has come together to explore, exploit, and defend against the tumultuous spirit world and the mysterious threat from beyond.&lt;br /&gt;
&lt;br /&gt;
The world of Arginet is one of high fantasy and mysticism.  The magic of the spirit world touches the people of all nations - sometimes in the form of communion with elemental and ancestral spirits, sometimes as the subtle transformation of humans into fay, and sometimes in the raw power wielded by channellers.  Priests offer homage and sacrifice to the spirits of Wood, Fire, Earth, Metal, and Water, while the much-maligned Seekers of the Utmost search for an unknown higher power.&lt;br /&gt;
&lt;br /&gt;
Arginet itself is a proud island kingdom ruled by its nobility on behalf of the distant crown.  For centuries it has enjoyed prosperity and a measure of peace, but political and religious dissent have long been simmering beneath the surface: in the last generation an increasingly driven reform movement has called for a change to the status quo, helped by new discoveries about the nature of fay and supported by many Seekers.&lt;br /&gt;
&lt;br /&gt;
This precarious state of affairs was turned upside down less than a year ago, when the world was struck by a mysterious cataclysm dubbed ‘the Breaking’.  There was no warning, only shock, as fluxing magical portals began to appear across the land and sea: unstable bridges to other worlds.  Their behaviour is beyond comprehension, as they open and close without warning, spewing arcane energies and alien creatures.  And among the strange and terrifying beasts are humans from the worlds beyond - refugees cast adrift in the multiverse, they must fight to survive and understand their new home.  No less frighteningly, the bodies of the dead have been seen to rise as wights… holding onto the memories and grudges that they had in life.&lt;br /&gt;
&lt;br /&gt;
Arginese society is in turmoil as the kingdom faces the continuing chaos of the Breaking.  Deadly monsters stalk the land and sea, ravaging the countryside and all but cutting off the island from the other nations of the world.  The nobility cling to their land and power with all their guile and might, while the previously neglected Royal Armies have seized their chance for glory, and the reformists seek to exploit the upheaval and pave the way for a revolution.&lt;br /&gt;
&lt;br /&gt;
In the town of Fiveways a local monastic order has opened its doors to representatives of the three factions, to the freelance adventurers looking for a big break, and to the offworlders stranded in an unfamiliar plane.  It is here that lives and fortunes will be made and lost… and perhaps it is here that is the last, best hope for the future of the world.&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
The basic design goals of the system are as follows:&lt;br /&gt;
An accessible but deep world, with the option of joining three key PC groups.&lt;br /&gt;
A wide variety of character types - Arginese humans, fay, and wights, and a variety of offworld humans.&lt;br /&gt;
An easy way into the setting, as your character can start ignorant of the wider world and learn in play.&lt;br /&gt;
Rapid, player-driven plot development.  If you don&#039;t want that plot, slam the rift shut.  If the benefits of it outweigh the risks, keep it open.&lt;br /&gt;
Death is not the end.  PCs potentially get a second chance as wights, so can afford to take bigger risks.&lt;br /&gt;
A religion brief full of mystery to poke and heresy to denounce.&lt;br /&gt;
A simple set of mechanics that don&#039;t get in the way of roleplay.&lt;br /&gt;
&lt;br /&gt;
The game is principally PvM/E and most of the combat will come from this side of the game, but there will be plenty of opportunities for PvP.  In particular the three factions are all competing for the future of the nation and will be able to push the balance in their favour.&lt;br /&gt;
&lt;br /&gt;
The plot will have a broad main arc, but PCs will be able to change its course in a variety of ways.  Inter-faction competition, the demands of NPCs, and personal gain will give the adventurers challenging and conflicting goals; there will rarely be a ‘right’ course of action.&lt;br /&gt;
&lt;br /&gt;
The spirits, elemental and ancestral, are a key part of the setting.  Mechanically they also serve to provide a constant source of plot and encounters, both combat and non-combat, and to add flexibility to PCs’ builds.&lt;br /&gt;
Spirits can be summoned with skills from the Evocation tree.  These are rituals ranging from fairly minor to enormous depending on the power of the spirit sought - it is intentional that more powerful spirits will be summoned more rarely as they will have a greater impact on plot and mechanics.  While the weakest spirits are essentially mindless and can be used by characters to gain power, the strongest are major NPCs; the PCs will have a variety of ways of negotiating with these, including non-combat trials and contests.&lt;br /&gt;
&lt;br /&gt;
The refs in Breaking Worlds are present in-character as Guides - inscrutable figures who embody part of the natural order of the universe and serve as bridges to the spirit world.  The Guides can be spoken to by PCs, but they are under no obligation to answer and are well-known to remain aloof from most mortal concerns.&lt;br /&gt;
&lt;br /&gt;
Negative consequences of PC action or inaction should be meaningful and should drive the game in themselves.  Death should be a real threat, even if it isn’t frequent; at the same time it isn’t always the end, as some PCs may choose to come back as wights for a grim second chance.&lt;br /&gt;
&lt;br /&gt;
The mechanics are based around global Hits, a Stamina pool which powers abilities, and ongoing Wounds.  The number of special calls will be relatively limited, with about ten combat calls (including SINGLE, DOUBLE, TRIPLE, and CLEAVE) and about five non-combat calls, all of which are intended to be easy to remember.&lt;br /&gt;
Everyone should be able to do something useful in any situation - lacking a particular skill shouldn’t totally lock any character out of any area of game - but the best results will be achieved by PCs working together and combining their strengths.  Of course, they should also be able to do this in competition with other groups of PCs…&lt;br /&gt;
&lt;br /&gt;
Characters start with a low number of hits (which can easily be increased by buying skills) and a higher pool of stamina (which is harder to increase).  They can use a dagger and perform first aid.&lt;br /&gt;
Additional skills bought with XP will be grouped into the following trees:&lt;br /&gt;
*Melee: using melee weapons and better melee damage.&lt;br /&gt;
*Skirmishing: using ranged weapons and fancy fighting.&lt;br /&gt;
*Armour: using armour for more hits and resistances.&lt;br /&gt;
*Toughness: gaining more hits and abilities that regenerate them.&lt;br /&gt;
*Channelling: casting spells and rituals based on the five elements (with a sub-tree for each).&lt;br /&gt;
*Evocation: summoning and binding spirits.&lt;br /&gt;
*Healing: healing and messing with people’s bodies.&lt;br /&gt;
*Crafting: creating magic items including anchors for spirits.&lt;br /&gt;
*Trade: business and non-combat subterfuge.&lt;br /&gt;
The skills system is still being balanced (and will need playtesting) but the basic plan is to encourage characters to buy two to four of these rather than splashing everything; this is to maintain a stronger sense of identity and a distinction between the mundane and the supernatural.  We also believe that it should be viable and fun for a PC to specialise in any area they choose.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
Two-year limited run system.&lt;br /&gt;
&lt;br /&gt;
Weekly interactives.&lt;br /&gt;
Linears most but not all weeks (perhaps 5 per term).&lt;br /&gt;
&lt;br /&gt;
Interactives Friday evenings.&lt;br /&gt;
Linears probably Saturday afternoons.&lt;br /&gt;
&lt;br /&gt;
===Downtimes===&lt;br /&gt;
Yes - characters will have downtimes that can be used to influence the plot and how it affects interactives.&lt;br /&gt;
The key part of each downtime will be a Local Action (a freeform action like the classic CUTT/NFNC action, taking place in the locality where interactives take place) or Map Action (more formulaic, but able to affect the setting in a more targetted way).  Players will be able to supplement this with a few Minor Actions (again, based on the CUTT/NFNC model)&lt;br /&gt;
Players will be able to gain Followers and Favours through a variety of means, which will allow them to take actions in more distant areas or grant a bonus Follower Action (a limited form of Map Action).&lt;br /&gt;
&lt;br /&gt;
===Other information===&lt;br /&gt;
http://larp.soc.srcf.net/wiki.pl?BreakingWorlds is the link for further information on Breaking Worlds.  More will be added here in the weeks before the AGM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cambridge University Treasure Trap==&lt;br /&gt;
Fantasy smorgasbord set in something approximating medieval Cambridge. Contains goblins.&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Megan Williams&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Initial Comments ===&lt;br /&gt;
This would be a full reset. No returning PCs from last time it ran&lt;br /&gt;
&lt;br /&gt;
The few changes I would make would be:&lt;br /&gt;
*Double buying to be removed, as are XP level boundaries&lt;br /&gt;
*Kormak and Laeknir to be replaced with Azrael and As-yet-unnamed healing god to provide more conflict between healing gods/death gods&lt;br /&gt;
*There may be some tinkering with god strictures, bearserk mechanics and the introduction of something rather sinister to lurk in the shadows&lt;br /&gt;
*There will be a brief review of rules and statting by the ref team to iron out a few kinks&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
Cambridge Treasure Trap is (and shall if this proposal succeeds remain) a LARP (Live Roleplay) System based in the fantasy/medieval city of Grantabrugge, on the river Granta. This is essentially a fantasy version of medieval Cambridge. The city of Grantabrugge exists in a world very loosely based on feudal England, but in a plane where magic is a tangible power in everyday life and the gods can imbue their mortal followers with Miracles. Humans are not the only sentient race, sharing that position with elves, orcs, kender and several other species, all of whom have concerns and ambitions of their own. Grantabrugge is situated in Albion approximately where Cambridge lies in England, a neutral city state surrounded by the territories of factions in the ongoing civil war between the King of Wessex and his mother Queen Sheorl.&lt;br /&gt;
&lt;br /&gt;
Grantabrugge is a large walled city with a river running through it, a centre of trade and a massive food importer for the surrounding area. It contains the Brotherhood of Magic: a national centre of magical teaching, as well as at least three powerful ritual sites, places where the very lines of power that hold the world together cross, within the bounds of the city. It contains temples to every god and a large and frequently changing set of guilds. It is a nexus of interests both mundane and otherworldly.&lt;br /&gt;
&lt;br /&gt;
All of these interests come to a head in the Wessex Arms, a centrally-located pub notably primarily because it contains one of the aforementioned ritual circles, and because it is said to be built on land sacred to all the gods. Certainly, it is a nest of strange occurrences. The city allows it to exist because so many of the patrons of the Arms go on to do great things: terrible, perhaps, but often great. The stories of the greatest heroes and villains in the history of the city began under the four walls of the arms, and it is under this notorious roof that the interactives of CUTT take place. All roads lead to the Arms, eventually.&lt;br /&gt;
&lt;br /&gt;
On Saturdays, adventuring parties set out on undertakings arranged the previous evening at the Arms: these range from attending a fancy funfair about which rumours of kidnapping swirl, to setting the world to rights and holding back the enemy at the gates of the city: and the enemy within...&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
&lt;br /&gt;
TT, thanks to its long pedigree (it is based loosely off the DUTT rules, or was: the system can be democratically modified every year and frequently is) is hard to pin down in terms of rules philosophy. Possibly the best way of explaining it is that it seeks to strike a balance between allowing cool and varied stuff and trying to rein in anything particularly off the rails. It is a low-”accidental fatality” system as it currently stands, but this is something that is inherently changeable: one of the key merits that CUTT has is its flexibility. Essentially, CUTT has reached its current, relatively stable state via a process of democratic iteration and organic evolution. There may be parts which are metaphorical appendices, but generally at the current time, it functions. CUTT is not a system with high rules-setting integrations, but it is one which has provably reached a state where the rules work and that supports the setting in which people are invested.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
It will run on a Friday evening for interactives and Saturday afternoons for linears as per the current arrangements unless circumstances demand otherwise.&lt;br /&gt;
&lt;br /&gt;
==World Reclamation Project (WoRP)==&lt;br /&gt;
Rebuild a fantasy world that was shattered into pieces.&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Josephine Anrep - head ref, other refs: David Birch, other people TBD&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
A month ago an evil cult with unknown goals shattered the world into pieces. The three civilized nations have put aside their differences for the moment to form the World Reclamation project, aiming to re-build this broken world. The PCs will play members of this project, taking on dangerous missions to reconnect bits of the world, investigating the mysterious cult responsible for the shattering, politicking for the necessary funds and preventing sabotage of the projects aims. They may also have more personal goals...&lt;br /&gt;
&lt;br /&gt;
The three nations: &lt;br /&gt;
;The Hyperborean dominion&lt;br /&gt;
:The remains of a vast empire, priding themselves on their culture and wealth.&lt;br /&gt;
;The Viridian covenant &lt;br /&gt;
:A scattered collection of individualist groups, keeping their independence by use of magic, stealth and a network of arrangements with the spirit courts.&lt;br /&gt;
;The Atelier parliament&lt;br /&gt;
:A nation dedicated to invention and the relentless march of progress.&lt;br /&gt;
The playable races of the world include Humans, Gnomes, Elementals, Beastkin, Golems&lt;br /&gt;
&lt;br /&gt;
===Brief overview of system===&lt;br /&gt;
Global hits, limited calls, powers following an at-will/encounter/daily pattern (rather than a mana pool). Character building is class based, with a pool of universal skills available to all classes. There is no xp, character progression will be through in character actions.&lt;br /&gt;
&lt;br /&gt;
Non-combat skills and downtime/resource skills available, intended to provide plot in uptime.&lt;br /&gt;
&lt;br /&gt;
Character creation to provide links to existing NPCs by default. (all the flexibility of creating your own backstory is available, but some options that will provide links to plot are visible and easy to access)&lt;br /&gt;
&lt;br /&gt;
===Format===&lt;br /&gt;
Approximately as current: weekly interactives (Friday evening) &amp;amp; linears (Saturday afternoon) with some off weeks. (~6 linears per term)&lt;br /&gt;
&lt;br /&gt;
Summer term to not have interactives &amp;amp; linears but instead to have more society social things, weapons practice, pub, picnics, kit making and space for one-off events if members wish to try out reffing.&lt;br /&gt;
&lt;br /&gt;
Intended to run for 2 years.&lt;br /&gt;
&lt;br /&gt;
===Downtime=== &lt;br /&gt;
Reduced and limited (picking from a list of options, one of which will be freetext)&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=176</id>
		<title>System Vote 2016</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=176"/>
		<updated>2016-02-28T21:37:58Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Cambridge University Treasure Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= CLS 2016 System Vote =&lt;br /&gt;
Welcome members of CLS, this page will tell you the details of this years systems vote and the four systems that have been proposed.&lt;br /&gt;
&lt;br /&gt;
The system vote will be taking place at the OGM on the 11th of March before the interactive. Prior to that there will be a short Q&amp;amp;A with system designers before the interactive on the 4th of March.&lt;br /&gt;
&lt;br /&gt;
Proxy or postal voting will be allowed for paid members of the society who cannot make the OGM, declarations of proxy or postal votes must be submitted by midday on the 11th of March to be counted. Details of the voting format will follow shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Systems =&lt;br /&gt;
&lt;br /&gt;
==Armistice==&lt;br /&gt;
What just happened? How can we use it? Also, SCIENCE!!!&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Head ref: Tom M (Bryn)&lt;br /&gt;
&lt;br /&gt;
Lizzie J&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
This is a fantasy system aimed at discovery, magical science, politics and stabbing mutated things in the face.&lt;br /&gt;
&lt;br /&gt;
There are four mage Clans, all with enough people to count as a country in their own right. The game takes place in the capital city Armistice built by the four Mage Clans at the end of a decades long war. Two weeks ago an experimental ritual being conducted by team from all four clans tried to draw more magical energy into the city. It went catastrophically wrong and resulted in a huge explosion that tore a rift between the physical world and the Ether beyond.&lt;br /&gt;
A storm of magical lightning blasted through the city changing and mutating everything it touched then blasting smaller rifts as it grounded itself back through the fabric. Since the explosion accusations of fault have been flying in all directions and distrust between the Clans is rising. The Armistice Council ordered the city evacuated after the event with instructions to anyone who chose to stay to find out what happened, contain the disaster and seal the rifts. Not everyone has good intentions for staying, but plenty stayed.&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
Philosophies: Everything should do something. Players are welcome to screw themselves over (Everyone has overcast). Calls and magic similar to NFNC with a few exceptions. Skill buying to be similar to Empire - an initial cost to unlock a category and then buying skills within that category. Players will have personal mana that can be used for combat spells and resisting compels. Rituals need to be done with condensed mana, which is also the currency. High denomination ducatto are more refined mana and less likely to explode.&lt;br /&gt;
&lt;br /&gt;
Rituals are done through bead draws, each mana (ducatto coin, gold are worth two mana) you contribute allows you to make a draw or remove a black bead already drawn, higher tier mana allows redraws. A certain number of black beads will make the ritual explode, but this is independent of if the ritual succeeded. Failed rituals will always give something, even if just a hint as to where else they can look for info.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
Same as NFNC. Interactive Friday, Linear Saturday, simple downtimes.&lt;br /&gt;
&lt;br /&gt;
===Other information===&lt;br /&gt;
Main document: https://docs.google.com/document/d/1JKoj_UKqfP6bJf0pseFVNABIi6-vz8BFafXIexj1GnU/edit#&lt;br /&gt;
&lt;br /&gt;
Skills document (Very much a WIP): https://docs.google.com/document/d/1i5Oi_CmwL9lm9isb3dP6cLucr1iziWV_xknEaAMtZn0/edit?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Breaking Worlds==&lt;br /&gt;
Adventure, rivalry, and intrigue as magical cataclysm shakes the multiverse.&lt;br /&gt;
&lt;br /&gt;
===Refteam ===&lt;br /&gt;
Rosemary Warner, Nye Redman-White, plus two or three to be recruited.  We are particularly looking for linear refs.&lt;br /&gt;
&lt;br /&gt;
Players may have the opportunity to ref linears.&lt;br /&gt;
&lt;br /&gt;
Dave Sheridan and Jim Blackshaw are also contributing material.&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
For many years, the island kingdom of Arginet has enjoyed peace and prosperity, ruled over by its wise and just nobility and guided by the spirits of the elements and the ancestors.  But in the last year, quite without warning, cracks have started appearing in the fabric of reality in a metaphysical outburst known simply as the Breaking.  Unstable rifts have opened to other planes of existence, disgorging strange creatures both human and monstrous, and the boundaries of the spirit world itself have grown weak.&lt;br /&gt;
As the dead rest uneasy in their graves, monsters stalk the land, and the old order struggles to adapt, a loose group of adventurers - both Arginese and interplanar refugees - has come together to explore, exploit, and defend against the tumultuous spirit world and the mysterious threat from beyond.&lt;br /&gt;
&lt;br /&gt;
The world of Arginet is one of high fantasy and mysticism.  The magic of the spirit world touches the people of all nations - sometimes in the form of communion with elemental and ancestral spirits, sometimes as the subtle transformation of humans into fay, and sometimes in the raw power wielded by channellers.  Priests offer homage and sacrifice to the spirits of Wood, Fire, Earth, Metal, and Water, while the much-maligned Seekers of the Utmost search for an unknown higher power.&lt;br /&gt;
&lt;br /&gt;
Arginet itself is a proud island kingdom ruled by its nobility on behalf of the distant crown.  For centuries it has enjoyed prosperity and a measure of peace, but political and religious dissent have long been simmering beneath the surface: in the last generation an increasingly driven reform movement has called for a change to the status quo, helped by new discoveries about the nature of fay and supported by many Seekers.&lt;br /&gt;
&lt;br /&gt;
This precarious state of affairs was turned upside down less than a year ago, when the world was struck by a mysterious cataclysm dubbed ‘the Breaking’.  There was no warning, only shock, as fluxing magical portals began to appear across the land and sea: unstable bridges to other worlds.  Their behaviour is beyond comprehension, as they open and close without warning, spewing arcane energies and alien creatures.  And among the strange and terrifying beasts are humans from the worlds beyond - refugees cast adrift in the multiverse, they must fight to survive and understand their new home.  No less frighteningly, the bodies of the dead have been seen to rise as wights… holding onto the memories and grudges that they had in life.&lt;br /&gt;
&lt;br /&gt;
Arginese society is in turmoil as the kingdom faces the continuing chaos of the Breaking.  Deadly monsters stalk the land and sea, ravaging the countryside and all but cutting off the island from the other nations of the world.  The nobility cling to their land and power with all their guile and might, while the previously neglected Royal Armies have seized their chance for glory, and the reformists seek to exploit the upheaval and pave the way for a revolution.&lt;br /&gt;
&lt;br /&gt;
In the town of Fiveways a local monastic order has opened its doors to representatives of the three factions, to the freelance adventurers looking for a big break, and to the offworlders stranded in an unfamiliar plane.  It is here that lives and fortunes will be made and lost… and perhaps it is here that is the last, best hope for the future of the world.&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
The basic design goals of the system are as follows:&lt;br /&gt;
An accessible but deep world, with the option of joining three key PC groups.&lt;br /&gt;
A wide variety of character types - Arginese humans, fay, and wights, and a variety of offworld humans.&lt;br /&gt;
An easy way into the setting, as your character can start ignorant of the wider world and learn in play.&lt;br /&gt;
Rapid, player-driven plot development.  If you don&#039;t want that plot, slam the rift shut.  If the benefits of it outweigh the risks, keep it open.&lt;br /&gt;
Death is not the end.  PCs potentially get a second chance as wights, so can afford to take bigger risks.&lt;br /&gt;
A religion brief full of mystery to poke and heresy to denounce.&lt;br /&gt;
A simple set of mechanics that don&#039;t get in the way of roleplay.&lt;br /&gt;
&lt;br /&gt;
The game is principally PvM/E and most of the combat will come from this side of the game, but there will be plenty of opportunities for PvP.  In particular the three factions are all competing for the future of the nation and will be able to push the balance in their favour.&lt;br /&gt;
&lt;br /&gt;
The plot will have a broad main arc, but PCs will be able to change its course in a variety of ways.  Inter-faction competition, the demands of NPCs, and personal gain will give the adventurers challenging and conflicting goals; there will rarely be a ‘right’ course of action.&lt;br /&gt;
&lt;br /&gt;
The spirits, elemental and ancestral, are a key part of the setting.  Mechanically they also serve to provide a constant source of plot and encounters, both combat and non-combat, and to add flexibility to PCs’ builds.&lt;br /&gt;
Spirits can be summoned with skills from the Evocation tree.  These are rituals ranging from fairly minor to enormous depending on the power of the spirit sought - it is intentional that more powerful spirits will be summoned more rarely as they will have a greater impact on plot and mechanics.  While the weakest spirits are essentially mindless and can be used by characters to gain power, the strongest are major NPCs; the PCs will have a variety of ways of negotiating with these, including non-combat trials and contests.&lt;br /&gt;
&lt;br /&gt;
The refs in Breaking Worlds are present in-character as Guides - inscrutable figures who embody part of the natural order of the universe and serve as bridges to the spirit world.  The Guides can be spoken to by PCs, but they are under no obligation to answer and are well-known to remain aloof from most mortal concerns.&lt;br /&gt;
&lt;br /&gt;
Negative consequences of PC action or inaction should be meaningful and should drive the game in themselves.  Death should be a real threat, even if it isn’t frequent; at the same time it isn’t always the end, as some PCs may choose to come back as wights for a grim second chance.&lt;br /&gt;
&lt;br /&gt;
The mechanics are based around global Hits, a Stamina pool which powers abilities, and ongoing Wounds.  The number of special calls will be relatively limited, with about ten combat calls (including SINGLE, DOUBLE, TRIPLE, and CLEAVE) and about five non-combat calls, all of which are intended to be easy to remember.&lt;br /&gt;
Everyone should be able to do something useful in any situation - lacking a particular skill shouldn’t totally lock any character out of any area of game - but the best results will be achieved by PCs working together and combining their strengths.  Of course, they should also be able to do this in competition with other groups of PCs…&lt;br /&gt;
&lt;br /&gt;
Characters start with a low number of hits (which can easily be increased by buying skills) and a higher pool of stamina (which is harder to increase).  They can use a dagger and perform first aid.&lt;br /&gt;
Additional skills bought with XP will be grouped into the following trees:&lt;br /&gt;
*Melee: using melee weapons and better melee damage.&lt;br /&gt;
*Skirmishing: using ranged weapons and fancy fighting.&lt;br /&gt;
*Armour: using armour for more hits and resistances.&lt;br /&gt;
*Toughness: gaining more hits and abilities that regenerate them.&lt;br /&gt;
*Channelling: casting spells and rituals based on the five elements (with a sub-tree for each).&lt;br /&gt;
*Evocation: summoning and binding spirits.&lt;br /&gt;
*Healing: healing and messing with people’s bodies.&lt;br /&gt;
*Crafting: creating magic items including anchors for spirits.&lt;br /&gt;
*Trade: business and non-combat subterfuge.&lt;br /&gt;
The skills system is still being balanced (and will need playtesting) but the basic plan is to encourage characters to buy two to four of these rather than splashing everything; this is to maintain a stronger sense of identity and a distinction between the mundane and the supernatural.  We also believe that it should be viable and fun for a PC to specialise in any area they choose.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
Two-year limited run system.&lt;br /&gt;
&lt;br /&gt;
Weekly interactives.&lt;br /&gt;
Linears most but not all weeks (perhaps 5 per term).&lt;br /&gt;
&lt;br /&gt;
Interactives Friday evenings.&lt;br /&gt;
Linears probably Saturday afternoons.&lt;br /&gt;
&lt;br /&gt;
===Downtimes===&lt;br /&gt;
Yes - characters will have downtimes that can be used to influence the plot and how it affects interactives.&lt;br /&gt;
The key part of each downtime will be a Local Action (a freeform action like the classic CUTT/NFNC action, taking place in the locality where interactives take place) or Map Action (more formulaic, but able to affect the setting in a more targetted way).  Players will be able to supplement this with a few Minor Actions (again, based on the CUTT/NFNC model)&lt;br /&gt;
Players will be able to gain Followers and Favours through a variety of means, which will allow them to take actions in more distant areas or grant a bonus Follower Action (a limited form of Map Action).&lt;br /&gt;
&lt;br /&gt;
===Other information===&lt;br /&gt;
http://larp.soc.srcf.net/wiki.pl?BreakingWorlds is the link for further information on Breaking Worlds.  More will be added here in the weeks before the AGM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cambridge University Treasure Trap==&lt;br /&gt;
Fantasy smorgasbord set in something approximating medieval Cambridge. Contains goblins.&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Megan Williams&lt;br /&gt;
&lt;br /&gt;
=== Initial Comments ===&lt;br /&gt;
This would be a full reset. No returning PCs from last time it ran&lt;br /&gt;
&lt;br /&gt;
The few changes I would make would be:&lt;br /&gt;
*Double buying to be removed, as are XP level boundaries&lt;br /&gt;
*Kormak and Laeknir to be replaced with Azrael and As-yet-unnamed healing god to provide more conflict between healing gods/death gods&lt;br /&gt;
*There may be some tinkering with god strictures, bearserk mechanics and the introduction of something rather sinister to lurk in the shadows&lt;br /&gt;
*There will be a brief review of rules and statting by the ref team to iron out a few kinks&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
Cambridge Treasure Trap is (and shall if this proposal succeeds remain) a LARP (Live Roleplay) System based in the fantasy/medieval city of Grantabrugge, on the river Granta. This is essentially a fantasy version of medieval Cambridge. The city of Grantabrugge exists in a world very loosely based on feudal England, but in a plane where magic is a tangible power in everyday life and the gods can imbue their mortal followers with Miracles. Humans are not the only sentient race, sharing that position with elves, orcs, kender and several other species, all of whom have concerns and ambitions of their own. Grantabrugge is situated in Albion approximately where Cambridge lies in England, a neutral city state surrounded by the territories of factions in the ongoing civil war between the King of Wessex and his mother Queen Sheorl.&lt;br /&gt;
&lt;br /&gt;
Grantabrugge is a large walled city with a river running through it, a centre of trade and a massive food importer for the surrounding area. It contains the Brotherhood of Magic: a national centre of magical teaching, as well as at least three powerful ritual sites, places where the very lines of power that hold the world together cross, within the bounds of the city. It contains temples to every god and a large and frequently changing set of guilds. It is a nexus of interests both mundane and otherworldly.&lt;br /&gt;
&lt;br /&gt;
All of these interests come to a head in the Wessex Arms, a centrally-located pub notably primarily because it contains one of the aforementioned ritual circles, and because it is said to be built on land sacred to all the gods. Certainly, it is a nest of strange occurrences. The city allows it to exist because so many of the patrons of the Arms go on to do great things: terrible, perhaps, but often great. The stories of the greatest heroes and villains in the history of the city began under the four walls of the arms, and it is under this notorious roof that the interactives of CUTT take place. All roads lead to the Arms, eventually.&lt;br /&gt;
&lt;br /&gt;
On Saturdays, adventuring parties set out on undertakings arranged the previous evening at the Arms: these range from attending a fancy funfair about which rumours of kidnapping swirl, to setting the world to rights and holding back the enemy at the gates of the city: and the enemy within...&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
&lt;br /&gt;
TT, thanks to its long pedigree (it is based loosely off the DUTT rules, or was: the system can be democratically modified every year and frequently is) is hard to pin down in terms of rules philosophy. Possibly the best way of explaining it is that it seeks to strike a balance between allowing cool and varied stuff and trying to rein in anything particularly off the rails. It is a low-”accidental fatality” system as it currently stands, but this is something that is inherently changeable: one of the key merits that CUTT has is its flexibility. Essentially, CUTT has reached its current, relatively stable state via a process of democratic iteration and organic evolution. There may be parts which are metaphorical appendices, but generally at the current time, it functions. CUTT is not a system with high rules-setting integrations, but it is one which has provably reached a state where the rules work and that supports the setting in which people are invested.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
It will run on a Friday evening for interactives and Saturday afternoons for linears as per the current arrangements unless circumstances demand otherwise.&lt;br /&gt;
&lt;br /&gt;
==World Reclamation Project (WoRP)==&lt;br /&gt;
Rebuild a fantasy world that was shattered into pieces.&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Josephine Anrep - head ref, other refs: David Birch, other people TBD&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
A month ago an evil cult with unknown goals shattered the world into pieces. The three civilized nations have put aside their differences for the moment to form the World Reclamation project, aiming to re-build this broken world. The PCs will play members of this project, taking on dangerous missions to reconnect bits of the world, investigating the mysterious cult responsible for the shattering, politicking for the necessary funds and preventing sabotage of the projects aims. They may also have more personal goals...&lt;br /&gt;
&lt;br /&gt;
The three nations: &lt;br /&gt;
;The Hyperborean dominion&lt;br /&gt;
:The remains of a vast empire, priding themselves on their culture and wealth.&lt;br /&gt;
;The Viridian covenant &lt;br /&gt;
:A scattered collection of individualist groups, keeping their independence by use of magic, stealth and a network of arrangements with the spirit courts.&lt;br /&gt;
;The Atelier parliament&lt;br /&gt;
:A nation dedicated to invention and the relentless march of progress.&lt;br /&gt;
The playable races of the world include Humans, Gnomes, Elementals, Beastkin, Golems&lt;br /&gt;
&lt;br /&gt;
===Brief overview of system===&lt;br /&gt;
Global hits, limited calls, powers following an at-will/encounter/daily pattern (rather than a mana pool). Character building is class based, with a pool of universal skills available to all classes. There is no xp, character progression will be through in character actions.&lt;br /&gt;
&lt;br /&gt;
Non-combat skills and downtime/resource skills available, intended to provide plot in uptime.&lt;br /&gt;
&lt;br /&gt;
Character creation to provide links to existing NPCs by default. (all the flexibility of creating your own backstory is available, but some options that will provide links to plot are visible and easy to access)&lt;br /&gt;
&lt;br /&gt;
===Format===&lt;br /&gt;
Approximately as current: weekly interactives (Friday evening) &amp;amp; linears (Saturday afternoon) with some off weeks. (~6 linears per term)&lt;br /&gt;
&lt;br /&gt;
Summer term to not have interactives &amp;amp; linears but instead to have more society social things, weapons practice, pub, picnics, kit making and space for one-off events if members wish to try out reffing.&lt;br /&gt;
&lt;br /&gt;
Intended to run for 2 years.&lt;br /&gt;
&lt;br /&gt;
===Downtime=== &lt;br /&gt;
Reduced and limited (picking from a list of options, one of which will be freetext)&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=175</id>
		<title>System Vote 2016</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=175"/>
		<updated>2016-02-28T21:37:37Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= CLS 2016 System Vote =&lt;br /&gt;
Welcome members of CLS, this page will tell you the details of this years systems vote and the four systems that have been proposed.&lt;br /&gt;
&lt;br /&gt;
The system vote will be taking place at the OGM on the 11th of March before the interactive. Prior to that there will be a short Q&amp;amp;A with system designers before the interactive on the 4th of March.&lt;br /&gt;
&lt;br /&gt;
Proxy or postal voting will be allowed for paid members of the society who cannot make the OGM, declarations of proxy or postal votes must be submitted by midday on the 11th of March to be counted. Details of the voting format will follow shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Systems =&lt;br /&gt;
&lt;br /&gt;
==Armistice==&lt;br /&gt;
What just happened? How can we use it? Also, SCIENCE!!!&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Head ref: Tom M (Bryn)&lt;br /&gt;
&lt;br /&gt;
Lizzie J&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
This is a fantasy system aimed at discovery, magical science, politics and stabbing mutated things in the face.&lt;br /&gt;
&lt;br /&gt;
There are four mage Clans, all with enough people to count as a country in their own right. The game takes place in the capital city Armistice built by the four Mage Clans at the end of a decades long war. Two weeks ago an experimental ritual being conducted by team from all four clans tried to draw more magical energy into the city. It went catastrophically wrong and resulted in a huge explosion that tore a rift between the physical world and the Ether beyond.&lt;br /&gt;
A storm of magical lightning blasted through the city changing and mutating everything it touched then blasting smaller rifts as it grounded itself back through the fabric. Since the explosion accusations of fault have been flying in all directions and distrust between the Clans is rising. The Armistice Council ordered the city evacuated after the event with instructions to anyone who chose to stay to find out what happened, contain the disaster and seal the rifts. Not everyone has good intentions for staying, but plenty stayed.&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
Philosophies: Everything should do something. Players are welcome to screw themselves over (Everyone has overcast). Calls and magic similar to NFNC with a few exceptions. Skill buying to be similar to Empire - an initial cost to unlock a category and then buying skills within that category. Players will have personal mana that can be used for combat spells and resisting compels. Rituals need to be done with condensed mana, which is also the currency. High denomination ducatto are more refined mana and less likely to explode.&lt;br /&gt;
&lt;br /&gt;
Rituals are done through bead draws, each mana (ducatto coin, gold are worth two mana) you contribute allows you to make a draw or remove a black bead already drawn, higher tier mana allows redraws. A certain number of black beads will make the ritual explode, but this is independent of if the ritual succeeded. Failed rituals will always give something, even if just a hint as to where else they can look for info.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
Same as NFNC. Interactive Friday, Linear Saturday, simple downtimes.&lt;br /&gt;
&lt;br /&gt;
===Other information===&lt;br /&gt;
Main document: https://docs.google.com/document/d/1JKoj_UKqfP6bJf0pseFVNABIi6-vz8BFafXIexj1GnU/edit#&lt;br /&gt;
&lt;br /&gt;
Skills document (Very much a WIP): https://docs.google.com/document/d/1i5Oi_CmwL9lm9isb3dP6cLucr1iziWV_xknEaAMtZn0/edit?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Breaking Worlds==&lt;br /&gt;
Adventure, rivalry, and intrigue as magical cataclysm shakes the multiverse.&lt;br /&gt;
&lt;br /&gt;
===Refteam ===&lt;br /&gt;
Rosemary Warner, Nye Redman-White, plus two or three to be recruited.  We are particularly looking for linear refs.&lt;br /&gt;
&lt;br /&gt;
Players may have the opportunity to ref linears.&lt;br /&gt;
&lt;br /&gt;
Dave Sheridan and Jim Blackshaw are also contributing material.&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
For many years, the island kingdom of Arginet has enjoyed peace and prosperity, ruled over by its wise and just nobility and guided by the spirits of the elements and the ancestors.  But in the last year, quite without warning, cracks have started appearing in the fabric of reality in a metaphysical outburst known simply as the Breaking.  Unstable rifts have opened to other planes of existence, disgorging strange creatures both human and monstrous, and the boundaries of the spirit world itself have grown weak.&lt;br /&gt;
As the dead rest uneasy in their graves, monsters stalk the land, and the old order struggles to adapt, a loose group of adventurers - both Arginese and interplanar refugees - has come together to explore, exploit, and defend against the tumultuous spirit world and the mysterious threat from beyond.&lt;br /&gt;
&lt;br /&gt;
The world of Arginet is one of high fantasy and mysticism.  The magic of the spirit world touches the people of all nations - sometimes in the form of communion with elemental and ancestral spirits, sometimes as the subtle transformation of humans into fay, and sometimes in the raw power wielded by channellers.  Priests offer homage and sacrifice to the spirits of Wood, Fire, Earth, Metal, and Water, while the much-maligned Seekers of the Utmost search for an unknown higher power.&lt;br /&gt;
&lt;br /&gt;
Arginet itself is a proud island kingdom ruled by its nobility on behalf of the distant crown.  For centuries it has enjoyed prosperity and a measure of peace, but political and religious dissent have long been simmering beneath the surface: in the last generation an increasingly driven reform movement has called for a change to the status quo, helped by new discoveries about the nature of fay and supported by many Seekers.&lt;br /&gt;
&lt;br /&gt;
This precarious state of affairs was turned upside down less than a year ago, when the world was struck by a mysterious cataclysm dubbed ‘the Breaking’.  There was no warning, only shock, as fluxing magical portals began to appear across the land and sea: unstable bridges to other worlds.  Their behaviour is beyond comprehension, as they open and close without warning, spewing arcane energies and alien creatures.  And among the strange and terrifying beasts are humans from the worlds beyond - refugees cast adrift in the multiverse, they must fight to survive and understand their new home.  No less frighteningly, the bodies of the dead have been seen to rise as wights… holding onto the memories and grudges that they had in life.&lt;br /&gt;
&lt;br /&gt;
Arginese society is in turmoil as the kingdom faces the continuing chaos of the Breaking.  Deadly monsters stalk the land and sea, ravaging the countryside and all but cutting off the island from the other nations of the world.  The nobility cling to their land and power with all their guile and might, while the previously neglected Royal Armies have seized their chance for glory, and the reformists seek to exploit the upheaval and pave the way for a revolution.&lt;br /&gt;
&lt;br /&gt;
In the town of Fiveways a local monastic order has opened its doors to representatives of the three factions, to the freelance adventurers looking for a big break, and to the offworlders stranded in an unfamiliar plane.  It is here that lives and fortunes will be made and lost… and perhaps it is here that is the last, best hope for the future of the world.&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
The basic design goals of the system are as follows:&lt;br /&gt;
An accessible but deep world, with the option of joining three key PC groups.&lt;br /&gt;
A wide variety of character types - Arginese humans, fay, and wights, and a variety of offworld humans.&lt;br /&gt;
An easy way into the setting, as your character can start ignorant of the wider world and learn in play.&lt;br /&gt;
Rapid, player-driven plot development.  If you don&#039;t want that plot, slam the rift shut.  If the benefits of it outweigh the risks, keep it open.&lt;br /&gt;
Death is not the end.  PCs potentially get a second chance as wights, so can afford to take bigger risks.&lt;br /&gt;
A religion brief full of mystery to poke and heresy to denounce.&lt;br /&gt;
A simple set of mechanics that don&#039;t get in the way of roleplay.&lt;br /&gt;
&lt;br /&gt;
The game is principally PvM/E and most of the combat will come from this side of the game, but there will be plenty of opportunities for PvP.  In particular the three factions are all competing for the future of the nation and will be able to push the balance in their favour.&lt;br /&gt;
&lt;br /&gt;
The plot will have a broad main arc, but PCs will be able to change its course in a variety of ways.  Inter-faction competition, the demands of NPCs, and personal gain will give the adventurers challenging and conflicting goals; there will rarely be a ‘right’ course of action.&lt;br /&gt;
&lt;br /&gt;
The spirits, elemental and ancestral, are a key part of the setting.  Mechanically they also serve to provide a constant source of plot and encounters, both combat and non-combat, and to add flexibility to PCs’ builds.&lt;br /&gt;
Spirits can be summoned with skills from the Evocation tree.  These are rituals ranging from fairly minor to enormous depending on the power of the spirit sought - it is intentional that more powerful spirits will be summoned more rarely as they will have a greater impact on plot and mechanics.  While the weakest spirits are essentially mindless and can be used by characters to gain power, the strongest are major NPCs; the PCs will have a variety of ways of negotiating with these, including non-combat trials and contests.&lt;br /&gt;
&lt;br /&gt;
The refs in Breaking Worlds are present in-character as Guides - inscrutable figures who embody part of the natural order of the universe and serve as bridges to the spirit world.  The Guides can be spoken to by PCs, but they are under no obligation to answer and are well-known to remain aloof from most mortal concerns.&lt;br /&gt;
&lt;br /&gt;
Negative consequences of PC action or inaction should be meaningful and should drive the game in themselves.  Death should be a real threat, even if it isn’t frequent; at the same time it isn’t always the end, as some PCs may choose to come back as wights for a grim second chance.&lt;br /&gt;
&lt;br /&gt;
The mechanics are based around global Hits, a Stamina pool which powers abilities, and ongoing Wounds.  The number of special calls will be relatively limited, with about ten combat calls (including SINGLE, DOUBLE, TRIPLE, and CLEAVE) and about five non-combat calls, all of which are intended to be easy to remember.&lt;br /&gt;
Everyone should be able to do something useful in any situation - lacking a particular skill shouldn’t totally lock any character out of any area of game - but the best results will be achieved by PCs working together and combining their strengths.  Of course, they should also be able to do this in competition with other groups of PCs…&lt;br /&gt;
&lt;br /&gt;
Characters start with a low number of hits (which can easily be increased by buying skills) and a higher pool of stamina (which is harder to increase).  They can use a dagger and perform first aid.&lt;br /&gt;
Additional skills bought with XP will be grouped into the following trees:&lt;br /&gt;
*Melee: using melee weapons and better melee damage.&lt;br /&gt;
*Skirmishing: using ranged weapons and fancy fighting.&lt;br /&gt;
*Armour: using armour for more hits and resistances.&lt;br /&gt;
*Toughness: gaining more hits and abilities that regenerate them.&lt;br /&gt;
*Channelling: casting spells and rituals based on the five elements (with a sub-tree for each).&lt;br /&gt;
*Evocation: summoning and binding spirits.&lt;br /&gt;
*Healing: healing and messing with people’s bodies.&lt;br /&gt;
*Crafting: creating magic items including anchors for spirits.&lt;br /&gt;
*Trade: business and non-combat subterfuge.&lt;br /&gt;
The skills system is still being balanced (and will need playtesting) but the basic plan is to encourage characters to buy two to four of these rather than splashing everything; this is to maintain a stronger sense of identity and a distinction between the mundane and the supernatural.  We also believe that it should be viable and fun for a PC to specialise in any area they choose.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
Two-year limited run system.&lt;br /&gt;
&lt;br /&gt;
Weekly interactives.&lt;br /&gt;
Linears most but not all weeks (perhaps 5 per term).&lt;br /&gt;
&lt;br /&gt;
Interactives Friday evenings.&lt;br /&gt;
Linears probably Saturday afternoons.&lt;br /&gt;
&lt;br /&gt;
===Downtimes===&lt;br /&gt;
Yes - characters will have downtimes that can be used to influence the plot and how it affects interactives.&lt;br /&gt;
The key part of each downtime will be a Local Action (a freeform action like the classic CUTT/NFNC action, taking place in the locality where interactives take place) or Map Action (more formulaic, but able to affect the setting in a more targetted way).  Players will be able to supplement this with a few Minor Actions (again, based on the CUTT/NFNC model)&lt;br /&gt;
Players will be able to gain Followers and Favours through a variety of means, which will allow them to take actions in more distant areas or grant a bonus Follower Action (a limited form of Map Action).&lt;br /&gt;
&lt;br /&gt;
===Other information===&lt;br /&gt;
http://larp.soc.srcf.net/wiki.pl?BreakingWorlds is the link for further information on Breaking Worlds.  More will be added here in the weeks before the AGM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cambridge University Treasure Trap==&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Fantasy smorgasbord set in something approximating medieval Cambridge. Contains goblins.&lt;br /&gt;
&lt;br /&gt;
Megan Williams&lt;br /&gt;
&lt;br /&gt;
=== Initial Comments ===&lt;br /&gt;
This would be a full reset. No returning PCs from last time it ran&lt;br /&gt;
&lt;br /&gt;
The few changes I would make would be:&lt;br /&gt;
*Double buying to be removed, as are XP level boundaries&lt;br /&gt;
*Kormak and Laeknir to be replaced with Azrael and As-yet-unnamed healing god to provide more conflict between healing gods/death gods&lt;br /&gt;
*There may be some tinkering with god strictures, bearserk mechanics and the introduction of something rather sinister to lurk in the shadows&lt;br /&gt;
*There will be a brief review of rules and statting by the ref team to iron out a few kinks&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
Cambridge Treasure Trap is (and shall if this proposal succeeds remain) a LARP (Live Roleplay) System based in the fantasy/medieval city of Grantabrugge, on the river Granta. This is essentially a fantasy version of medieval Cambridge. The city of Grantabrugge exists in a world very loosely based on feudal England, but in a plane where magic is a tangible power in everyday life and the gods can imbue their mortal followers with Miracles. Humans are not the only sentient race, sharing that position with elves, orcs, kender and several other species, all of whom have concerns and ambitions of their own. Grantabrugge is situated in Albion approximately where Cambridge lies in England, a neutral city state surrounded by the territories of factions in the ongoing civil war between the King of Wessex and his mother Queen Sheorl.&lt;br /&gt;
&lt;br /&gt;
Grantabrugge is a large walled city with a river running through it, a centre of trade and a massive food importer for the surrounding area. It contains the Brotherhood of Magic: a national centre of magical teaching, as well as at least three powerful ritual sites, places where the very lines of power that hold the world together cross, within the bounds of the city. It contains temples to every god and a large and frequently changing set of guilds. It is a nexus of interests both mundane and otherworldly.&lt;br /&gt;
&lt;br /&gt;
All of these interests come to a head in the Wessex Arms, a centrally-located pub notably primarily because it contains one of the aforementioned ritual circles, and because it is said to be built on land sacred to all the gods. Certainly, it is a nest of strange occurrences. The city allows it to exist because so many of the patrons of the Arms go on to do great things: terrible, perhaps, but often great. The stories of the greatest heroes and villains in the history of the city began under the four walls of the arms, and it is under this notorious roof that the interactives of CUTT take place. All roads lead to the Arms, eventually.&lt;br /&gt;
&lt;br /&gt;
On Saturdays, adventuring parties set out on undertakings arranged the previous evening at the Arms: these range from attending a fancy funfair about which rumours of kidnapping swirl, to setting the world to rights and holding back the enemy at the gates of the city: and the enemy within...&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
&lt;br /&gt;
TT, thanks to its long pedigree (it is based loosely off the DUTT rules, or was: the system can be democratically modified every year and frequently is) is hard to pin down in terms of rules philosophy. Possibly the best way of explaining it is that it seeks to strike a balance between allowing cool and varied stuff and trying to rein in anything particularly off the rails. It is a low-”accidental fatality” system as it currently stands, but this is something that is inherently changeable: one of the key merits that CUTT has is its flexibility. Essentially, CUTT has reached its current, relatively stable state via a process of democratic iteration and organic evolution. There may be parts which are metaphorical appendices, but generally at the current time, it functions. CUTT is not a system with high rules-setting integrations, but it is one which has provably reached a state where the rules work and that supports the setting in which people are invested.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
It will run on a Friday evening for interactives and Saturday afternoons for linears as per the current arrangements unless circumstances demand otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==World Reclamation Project (WoRP)==&lt;br /&gt;
Rebuild a fantasy world that was shattered into pieces.&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Josephine Anrep - head ref, other refs: David Birch, other people TBD&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
A month ago an evil cult with unknown goals shattered the world into pieces. The three civilized nations have put aside their differences for the moment to form the World Reclamation project, aiming to re-build this broken world. The PCs will play members of this project, taking on dangerous missions to reconnect bits of the world, investigating the mysterious cult responsible for the shattering, politicking for the necessary funds and preventing sabotage of the projects aims. They may also have more personal goals...&lt;br /&gt;
&lt;br /&gt;
The three nations: &lt;br /&gt;
;The Hyperborean dominion&lt;br /&gt;
:The remains of a vast empire, priding themselves on their culture and wealth.&lt;br /&gt;
;The Viridian covenant &lt;br /&gt;
:A scattered collection of individualist groups, keeping their independence by use of magic, stealth and a network of arrangements with the spirit courts.&lt;br /&gt;
;The Atelier parliament&lt;br /&gt;
:A nation dedicated to invention and the relentless march of progress.&lt;br /&gt;
The playable races of the world include Humans, Gnomes, Elementals, Beastkin, Golems&lt;br /&gt;
&lt;br /&gt;
===Brief overview of system===&lt;br /&gt;
Global hits, limited calls, powers following an at-will/encounter/daily pattern (rather than a mana pool). Character building is class based, with a pool of universal skills available to all classes. There is no xp, character progression will be through in character actions.&lt;br /&gt;
&lt;br /&gt;
Non-combat skills and downtime/resource skills available, intended to provide plot in uptime.&lt;br /&gt;
&lt;br /&gt;
Character creation to provide links to existing NPCs by default. (all the flexibility of creating your own backstory is available, but some options that will provide links to plot are visible and easy to access)&lt;br /&gt;
&lt;br /&gt;
===Format===&lt;br /&gt;
Approximately as current: weekly interactives (Friday evening) &amp;amp; linears (Saturday afternoon) with some off weeks. (~6 linears per term)&lt;br /&gt;
&lt;br /&gt;
Summer term to not have interactives &amp;amp; linears but instead to have more society social things, weapons practice, pub, picnics, kit making and space for one-off events if members wish to try out reffing.&lt;br /&gt;
&lt;br /&gt;
Intended to run for 2 years.&lt;br /&gt;
&lt;br /&gt;
===Downtime=== &lt;br /&gt;
Reduced and limited (picking from a list of options, one of which will be freetext)&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=174</id>
		<title>System Vote 2016</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=174"/>
		<updated>2016-02-28T21:37:15Z</updated>

		<summary type="html">&lt;p&gt;Hark: Created page with &amp;quot;= CLS 2016 System Vote = Welcome members of CLS, this page will tell you the details of this years systems vote and the four systems that have been proposed.  The system vote...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= CLS 2016 System Vote =&lt;br /&gt;
Welcome members of CLS, this page will tell you the details of this years systems vote and the four systems that have been proposed.&lt;br /&gt;
&lt;br /&gt;
The system vote will be taking place at the OGM on the 11th of March before the interactive. Prior to that there will be a short Q&amp;amp;A with system designers before the interactive on the 4th of March.&lt;br /&gt;
&lt;br /&gt;
Proxy or postal voting will be allowed for paid members of the society who cannot make the OGM, declarations of proxy or postal votes must be submitted by midday on the 11th of March to be counted. Details of the voting format will follow shortly.&lt;br /&gt;
&lt;br /&gt;
= Systems =&lt;br /&gt;
&lt;br /&gt;
==Armistice==&lt;br /&gt;
What just happened? How can we use it? Also, SCIENCE!!!&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Head ref: Tom M (Bryn)&lt;br /&gt;
&lt;br /&gt;
Lizzie J&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
This is a fantasy system aimed at discovery, magical science, politics and stabbing mutated things in the face.&lt;br /&gt;
&lt;br /&gt;
There are four mage Clans, all with enough people to count as a country in their own right. The game takes place in the capital city Armistice built by the four Mage Clans at the end of a decades long war. Two weeks ago an experimental ritual being conducted by team from all four clans tried to draw more magical energy into the city. It went catastrophically wrong and resulted in a huge explosion that tore a rift between the physical world and the Ether beyond.&lt;br /&gt;
A storm of magical lightning blasted through the city changing and mutating everything it touched then blasting smaller rifts as it grounded itself back through the fabric. Since the explosion accusations of fault have been flying in all directions and distrust between the Clans is rising. The Armistice Council ordered the city evacuated after the event with instructions to anyone who chose to stay to find out what happened, contain the disaster and seal the rifts. Not everyone has good intentions for staying, but plenty stayed.&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
Philosophies: Everything should do something. Players are welcome to screw themselves over (Everyone has overcast). Calls and magic similar to NFNC with a few exceptions. Skill buying to be similar to Empire - an initial cost to unlock a category and then buying skills within that category. Players will have personal mana that can be used for combat spells and resisting compels. Rituals need to be done with condensed mana, which is also the currency. High denomination ducatto are more refined mana and less likely to explode.&lt;br /&gt;
&lt;br /&gt;
Rituals are done through bead draws, each mana (ducatto coin, gold are worth two mana) you contribute allows you to make a draw or remove a black bead already drawn, higher tier mana allows redraws. A certain number of black beads will make the ritual explode, but this is independent of if the ritual succeeded. Failed rituals will always give something, even if just a hint as to where else they can look for info.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
Same as NFNC. Interactive Friday, Linear Saturday, simple downtimes.&lt;br /&gt;
&lt;br /&gt;
===Other information===&lt;br /&gt;
Main document: https://docs.google.com/document/d/1JKoj_UKqfP6bJf0pseFVNABIi6-vz8BFafXIexj1GnU/edit#&lt;br /&gt;
&lt;br /&gt;
Skills document (Very much a WIP): https://docs.google.com/document/d/1i5Oi_CmwL9lm9isb3dP6cLucr1iziWV_xknEaAMtZn0/edit?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Breaking Worlds==&lt;br /&gt;
Adventure, rivalry, and intrigue as magical cataclysm shakes the multiverse.&lt;br /&gt;
&lt;br /&gt;
===Refteam ===&lt;br /&gt;
Rosemary Warner, Nye Redman-White, plus two or three to be recruited.  We are particularly looking for linear refs.&lt;br /&gt;
&lt;br /&gt;
Players may have the opportunity to ref linears.&lt;br /&gt;
&lt;br /&gt;
Dave Sheridan and Jim Blackshaw are also contributing material.&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
For many years, the island kingdom of Arginet has enjoyed peace and prosperity, ruled over by its wise and just nobility and guided by the spirits of the elements and the ancestors.  But in the last year, quite without warning, cracks have started appearing in the fabric of reality in a metaphysical outburst known simply as the Breaking.  Unstable rifts have opened to other planes of existence, disgorging strange creatures both human and monstrous, and the boundaries of the spirit world itself have grown weak.&lt;br /&gt;
As the dead rest uneasy in their graves, monsters stalk the land, and the old order struggles to adapt, a loose group of adventurers - both Arginese and interplanar refugees - has come together to explore, exploit, and defend against the tumultuous spirit world and the mysterious threat from beyond.&lt;br /&gt;
&lt;br /&gt;
The world of Arginet is one of high fantasy and mysticism.  The magic of the spirit world touches the people of all nations - sometimes in the form of communion with elemental and ancestral spirits, sometimes as the subtle transformation of humans into fay, and sometimes in the raw power wielded by channellers.  Priests offer homage and sacrifice to the spirits of Wood, Fire, Earth, Metal, and Water, while the much-maligned Seekers of the Utmost search for an unknown higher power.&lt;br /&gt;
&lt;br /&gt;
Arginet itself is a proud island kingdom ruled by its nobility on behalf of the distant crown.  For centuries it has enjoyed prosperity and a measure of peace, but political and religious dissent have long been simmering beneath the surface: in the last generation an increasingly driven reform movement has called for a change to the status quo, helped by new discoveries about the nature of fay and supported by many Seekers.&lt;br /&gt;
&lt;br /&gt;
This precarious state of affairs was turned upside down less than a year ago, when the world was struck by a mysterious cataclysm dubbed ‘the Breaking’.  There was no warning, only shock, as fluxing magical portals began to appear across the land and sea: unstable bridges to other worlds.  Their behaviour is beyond comprehension, as they open and close without warning, spewing arcane energies and alien creatures.  And among the strange and terrifying beasts are humans from the worlds beyond - refugees cast adrift in the multiverse, they must fight to survive and understand their new home.  No less frighteningly, the bodies of the dead have been seen to rise as wights… holding onto the memories and grudges that they had in life.&lt;br /&gt;
&lt;br /&gt;
Arginese society is in turmoil as the kingdom faces the continuing chaos of the Breaking.  Deadly monsters stalk the land and sea, ravaging the countryside and all but cutting off the island from the other nations of the world.  The nobility cling to their land and power with all their guile and might, while the previously neglected Royal Armies have seized their chance for glory, and the reformists seek to exploit the upheaval and pave the way for a revolution.&lt;br /&gt;
&lt;br /&gt;
In the town of Fiveways a local monastic order has opened its doors to representatives of the three factions, to the freelance adventurers looking for a big break, and to the offworlders stranded in an unfamiliar plane.  It is here that lives and fortunes will be made and lost… and perhaps it is here that is the last, best hope for the future of the world.&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
The basic design goals of the system are as follows:&lt;br /&gt;
An accessible but deep world, with the option of joining three key PC groups.&lt;br /&gt;
A wide variety of character types - Arginese humans, fay, and wights, and a variety of offworld humans.&lt;br /&gt;
An easy way into the setting, as your character can start ignorant of the wider world and learn in play.&lt;br /&gt;
Rapid, player-driven plot development.  If you don&#039;t want that plot, slam the rift shut.  If the benefits of it outweigh the risks, keep it open.&lt;br /&gt;
Death is not the end.  PCs potentially get a second chance as wights, so can afford to take bigger risks.&lt;br /&gt;
A religion brief full of mystery to poke and heresy to denounce.&lt;br /&gt;
A simple set of mechanics that don&#039;t get in the way of roleplay.&lt;br /&gt;
&lt;br /&gt;
The game is principally PvM/E and most of the combat will come from this side of the game, but there will be plenty of opportunities for PvP.  In particular the three factions are all competing for the future of the nation and will be able to push the balance in their favour.&lt;br /&gt;
&lt;br /&gt;
The plot will have a broad main arc, but PCs will be able to change its course in a variety of ways.  Inter-faction competition, the demands of NPCs, and personal gain will give the adventurers challenging and conflicting goals; there will rarely be a ‘right’ course of action.&lt;br /&gt;
&lt;br /&gt;
The spirits, elemental and ancestral, are a key part of the setting.  Mechanically they also serve to provide a constant source of plot and encounters, both combat and non-combat, and to add flexibility to PCs’ builds.&lt;br /&gt;
Spirits can be summoned with skills from the Evocation tree.  These are rituals ranging from fairly minor to enormous depending on the power of the spirit sought - it is intentional that more powerful spirits will be summoned more rarely as they will have a greater impact on plot and mechanics.  While the weakest spirits are essentially mindless and can be used by characters to gain power, the strongest are major NPCs; the PCs will have a variety of ways of negotiating with these, including non-combat trials and contests.&lt;br /&gt;
&lt;br /&gt;
The refs in Breaking Worlds are present in-character as Guides - inscrutable figures who embody part of the natural order of the universe and serve as bridges to the spirit world.  The Guides can be spoken to by PCs, but they are under no obligation to answer and are well-known to remain aloof from most mortal concerns.&lt;br /&gt;
&lt;br /&gt;
Negative consequences of PC action or inaction should be meaningful and should drive the game in themselves.  Death should be a real threat, even if it isn’t frequent; at the same time it isn’t always the end, as some PCs may choose to come back as wights for a grim second chance.&lt;br /&gt;
&lt;br /&gt;
The mechanics are based around global Hits, a Stamina pool which powers abilities, and ongoing Wounds.  The number of special calls will be relatively limited, with about ten combat calls (including SINGLE, DOUBLE, TRIPLE, and CLEAVE) and about five non-combat calls, all of which are intended to be easy to remember.&lt;br /&gt;
Everyone should be able to do something useful in any situation - lacking a particular skill shouldn’t totally lock any character out of any area of game - but the best results will be achieved by PCs working together and combining their strengths.  Of course, they should also be able to do this in competition with other groups of PCs…&lt;br /&gt;
&lt;br /&gt;
Characters start with a low number of hits (which can easily be increased by buying skills) and a higher pool of stamina (which is harder to increase).  They can use a dagger and perform first aid.&lt;br /&gt;
Additional skills bought with XP will be grouped into the following trees:&lt;br /&gt;
*Melee: using melee weapons and better melee damage.&lt;br /&gt;
*Skirmishing: using ranged weapons and fancy fighting.&lt;br /&gt;
*Armour: using armour for more hits and resistances.&lt;br /&gt;
*Toughness: gaining more hits and abilities that regenerate them.&lt;br /&gt;
*Channelling: casting spells and rituals based on the five elements (with a sub-tree for each).&lt;br /&gt;
*Evocation: summoning and binding spirits.&lt;br /&gt;
*Healing: healing and messing with people’s bodies.&lt;br /&gt;
*Crafting: creating magic items including anchors for spirits.&lt;br /&gt;
*Trade: business and non-combat subterfuge.&lt;br /&gt;
The skills system is still being balanced (and will need playtesting) but the basic plan is to encourage characters to buy two to four of these rather than splashing everything; this is to maintain a stronger sense of identity and a distinction between the mundane and the supernatural.  We also believe that it should be viable and fun for a PC to specialise in any area they choose.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
Two-year limited run system.&lt;br /&gt;
&lt;br /&gt;
Weekly interactives.&lt;br /&gt;
Linears most but not all weeks (perhaps 5 per term).&lt;br /&gt;
&lt;br /&gt;
Interactives Friday evenings.&lt;br /&gt;
Linears probably Saturday afternoons.&lt;br /&gt;
&lt;br /&gt;
===Downtimes===&lt;br /&gt;
Yes - characters will have downtimes that can be used to influence the plot and how it affects interactives.&lt;br /&gt;
The key part of each downtime will be a Local Action (a freeform action like the classic CUTT/NFNC action, taking place in the locality where interactives take place) or Map Action (more formulaic, but able to affect the setting in a more targetted way).  Players will be able to supplement this with a few Minor Actions (again, based on the CUTT/NFNC model)&lt;br /&gt;
Players will be able to gain Followers and Favours through a variety of means, which will allow them to take actions in more distant areas or grant a bonus Follower Action (a limited form of Map Action).&lt;br /&gt;
&lt;br /&gt;
===Other information===&lt;br /&gt;
http://larp.soc.srcf.net/wiki.pl?BreakingWorlds is the link for further information on Breaking Worlds.  More will be added here in the weeks before the AGM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cambridge University Treasure Trap==&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Fantasy smorgasbord set in something approximating medieval Cambridge. Contains goblins.&lt;br /&gt;
&lt;br /&gt;
Megan Williams&lt;br /&gt;
&lt;br /&gt;
=== Initial Comments ===&lt;br /&gt;
This would be a full reset. No returning PCs from last time it ran&lt;br /&gt;
&lt;br /&gt;
The few changes I would make would be:&lt;br /&gt;
*Double buying to be removed, as are XP level boundaries&lt;br /&gt;
*Kormak and Laeknir to be replaced with Azrael and As-yet-unnamed healing god to provide more conflict between healing gods/death gods&lt;br /&gt;
*There may be some tinkering with god strictures, bearserk mechanics and the introduction of something rather sinister to lurk in the shadows&lt;br /&gt;
*There will be a brief review of rules and statting by the ref team to iron out a few kinks&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
Cambridge Treasure Trap is (and shall if this proposal succeeds remain) a LARP (Live Roleplay) System based in the fantasy/medieval city of Grantabrugge, on the river Granta. This is essentially a fantasy version of medieval Cambridge. The city of Grantabrugge exists in a world very loosely based on feudal England, but in a plane where magic is a tangible power in everyday life and the gods can imbue their mortal followers with Miracles. Humans are not the only sentient race, sharing that position with elves, orcs, kender and several other species, all of whom have concerns and ambitions of their own. Grantabrugge is situated in Albion approximately where Cambridge lies in England, a neutral city state surrounded by the territories of factions in the ongoing civil war between the King of Wessex and his mother Queen Sheorl.&lt;br /&gt;
&lt;br /&gt;
Grantabrugge is a large walled city with a river running through it, a centre of trade and a massive food importer for the surrounding area. It contains the Brotherhood of Magic: a national centre of magical teaching, as well as at least three powerful ritual sites, places where the very lines of power that hold the world together cross, within the bounds of the city. It contains temples to every god and a large and frequently changing set of guilds. It is a nexus of interests both mundane and otherworldly.&lt;br /&gt;
&lt;br /&gt;
All of these interests come to a head in the Wessex Arms, a centrally-located pub notably primarily because it contains one of the aforementioned ritual circles, and because it is said to be built on land sacred to all the gods. Certainly, it is a nest of strange occurrences. The city allows it to exist because so many of the patrons of the Arms go on to do great things: terrible, perhaps, but often great. The stories of the greatest heroes and villains in the history of the city began under the four walls of the arms, and it is under this notorious roof that the interactives of CUTT take place. All roads lead to the Arms, eventually.&lt;br /&gt;
&lt;br /&gt;
On Saturdays, adventuring parties set out on undertakings arranged the previous evening at the Arms: these range from attending a fancy funfair about which rumours of kidnapping swirl, to setting the world to rights and holding back the enemy at the gates of the city: and the enemy within...&lt;br /&gt;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
&lt;br /&gt;
TT, thanks to its long pedigree (it is based loosely off the DUTT rules, or was: the system can be democratically modified every year and frequently is) is hard to pin down in terms of rules philosophy. Possibly the best way of explaining it is that it seeks to strike a balance between allowing cool and varied stuff and trying to rein in anything particularly off the rails. It is a low-”accidental fatality” system as it currently stands, but this is something that is inherently changeable: one of the key merits that CUTT has is its flexibility. Essentially, CUTT has reached its current, relatively stable state via a process of democratic iteration and organic evolution. There may be parts which are metaphorical appendices, but generally at the current time, it functions. CUTT is not a system with high rules-setting integrations, but it is one which has provably reached a state where the rules work and that supports the setting in which people are invested.&lt;br /&gt;
&lt;br /&gt;
===Summary of &amp;quot;format&amp;quot;===&lt;br /&gt;
It will run on a Friday evening for interactives and Saturday afternoons for linears as per the current arrangements unless circumstances demand otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==World Reclamation Project (WoRP)==&lt;br /&gt;
Rebuild a fantasy world that was shattered into pieces.&lt;br /&gt;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Josephine Anrep - head ref, other refs: David Birch, other people TBD&lt;br /&gt;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
A month ago an evil cult with unknown goals shattered the world into pieces. The three civilized nations have put aside their differences for the moment to form the World Reclamation project, aiming to re-build this broken world. The PCs will play members of this project, taking on dangerous missions to reconnect bits of the world, investigating the mysterious cult responsible for the shattering, politicking for the necessary funds and preventing sabotage of the projects aims. They may also have more personal goals...&lt;br /&gt;
&lt;br /&gt;
The three nations: &lt;br /&gt;
;The Hyperborean dominion&lt;br /&gt;
:The remains of a vast empire, priding themselves on their culture and wealth.&lt;br /&gt;
;The Viridian covenant &lt;br /&gt;
:A scattered collection of individualist groups, keeping their independence by use of magic, stealth and a network of arrangements with the spirit courts.&lt;br /&gt;
;The Atelier parliament&lt;br /&gt;
:A nation dedicated to invention and the relentless march of progress.&lt;br /&gt;
The playable races of the world include Humans, Gnomes, Elementals, Beastkin, Golems&lt;br /&gt;
&lt;br /&gt;
===Brief overview of system===&lt;br /&gt;
Global hits, limited calls, powers following an at-will/encounter/daily pattern (rather than a mana pool). Character building is class based, with a pool of universal skills available to all classes. There is no xp, character progression will be through in character actions.&lt;br /&gt;
&lt;br /&gt;
Non-combat skills and downtime/resource skills available, intended to provide plot in uptime.&lt;br /&gt;
&lt;br /&gt;
Character creation to provide links to existing NPCs by default. (all the flexibility of creating your own backstory is available, but some options that will provide links to plot are visible and easy to access)&lt;br /&gt;
&lt;br /&gt;
===Format===&lt;br /&gt;
Approximately as current: weekly interactives (Friday evening) &amp;amp; linears (Saturday afternoon) with some off weeks. (~6 linears per term)&lt;br /&gt;
&lt;br /&gt;
Summer term to not have interactives &amp;amp; linears but instead to have more society social things, weapons practice, pub, picnics, kit making and space for one-off events if members wish to try out reffing.&lt;br /&gt;
&lt;br /&gt;
Intended to run for 2 years.&lt;br /&gt;
&lt;br /&gt;
===Downtime=== &lt;br /&gt;
Reduced and limited (picking from a list of options, one of which will be freetext)&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=173</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=173"/>
		<updated>2016-01-25T13:30:21Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=172</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=172"/>
		<updated>2015-12-02T20:33:05Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
=== Interactive ===&lt;br /&gt;
The interactive this week is in a new venue- the Wesley Methodist Church. However, it will start at the traditional time of 7pm. A map can be found here: https://goo.gl/uWRz8q Parking can be found at the close-by Grafton Centre, as well as on the streets around the Church.&lt;br /&gt;
&lt;br /&gt;
=== Linear ===&lt;br /&gt;
Pre-Banquet Bash. This will take place from 12pm at the far end of Granchster Meadows, starting near the Orchard Tea Rooms (a map once more here: https://goo.gl/9pW0zp) It should end at around 4.30pm, giving plenty of time to get ready for the Banquet.&lt;br /&gt;
&lt;br /&gt;
Four linears will be running, including a diplomacy/talking based one, a sneaky linear (think MGS), a traditional fighting linear, and THE FINAL SHOWDOWN (high risk, high combat). You can character one of the three first linears, and the final showdown additionally if you wish to.&lt;br /&gt;
&lt;br /&gt;
This promises to be an exciting and plot filled adventure- if you haven’t tried a linear yet, and want to, this is an ideal one for you!&lt;br /&gt;
&lt;br /&gt;
=== Banquet ===&lt;br /&gt;
BANQUET! This is taking place at the Emmanuel United Reformed Church Hall on Trumpington Street (and the final map of the email: https://goo.gl/E4z7mA) The Banquet is starting from 6: however, if some people would be able to be present from 5 to help with set-up of the hall, it would be appreciated. There will be room to change at the Hall.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Spam-whitelist&amp;diff=171</id>
		<title>MediaWiki:Spam-whitelist</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Spam-whitelist&amp;diff=171"/>
		<updated>2015-12-02T20:33:00Z</updated>

		<summary type="html">&lt;p&gt;Hark: Created page with &amp;quot; #&amp;lt;!-- leave this line exactly as it is --&amp;gt; &amp;lt;pre&amp;gt; # External URLs matching this list will *not* be blocked even if they would # have been blocked by blacklist entries. # # Syn...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; #&amp;lt;!-- leave this line exactly as it is --&amp;gt; &amp;lt;pre&amp;gt;&lt;br /&gt;
# External URLs matching this list will *not* be blocked even if they would&lt;br /&gt;
# have been blocked by blacklist entries.&lt;br /&gt;
#&lt;br /&gt;
# Syntax is as follows:&lt;br /&gt;
#   * Everything from a &amp;quot;#&amp;quot; character to the end of the line is a comment&lt;br /&gt;
#   * Every non-blank line is a regex fragment which will only match hosts inside URLs&lt;br /&gt;
&lt;br /&gt;
 #&amp;lt;/pre&amp;gt; &amp;lt;!-- leave this line exactly as it is --&amp;gt;&lt;br /&gt;
goo\.gl&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=170</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=170"/>
		<updated>2015-11-11T16:44:12Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
===Week 5: Interactive===&lt;br /&gt;
This week’s interactive will be in the Chadwick Room of Selwyn College. A map to Selwyn College is provided here: [https://www.google.co.uk/maps/place/Selwyn+College/@52.2010085,0.1010656,16z/data=!4m2!3m1!1s0x47d870afd740b29d:0x942c6d9da79850e2 map].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Week 5: Linear===&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=169</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=169"/>
		<updated>2015-10-22T15:26:18Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
===Week 2: Interactive===&lt;br /&gt;
This week’s interactive will be in the Chadwick Room of Selwyn College. A map to Selwyn College is provided here: [https://www.google.co.uk/maps/place/Selwyn+College/@52.2010085,0.1010656,16z/data=!4m2!3m1!1s0x47d870afd740b29d:0x942c6d9da79850e2 map].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Week 2: Linear===&lt;br /&gt;
The Linear will be held at [https://www.google.co.uk/maps/place/52%B011&#039;33.6%22N+0%B006&#039;24.2%22E/@52.1926544,0.10673,2226m/data=!3m2!1e3!4b1!4m2!3m1!1s0x0:0x0 Grantchester Meadows] at 1pm on Saturday.&lt;br /&gt;
&lt;br /&gt;
A walking party will be leaving from outside Queens&#039; College at around 12.30.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Locations_We_Use&amp;diff=168</id>
		<title>Locations We Use</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Locations_We_Use&amp;diff=168"/>
		<updated>2015-10-16T23:08:05Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Linears */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists detailed descriptions of how to get to some of our commonly used locations. If you need any more information, please email [mailto:larp-exec@srcf.net larp-exec@srcf.net] or post on our Facebook page.&lt;br /&gt;
&lt;br /&gt;
==Interactives==&lt;br /&gt;
&#039;&#039;&#039;Unitarian Church Hall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Unitarian Church Hall is located off Victoria Street, which is an offshoot of Emmanuel Road. Approaching from the Emmanuel Road end, walk a short distance down the street until you see a black iron gate on your right. Enter through here and the door to the hall is on your left, up a couple of steps.&lt;br /&gt;
&lt;br /&gt;
Parking is available along Victoria Street, or on nearby streets.&lt;br /&gt;
&lt;br /&gt;
Postcode: CB1 1JW&lt;br /&gt;
&lt;br /&gt;
Map: https://goo.gl/maps/MclTo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harvey Court JCR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Harvey Court is Gonville and Caius accommodation located on West Road, towards the east end. There are two entrances to the site from West Road; one next to the Porters Lodge, and one further east which is a pedestrian entrance next to a (generally closed) car-width gate. Waiting by the latter is advised until we can be let in. The JCR itself is straight on from aforementioned gate; turn right once you reach the end of the pillared wall (on your right), and it&#039;s through the glass doors down a small slope. Please wait until somebody inside notices you and can let you in as the doors only open for Caius members.&lt;br /&gt;
&lt;br /&gt;
Parking is not available in Harvey Court, but is available along West Road.&lt;br /&gt;
&lt;br /&gt;
Postcode: CB3 9DS&lt;br /&gt;
&lt;br /&gt;
Map: https://goo.gl/maps/5PTAw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chadwick Room, Selwyn College&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Selwyn College is located on Grange Road, between the intersections with Sidgwick Avenue and West Road. From the Porter&#039;s Lodge, head right towards the flight of stairs up to Hall. At the base of the stairs, turn right and head down the couple of steps there and through the door. The Chadwick Room is through the first door to the right.&lt;br /&gt;
&lt;br /&gt;
Postcode: CB3 9DQ&lt;br /&gt;
&lt;br /&gt;
Map:&lt;br /&gt;
&lt;br /&gt;
==Linears==&lt;br /&gt;
&#039;&#039;&#039;Grantchester Meadows - North End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grantchester Meadows refers to the stretch of fields running along the River Cam in the vicinity of Newnham Village. We meet at the car park at the north-east end. Getting there can be a little confusing; as a result, we often run walking parties meeting outside Queens College.&lt;br /&gt;
&lt;br /&gt;
From Queens, head west along Silver St until you reach the crossroads with Sidgwick Ave and Queens Rd. Turn left along Queens Rd and follow the road round to the roundabout. Head straight over the roundabout and down Barton Rd. At the next set of lights, where Barton Rd heads off sharply right, continue straight on onto Grantchester St (past the Co-Op on your left; incidentally, a good place to pick up lunch.) Head down Grantchester St until you reach Eltisley Ave on your right (there should be some shops on the far corner of the turning). Head down Eltisley Ave (confusingly labelled on Google Maps; you want the residential street running diagonally south-west). Follow on, turning a gentle right to get onto Grantchester Meadows (the road). Continue along until you reach the car park, next to the beginnings of some open fields.&lt;br /&gt;
&lt;br /&gt;
Parking available in the car park.&lt;br /&gt;
&lt;br /&gt;
Postcode: CB3 9JQ (for Eltisley Ave; follow walking directions after this point, but this should get you in the right area)&lt;br /&gt;
&lt;br /&gt;
Map: https://goo.gl/maps/kbb3Z9obRG82 (same caveat as above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grantchester Meadows - Tearoom End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes we run linears from the far end wrt Cambridge. These are conveniently located next to The Orchard tearooms. If we&#039;re running from this end, we will post more specific directions with general linear info.&lt;br /&gt;
&lt;br /&gt;
Postcode: CB3 9ND&lt;br /&gt;
&lt;br /&gt;
Map: https://goo.gl/maps/Nqt2t&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=164</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=164"/>
		<updated>2015-10-07T20:00:42Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Squash===&lt;br /&gt;
The society squash will be held at 7:15 pm on Friday the 9th Oct at the Unitarian Church Hall, 2 Victoria Street ([http://www.cambridgeunitarian.org/about/directions directions]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Week 1: Interactive===&lt;br /&gt;
The first Interactive of term will be held on Friday the 16th Oct, 7 PM at the Unitarian Church Hall, 2 Victoria Street ([http://www.cambridgeunitarian.org/about/directions directions]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Week 1: Linear===&lt;br /&gt;
The first Interactive of term will be held on Saturday the 18th Oct, 1 PM at [https://www.google.co.uk/maps/place/52%B011&#039;33.6%22N+0%B006&#039;24.2%22E/@52.1926544,0.10673,2226m/data=!3m2!1e3!4b1!4m2!3m1!1s0x0:0x0 Grantchester Meadows] car park (at the north end). &lt;br /&gt;
&lt;br /&gt;
A walking party will be leaving from outside Queens&#039; College at around 12.30.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=163</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=163"/>
		<updated>2015-10-07T20:00:34Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Squash===&lt;br /&gt;
The society squash will be held at 7:15 pm on Friday the 9th Oct at the Unitarian Church Hall, 2 Victoria Street ([http://www.cambridgeunitarian.org/about/directions directions]).&lt;br /&gt;
&lt;br /&gt;
===Week 1: Interactive===&lt;br /&gt;
The first Interactive of term will be held on Friday the 16th Oct, 7 PM at the Unitarian Church Hall, 2 Victoria Street ([http://www.cambridgeunitarian.org/about/directions directions]).&lt;br /&gt;
&lt;br /&gt;
===Week 1: Linear===&lt;br /&gt;
The first Interactive of term will be held on Saturday the 18th Oct, 1 PM at [https://www.google.co.uk/maps/place/52%B011&#039;33.6%22N+0%B006&#039;24.2%22E/@52.1926544,0.10673,2226m/data=!3m2!1e3!4b1!4m2!3m1!1s0x0:0x0 Grantchester Meadows] car park (at the north end). &lt;br /&gt;
&lt;br /&gt;
A walking party will be leaving from outside Queens&#039; College at around 12.30.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=162</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=162"/>
		<updated>2015-10-07T19:59:28Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Squash===&lt;br /&gt;
The society squash will be held at 7:15 pm on Friday the 9th Oct at the Unitarian Church Hall, 2 Victoria Street ([http://www.cambridgeunitarian.org/about/directions directions]).&lt;br /&gt;
&lt;br /&gt;
===Week 1: Interactive===&lt;br /&gt;
7PM 16/10/15&lt;br /&gt;
&lt;br /&gt;
Unitarian Church Hall, 2 Victoria Street ([http://www.cambridgeunitarian.org/about/directions directions])&lt;br /&gt;
&lt;br /&gt;
===Week 1: Linear===&lt;br /&gt;
The first Interactive of term will be held on Saturday the 18 Oct, 1 PM at [https://www.google.co.uk/maps/place/52%B011&#039;33.6%22N+0%B006&#039;24.2%22E/@52.1926544,0.10673,2226m/data=!3m2!1e3!4b1!4m2!3m1!1s0x0:0x0 Grantchester Meadows] car park (at the north end). &lt;br /&gt;
&lt;br /&gt;
A walking party will be leaving from outside Queens&#039; College at around 12.30.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=161</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=161"/>
		<updated>2015-10-07T19:57:50Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Squash===&lt;br /&gt;
7:15 pm Friday 9/10/15&lt;br /&gt;
&lt;br /&gt;
Unitarian Church Hall, 2 Victoria Street ([http://www.cambridgeunitarian.org/about/directions directions])&lt;br /&gt;
&lt;br /&gt;
===Week 1: Interactive===&lt;br /&gt;
7PM 16/10/15&lt;br /&gt;
&lt;br /&gt;
Unitarian Church Hall, 2 Victoria Street ([http://www.cambridgeunitarian.org/about/directions directions])&lt;br /&gt;
&lt;br /&gt;
===Week 1: Linear===&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=160</id>
		<title>Committee</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=160"/>
		<updated>2015-09-22T13:13:12Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Executive Committee (Exec) deals with the day-to-day running of the society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It consists of the following officers:&lt;br /&gt;
&lt;br /&gt;
;President&lt;br /&gt;
:Oversees the running of the society, chairing meetings and organising events.&lt;br /&gt;
:The President for 2015-2016 is Tom Bytheway.&lt;br /&gt;
;Treasurer&lt;br /&gt;
:Oversees the junior treasurer and reports to the president / SU.&lt;br /&gt;
:The Treasurer for 2015-2016 is Jennifer Johnson.&lt;br /&gt;
;Junior Treasurer&lt;br /&gt;
:Looks after the society&#039;s money day to day and keeps accounts.&lt;br /&gt;
:The Junior Treasurer for 2015-2016 is Joey Anrep.&lt;br /&gt;
;Secretary&lt;br /&gt;
:Responsible for communicating with the members of the society, and organising meetings.&lt;br /&gt;
:The Secretary for 2015-2016 is Oliver Bussell. The Junior Secretary for 2015-16 is Robb Smith.&lt;br /&gt;
The Exec can be reached collectively at [mailto:larp-exec@srcf.net larp-exec@srcf.net] - this is where you should send general enquiries about the society.&lt;br /&gt;
&lt;br /&gt;
In addition to the Exec, there are other committee members for  2014-2015. They are:&lt;br /&gt;
&lt;br /&gt;
;Armoury Minion&lt;br /&gt;
:There is no armoury minion for  2015-2016&lt;br /&gt;
;Banquet Minions&lt;br /&gt;
:Unassigned pending the fate of Little Abington Scout Camp&lt;br /&gt;
;Website Minion&lt;br /&gt;
:Tom Bytheway&lt;br /&gt;
;Safety Officer&lt;br /&gt;
:David Proctor.  The Safety Officer may appoint deputies for when he is unable to attend events.  &lt;br /&gt;
;External Liaison/Public Relations&lt;br /&gt;
:The external liaison for 2015-2016 is Pia Salter.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=159</id>
		<title>Committee</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=159"/>
		<updated>2015-09-22T13:12:57Z</updated>

		<summary type="html">&lt;p&gt;Hark: Committee Changes for 2016&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Executive Committee (Exec) deals with the day-to-day running of the society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It consists of the following officers:&lt;br /&gt;
&lt;br /&gt;
;President&lt;br /&gt;
:Oversees the running of the society, chairing meetings and organising events.&lt;br /&gt;
:The President for 2015-2016 is Tom Bytheway.&lt;br /&gt;
;Treasurer&lt;br /&gt;
:Oversees the junior treasurer and reports to the president / SU.&lt;br /&gt;
:The Treasurer for 2015-2016 is Jennifer Johnson.&lt;br /&gt;
;Junior Treasurer&lt;br /&gt;
:Looks after the society&#039;s money day to day and keeps accounts.&lt;br /&gt;
:The Junior Treasurer for 2015-2016 is Joey Anrep.&lt;br /&gt;
;Secretary&lt;br /&gt;
:Responsible for communicating with the members of the society, and organising meetings.&lt;br /&gt;
:The Secretary for 2015-2016 is Oliver Bussell. The Junior Secretary for 2015-16 is Robb Smith.&lt;br /&gt;
The Exec can be reached collectively at [mailto:larp-exec@srcf.net larp-exec@srcf.net] - this is where you should send general enquiries about the society.&lt;br /&gt;
&lt;br /&gt;
In addition to the Exec, there are other committee members for  2014-2015. They are:&lt;br /&gt;
&lt;br /&gt;
;Armoury Minion&lt;br /&gt;
:There is no armoury minion for  2014-2015&lt;br /&gt;
;Banquet Minions&lt;br /&gt;
:Unassigned pending the fate of Little Abington Scout Camp&lt;br /&gt;
;Website Minion&lt;br /&gt;
:Tom Bytheway&lt;br /&gt;
;Safety Officer&lt;br /&gt;
:David Proctor.  The Safety Officer may appoint deputies for when he is unable to attend events.  &lt;br /&gt;
;External Liaison/Public Relations&lt;br /&gt;
:The external liaison for 2015-2016 is Pia Salter.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=158</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=158"/>
		<updated>2015-09-22T13:10:39Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Squash===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
===Week 1: Interactive===&lt;br /&gt;
&lt;br /&gt;
===Week 1: Linear===&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Refs&amp;diff=157</id>
		<title>Refs</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Refs&amp;diff=157"/>
		<updated>2015-06-01T13:57:45Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refs are responsible for the running of the game, rules calls, and the general writing of the plot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Ref Team for 2014-2015 consists of:&lt;br /&gt;
&lt;br /&gt;
*Ivan Slipper (Head Ref)&lt;br /&gt;
*Jim Blackshaw&lt;br /&gt;
*Megan Williams (Until PBB)&lt;br /&gt;
* Pia Salter (From Lent Onward)&lt;br /&gt;
* Robb Smith&lt;br /&gt;
* Tom Bytheway&lt;br /&gt;
They can be reached collectively at [mailto:larp-refs@srcf.net larp-refs@srcf.net] - queries about the game and character creation, downtimes and character sheets should be sent here.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=150</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=150"/>
		<updated>2015-03-14T16:12:34Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
* New Players&lt;br /&gt;
** New_Players/What_Is_Roleplaying|What Is Roleplaying?&lt;br /&gt;
** New_Players/A_Guide_To_Roleplaying|A Guide to Roleplaying&lt;br /&gt;
** New_Players/Society_History|Society History&lt;br /&gt;
** New_Players/Locations|Locations We Use&lt;br /&gt;
** New_Players/Glossary|Glossary&lt;br /&gt;
* Society Business&lt;br /&gt;
** Society:Committee|The Committee&lt;br /&gt;
** Society:Refs|The Refs&lt;br /&gt;
** Society:Armoury|The Armoury&lt;br /&gt;
** Society:Constitution|The Constitution&lt;br /&gt;
** Society:Equality_and_diversity|Equality and Diversity&lt;br /&gt;
** Society:AGM_Minutes|Past AGM Minutes&lt;br /&gt;
** Society:Website|The Website&lt;br /&gt;
** Society:Other_LARP|Other LARP in Cambridge&lt;br /&gt;
* navigation&lt;br /&gt;
** http://nfnc.camlarp.co.uk|The Game&lt;br /&gt;
** http://larp.soc.srcf.net/wiki|Society Wiki&lt;br /&gt;
** Contact_Us|Contact Us&lt;br /&gt;
* SEARCH&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Constitution&amp;diff=128</id>
		<title>Constitution</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Constitution&amp;diff=128"/>
		<updated>2014-12-15T13:01:22Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following document is the society constitution:&lt;br /&gt;
&lt;br /&gt;
== The Constitution ==&lt;br /&gt;
The Society shall be called Cambridge Larp Society.&lt;br /&gt;
&lt;br /&gt;
The Society will run and maintain a live action roleplay system (&amp;quot;The Game&amp;quot;) for its members.&lt;br /&gt;
&lt;br /&gt;
The Society will run regular adventure and interactive events within The Game.&lt;br /&gt;
&lt;br /&gt;
The Society shall be governed by this Constitution and ultimately though the members at General Meetings, and run day-to-day by the Exec.&lt;br /&gt;
&lt;br /&gt;
The Game shall be run day-to-day by the Referee Team.&lt;br /&gt;
&lt;br /&gt;
The Society may be dissolved at a General meeting provided that at least Twenty-one days written notice of the intention to dissolve the Society has been given to the members. At least two thirds of those present and voting must vote in favour of the motion for the Dissolution for it to be effective.&lt;br /&gt;
&lt;br /&gt;
Upon dissolution of the society any saleable equipment owned by the society is to be sold off if necessary to pay for any debts incurred and the remainder of useful equipment and money to be donated to an appropriate Society to be decided by the members at the time such an event occurs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Executive Committee ===&lt;br /&gt;
&lt;br /&gt;
The Executive Committee (&amp;quot;The Exec&amp;quot;) is to consist of a President, a Secretary and a Junior Treasurer.&lt;br /&gt;
&lt;br /&gt;
The Members of the Committee shall be elected individually at The Annual General Meeting in the order in which they first appear in the constitution. All the Members of the Committee shall take office at midnight at the end of the the last day of the Full Easter term in which they were elected, and shall hold office until midnight at the end of the last day of the following full Easter Term. All Members of the Committee shall be eligible for re-election.&lt;br /&gt;
&lt;br /&gt;
The Exec shall collectively have responsibility for all matters relating to the Society, other than those relating directly to the Game, which shall be the responsibility of the Referee Team. It shall consist of the following officers:&lt;br /&gt;
&lt;br /&gt;
The President, who shall oversee the running of the society and will present a report to the Annual General Meeting. Nobody who has been a member of The Society for less than six months may hold the office of President. The President shall take the chair at all official meetings of The Society. If the President is not present then the meeting shall elect another member of the exec as chair to run the meeting. The President shall also have the casting vote in any official meeting of the society. The President may not be a referee.&lt;br /&gt;
&lt;br /&gt;
The Junior Treasurer, who shall look after the Society&#039;s money and keep accounts. The Junior Treasurer may authorise spending up to 20 without consulting the remainder of the exec and any amount with the majority approval of the Exec. The Junior Treasurer shall keep accounts of all income and expenditure, which shall be open to Members on two weeks notice, and which shall be audited annually. The Junior Treasurer shall present a report on the Society&#039;s financial position to the Annual General Meeting each year. The Junior Treasurer shall submit the accounts to the Senior Treasurer for approval and auditing by the Proctors once a year.&lt;br /&gt;
&lt;br /&gt;
The Secretary, who shall be responsible for communicating with members. The Secretary shall be responsible for calling general meetings and producing agendas and minutes. keep the minutes of all General Meetings of the Society, and of all meetings of the Committee. These minutes should be published within two weeks of the meeting. Minutes shall be open to inspection by Members on two weeks notice. Where required to do so, The Secretary shall notify the Junior Proctor of all changes in the Officers and Constitution of the Society.&lt;br /&gt;
&lt;br /&gt;
Should any vacancy occur on the Exec during the year, the remaining Exec must call an Emergency General Meeting of the Society to elect a new one subjust to the rules for sufficient advance notice given in the Constitution.&lt;br /&gt;
&lt;br /&gt;
The quorum for the Exec is all 3 members.&lt;br /&gt;
&lt;br /&gt;
The Head Referee will act as a non voting advisor to the exec and is to be invited to all Committee meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Membership ===&lt;br /&gt;
Ordinary Membership shall be open to any Member of the University of Cambridge; membership will be made open to any non Member of the University at the discretion of the Committee.&lt;br /&gt;
&lt;br /&gt;
Membership shall not necessarily grant the right to participate in The Game, which shall be subject to the conditions in this Constitution.&lt;br /&gt;
&lt;br /&gt;
The Executive Committee shall set a yearly membership fee for students. They shall also set a yearly membership fee for non-students, which shall be the same or higher. Additional charges may be added for extra facilities.&lt;br /&gt;
&lt;br /&gt;
A person may be made an Honorary Member by a majority vote at a General meeting and as such does not have to pay a membership fee but cannot vote at a General Meeting or hold any committee position unless they are also an Ordinary Member.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Conduct of Meetings ===&lt;br /&gt;
&lt;br /&gt;
General meetings of the Society shall be open to all Members except Honorary Members who do not hold Ordinary Membership. 1/3 (rounded up) of the current Membership, or fifteen Members, whichever is the lesser shall form a quorum.&lt;br /&gt;
&lt;br /&gt;
The Annual General Meeting shall be held not less than seven days before the end of the Full Easter Term each year, upon a date to be determined by the Committee. Should the Annual General Meeting be inquorate, the Meeting may proceed nevertheless to the receipt of the financial report and the Chairman&#039;s report and the election of officers only. Any decision made by such a meeting shall be subject to ratification by a quorate General Meeting.&lt;br /&gt;
&lt;br /&gt;
The Exec may summon an Extraordinary General Meeting at any time subject to the rules in the Constitution for a purpose which must also be published to the society.&lt;br /&gt;
&lt;br /&gt;
If the Secretary shall receive a requisition stating a subject to be brought before a general Meeting and signed by not less than ten Members of the Society, s/he shall forthwith inform the President who shall appoint a date for a Special General Meeting. This meeting shall take place not more than thirty days after the receipt of the requisition, or if the meeting would thus be held outside full term, not more than fourteen days after the beginning of the Full Term immediately following.&lt;br /&gt;
&lt;br /&gt;
No General Meeting of the Society shall be held outside of Full term or outside Cambridge.&lt;br /&gt;
&lt;br /&gt;
The Secretary shall send to each Member (except Honorary Members) notice of the Date, Place and Time of any General Meeting and of any subjects to be discussed at that meeting not less than seven days before that meeting. If notice of such business be given to the secretary not less than fourteen days before the meeting, then the Secretary shall be responsible for giving notice to the Members. The accidental omission to any Member entitled to receive such notice shall not invalidate anything done at that meeting.&lt;br /&gt;
&lt;br /&gt;
The election for members of the Exec are to be conducted in the order stated above. No person may offer themself as a candidate for an Exec post if they do not comply with the rules in the Constitution for the post concerned. All candidates for the Exec must hold Ordinary Membership of the society. A candidate may be proposed in advance of the Annual General Meeting in writing to the Secretary bearing the name of the proposer the seconder and must be countersigned by the candidate. A candidate may also be proposed and seconded verbally up to the election of that post at the AGM. The candidate must consent to the nomination for it to go forward. The proposer and seconder must be Ordinary Members. The ballot for each post will take place by secret paper ballot with the single transferable vote system. Candidates are allowed to vote. The President has the casting vote in the event of any ties. The President may appoint as many Ordinary Members as tellers as deemed necessary and is responsible for seeing that the vote is properly conducted.&lt;br /&gt;
&lt;br /&gt;
No member of the Exec may propose a candidate for election to their current position.&lt;br /&gt;
&lt;br /&gt;
Ordinary Members who have not attended more than a third of the interactives in the academic year of the AGM may not vote for President.&lt;br /&gt;
&lt;br /&gt;
The procedure for voting on motions in General Meetings and meetings of the Committee shall be as follows: each motion shall require a proposer and seconder. If there is opposition, then after discussion a vote shall be taken by a show of hands, each person having one vote.&lt;br /&gt;
&lt;br /&gt;
Motions at quorate General Meetings may with a 50% approval of those present and voting, provided that at least five Members vote in favour:&lt;br /&gt;
*Submit for serious consideration by the Referee Team a proposed alteration to the Game Rules&lt;br /&gt;
*Instruct the Executive Committee&lt;br /&gt;
*Discuss and make resolutions on any other issue related to the Society or the Game&lt;br /&gt;
&lt;br /&gt;
With a 2/3 approval of those present a Motion may:&lt;br /&gt;
*Remove any Exec member of the Society from office&lt;br /&gt;
*Remove any Referee from their position&lt;br /&gt;
*Change this Constitution.&lt;br /&gt;
*Dissolve the society (if 21 days written notice has been given)&lt;br /&gt;
The President is responsible for seeing that the Referee Team give serious and proper consideration to any proposed changes to the rules but that the Referee Team do not overstep their mandate in so doing.&lt;br /&gt;
&lt;br /&gt;
General Meetings shall elect officers other than those specified to be appointed in some other way and annually approve the accounts of the society.&lt;br /&gt;
&lt;br /&gt;
The President may call a meeting of the Exec at any time with 5 days notice and must call a meeting of the Exec if the other members of the Exec agree that one is needed.&lt;br /&gt;
&lt;br /&gt;
The Exec shall be the sole interpreter of this constitution for the purpose of any meeting with the President having a casting vote and their decision shall be final. The chair of any meeting shall have a casting vote in the event of the equality of votes for and against any motion or election.&lt;br /&gt;
&lt;br /&gt;
=== The Referee Team ===&lt;br /&gt;
&lt;br /&gt;
The Head Referee may not be on the Exec but may attend Exec meetings as an advisor to them.&lt;br /&gt;
&lt;br /&gt;
The Referee Team (Ref team) shall be led by a Head Ref and shall consist of as many Refs as are deemed necessary at the time of the Ref Team&#039;s appointment.&lt;br /&gt;
&lt;br /&gt;
The Refs are responsible for the direct running of The Game and the Head Ref&#039;s decision on any aspect of the Game World and interpretation and clarification of the rules is absolutely final.&lt;br /&gt;
&lt;br /&gt;
The Refs are responsible for maintaining the set of rules that govern The Game and ruling on clarifications and contradictions; they may amend inconsistencies and errors and add clarifications without consultation of the society.&lt;br /&gt;
&lt;br /&gt;
The Refs may make changes to the rules where it is deemed absolutely necessary subject to the majority approval of the Exec.&lt;br /&gt;
&lt;br /&gt;
The Refs are to seriously consider and, if in agreement that a motion is sensible, implement any motions regarding the rules that are passed at a General Meeting, the President overseeing this as stated in the Conduct of Meetings section. The Refs must supply to the satisfaction of the President the reason for any motions passed by the society that were not upheld by the Ref Team and the reason is then to be made public to the society.&lt;br /&gt;
&lt;br /&gt;
=== Appointment of the Referee Team ===&lt;br /&gt;
&lt;br /&gt;
The Refs also must be Ordinary Members of the Society.&lt;br /&gt;
&lt;br /&gt;
The appointment of the Ref Team at the AGM is to take place directly after the appointment of the Exec.&lt;br /&gt;
&lt;br /&gt;
Anyone who is an Ordinary Member of the Society may offer themself as a candidate for the new Referee Team by expressing this to the Head Ref in writing. If they are elected President and accept the position then they may not become a Ref.&lt;br /&gt;
&lt;br /&gt;
Anyone who would also be willing to be Head Ref should make this known to the current Head Ref in writing and offer themselves as a candidate for the new Ref Team.&lt;br /&gt;
&lt;br /&gt;
The current Refs are responsible for seeing that nobody who may wish to be a Ref is overlooked.&lt;br /&gt;
&lt;br /&gt;
The current Refs in consultation with the new Head Ref are to decide how many people are necessary for the new Ref Team.&lt;br /&gt;
&lt;br /&gt;
The current Ref Team in consultation with the Exec and taking into account the societies opinions are to appoint a Head Ref whom they feel is the best candiate.&lt;br /&gt;
&lt;br /&gt;
The current Ref Team in consultation with the Exec and the new Head Ref and taking into account the societies opinions are then to appoint a Ref Team which they feel will be the best team to run the Game the next year.&lt;br /&gt;
&lt;br /&gt;
When the Head Ref and Ref Team are presented they must be approved of by the society by at least 1/2 (rounded up) of the Ordinary Members at the Meeting. If they are not approved of at that point another selection is to be made and the Ref Team presented to the society for approval until a Ref Team is approved of. If it is not possible to find a satisfactory Ref Team at the AGM then the matter must be resolved by calling another General Meeting to deal with this as soon as is possible under the constutition.&lt;br /&gt;
&lt;br /&gt;
Any candidate for a Referee position may step down immediately after their appointment so that a replacment can be found.&lt;br /&gt;
&lt;br /&gt;
Should any vacancy occur on the Ref Team during the year, the remaining Ref Team must appoint a replacement according to the process described in this Constitution. The Exec must then call an Emergency General Meeting of the Society to approve the new Ref subjust to the rules for sufficient advance notice given in the Constitution.&lt;br /&gt;
&lt;br /&gt;
Only Ordinary Members may vote for Refs.&lt;br /&gt;
&lt;br /&gt;
No more than two members of the new Ref team may be serving as Refs in the current year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Game ===&lt;br /&gt;
&lt;br /&gt;
Members must agree to abide by the rules in this section if they wish to participate in the game.&lt;br /&gt;
&lt;br /&gt;
Members may participate in the game subject to safe behaviour, abiding by the rules and accepting the authority of event organisers.&lt;br /&gt;
&lt;br /&gt;
Members must accept that the Game is a contact sport and that it has the risks associated with this.&lt;br /&gt;
&lt;br /&gt;
All weapons must be checked by a member of the Ref Team before they are used. Any item deemed unsafe must be left with the refs or event organiser for the duration of the event and not brought to future events.&lt;br /&gt;
&lt;br /&gt;
Metal weapons may not be used as props and should not be bought to events.&lt;br /&gt;
&lt;br /&gt;
The Society will not be held liable for any loss or damage to your person or property at an event.&lt;br /&gt;
&lt;br /&gt;
The Society may issue a temporary ban for person found to be knowingly breaking the spirit of the rules or behaving unsafely if the Exec and Refs collectively agree in a majority that it is necessary. If the ban is for more than a week a the person will be eligible to have an appropriate proportion of their membership fee refunded.&lt;br /&gt;
&lt;br /&gt;
An event organiser may expel a person from an event if they are behaving unsafely or knowingly breaking the spirit of the rules and have already had advance warning. Any such expulsions must be reported to the Committee and Ref Team as soon as possible afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Finance ===&lt;br /&gt;
&lt;br /&gt;
The Society will have one bank account with Natwest.&lt;br /&gt;
&lt;br /&gt;
The signatories of the account shall be the Junior Treasurer, the President and the Secretary such that two signatures are needed to access the account.&lt;br /&gt;
&lt;br /&gt;
The Senior Treasurer must be a resident member of the Senate or person of MA standing within the University.&lt;br /&gt;
&lt;br /&gt;
The Senior Treasurer shall not be liable for any financial debt or other obligation of the Society unless he or she has personally authorized such a debt in writing.&lt;br /&gt;
&lt;br /&gt;
The Society may not become overdrawn on its bank account without the agreement of a majority of paid members at a General Meeting. In the event of such an agreement, all paid members are equally liable for the debt to the bank.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=114</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=114"/>
		<updated>2014-10-17T12:54:49Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Announcements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Interactive===&lt;br /&gt;
The first Interactive of term will be held on Friday the 17 Oct, 7.00 PM at the Unitarian Church Hall on Victoria Street. &lt;br /&gt;
&lt;br /&gt;
http://map.cam.ac.uk/Victoria+Street#52.205058,0.126564,17#52.205058,0.126564,17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Linear===&lt;br /&gt;
The first Linear of term will be held on Saturday the 18 Oct, 1 PM at [https://www.google.co.uk/maps/place/52%B011&#039;33.6%22N+0%B006&#039;24.2%22E/@52.1926544,0.10673,2226m/data=!3m2!1e3!4b1!4m2!3m1!1s0x0:0x0 Grantchester Meadows] car park (at the north end). &lt;br /&gt;
&lt;br /&gt;
A walking party will be leaving from outside Queens&#039; College at around 12.30.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=112</id>
		<title>Committee</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=112"/>
		<updated>2014-10-15T08:10:13Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Executive Committee deals with the day-to-day running of the society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It consists of the following officers:&lt;br /&gt;
&lt;br /&gt;
;President&lt;br /&gt;
:Oversees the running of the society, chairing meetings and organising events.&lt;br /&gt;
:The President for 2014-2015 is Ellie Griffiths.&lt;br /&gt;
;Treasurer&lt;br /&gt;
:Oversees the junior treasurer and reports to the president / SU.&lt;br /&gt;
:The Treasurer for 2014-2015 is Jennifer Johnson.&lt;br /&gt;
;Junior Treasurer&lt;br /&gt;
:Looks after the society&#039;s money day to day and keeps accounts.&lt;br /&gt;
:The Junior Treasurer for 2014-2015 is Joey Anrep.&lt;br /&gt;
;Secretary&lt;br /&gt;
:Responsible for communicating with the members of the society, and organising meetings.&lt;br /&gt;
:The Secretary for 2014-2015 is Eleanor Loukes.  &lt;br /&gt;
The Exec can be reached collectively at [mailto:larp-exec@srcf.net larp-exec@srcf.net] - this is where you should send general enquiries about the society.&lt;br /&gt;
&lt;br /&gt;
In addition to the Exec, there are other committee members for  2014-2015. They are:&lt;br /&gt;
&lt;br /&gt;
;Armoury Minion&lt;br /&gt;
:There is no armoury minion for  2014-2015&lt;br /&gt;
;Banquet Minions&lt;br /&gt;
:Unassigned pending the fate of Little Abington Scout Camp&lt;br /&gt;
;Website Minion&lt;br /&gt;
:Tom Bytheway&lt;br /&gt;
;Safety Officer&lt;br /&gt;
:David Proctor.  The Safety Officer may appoint deputies for when he is unable to attend events.  &lt;br /&gt;
;External Liaison/Public Relations&lt;br /&gt;
:The external liaison for 2014-2015 is Pia Salter.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Refs&amp;diff=110</id>
		<title>Refs</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Refs&amp;diff=110"/>
		<updated>2014-10-08T23:29:13Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refs are responsible for the running of the game, rules calls, and the general writing of the plot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Ref Team for 2014-2015 consists of:&lt;br /&gt;
&lt;br /&gt;
*Ivan Slipper (Head Ref)&lt;br /&gt;
*Jim Blackshaw&lt;br /&gt;
* Megan Williams&lt;br /&gt;
* Robb Smith&lt;br /&gt;
* Tom Bytheway&lt;br /&gt;
They can be reached collectively at [mailto:larp-refs@srcf.net larp-refs@srcf.net] - queries about the game and character creation, downtimes and character sheets should be sent here.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=109</id>
		<title>Committee</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=109"/>
		<updated>2014-10-08T23:26:36Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Executive Committee deals with the day-to-day running of the society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It consists of the following officers:&lt;br /&gt;
&lt;br /&gt;
;President&lt;br /&gt;
:Oversees the running of the society, chairing meetings and organising events.&lt;br /&gt;
:The President for 2014-2015 is Ellie Griffiths.&lt;br /&gt;
;Treasurer&lt;br /&gt;
:Oversees the junior treasurer and reports to the president / SU.&lt;br /&gt;
:The Treasurer for 2014-2015 is Jennifer Johnson.&lt;br /&gt;
;Junior Treasurer&lt;br /&gt;
:Looks after the society&#039;s money day to day and keeps accounts.&lt;br /&gt;
:The Junior Treasurer for 2014-2015 is Joey Anrep.&lt;br /&gt;
;Secretary&lt;br /&gt;
:Responsible for communicating with the members of the society, and organising meetings.&lt;br /&gt;
:The Secretary for 2014-2015 is Eleanor Loukes.  &lt;br /&gt;
The Exec can be reached collectively at [mailto:larp-exec@srcf.net larp-exec@srcf.net] - this is where you should send general enquiries about the society.&lt;br /&gt;
&lt;br /&gt;
In addition to the Exec, there are other committee members for  2014-2015. They are:&lt;br /&gt;
&lt;br /&gt;
;Armoury Minion&lt;br /&gt;
:There is no armoury minion for  2014-2015&lt;br /&gt;
;Banquet Minions&lt;br /&gt;
:Unassigned pending the fate of Little Abington Scout Camp&lt;br /&gt;
;Website Minion&lt;br /&gt;
:Tom Bytheway&lt;br /&gt;
;Safety Officer&lt;br /&gt;
:David Proctor.  The Safety Officer may appoint deputies for when he is unable to attend events.  &lt;br /&gt;
;External Liaison/Public Relations&lt;br /&gt;
:There is no external liaison for  2014-2015&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=108</id>
		<title>Committee</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=108"/>
		<updated>2014-10-08T23:26:25Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Executive Committee deals with the day-to-day running of the society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It consists of the following officers:&lt;br /&gt;
&lt;br /&gt;
;President&lt;br /&gt;
:Oversees the running of the society, chairing meetings and organising events.&lt;br /&gt;
:The President for 2014-2015 is Ellie Griffiths.&lt;br /&gt;
;Treasurer&lt;br /&gt;
:Oversees the junior treasurer and reports to the president / SU.&lt;br /&gt;
:The Treasurer for 2013-2014 is Jennifer Johnson.&lt;br /&gt;
;Junior Treasurer&lt;br /&gt;
:Looks after the society&#039;s money day to day and keeps accounts.&lt;br /&gt;
:The Junior Treasurer for 2014-2015 is Joey Anrep.&lt;br /&gt;
;Secretary&lt;br /&gt;
:Responsible for communicating with the members of the society, and organising meetings.&lt;br /&gt;
:The Secretary for 2014-2015 is Eleanor Loukes.  &lt;br /&gt;
The Exec can be reached collectively at [mailto:larp-exec@srcf.net larp-exec@srcf.net] - this is where you should send general enquiries about the society.&lt;br /&gt;
&lt;br /&gt;
In addition to the Exec, there are other committee members for  2014-2015. They are:&lt;br /&gt;
&lt;br /&gt;
;Armoury Minion&lt;br /&gt;
:There is no armoury minion for  2014-2015&lt;br /&gt;
;Banquet Minions&lt;br /&gt;
:Unassigned pending the fate of Little Abington Scout Camp&lt;br /&gt;
;Website Minion&lt;br /&gt;
:Tom Bytheway&lt;br /&gt;
;Safety Officer&lt;br /&gt;
:David Proctor.  The Safety Officer may appoint deputies for when he is unable to attend events.  &lt;br /&gt;
;External Liaison/Public Relations&lt;br /&gt;
:There is no external liaison for  2014-2015&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=107</id>
		<title>Committee</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=107"/>
		<updated>2014-10-08T23:25:55Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Executive Committee deals with the day-to-day running of the society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It consists of the following officers:&lt;br /&gt;
&lt;br /&gt;
;President&lt;br /&gt;
:Oversees the running of the society, chairing meetings and organising events. The President for 2014-2015 is Ellie Griffiths.&lt;br /&gt;
;Treasurer&lt;br /&gt;
:Oversees the junior treasurer and reports to the president / SU. The Treasurer for 2013-2014 is Jennifer Johnson.&lt;br /&gt;
;Junior Treasurer&lt;br /&gt;
:Looks after the society&#039;s money day to day and keeps accounts. The Junior Treasurer for 2014-2015 is Joey Anrep.&lt;br /&gt;
;Secretary&lt;br /&gt;
:Responsible for communicating with the members of the society, and organising meetings. The Secretary for 2014-2015 is Eleanor Loukes.  &lt;br /&gt;
The Exec can be reached collectively at [mailto:larp-exec@srcf.net larp-exec@srcf.net] - this is where you should send general enquiries about the society.&lt;br /&gt;
&lt;br /&gt;
In addition to the Exec, there are other committee members for  2014-2015. They are:&lt;br /&gt;
&lt;br /&gt;
;Armoury Minion&lt;br /&gt;
:There is no armoury minion for  2014-2015&lt;br /&gt;
;Banquet Minions&lt;br /&gt;
:Unassigned pending the fate of Little Abington Scout Camp&lt;br /&gt;
;Website Minion&lt;br /&gt;
:Tom Bytheway&lt;br /&gt;
;Safety Officer&lt;br /&gt;
:David Proctor.  The Safety Officer may appoint deputies for when he is unable to attend events.  &lt;br /&gt;
;External Liaison/Public Relations&lt;br /&gt;
:There is no external liaison for  2014-2015&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=103</id>
		<title>Cambridge Larp Society</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=103"/>
		<updated>2014-10-07T16:38:54Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Linear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Cambridge Larp Society Wiki! We run twice-weekly Live-Action Roleplaying (LARP) games, as well as a weekend-long game at the end of the year.&lt;br /&gt;
&lt;br /&gt;
==Our Current Game==&lt;br /&gt;
The current campaign is [http://nfnc.camlarp.co.uk/ &amp;quot;No Flag, No Country&amp;quot;], a game of exploration and discovery set in a mysterious archipelago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
We are working on the NFNC website, it should be completed soon.&lt;br /&gt;
&lt;br /&gt;
There&#039;s currently enough detail to understand most of the setting and stat up a character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squash===&lt;br /&gt;
The society squash will be held on Friday the 10th of October.&lt;br /&gt;
&lt;br /&gt;
It will start with a weapons practice at the Mill Pond at 5:30pm.&lt;br /&gt;
&lt;br /&gt;
We will then move inside to [https://www.google.co.uk/maps/place/The+Granta/@52.199688,0.1137635,17z/data=!4m5!1m2!2m1!1sThe+granta!3m1!1s0x47d870a490a370b9:0x431a844c079db71e?hl=en The Granta] for the squash at 6.30.&lt;br /&gt;
&lt;br /&gt;
The Mill Pond is [https://www.google.co.uk/maps/place/University+Centre/@52.201127,0.116217,17z/data=!3m1!4b1!4m2!3m1!1s0x47d870a33a8f9375:0x51e7972ae1c796d?hl=en just outside the university centre], it is the grassy bit that will have a lot of people on it hitting each other with rubber swords.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interactive===&lt;br /&gt;
The first Interactive of term will be held on Friday the 17 Oct, 7.00 PM at the Unitarian Church Hall on Victoria Street. &lt;br /&gt;
&lt;br /&gt;
http://map.cam.ac.uk/Victoria+Street#52.205058,0.126564,17#52.205058,0.126564,17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Linear===&lt;br /&gt;
The first Linear of term will be held on Saturday the 18 Oct, 1 PM at [https://www.google.co.uk/maps/place/52%B011&#039;33.6%22N+0%B006&#039;24.2%22E/@52.1926544,0.10673,2226m/data=!3m2!1e3!4b1!4m2!3m1!1s0x0:0x0 Grantchester Meadows] car park (at the north end). &lt;br /&gt;
&lt;br /&gt;
A walking party will be leaving from outside Queens&#039; College at around 12.30.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=99</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=99"/>
		<updated>2014-10-07T15:49:24Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
* New Players&lt;br /&gt;
** New_Players/What_Is_Roleplaying|What Is Roleplaying?&lt;br /&gt;
** New_Players/A_Guide_To_Roleplaying|A Guide to Roleplaying&lt;br /&gt;
** New_Players/Society_History|Society History&lt;br /&gt;
** New_Players/Glossary|Glossary&lt;br /&gt;
* Society Business&lt;br /&gt;
** Society:Committee|The Committee&lt;br /&gt;
** Society:Refs|The Refs&lt;br /&gt;
** Society:Armoury|The Armoury&lt;br /&gt;
** Society:Constitution|The Constitution&lt;br /&gt;
** Society:Equality_and_diversity|Equality and Diversity&lt;br /&gt;
** Society:AGM_Minutes|Past AGM Minutes&lt;br /&gt;
** Society:Website|The Website&lt;br /&gt;
** Society:Other_LARP|Other LARP in Cambridge&lt;br /&gt;
* navigation&lt;br /&gt;
** http://nfnc.camlarp.co.uk|The Game&lt;br /&gt;
** http://larp.soc.srcf.net/wiki|Society Wiki&lt;br /&gt;
** Contact_Us|Contact Us&lt;br /&gt;
* SEARCH&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&amp;diff=89</id>
		<title>A Guide To Roleplaying</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&amp;diff=89"/>
		<updated>2014-10-02T12:17:06Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Don&amp;#039;t prod the setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you&#039;re reading this you probably know what &amp;quot;roleplaying&amp;quot; is as a concept, and have maybe done some of it. In particular, LARP roleplaying is a little like freeform acting, it&#039;s improvisational, and there&#039;s a lot more to it than just the mechanics of the game. While they play a part in what you are allowed to do, they&#039;re not really where the roleplay comes from. Roleplaying is about making sure you act in character (IC) - i.e. you do what the character you&#039;re playing would do, not necessarily what you would do in real life. It&#039;s also about not spoiling the mood, acting in an out of character (OOC) manner can break the immersion other players have at that moment. In some ways this is a co-operative thing, in order to keep the mood, you need to work with the other players. This guide contains a few pointers to help you out.&lt;br /&gt;
&lt;br /&gt;
== Ignorance is bliss ==&lt;br /&gt;
Your character doesn&#039;t need to (and in fact shouldn&#039;t) know everything about the setting. There is a huge amount of information on the website, however if you are playing a fighter it&#039;s unlikely that you know much at all about priests and mages. Certainly not their strictures, miracles, spells etc - if you come from a rural village you are unlikely to have ever met a mage, and you might have had one village priest. If you&#039;re playing a mage, you&#039;re unlikely to have good knowledge of the workings of the other guilds. The same goes for most fields of knowledge - unless you have a really good IC reason to know things (you were brought up in the temple of the Explorer, you bodyguarded a necromancer once) you probably don&#039;t. If in doubt, always assume ignorance. This a) keeps things balanced for new players and b) makes the world more interesting. You can model information (and disinformation) flow if your knowledge about the world comes mostly from what others have told you IC.&lt;br /&gt;
&lt;br /&gt;
== Don&#039;t Panic! ==&lt;br /&gt;
The nature of the game (not everything is defined, you are expected to adlib) means occasionally people have different views of how things work, and sometimes you&#039;ll come up against someone saying something about the world (&#039;All Builderites hate the colour blue&#039;) that doesn&#039;t tally with what you believe about it. Whatever happens, don&#039;t panic, drop out of character and have a big argument about what&#039;s in the Church of the Builder page! Firstly, not everyone is playing from the same page, other characters may be trying to spread disinformation. They may have been told something incorrectly IC. &#039;I&#039;ve never heard of that - it&#039;s not that way where I come from. Are you sure?&#039; is fine - generally if it&#039;s an OOC misunderstanding everyone looks slightly embarrassed, changes the subject and goes to thrash out what&#039;s actually going on with the refs OOC after the interactive. The flip side of this coin is if you aren&#039;t sure and it isn&#039;t covered in the wiki, make statements that you can back up with your background rather than statements about the world as a whole. If it isn&#039;t covered in the website brief, it probably isn&#039;t something the refs think is important enough to need to be defined, but be aware other people may have defined it differently to you. Say &#039;I believe Celebrant thinks *this* about marriages&#039;, not &#039;The Celebrant Church thinks *this* about marriages&#039; - then if people disagree you can argue your point of view in character.&lt;br /&gt;
&lt;br /&gt;
== Keep IC/OOC Separate ==&lt;br /&gt;
There are two levels to this - the first, most important is to have as part of your mindset that &#039;&#039;&#039;what happens in the game stays in the game&#039;&#039;&#039; - if someone&#039;s character kills yours it is not an attack on you personally. The same if their character disagrees with yours. (In general an assassination attempt is a compliment - your character is having enough of an impact on the game for someone to feel they have to take such a risky action). If you are having problems with this, talk to the refs. If you really can&#039;t get around this, Treasure Trap may not be the game for you. Conflict is a part of our setting, and we expect characters to antagonise each other and have fights.&lt;br /&gt;
&lt;br /&gt;
On a more mechanical level, your character only knows things they have found out IC. You, the player, may know that those wiggly blue things you monstered on the linear last week are about to shoot air magic out their nostrils and are only defeatable by spirit weapons, your character doesn&#039;t unless they were there, or have been told about it IC.&lt;br /&gt;
&lt;br /&gt;
== Keep IC Secrets OOC ==&lt;br /&gt;
In general, if you have something you don&#039;t want people to know IC, don&#039;t tell people about it OOC. Things slip into IC knowledge easily, non intentionally - would you have made that deduction if you didn&#039;t know XYZ OOC? At what point would you started to have suspect, IC, if you didn&#039;t already know the answer OOC? Even if you are happy letting people know your secrets OOC, you may be inadvertently be messing up someone else&#039;s roleplay.&lt;br /&gt;
&lt;br /&gt;
== Don&#039;t Use OOC words IC ==&lt;br /&gt;
Hit points, system calls and RESISTs (and hence &#039;2 hit healing potions&#039; etc) are all OOC concepts, really try not to use them IC. You should be able to convey any concept without resorting to describing the system OOC, if you can&#039;t explain them IC (&#039;I have three hits left&#039;) it&#039;s probable you don&#039;t actually understand them in that level of detail IC. Although things have a definite system effect they aren&#039;t necessarily more certain IC than they would be in real life, it&#039;s acceptable to be slightly vague. Spells are &#039;lesser magics&#039; (a level 1 spell). Potions are &#039;strong enough to bring an unconscious elf back to full health&#039;, &#039;strong enough to knock your average guy in the street unconscious&#039;.&lt;br /&gt;
&lt;br /&gt;
== Don&#039;t drop OOC when you&#039;re IC ==&lt;br /&gt;
On the most straightforward level, don&#039;t start discussing what you saw at the cinema on the weekend - if you&#039;re tired of roleplaying and want to catch up with someone, leave to the out of character area. Don&#039;t make OOC remarks when you&#039;re IC.&lt;br /&gt;
&lt;br /&gt;
Yes, we&#039;ve all noticed that there&#039;s a Tesco bag floating in the Pool of Wisdom, or that the person playing the evil witch is the same person who played the dying maiden 5 minutes ago; but if you remark on it, you might completely spoil the feel of an encounter for someone else, and probably for yourself. Just because your hand&#039;s in the air doesn&#039;t mean that it doesn&#039;t distract other players just as much as if you&#039;d made the remark in-character. Try to build up atmosphere, not destroy it. Try to always act as in-character as you can, and communicate things in-character. Don&#039;t say, &amp;quot;I think I know what happened here (OOC, I&#039;m using Knowledge 3)&amp;quot;; or &amp;quot;the mage is the one at the back (*hand in the air* the one played by Bryony)&amp;quot;. If you can&#039;t get something across in-character, then your character probably can&#039;t either, so don&#039;t say it. If you need to talk to a ref, do it in the least distracting way possible.&lt;br /&gt;
&lt;br /&gt;
== Roleplay when you fight ==&lt;br /&gt;
You&#039;ve been hit with a sword three or four times. Yes, your character sheet may tell you that you still have at least one point, but you&#039;re hardly going to feel it top physical condition. When you are hit with a weapon, it slices into your skin, or crushes your flesh. You&#039;re not going to be thinking about your next hit for a moment - you&#039;re going to be thinking &amp;quot;OW that hurts&amp;quot;. Roleplay your injuries, perhaps be a bit less effective when you&#039;re back in the fight; because, however many points you may have left, you&#039;re hurt. You might be angry about this, you might be upset, scared, or gritting your teeth; but you&#039;re going to have noticed. ... your character will develop personality in the way that they react to things like injury, rather than just going &amp;quot;5 hits... 2 hits... 1 hit... dying&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Don&#039;t prod the setting ==&lt;br /&gt;
Turns out Mat Sellah isn&#039;t real. Yes, there are holes in the system. Yes, a real character living in Mat Sellah might start to notice that it was slightly strange the way nothing much happened in the world over the holidays. You are in charge of your character, and peculiarities of the game mechanics and the way we play just do not occur to them. In the No Flag, No Country world a peasant really can take a sharp axe and whang you over the head four times without knocking you out. This won&#039;t be surprising, because in the NFNC world that&#039;s the way the metaphysics works.&lt;br /&gt;
&lt;br /&gt;
Large portions of this guide were borrowed from [http://www.dur.ac.uk/treasure.trap/roleplay.php Durham&#039;s Guide]. If you have any questions or want advice, just sit down with another player and talk about it. Most of our members are quite happy to argue about the philosophy of roleplaying and discuss it at length, and will only be too happy to help. Likewise, if you feel uncomfortable about something or are unsure if you&#039;re doing it right, just ask for some constructive criticism from your fellow players when you&#039;re not in character. Larp in general is a very different experience to most things, and we all learn new things every time we play.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=88</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=88"/>
		<updated>2014-10-01T12:42:24Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
* New Players&lt;br /&gt;
** New_Players/What_Is_Roleplaying|What Is Roleplaying?&lt;br /&gt;
** New_Players/A_Guide_To_Roleplaying|A Guide to Roleplaying&lt;br /&gt;
** New_Players/Society_History|Society History&lt;br /&gt;
** New_Players/Glossary|Glossary&lt;br /&gt;
* Society Business&lt;br /&gt;
** Society:Committee|The Committee&lt;br /&gt;
** Society:Refs|The Refs&lt;br /&gt;
** Society:Armoury|The Armoury&lt;br /&gt;
** Society:Constitution|The Constitution&lt;br /&gt;
** Society:AGM_Minutes|Past AGM Minutes&lt;br /&gt;
** Society:Website|The Website&lt;br /&gt;
** Society:Other_LARP|Other LARP in Cambridge&lt;br /&gt;
* navigation&lt;br /&gt;
** http://nfnc.camlarp.co.uk|The Game&lt;br /&gt;
** http://larp.soc.srcf.net/wiki|Society Wiki&lt;br /&gt;
** Contact_Us|Contact Us&lt;br /&gt;
* SEARCH&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=86</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=86"/>
		<updated>2014-10-01T10:49:19Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
* New Players&lt;br /&gt;
** New_Players/What_Is_Roleplaying|What Is Roleplaying?&lt;br /&gt;
** New_Players/A_Guide_To_Roleplaying|A Guide to Roleplaying&lt;br /&gt;
** New_Players/Society_History|Society History&lt;br /&gt;
** New_Players/Glossary|Glossary&lt;br /&gt;
* Society Business&lt;br /&gt;
** Society:Committee|The Committee&lt;br /&gt;
** Society:Refs|The Refs&lt;br /&gt;
** Society:Armoury|The Armoury&lt;br /&gt;
** Society:Constitution|The Constitution&lt;br /&gt;
** Society:AGM_Minutes|Past AGM Minutes&lt;br /&gt;
** Society:Website|The Website&lt;br /&gt;
** Society:Other_LARP|Other LARP in Cambridge&lt;br /&gt;
* navigation&lt;br /&gt;
** http://nfnc.camlarp.co.uk|The Game&lt;br /&gt;
** Contact_Us|Contact Us&lt;br /&gt;
* SEARCH&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Contact_Us&amp;diff=85</id>
		<title>Contact Us</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Contact_Us&amp;diff=85"/>
		<updated>2014-09-30T18:12:11Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Committee ==&lt;br /&gt;
The Committee deals with the running of the society in this world, and can be reached at [mailto:larp-exec@srcf.net larp-exec@srcf.net]&lt;br /&gt;
Enquiries about events and the society in general should be sent here.&lt;br /&gt;
&lt;br /&gt;
== The Referees ==&lt;br /&gt;
The Refs deal with in-game matters, such as the game rules and character creation. They can be reached at [mailto:larp-refs@srcf.net larp-refs@srcf.net]&lt;br /&gt;
&lt;br /&gt;
== Wiki ==&lt;br /&gt;
In addition to this website, CLS also runs a wiki. This is used by players to create individual pages for their characters and themselves, to organise social events and to discuss other matters related to the society or of general interest to members.&lt;br /&gt;
&lt;br /&gt;
The CLS Wiki can be found [http://larp.soc.srcf.net/wiki.pl here].&lt;br /&gt;
&lt;br /&gt;
== IRC ==&lt;br /&gt;
CLS players can be easily found on the #larp social irc channel, based on irc.srcf.net. Please drop in if you have any questions or interest in the society or live roleplay in general, we are always pleased to meet new people.&lt;br /&gt;
&lt;br /&gt;
If you have no idea what IRC is, try downloading mIRC or Trillian (googling for their names gets you the download link) - &#039;irc.srcf.net&#039; is the &#039;server&#039;, and when you are connected to the server you can type &#039;/join #larp&#039; to get into the right channel.&lt;br /&gt;
&lt;br /&gt;
During the university holidays, social roleplay sometimes occurs on the IRC channel #incharacter (also on the SRCF server), with out-of-character discussion of events taking place simultaneously on #peanut-gallery. Whilst these events are not an official part of the game canon and are not supervised by refs, events there are often informally agreed to have happened between the characters in downtime. As #incharacter is unofficial, players are strongly encouraged not to take mechanical actions there, including but not limited to: combat, offensive casting or spreading of information gathered in downtime. We also recommend that new characters are introduced in uptime before appearing in #incharacter.&lt;br /&gt;
&lt;br /&gt;
== IRC WebClient ==&lt;br /&gt;
[http://chat.mibbit.com/?server=irc.srcf.net&amp;amp;channel=%23larp Mibbit IRC Web Client]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=84</id>
		<title>Committee</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Committee&amp;diff=84"/>
		<updated>2014-09-30T17:58:15Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Executive Committee deals with the day-to-day running of the society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It consists of the following officers:&lt;br /&gt;
&lt;br /&gt;
;President&lt;br /&gt;
:Oversees the running of the society, chairing meetings and organising events. The President for 2013-2014 is James Robson&lt;br /&gt;
;Treasurer&lt;br /&gt;
:Oversees the junior treasurer and reports to the president / SU. The Treasurer for 2013-2014 is Jennifer Johnson&lt;br /&gt;
;Junior Treasurer&lt;br /&gt;
:Looks after the society&#039;s money day to day and keeps accounts. The Junior Treasurers for 2013-2014 are Joey Anrep and David Birch&lt;br /&gt;
;Secretary&lt;br /&gt;
:Responsible for communicating with the members of the society, and organising meetings. The Secretary for 2013-2014 is Eleanor Loukes.  &lt;br /&gt;
The Exec can be reached collectively at [mailto:larp-exec@srcf.net larp-exec@srcf.net] - this is where you should send general enquiries about the society.&lt;br /&gt;
&lt;br /&gt;
In addition to the Exec, there are other committee members for  2013-2014. They are:&lt;br /&gt;
&lt;br /&gt;
;Armoury Minion&lt;br /&gt;
:There is no armoury minion for  2013-2014&lt;br /&gt;
;Banquet Minions&lt;br /&gt;
:Unassigned pending the fate of Little Abington Scout Camp&lt;br /&gt;
;Website Minion&lt;br /&gt;
:Christian Bates&lt;br /&gt;
;Safety Officer&lt;br /&gt;
:David Proctor.  The Safety Officer may appoint deputies for when he is unable to attend events.  &lt;br /&gt;
;External Liaison/Public Relations&lt;br /&gt;
:Geoff Willoughby&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Refs&amp;diff=83</id>
		<title>Refs</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Refs&amp;diff=83"/>
		<updated>2014-09-30T17:57:24Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refs are responsible for the running of the game, rules calls, and the general writing of the plot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Ref Team for 2014-2015 consists of:&lt;br /&gt;
&lt;br /&gt;
*Ivan Slipper (Head Ref)&lt;br /&gt;
*Jim Blackshaw&lt;br /&gt;
*Megan Williams&lt;br /&gt;
* Pia Salter&lt;br /&gt;
*Tom Bytheway&lt;br /&gt;
They can be reached collectively at [mailto:larp-refs@srcf.net larp-refs@srcf.net] - queries about the game and character creation, downtimes and character sheets should be sent here.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Contact_Us&amp;diff=82</id>
		<title>Contact Us</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Contact_Us&amp;diff=82"/>
		<updated>2014-09-30T17:56:52Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Committee ==&lt;br /&gt;
The Committee deals with the running of the society in this world, and can be reached at [mailto:larp-exec@srcf.net larp-exec@srcf.net]&lt;br /&gt;
Enquiries about events and the society in general should be sent here.&lt;br /&gt;
&lt;br /&gt;
== The Referees ==&lt;br /&gt;
The Refs deal with in-game matters, such as the game rules and character creation. They can be reached at [mailto:larp-refs@srcf.net larp-refs@srcf.net]&lt;br /&gt;
&lt;br /&gt;
== Wiki ==&lt;br /&gt;
In addition to this website, CLS also runs a wiki. This is used by players to create individual pages for their characters and themselves, to organise social events and to discuss other matters related to the society or of general interest to members.&lt;br /&gt;
&lt;br /&gt;
A full player-written record of events in the CUTT universe can be found on the wiki under the &#039;History&#039; heading, with details of the interactives and linears being added each week from communal memory of the events just past.&lt;br /&gt;
&lt;br /&gt;
The CUTT Wiki can be found here.&lt;br /&gt;
&lt;br /&gt;
== IRC ==&lt;br /&gt;
CLS players can be easily found on the #larp social irc channel, based on irc.srcf.net. Please drop in if you have any questions or interest in the society or live roleplay in general, we are always pleased to meet new people.&lt;br /&gt;
&lt;br /&gt;
If you have no idea what IRC is, try downloading mIRC or Trillian (googling for their names gets you the download link) - &#039;irc.srcf.net&#039; is the &#039;server&#039;, and when you are connected to the server you can type &#039;/join #larp&#039; to get into the right channel.&lt;br /&gt;
&lt;br /&gt;
During the university holidays, social roleplay sometimes occurs on the IRC channel #incharacter (also on the SRCF server), with out-of-character discussion of events taking place simultaneously on #peanut-gallery. Whilst these events are not an official part of the game canon and are not supervised by refs, events there are often informally agreed to have happened between the characters in downtime. As #incharacter is unofficial, players are strongly encouraged not to take mechanical actions there, including but not limited to: combat, offensive casting or spreading of information gathered in downtime. We also recommend that new characters are introduced in uptime before appearing in #incharacter.&lt;br /&gt;
&lt;br /&gt;
== IRC WebClient ==&lt;br /&gt;
[http://chat.mibbit.com/?server=irc.srcf.net&amp;amp;channel=%23larp Mibbit IRC Web Client]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Contact_Us&amp;diff=81</id>
		<title>Contact Us</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Contact_Us&amp;diff=81"/>
		<updated>2014-09-30T17:56:36Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Committee ==&lt;br /&gt;
The Committee deals with the running of the society in this world, and can be reached at [[mailto:larp-exec@srcf.net|larp-exec@srcf.net]]&lt;br /&gt;
Enquiries about events and the society in general should be sent here.&lt;br /&gt;
&lt;br /&gt;
== The Referees ==&lt;br /&gt;
The Refs deal with in-game matters, such as the game rules and character creation. They can be reached at [[mailto:larp-refs@srcf.net|larp-refs@srcf.net]]&lt;br /&gt;
&lt;br /&gt;
== Wiki ==&lt;br /&gt;
In addition to this website, CLS also runs a wiki. This is used by players to create individual pages for their characters and themselves, to organise social events and to discuss other matters related to the society or of general interest to members.&lt;br /&gt;
&lt;br /&gt;
A full player-written record of events in the CUTT universe can be found on the wiki under the &#039;History&#039; heading, with details of the interactives and linears being added each week from communal memory of the events just past.&lt;br /&gt;
&lt;br /&gt;
The CUTT Wiki can be found here.&lt;br /&gt;
&lt;br /&gt;
== IRC ==&lt;br /&gt;
CLS players can be easily found on the #larp social irc channel, based on irc.srcf.net. Please drop in if you have any questions or interest in the society or live roleplay in general, we are always pleased to meet new people.&lt;br /&gt;
&lt;br /&gt;
If you have no idea what IRC is, try downloading mIRC or Trillian (googling for their names gets you the download link) - &#039;irc.srcf.net&#039; is the &#039;server&#039;, and when you are connected to the server you can type &#039;/join #larp&#039; to get into the right channel.&lt;br /&gt;
&lt;br /&gt;
During the university holidays, social roleplay sometimes occurs on the IRC channel #incharacter (also on the SRCF server), with out-of-character discussion of events taking place simultaneously on #peanut-gallery. Whilst these events are not an official part of the game canon and are not supervised by refs, events there are often informally agreed to have happened between the characters in downtime. As #incharacter is unofficial, players are strongly encouraged not to take mechanical actions there, including but not limited to: combat, offensive casting or spreading of information gathered in downtime. We also recommend that new characters are introduced in uptime before appearing in #incharacter.&lt;br /&gt;
&lt;br /&gt;
== IRC WebClient ==&lt;br /&gt;
[http://chat.mibbit.com/?server=irc.srcf.net&amp;amp;channel=%23larp Mibbit IRC Web Client]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=80</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=80"/>
		<updated>2014-09-30T14:54:00Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
* New Players&lt;br /&gt;
** New_Players/What_Is_Roleplaying|What Is Roleplaying?&lt;br /&gt;
** New_Players/A_Guide_To_Roleplaying|A Guide to Roleplaying&lt;br /&gt;
** New_Players/Society_History|Society History&lt;br /&gt;
** New_Players/Glossary|Glossary&lt;br /&gt;
* Society Buisness&lt;br /&gt;
** Society:Committee|The Committee&lt;br /&gt;
** Society:Refs|The Refs&lt;br /&gt;
** Society:Armoury|The Armoury&lt;br /&gt;
** Society:Constitution|The Constitution&lt;br /&gt;
** Society:AGM_Minutes|Past AGM Minutes&lt;br /&gt;
** Society:Website|The Website&lt;br /&gt;
** Society:Other_LARP|Other LARP in Cambridge&lt;br /&gt;
* navigation&lt;br /&gt;
** http://nfnc.camlarp.co.uk|The Game&lt;br /&gt;
** Contact_Us|Contact Us&lt;br /&gt;
* SEARCH&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=79</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=79"/>
		<updated>2014-09-30T14:52:49Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Shortsword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Armoury ===&lt;br /&gt;
A place where communal {{gloss|phys-reps}} are stored, often with items available for loan to new {{gloss|players}} until they buy/make/are given their own.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Even though you may just have invented your {{gloss|character}} yesterday, supposedly they have been alive for a decade or two and in that time they might have done interesting things which shaped their personality. The more rich and colourful the background, the easier it is to roleplay the {{gloss|character}} and the more &amp;quot;alive&amp;quot; they become. You should email your background to the {{gloss|refs}}, or just keep it in your head to apply {{gloss|in-character}}.&lt;br /&gt;
&lt;br /&gt;
=== Broken ===&lt;br /&gt;
A broken {{gloss|phys-rep}} is one that doesn&#039;t work for its intended purpose any more, like a sword where the handle comes away from the blade. If the {{gloss|weapons checker}} says your weapon is broken or unsafe, it is; don&#039;t sneak it in. A broken rule or {{gloss|character}} is one that is vastly more powerful than the rest of the system.&lt;br /&gt;
&lt;br /&gt;
=== Canon ===&lt;br /&gt;
Most {{gloss|LARP}} groups have an archive of past happenings and plots, which may also supposedly sketch out the history of that universe. This provides a valuable and interesting resource for {{gloss|players}} writing new plots.  Some of this is true, some of it is false, either deliberately or though common mistaken perception.  A canon fact is something that be relied upon as true.  In general the information on this website can be treated as canon.&lt;br /&gt;
&lt;br /&gt;
===Cosh===&lt;br /&gt;
A cosh is a {{gloss|LARP-safe}} blunt weapon of 18&amp;quot; or less in length.&lt;br /&gt;
&lt;br /&gt;
=== Character (PC) ===&lt;br /&gt;
When you LARP you invent a character according to a series of rules and then you pretend to be them. You can have several characters at once (though you can only play one at a time!) but most people prefer to have a main character who they focus on. Your character does not have to be anything like you, even down to gender and species, although many of the most successful characters have been very similar to their players.&lt;br /&gt;
&lt;br /&gt;
=== Character Party ===&lt;br /&gt;
A group of {{gloss|characters}} all on the same mission is a character party, often abbreviated to &#039;party&#039;.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
The {{gloss|skills}} of your {{gloss|character}} are recorded on your character sheet, which is also a record of your {{gloss|XP}}. Character sheets are duplicated - the {{gloss|player}} has a copy so they can remember what {{gloss|skills}} they have and update as necessary and the {{gloss|refs}} have a copy so they know what {{gloss|characters}} they have in the system and can write plot accordingly. The {{gloss|ref}} copies of the character sheets are stored electronically, and many {{gloss|players}} do the same. Please do not feel compelled to publish your character sheet to the other {{gloss|players}}; this is not compulsory and may be detrimental to your {{gloss|character&#039;s}} health if they are someone particularly nefarious.&lt;br /&gt;
&lt;br /&gt;
=== Dagger ===&lt;br /&gt;
A dagger is a {{gloss|LARP-safe}} sharp weapon of 18&amp;quot; or less in length.&lt;br /&gt;
&lt;br /&gt;
=== Directed Player Character (DPC) ===&lt;br /&gt;
&lt;br /&gt;
=== Dramatic Hits ===&lt;br /&gt;
An old practice still occasionally found is that very powerful entities on adventures will be statted to &#039;Dramatic Hits&#039; rather than given a specific number. The {{gloss|ref}} playing them will judge when they have taken enough damage to kill them, rather than allowing this to be decided by a pre-agreed number. The term &#039;dramatic&#039; may also be applied to {{gloss|stamina}}, or any other resource; this means that they run out when it feels right that they should and not before.&lt;br /&gt;
&lt;br /&gt;
=== Flange ===&lt;br /&gt;
A sometimes derogatory term for an item, person, object, or ability not immediately covered by the basic rules, introduced by the {{gloss|refs}}. One purpose of the {{gloss|call}} system is to allow the {{gloss|players}} to react correctly to flange when it occurs, rather than being confused.&lt;br /&gt;
&lt;br /&gt;
=== Kit ===&lt;br /&gt;
Your kit is your costume and your personal {{gloss|phys-reps}}. Most {{gloss|players}} eventually acquire vast amounts of kit, much of which is slightly yet fundamentally in need of repair. This tends to be a disadvantage of having distinct kit for each {{gloss|character}} - when they die you are left holding a blood-spattered shirt/pair of elf ears/four litres of blue hair spray with no use to you or anyone else yet with great sentimental value. It gets added to the pile of kit until your partner or mother throws it away in several years. Some of the society members own more than their body weight in kit. Kit can be donated to or borrowed from the {{gloss|armoury}} at need, but please ask {{gloss|ref}} permission before doing this.&lt;br /&gt;
&lt;br /&gt;
=== LARP ===&lt;br /&gt;
Live Role Play or Live Action Role Play. Possibly derived from phonetic pronounciation of &amp;quot;LRP&amp;quot;. Also a verb &amp;quot;to LARP&amp;quot;, eg: to take part in a LARP event or &amp;quot;to be LARPing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== LARPer ===&lt;br /&gt;
One who LARPs.&lt;br /&gt;
&lt;br /&gt;
=== LARP-safe ===&lt;br /&gt;
A LARP-safe weapon is one that has been constructed specifically for LARPing.&lt;br /&gt;
&lt;br /&gt;
=== Long mace ===&lt;br /&gt;
A long mace is a {{gloss|LARP-safe}} blunt weapon between 36&amp;quot; and 42&amp;quot; in length.&lt;br /&gt;
&lt;br /&gt;
=== Longsword ===&lt;br /&gt;
A longsword is a {{gloss|LARP-safe}} sharp weapon between 36&amp;quot; and 42&amp;quot; in length.&lt;br /&gt;
&lt;br /&gt;
=== Machine-gunning ===&lt;br /&gt;
Machine-gunning, or drumrolling, is forgetting that your light foam/latex weapon (usually a sword) is supposed to simulate a massive iron bar with sharp edges and therefore moving it impossibly fast in combat. No-one is perfect, but if someone accuses you of machine-gunning then you probably are. Machine-gunning is a problem because it is unfair for those who are {{gloss|role-playing}} well, as if their sword really were heavy, and more importantly because you are far more likely not to pull blows and therefore to hurt people.&lt;br /&gt;
&lt;br /&gt;
=== Meta-Gaming ===&lt;br /&gt;
The act of using knowledge of a game to influence your actions within the game in a generally unsporting manner. For example: an ignorant alfar {{gloss|character}} would not necessarily know the finer points of Transmutation, but the {{gloss|player}} might use that knowledge to solve a puzzle the {{gloss|character}} wouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
=== Monster ===&lt;br /&gt;
Person who is not a {{gloss|character}} but who takes on a role or series of roles (usually decreed by a {{gloss|ref}}) and interacts with {{gloss|characters}} to advance/provoke actions. Monsters provide the things which happen to the {{gloss|characters}}, whether they are fights, plot-dumps, or simply stalling them while the fifteen person team assembles the dragon around the corner. Also a verb &amp;quot;to monster&amp;quot;, eg: to be a monster for an event. It is polite to monster at least as often as you {{gloss|character}} on adventures.&lt;br /&gt;
&lt;br /&gt;
=== Munchkin ===&lt;br /&gt;
Someone who is more interested in personal power than {{gloss|roleplay}} - the word comes from a description of the behaviour of 12-year-old D&amp;amp;D players. {{gloss|LARP}}, as with all {{gloss|roleplaying}} games, should not be played to win. Specific examples include vastly optimising a {{gloss|character sheet}} to create unrealistic {{gloss|characters}}, and using {{gloss|meta-gaming}} to figure out aspects of plot. &amp;quot;Munchkin&amp;quot; is also the name of a very good card-based game which fully explores the concept in a good-humoured way. Also a verb &amp;quot;to munch&amp;quot;, eg: to act like a munchkin.&lt;br /&gt;
&lt;br /&gt;
=== Non-Player Character (NPC) ===&lt;br /&gt;
&lt;br /&gt;
===Phys-rep===&lt;br /&gt;
A physical representation of an object (these are called &amp;quot;props&amp;quot; in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only &amp;quot;pretend&amp;quot; items. Eg: a latex sword is clearly intended as a physical representation of a metal sword, but is a proper suit of reenactment-quality metal chainmail a &amp;quot;representation&amp;quot; or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an {{gloss|armoury}}, even if they aren&#039;t weapons.&lt;br /&gt;
&lt;br /&gt;
=== Plot ===&lt;br /&gt;
The story that the {{gloss|characters}} and {{gloss|refs}} are telling. Cooperatively. Honest.&lt;br /&gt;
&lt;br /&gt;
===Plot Dump ===&lt;br /&gt;
If it is important for the {{gloss|characters}} to understand and react to the {{gloss|plot}}, but they are so thick or misguided that they are unable to do so, it may be deemed necessary to use a Plot Dump. This generally involves a meeting with a helpful {{gloss|NPC}} who explains everything, or happens to possess a vital powerful object which they are willing to give to the {{gloss|characters}} free of charge. It is possible for a really stubborn {{gloss|character party}} to require more than one Plot Dump before they get the idea, usually because they killed the first one without giving it a chance to speak. At this point they may find themselves suddenly fixed to the spot by an unknown force while the next one addresses them, or alternatively with words burnt into their arms (depending on how frustrated the {{gloss|ref}} is feeling by then). It is considered bad form to highlight the need for plot dumps with awkward questions such as &amp;quot;How come a humble border guard knows quite this much about the Queen then?&amp;quot; since one should never ask questions one doesn&#039;t really want answered.&lt;br /&gt;
&lt;br /&gt;
=== Plot Stick ===&lt;br /&gt;
When lots of {{gloss|plot}} centres on you or when a large and pointed event happens to you then you are being hit with the plot stick. {{gloss|Characters}} have been known to die from plot-stick attacks, but usually they work it out in the end.&lt;br /&gt;
&lt;br /&gt;
=== Pulling Blows ===&lt;br /&gt;
{{gloss|LARP}} is a game, therefore when you fight you are not actually trying to kill (or even slightly damage) each other. So when you are swinging your six-foot polearm at someone (or your tiny dagger), try to inhibit the blow before impact - aim slightly short of the target so you have lost force when you actually connect. Then you will have pulled your blow. Please ask for examples of good and bad blows if you are unsure.&lt;br /&gt;
&lt;br /&gt;
=== Ref ===&lt;br /&gt;
The Ref Team run the NFNC system; they try to provide all the relevant bits of the world not provided by {{gloss|characters}}. They run {{gloss|interactives}}, organise {{gloss|linears}} and answer {{gloss|downtime}} emails. {{gloss|Refs}} also come in different flavours: some act as invisible marshals, others may &amp;quot;monster ref&amp;quot; (direct monsters and setting up encounters) or &amp;quot;character ref&amp;quot; (play a character to guide the party) or &amp;quot;story ref&amp;quot; (do all the panicking) on {{gloss|linears}}.&lt;br /&gt;
&lt;br /&gt;
=== Rule 7 ===&lt;br /&gt;
Do Not Take The Piss. Rule 7 is the foundation of all interpretations of edge cases of the rules.&lt;br /&gt;
&lt;br /&gt;
=== Short mace ===&lt;br /&gt;
A short mace is a {{gloss|LARP-safe}} blunt weapon between 18&amp;quot; and 36&amp;quot; in length.&lt;br /&gt;
 &lt;br /&gt;
=== Shortsword ===&lt;br /&gt;
A shortsword is a {{gloss|LARP-safe}} sharp weapon between 18&amp;quot; and 36&amp;quot; in length.&lt;br /&gt;
&lt;br /&gt;
=== Strong Boots ===&lt;br /&gt;
If you are planning to run around outside and especially if you are going to fight, you need strong boots. It is strange how &amp;quot;strong boots&amp;quot; is often interpreted as &amp;quot;sandals&amp;quot; or &amp;quot;school shoes&amp;quot; - neither is suitable for {{gloss|LARP}} and could result in injury. &amp;quot;Strong boots&amp;quot; are also not &amp;quot;white trainers&amp;quot;. NFNC is set in a reality where white trainers are glaringly out of place and spoil the illusion which people are trying to sustain. Beware also of interesting &amp;quot;in-character&amp;quot; footwear from charity shops, even if it does look sturdy.&lt;br /&gt;
&lt;br /&gt;
=== Tank ===&lt;br /&gt;
A Tank is a {{gloss|character}} who is particularly specialised in one area and/or wears heavy {{gloss|armour}}. It usually refers to a strong and heavily-armoured fighter with many, many {{gloss|hits}} and no other skills, hence &amp;quot;tank&amp;quot;, but it is allegedly possible to be a Healing Tank also.&lt;br /&gt;
&lt;br /&gt;
=== Weapons Check ===&lt;br /&gt;
A Weapons Check happens before each {{gloss|LARP}} event: experienced people look over each weapon and items of large kit going into the event to ensure that they are safe for their intended use and not about to fall apart or injure someone.&lt;br /&gt;
&lt;br /&gt;
=== Weapons Practice ===&lt;br /&gt;
As the name suggests, a spin-off event for {{gloss|LARP}} groups which use weapons so that their members can practice safe combat and learn how to pull blows and avoid {{gloss|machine-gunning}}.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=78</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=78"/>
		<updated>2014-09-30T14:52:09Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Meta-Gaming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Armoury ===&lt;br /&gt;
A place where communal {{gloss|phys-reps}} are stored, often with items available for loan to new {{gloss|players}} until they buy/make/are given their own.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Even though you may just have invented your {{gloss|character}} yesterday, supposedly they have been alive for a decade or two and in that time they might have done interesting things which shaped their personality. The more rich and colourful the background, the easier it is to roleplay the {{gloss|character}} and the more &amp;quot;alive&amp;quot; they become. You should email your background to the {{gloss|refs}}, or just keep it in your head to apply {{gloss|in-character}}.&lt;br /&gt;
&lt;br /&gt;
=== Broken ===&lt;br /&gt;
A broken {{gloss|phys-rep}} is one that doesn&#039;t work for its intended purpose any more, like a sword where the handle comes away from the blade. If the {{gloss|weapons checker}} says your weapon is broken or unsafe, it is; don&#039;t sneak it in. A broken rule or {{gloss|character}} is one that is vastly more powerful than the rest of the system.&lt;br /&gt;
&lt;br /&gt;
=== Canon ===&lt;br /&gt;
Most {{gloss|LARP}} groups have an archive of past happenings and plots, which may also supposedly sketch out the history of that universe. This provides a valuable and interesting resource for {{gloss|players}} writing new plots.  Some of this is true, some of it is false, either deliberately or though common mistaken perception.  A canon fact is something that be relied upon as true.  In general the information on this website can be treated as canon.&lt;br /&gt;
&lt;br /&gt;
===Cosh===&lt;br /&gt;
A cosh is a {{gloss|LARP-safe}} blunt weapon of 18&amp;quot; or less in length.&lt;br /&gt;
&lt;br /&gt;
=== Character (PC) ===&lt;br /&gt;
When you LARP you invent a character according to a series of rules and then you pretend to be them. You can have several characters at once (though you can only play one at a time!) but most people prefer to have a main character who they focus on. Your character does not have to be anything like you, even down to gender and species, although many of the most successful characters have been very similar to their players.&lt;br /&gt;
&lt;br /&gt;
=== Character Party ===&lt;br /&gt;
A group of {{gloss|characters}} all on the same mission is a character party, often abbreviated to &#039;party&#039;.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
The {{gloss|skills}} of your {{gloss|character}} are recorded on your character sheet, which is also a record of your {{gloss|XP}}. Character sheets are duplicated - the {{gloss|player}} has a copy so they can remember what {{gloss|skills}} they have and update as necessary and the {{gloss|refs}} have a copy so they know what {{gloss|characters}} they have in the system and can write plot accordingly. The {{gloss|ref}} copies of the character sheets are stored electronically, and many {{gloss|players}} do the same. Please do not feel compelled to publish your character sheet to the other {{gloss|players}}; this is not compulsory and may be detrimental to your {{gloss|character&#039;s}} health if they are someone particularly nefarious.&lt;br /&gt;
&lt;br /&gt;
=== Dagger ===&lt;br /&gt;
A dagger is a {{gloss|LARP-safe}} sharp weapon of 18&amp;quot; or less in length.&lt;br /&gt;
&lt;br /&gt;
=== Directed Player Character (DPC) ===&lt;br /&gt;
&lt;br /&gt;
=== Dramatic Hits ===&lt;br /&gt;
An old practice still occasionally found is that very powerful entities on adventures will be statted to &#039;Dramatic Hits&#039; rather than given a specific number. The {{gloss|ref}} playing them will judge when they have taken enough damage to kill them, rather than allowing this to be decided by a pre-agreed number. The term &#039;dramatic&#039; may also be applied to {{gloss|stamina}}, or any other resource; this means that they run out when it feels right that they should and not before.&lt;br /&gt;
&lt;br /&gt;
=== Flange ===&lt;br /&gt;
A sometimes derogatory term for an item, person, object, or ability not immediately covered by the basic rules, introduced by the {{gloss|refs}}. One purpose of the {{gloss|call}} system is to allow the {{gloss|players}} to react correctly to flange when it occurs, rather than being confused.&lt;br /&gt;
&lt;br /&gt;
=== Kit ===&lt;br /&gt;
Your kit is your costume and your personal {{gloss|phys-reps}}. Most {{gloss|players}} eventually acquire vast amounts of kit, much of which is slightly yet fundamentally in need of repair. This tends to be a disadvantage of having distinct kit for each {{gloss|character}} - when they die you are left holding a blood-spattered shirt/pair of elf ears/four litres of blue hair spray with no use to you or anyone else yet with great sentimental value. It gets added to the pile of kit until your partner or mother throws it away in several years. Some of the society members own more than their body weight in kit. Kit can be donated to or borrowed from the {{gloss|armoury}} at need, but please ask {{gloss|ref}} permission before doing this.&lt;br /&gt;
&lt;br /&gt;
=== LARP ===&lt;br /&gt;
Live Role Play or Live Action Role Play. Possibly derived from phonetic pronounciation of &amp;quot;LRP&amp;quot;. Also a verb &amp;quot;to LARP&amp;quot;, eg: to take part in a LARP event or &amp;quot;to be LARPing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== LARPer ===&lt;br /&gt;
One who LARPs.&lt;br /&gt;
&lt;br /&gt;
=== LARP-safe ===&lt;br /&gt;
A LARP-safe weapon is one that has been constructed specifically for LARPing.&lt;br /&gt;
&lt;br /&gt;
=== Long mace ===&lt;br /&gt;
A long mace is a {{gloss|LARP-safe}} blunt weapon between 36&amp;quot; and 42&amp;quot; in length.&lt;br /&gt;
&lt;br /&gt;
=== Longsword ===&lt;br /&gt;
A longsword is a {{gloss|LARP-safe}} sharp weapon between 36&amp;quot; and 42&amp;quot; in length.&lt;br /&gt;
&lt;br /&gt;
=== Machine-gunning ===&lt;br /&gt;
Machine-gunning, or drumrolling, is forgetting that your light foam/latex weapon (usually a sword) is supposed to simulate a massive iron bar with sharp edges and therefore moving it impossibly fast in combat. No-one is perfect, but if someone accuses you of machine-gunning then you probably are. Machine-gunning is a problem because it is unfair for those who are {{gloss|role-playing}} well, as if their sword really were heavy, and more importantly because you are far more likely not to pull blows and therefore to hurt people.&lt;br /&gt;
&lt;br /&gt;
=== Meta-Gaming ===&lt;br /&gt;
The act of using knowledge of a game to influence your actions within the game in a generally unsporting manner. For example: an ignorant alfar {{gloss|character}} would not necessarily know the finer points of Transmutation, but the {{gloss|player}} might use that knowledge to solve a puzzle the {{gloss|character}} wouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
=== Monster ===&lt;br /&gt;
Person who is not a {{gloss|character}} but who takes on a role or series of roles (usually decreed by a {{gloss|ref}}) and interacts with {{gloss|characters}} to advance/provoke actions. Monsters provide the things which happen to the {{gloss|characters}}, whether they are fights, plot-dumps, or simply stalling them while the fifteen person team assembles the dragon around the corner. Also a verb &amp;quot;to monster&amp;quot;, eg: to be a monster for an event. It is polite to monster at least as often as you {{gloss|character}} on adventures.&lt;br /&gt;
&lt;br /&gt;
=== Munchkin ===&lt;br /&gt;
Someone who is more interested in personal power than {{gloss|roleplay}} - the word comes from a description of the behaviour of 12-year-old D&amp;amp;D players. {{gloss|LARP}}, as with all {{gloss|roleplaying}} games, should not be played to win. Specific examples include vastly optimising a {{gloss|character sheet}} to create unrealistic {{gloss|characters}}, and using {{gloss|meta-gaming}} to figure out aspects of plot. &amp;quot;Munchkin&amp;quot; is also the name of a very good card-based game which fully explores the concept in a good-humoured way. Also a verb &amp;quot;to munch&amp;quot;, eg: to act like a munchkin.&lt;br /&gt;
&lt;br /&gt;
=== Non-Player Character (NPC) ===&lt;br /&gt;
&lt;br /&gt;
===Phys-rep===&lt;br /&gt;
A physical representation of an object (these are called &amp;quot;props&amp;quot; in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only &amp;quot;pretend&amp;quot; items. Eg: a latex sword is clearly intended as a physical representation of a metal sword, but is a proper suit of reenactment-quality metal chainmail a &amp;quot;representation&amp;quot; or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an {{gloss|armoury}}, even if they aren&#039;t weapons.&lt;br /&gt;
&lt;br /&gt;
=== Plot ===&lt;br /&gt;
The story that the {{gloss|characters}} and {{gloss|refs}} are telling. Cooperatively. Honest.&lt;br /&gt;
&lt;br /&gt;
===Plot Dump ===&lt;br /&gt;
If it is important for the {{gloss|characters}} to understand and react to the {{gloss|plot}}, but they are so thick or misguided that they are unable to do so, it may be deemed necessary to use a Plot Dump. This generally involves a meeting with a helpful {{gloss|NPC}} who explains everything, or happens to possess a vital powerful object which they are willing to give to the {{gloss|characters}} free of charge. It is possible for a really stubborn {{gloss|character party}} to require more than one Plot Dump before they get the idea, usually because they killed the first one without giving it a chance to speak. At this point they may find themselves suddenly fixed to the spot by an unknown force while the next one addresses them, or alternatively with words burnt into their arms (depending on how frustrated the {{gloss|ref}} is feeling by then). It is considered bad form to highlight the need for plot dumps with awkward questions such as &amp;quot;How come a humble border guard knows quite this much about the Queen then?&amp;quot; since one should never ask questions one doesn&#039;t really want answered.&lt;br /&gt;
&lt;br /&gt;
=== Plot Stick ===&lt;br /&gt;
When lots of {{gloss|plot}} centres on you or when a large and pointed event happens to you then you are being hit with the plot stick. {{gloss|Characters}} have been known to die from plot-stick attacks, but usually they work it out in the end.&lt;br /&gt;
&lt;br /&gt;
=== Pulling Blows ===&lt;br /&gt;
{{gloss|LARP}} is a game, therefore when you fight you are not actually trying to kill (or even slightly damage) each other. So when you are swinging your six-foot polearm at someone (or your tiny dagger), try to inhibit the blow before impact - aim slightly short of the target so you have lost force when you actually connect. Then you will have pulled your blow. Please ask for examples of good and bad blows if you are unsure.&lt;br /&gt;
&lt;br /&gt;
=== Ref ===&lt;br /&gt;
The Ref Team run the NFNC system; they try to provide all the relevant bits of the world not provided by {{gloss|characters}}. They run {{gloss|interactives}}, organise {{gloss|linears}} and answer {{gloss|downtime}} emails. {{gloss|Refs}} also come in different flavours: some act as invisible marshals, others may &amp;quot;monster ref&amp;quot; (direct monsters and setting up encounters) or &amp;quot;character ref&amp;quot; (play a character to guide the party) or &amp;quot;story ref&amp;quot; (do all the panicking) on {{gloss|linears}}.&lt;br /&gt;
&lt;br /&gt;
=== Rule 7 ===&lt;br /&gt;
Do Not Take The Piss. Rule 7 is the foundation of all interpretations of edge cases of the rules.&lt;br /&gt;
&lt;br /&gt;
=== Short mace ===&lt;br /&gt;
A short mace is a {{gloss|LARP-safe}} blunt weapon between 18&amp;quot; and 36&amp;quot; in length.&lt;br /&gt;
 &lt;br /&gt;
=== Shortsword ===&lt;br /&gt;
A shortsword is a {{gloss|LARP-safe}} sharp weapon between 18&amp;quot; and 36&amp;quot; in length. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strong Boots ===&lt;br /&gt;
If you are planning to run around outside and especially if you are going to fight, you need strong boots. It is strange how &amp;quot;strong boots&amp;quot; is often interpreted as &amp;quot;sandals&amp;quot; or &amp;quot;school shoes&amp;quot; - neither is suitable for {{gloss|LARP}} and could result in injury. &amp;quot;Strong boots&amp;quot; are also not &amp;quot;white trainers&amp;quot;. NFNC is set in a reality where white trainers are glaringly out of place and spoil the illusion which people are trying to sustain. Beware also of interesting &amp;quot;in-character&amp;quot; footwear from charity shops, even if it does look sturdy.&lt;br /&gt;
&lt;br /&gt;
=== Tank ===&lt;br /&gt;
A Tank is a {{gloss|character}} who is particularly specialised in one area and/or wears heavy {{gloss|armour}}. It usually refers to a strong and heavily-armoured fighter with many, many {{gloss|hits}} and no other skills, hence &amp;quot;tank&amp;quot;, but it is allegedly possible to be a Healing Tank also.&lt;br /&gt;
&lt;br /&gt;
=== Weapons Check ===&lt;br /&gt;
A Weapons Check happens before each {{gloss|LARP}} event: experienced people look over each weapon and items of large kit going into the event to ensure that they are safe for their intended use and not about to fall apart or injure someone.&lt;br /&gt;
&lt;br /&gt;
=== Weapons Practice ===&lt;br /&gt;
As the name suggests, a spin-off event for {{gloss|LARP}} groups which use weapons so that their members can practice safe combat and learn how to pull blows and avoid {{gloss|machine-gunning}}.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=77</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=77"/>
		<updated>2014-09-30T14:51:55Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Directed Player Character (DPC) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Armoury ===&lt;br /&gt;
A place where communal {{gloss|phys-reps}} are stored, often with items available for loan to new {{gloss|players}} until they buy/make/are given their own.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
Even though you may just have invented your {{gloss|character}} yesterday, supposedly they have been alive for a decade or two and in that time they might have done interesting things which shaped their personality. The more rich and colourful the background, the easier it is to roleplay the {{gloss|character}} and the more &amp;quot;alive&amp;quot; they become. You should email your background to the {{gloss|refs}}, or just keep it in your head to apply {{gloss|in-character}}.&lt;br /&gt;
&lt;br /&gt;
=== Broken ===&lt;br /&gt;
A broken {{gloss|phys-rep}} is one that doesn&#039;t work for its intended purpose any more, like a sword where the handle comes away from the blade. If the {{gloss|weapons checker}} says your weapon is broken or unsafe, it is; don&#039;t sneak it in. A broken rule or {{gloss|character}} is one that is vastly more powerful than the rest of the system.&lt;br /&gt;
&lt;br /&gt;
=== Canon ===&lt;br /&gt;
Most {{gloss|LARP}} groups have an archive of past happenings and plots, which may also supposedly sketch out the history of that universe. This provides a valuable and interesting resource for {{gloss|players}} writing new plots.  Some of this is true, some of it is false, either deliberately or though common mistaken perception.  A canon fact is something that be relied upon as true.  In general the information on this website can be treated as canon.&lt;br /&gt;
&lt;br /&gt;
===Cosh===&lt;br /&gt;
A cosh is a {{gloss|LARP-safe}} blunt weapon of 18&amp;quot; or less in length.&lt;br /&gt;
&lt;br /&gt;
=== Character (PC) ===&lt;br /&gt;
When you LARP you invent a character according to a series of rules and then you pretend to be them. You can have several characters at once (though you can only play one at a time!) but most people prefer to have a main character who they focus on. Your character does not have to be anything like you, even down to gender and species, although many of the most successful characters have been very similar to their players.&lt;br /&gt;
&lt;br /&gt;
=== Character Party ===&lt;br /&gt;
A group of {{gloss|characters}} all on the same mission is a character party, often abbreviated to &#039;party&#039;.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
The {{gloss|skills}} of your {{gloss|character}} are recorded on your character sheet, which is also a record of your {{gloss|XP}}. Character sheets are duplicated - the {{gloss|player}} has a copy so they can remember what {{gloss|skills}} they have and update as necessary and the {{gloss|refs}} have a copy so they know what {{gloss|characters}} they have in the system and can write plot accordingly. The {{gloss|ref}} copies of the character sheets are stored electronically, and many {{gloss|players}} do the same. Please do not feel compelled to publish your character sheet to the other {{gloss|players}}; this is not compulsory and may be detrimental to your {{gloss|character&#039;s}} health if they are someone particularly nefarious.&lt;br /&gt;
&lt;br /&gt;
=== Dagger ===&lt;br /&gt;
A dagger is a {{gloss|LARP-safe}} sharp weapon of 18&amp;quot; or less in length.&lt;br /&gt;
&lt;br /&gt;
=== Directed Player Character (DPC) ===&lt;br /&gt;
&lt;br /&gt;
=== Dramatic Hits ===&lt;br /&gt;
An old practice still occasionally found is that very powerful entities on adventures will be statted to &#039;Dramatic Hits&#039; rather than given a specific number. The {{gloss|ref}} playing them will judge when they have taken enough damage to kill them, rather than allowing this to be decided by a pre-agreed number. The term &#039;dramatic&#039; may also be applied to {{gloss|stamina}}, or any other resource; this means that they run out when it feels right that they should and not before.&lt;br /&gt;
&lt;br /&gt;
=== Flange ===&lt;br /&gt;
A sometimes derogatory term for an item, person, object, or ability not immediately covered by the basic rules, introduced by the {{gloss|refs}}. One purpose of the {{gloss|call}} system is to allow the {{gloss|players}} to react correctly to flange when it occurs, rather than being confused.&lt;br /&gt;
&lt;br /&gt;
=== Kit ===&lt;br /&gt;
Your kit is your costume and your personal {{gloss|phys-reps}}. Most {{gloss|players}} eventually acquire vast amounts of kit, much of which is slightly yet fundamentally in need of repair. This tends to be a disadvantage of having distinct kit for each {{gloss|character}} - when they die you are left holding a blood-spattered shirt/pair of elf ears/four litres of blue hair spray with no use to you or anyone else yet with great sentimental value. It gets added to the pile of kit until your partner or mother throws it away in several years. Some of the society members own more than their body weight in kit. Kit can be donated to or borrowed from the {{gloss|armoury}} at need, but please ask {{gloss|ref}} permission before doing this.&lt;br /&gt;
&lt;br /&gt;
=== LARP ===&lt;br /&gt;
Live Role Play or Live Action Role Play. Possibly derived from phonetic pronounciation of &amp;quot;LRP&amp;quot;. Also a verb &amp;quot;to LARP&amp;quot;, eg: to take part in a LARP event or &amp;quot;to be LARPing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== LARPer ===&lt;br /&gt;
One who LARPs.&lt;br /&gt;
&lt;br /&gt;
=== LARP-safe ===&lt;br /&gt;
A LARP-safe weapon is one that has been constructed specifically for LARPing.&lt;br /&gt;
&lt;br /&gt;
=== Long mace ===&lt;br /&gt;
A long mace is a {{gloss|LARP-safe}} blunt weapon between 36&amp;quot; and 42&amp;quot; in length.&lt;br /&gt;
&lt;br /&gt;
=== Longsword ===&lt;br /&gt;
A longsword is a {{gloss|LARP-safe}} sharp weapon between 36&amp;quot; and 42&amp;quot; in length.&lt;br /&gt;
&lt;br /&gt;
=== Machine-gunning ===&lt;br /&gt;
Machine-gunning, or drumrolling, is forgetting that your light foam/latex weapon (usually a sword) is supposed to simulate a massive iron bar with sharp edges and therefore moving it impossibly fast in combat. No-one is perfect, but if someone accuses you of machine-gunning then you probably are. Machine-gunning is a problem because it is unfair for those who are {{gloss|role-playing}} well, as if their sword really were heavy, and more importantly because you are far more likely not to pull blows and therefore to hurt people.&lt;br /&gt;
&lt;br /&gt;
=== Meta-Gaming ===&lt;br /&gt;
The act of using knowledge of a game to influence your actions within the game in a generally unsporting manner. For example: an ignorant alfar {{gloss|character}} would not necessarily know the finer points of [[Skills:Transmutation|Transmutation]], but the {{gloss|player}} might use that knowledge to solve a puzzle the {{gloss|character}} wouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
=== Monster ===&lt;br /&gt;
Person who is not a {{gloss|character}} but who takes on a role or series of roles (usually decreed by a {{gloss|ref}}) and interacts with {{gloss|characters}} to advance/provoke actions. Monsters provide the things which happen to the {{gloss|characters}}, whether they are fights, plot-dumps, or simply stalling them while the fifteen person team assembles the dragon around the corner. Also a verb &amp;quot;to monster&amp;quot;, eg: to be a monster for an event. It is polite to monster at least as often as you {{gloss|character}} on adventures.&lt;br /&gt;
&lt;br /&gt;
=== Munchkin ===&lt;br /&gt;
Someone who is more interested in personal power than {{gloss|roleplay}} - the word comes from a description of the behaviour of 12-year-old D&amp;amp;D players. {{gloss|LARP}}, as with all {{gloss|roleplaying}} games, should not be played to win. Specific examples include vastly optimising a {{gloss|character sheet}} to create unrealistic {{gloss|characters}}, and using {{gloss|meta-gaming}} to figure out aspects of plot. &amp;quot;Munchkin&amp;quot; is also the name of a very good card-based game which fully explores the concept in a good-humoured way. Also a verb &amp;quot;to munch&amp;quot;, eg: to act like a munchkin.&lt;br /&gt;
&lt;br /&gt;
=== Non-Player Character (NPC) ===&lt;br /&gt;
&lt;br /&gt;
===Phys-rep===&lt;br /&gt;
A physical representation of an object (these are called &amp;quot;props&amp;quot; in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only &amp;quot;pretend&amp;quot; items. Eg: a latex sword is clearly intended as a physical representation of a metal sword, but is a proper suit of reenactment-quality metal chainmail a &amp;quot;representation&amp;quot; or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an {{gloss|armoury}}, even if they aren&#039;t weapons.&lt;br /&gt;
&lt;br /&gt;
=== Plot ===&lt;br /&gt;
The story that the {{gloss|characters}} and {{gloss|refs}} are telling. Cooperatively. Honest.&lt;br /&gt;
&lt;br /&gt;
===Plot Dump ===&lt;br /&gt;
If it is important for the {{gloss|characters}} to understand and react to the {{gloss|plot}}, but they are so thick or misguided that they are unable to do so, it may be deemed necessary to use a Plot Dump. This generally involves a meeting with a helpful {{gloss|NPC}} who explains everything, or happens to possess a vital powerful object which they are willing to give to the {{gloss|characters}} free of charge. It is possible for a really stubborn {{gloss|character party}} to require more than one Plot Dump before they get the idea, usually because they killed the first one without giving it a chance to speak. At this point they may find themselves suddenly fixed to the spot by an unknown force while the next one addresses them, or alternatively with words burnt into their arms (depending on how frustrated the {{gloss|ref}} is feeling by then). It is considered bad form to highlight the need for plot dumps with awkward questions such as &amp;quot;How come a humble border guard knows quite this much about the Queen then?&amp;quot; since one should never ask questions one doesn&#039;t really want answered.&lt;br /&gt;
&lt;br /&gt;
=== Plot Stick ===&lt;br /&gt;
When lots of {{gloss|plot}} centres on you or when a large and pointed event happens to you then you are being hit with the plot stick. {{gloss|Characters}} have been known to die from plot-stick attacks, but usually they work it out in the end.&lt;br /&gt;
&lt;br /&gt;
=== Pulling Blows ===&lt;br /&gt;
{{gloss|LARP}} is a game, therefore when you fight you are not actually trying to kill (or even slightly damage) each other. So when you are swinging your six-foot polearm at someone (or your tiny dagger), try to inhibit the blow before impact - aim slightly short of the target so you have lost force when you actually connect. Then you will have pulled your blow. Please ask for examples of good and bad blows if you are unsure.&lt;br /&gt;
&lt;br /&gt;
=== Ref ===&lt;br /&gt;
The Ref Team run the NFNC system; they try to provide all the relevant bits of the world not provided by {{gloss|characters}}. They run {{gloss|interactives}}, organise {{gloss|linears}} and answer {{gloss|downtime}} emails. {{gloss|Refs}} also come in different flavours: some act as invisible marshals, others may &amp;quot;monster ref&amp;quot; (direct monsters and setting up encounters) or &amp;quot;character ref&amp;quot; (play a character to guide the party) or &amp;quot;story ref&amp;quot; (do all the panicking) on {{gloss|linears}}.&lt;br /&gt;
&lt;br /&gt;
=== Rule 7 ===&lt;br /&gt;
Do Not Take The Piss. Rule 7 is the foundation of all interpretations of edge cases of the rules.&lt;br /&gt;
&lt;br /&gt;
=== Short mace ===&lt;br /&gt;
A short mace is a {{gloss|LARP-safe}} blunt weapon between 18&amp;quot; and 36&amp;quot; in length.&lt;br /&gt;
 &lt;br /&gt;
=== Shortsword ===&lt;br /&gt;
A shortsword is a {{gloss|LARP-safe}} sharp weapon between 18&amp;quot; and 36&amp;quot; in length. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Strong Boots ===&lt;br /&gt;
If you are planning to run around outside and especially if you are going to fight, you need strong boots. It is strange how &amp;quot;strong boots&amp;quot; is often interpreted as &amp;quot;sandals&amp;quot; or &amp;quot;school shoes&amp;quot; - neither is suitable for {{gloss|LARP}} and could result in injury. &amp;quot;Strong boots&amp;quot; are also not &amp;quot;white trainers&amp;quot;. NFNC is set in a reality where white trainers are glaringly out of place and spoil the illusion which people are trying to sustain. Beware also of interesting &amp;quot;in-character&amp;quot; footwear from charity shops, even if it does look sturdy.&lt;br /&gt;
&lt;br /&gt;
=== Tank ===&lt;br /&gt;
A Tank is a {{gloss|character}} who is particularly specialised in one area and/or wears heavy {{gloss|armour}}. It usually refers to a strong and heavily-armoured fighter with many, many {{gloss|hits}} and no other skills, hence &amp;quot;tank&amp;quot;, but it is allegedly possible to be a Healing Tank also.&lt;br /&gt;
&lt;br /&gt;
=== Weapons Check ===&lt;br /&gt;
A Weapons Check happens before each {{gloss|LARP}} event: experienced people look over each weapon and items of large kit going into the event to ensure that they are safe for their intended use and not about to fall apart or injure someone.&lt;br /&gt;
&lt;br /&gt;
=== Weapons Practice ===&lt;br /&gt;
As the name suggests, a spin-off event for {{gloss|LARP}} groups which use weapons so that their members can practice safe combat and learn how to pull blows and avoid {{gloss|machine-gunning}}.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
</feed>