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	<updated>2026-04-13T09:18:49Z</updated>
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		<id>https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=184</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=184"/>
		<updated>2016-03-02T14:42:54Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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;
&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. &lt;br /&gt;
&lt;br /&gt;
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;
&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;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
Philosophies: &lt;br /&gt;
*Everything should do something. &lt;br /&gt;
*Players are welcome to screw themselves over (Everyone has overcast). Calls and magic similar to NFNC with a few exceptions. &lt;br /&gt;
*Skill buying to be similar to Empire - an initial cost to unlock a category and then buying skills within that category. &lt;br /&gt;
*Players will have personal mana that can be used for combat spells and resisting compels. &lt;br /&gt;
*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;
&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;
&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;
&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;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
&amp;quot;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.&lt;br /&gt;
&lt;br /&gt;
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.&amp;quot;&lt;br /&gt;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Josephine Anrep - head ref, other refs: David Birch, other people TBD&lt;br /&gt;
&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;
&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;
&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;
&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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=183</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=183"/>
		<updated>2016-03-02T14:42:38Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* Brief overview of setting */&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;
&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. &lt;br /&gt;
&lt;br /&gt;
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;
&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;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
Philosophies: &lt;br /&gt;
*Everything should do something. &lt;br /&gt;
*Players are welcome to screw themselves over (Everyone has overcast). Calls and magic similar to NFNC with a few exceptions. &lt;br /&gt;
*Skill buying to be similar to Empire - an initial cost to unlock a category and then buying skills within that category. &lt;br /&gt;
*Players will have personal mana that can be used for combat spells and resisting compels. &lt;br /&gt;
*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;
&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;
&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;
&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;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
&amp;quot;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.&lt;br /&gt;
&lt;br /&gt;
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.&amp;quot;&lt;br /&gt;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Josephine Anrep - head ref, other refs: David Birch, other people TBD&lt;br /&gt;
&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;
&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;
&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;
&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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=182</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=182"/>
		<updated>2016-03-02T14:42:21Z</updated>

		<summary type="html">&lt;p&gt;Jim: Sorted out some formatting (eg bullet points) that was missed in the transfer from docs to wiki.&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;
&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. &lt;br /&gt;
&lt;br /&gt;
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;
&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;
&lt;br /&gt;
===Summary of rules/rules philosophy with examples===&lt;br /&gt;
Philosophies: &lt;br /&gt;
*Everything should do something. &lt;br /&gt;
*Players are welcome to screw themselves over (Everyone has overcast). Calls and magic similar to NFNC with a few exceptions. &lt;br /&gt;
*Skill buying to be similar to Empire - an initial cost to unlock a category and then buying skills within that category. &lt;br /&gt;
*Players will have personal mana that can be used for combat spells and resisting compels. &lt;br /&gt;
*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;
&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;
&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;
&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;
&lt;br /&gt;
===Brief overview of setting===&lt;br /&gt;
&amp;quot;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.&lt;br /&gt;
&lt;br /&gt;
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.&amp;quot;&lt;br /&gt;
&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;
;Setting&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Josephine Anrep - head ref, other refs: David Birch, other people TBD&lt;br /&gt;
&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;
&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;
&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;
&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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=181</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=181"/>
		<updated>2016-03-02T14:38:09Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Josephine Anrep - head ref, other refs: David Birch, other people TBD&lt;br /&gt;
&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;
&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;
&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;
&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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&amp;diff=180</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=180"/>
		<updated>2016-03-02T14:35:55Z</updated>

		<summary type="html">&lt;p&gt;Jim: Added line breaks to make this easier to read.&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
===Refteam===&lt;br /&gt;
Josephine Anrep - head ref, other refs: David Birch, other people TBD&lt;br /&gt;
&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;
&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;
&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;
&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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=167</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=167"/>
		<updated>2015-10-09T22:48:38Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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 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 Linear of term will be held on Saturday the 17th 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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=166</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=166"/>
		<updated>2015-10-09T11:49:36Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* Announcements */ Haaaaark. Saturday the 18th doesn&amp;#039;t exist. We look silly :P.&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 Linear of term will be held on Saturday the 17th 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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=165</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=165"/>
		<updated>2015-10-09T08:51:23Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* Week 1: Linear */  It&amp;#039;s a linear. Definitely a linear. IT WAS ALWAYS A 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;
===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 Linear 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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=139</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=139"/>
		<updated>2015-02-08T20:07:35Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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;
===Interactive===&lt;br /&gt;
The next Interactive will be held in the JCR at Harvey Court (on West Road) at 7pm on the 6th of February. As before, please wait at one of the site entrances until we can get in.&lt;br /&gt;
&lt;br /&gt;
The refs would like me to remind everyone to please try to be on time so the game can start as close to 7pm as possible!&lt;br /&gt;
&lt;br /&gt;
===Linear===&lt;br /&gt;
There will not be a Linear this week because the Refs are knackered after the PBB. We would like to inform you that the Cambridge Living History Fair is this weekend and is a great source of kit and kitmaking supplies. &lt;br /&gt;
https://www.facebook.com/events/835816359798283/?fref=ts&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=125</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=125"/>
		<updated>2014-11-26T20:10:25Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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 next Interactive of term will be held at LOCATION TO BE CONFIRMED at 7pm.&lt;br /&gt;
&lt;br /&gt;
===Linear===&lt;br /&gt;
The next Linear of term will be held at 1pm on Saturday the 29th of November at the North end of Granchester Meadows.&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=115</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=115"/>
		<updated>2014-10-23T18:10:04Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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 24 Oct, 7.00 PM at Harvey Court&lt;br /&gt;
&lt;br /&gt;
===Linear===&lt;br /&gt;
The first Linear of term will be held on Saturday the 25 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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Constitution&amp;diff=113</id>
		<title>Constitution</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Constitution&amp;diff=113"/>
		<updated>2014-10-16T09:47:46Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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;
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-eating contest.&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;
&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 eating contest 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 eating contests 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 eating contest 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 eating contest 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;
&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;
&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;
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;
 &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 eating contest.&lt;br /&gt;
&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 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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=111</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=111"/>
		<updated>2014-10-10T11:13:20Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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;
===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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Equality_and_diversity&amp;diff=106</id>
		<title>Equality and diversity</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Equality_and_diversity&amp;diff=106"/>
		<updated>2014-10-08T13:12:57Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Our Policy==&lt;br /&gt;
We take equal opportunities very seriously. We aim to create an environment at our events that is accessible to all and free from discrimination and prejudice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to achieve this, we ask that every participant show respect to others, on an OOC level, including using appropriate and respectful language at all times. Discrimination on the grounds of gender, sex, disability, sexuality or OC skin colour make no sense in the game&#039;s setting and we do not expect anyone’s characters to express sexist, ableist, homophobic, transphobic or racist views. &lt;br /&gt;
Discrimination does exist within the game world; different species may look down on others and different factions may have hierarchies, etc. The point is simply that such discrimination should be solely about in-character factors, rather than factors of the person playing the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that our game contains various curses and mental effects which can affect your character&#039;s mind, however please be very careful if you chose to roleplay characters with any kind of mental illness or disability and avoid hurtful stereotypes. While a roleplay effect could cause you to act more strongly on your feelings or desires, roleplay effects that cause new sexual desires are not allowed in NFNC. Roleplay effects should never make you do something you&#039;re uncomfortable with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As part of this, we expect our participants not to disable other participants from engaging with the game; each participant should feel safe and comfortable deciding their own level of involvement, and should not experience pressure to hold back or engage when they do not wish to. On the other hand, if the Refs and Exec judge that a participant&#039;s continued involvement in the game or part of the game would be genuinely detrimental to their health and well-being or the health and well-being of others, they do have the authority to require you not to participate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you encounter behaviour contravening this policy, please inform a ref or a member of the exec as soon as you are able. The refs and exec have the authority to investigate the situation, and then warn the person responsible, require them to leave the game, or permanently ban them from the game, depending on the severity of their behaviour. There is no system of appeal. The exec are ideally the first point of contact but it&#039;s fine to speak to a ref if you prefer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sexual Harassment===&lt;br /&gt;
&lt;br /&gt;
Socialising is an important part of live roleplaying but nobody attending an event should have to tolerate sexual harassment. We encourage any individual who experiences sexual harassment from another participant to report the incident to us at the earliest available opportunity, so that we can deal appropriately with the matter.&lt;br /&gt;
&lt;br /&gt;
Unwelcome actions such as the following are inappropriate and, depending on the circumstances, may in and of themselves meet the definition of sexual harassment or contribute to a hostile game environment:&lt;br /&gt;
&lt;br /&gt;
*Sexual pranks, or repeated sexual teasing, jokes, or innuendo.&lt;br /&gt;
*Verbal abuse, touching or grabbing of a sexual nature.&lt;br /&gt;
*Repeatedly standing too close to or brushing up against a person.&lt;br /&gt;
*Repeatedly asking a person to socialise out-of-character when the person has said no or has indicated they are not interested.&lt;br /&gt;
*A victim of sexual harassment can be of any gender and have any role within the game, as can a perpetrator.&lt;br /&gt;
&lt;br /&gt;
Many sexual harassment issues in live roleplaying occur when participants use their character to justify what would clearly be inappropriate when not roleplaying. Participants should take care to ensure that if their behaviour involves conversation or physical contact in a sexual or intimate manner that they do not do so in a way that causes the recipient to feel out-of-character uncomfortable, regardless of any in-character considerations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Our Behaviour===&lt;br /&gt;
&lt;br /&gt;
We are committed to creating an environment where there is mutual respect and equality of opportunity for all participants. We want our games to be inclusive - where everyone can take part and everyone is welcome - and we oppose all forms of unlawful and unfair discrimination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====We will:====&lt;br /&gt;
&lt;br /&gt;
*Make all reasonable efforts and adjustments to ensure that our games are inclusive.&lt;br /&gt;
*Promote equality of opportunity and encourage staff and players from all backgrounds to participate fully in our events.&lt;br /&gt;
*Respond promptly to harassment and equality issues, including those relating to race, gender, disability and sexual orientation, and recognise the complexities of the interrelations between them.&lt;br /&gt;
*Treat all complaints seriously and respond appropriately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====How We Will Handle Complaints====&lt;br /&gt;
&lt;br /&gt;
It is not possible for us to create an environment that is free from discrimination or harassment by ourselves. It can only be accomplished if everyone who participates in the game works towards that goal. Challenging inappropriate behaviour by other participants is helpful, but not everyone is comfortable or confident to do that. We want all participants to be confident that they can bring complaints to us and that we will deal with them promptly, respectfully, and appropriately.&lt;br /&gt;
&lt;br /&gt;
In general we operate on a “single warning” policy; players who commit some significant misdemeanor (such as sexual harassment) receive a written warning making clear that any further complaints about them will result in their permanent exclusion from the event. The nature of complaints in LRP is that there is very little other than hearsay evidence. Giving the accused a single warning gives a reasonable balance, giving them a chance to avoid making a similar mistake in future while avoiding the need to make a judgement beyond reasonable doubt of the veracity of either party. In cases where an incident is extremely serious we issue an immediate ban; we do not require evidence beyond reasonable doubt, but rather use the same “balance of probabilities” test we use for any other incidents.&lt;br /&gt;
&lt;br /&gt;
If a participant wishes to report an incident but wishes to remain anonymous or does not otherwise want to make a formal complaint, then we adjust our complaints process to reflect their wishes. The issue is discussed in detail with the complainant and we investigate it as thoroughly as we are able to without compromising their anonymity. The incident is noted against the accused person; if there are independent complaints in the future against the same party then we would use the history of previous incidents in determining the outcome of subsequent complaints.&lt;br /&gt;
&lt;br /&gt;
For this kind of complaint, the Exec are the first people to speak to, but you can also speak to the Refs if you prefer.&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Equality_and_diversity&amp;diff=105</id>
		<title>Equality and diversity</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Equality_and_diversity&amp;diff=105"/>
		<updated>2014-10-08T13:11:28Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Our Policy==&lt;br /&gt;
We take equal opportunities very seriously. We aim to create an environment at our events that is accessible to all and free from discrimination and prejudice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to achieve this, we ask that every participant show respect to others, on an OOC level, including using appropriate and respectful language at all times. Discrimination on the grounds of gender, sex, disability, sexuality or OC skin colour make no sense in the game&#039;s setting and we do not expect anyone’s characters to express sexist, ableist, homophobic, transphobic or racist views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that our game contains various curses and mental effects which can affect your character&#039;s mind, however please be very careful if you chose to roleplay characters with any kind of mental illness or disability and avoid hurtful stereotypes. While a roleplay effect could cause you to act more strongly on your feelings or desires, roleplay effects that cause new sexual desires are not allowed in NFNC. Roleplay effects should never make you do something you&#039;re uncomfortable with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Discrimination does exist within the game world; different species may look down on others and different factions may have hierarchies, etc. The point is simply that such discrimination should be solely about in-character factors, rather than factors of the person playing the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As part of this, we expect our participants not to disable other participants from engaging with the game; each participant should feel safe and comfortable deciding their own level of involvement, and should not experience pressure to hold back or engage when they do not wish to. On the other hand, if the Refs and Exec judge that a participant&#039;s continued involvement in the game or part of the game would be genuinely detrimental to their health and well-being or the health and well-being of others, they do have the authority to require you not to participate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you encounter behaviour contravening this policy, please inform a ref or a member of the exec as soon as you are able. The refs and exec have the authority to investigate the situation, and then warn the person responsible, require them to leave the game, or permanently ban them from the game, depending on the severity of their behaviour. There is no system of appeal. The exec are ideally the first point of contact but it&#039;s fine to speak to a ref if you prefer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sexual Harassment===&lt;br /&gt;
&lt;br /&gt;
Socialising is an important part of live roleplaying but nobody attending an event should have to tolerate sexual harassment. We encourage any individual who experiences sexual harassment from another participant to report the incident to us at the earliest available opportunity, so that we can deal appropriately with the matter.&lt;br /&gt;
&lt;br /&gt;
Unwelcome actions such as the following are inappropriate and, depending on the circumstances, may in and of themselves meet the definition of sexual harassment or contribute to a hostile game environment:&lt;br /&gt;
&lt;br /&gt;
*Sexual pranks, or repeated sexual teasing, jokes, or innuendo.&lt;br /&gt;
*Verbal abuse, touching or grabbing of a sexual nature.&lt;br /&gt;
*Repeatedly standing too close to or brushing up against a person.&lt;br /&gt;
*Repeatedly asking a person to socialise out-of-character when the person has said no or has indicated they are not interested.&lt;br /&gt;
*A victim of sexual harassment can be of any gender and have any role within the game, as can a perpetrator.&lt;br /&gt;
&lt;br /&gt;
Many sexual harassment issues in live roleplaying occur when participants use their character to justify what would clearly be inappropriate when not roleplaying. Participants should take care to ensure that if their behaviour involves conversation or physical contact in a sexual or intimate manner that they do not do so in a way that causes the recipient to feel out-of-character uncomfortable, regardless of any in-character considerations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Our Behaviour===&lt;br /&gt;
&lt;br /&gt;
We are committed to creating an environment where there is mutual respect and equality of opportunity for all participants. We want our games to be inclusive - where everyone can take part and everyone is welcome - and we oppose all forms of unlawful and unfair discrimination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====We will:====&lt;br /&gt;
&lt;br /&gt;
*Make all reasonable efforts and adjustments to ensure that our games are inclusive.&lt;br /&gt;
*Promote equality of opportunity and encourage staff and players from all backgrounds to participate fully in our events.&lt;br /&gt;
*Respond promptly to harassment and equality issues, including those relating to race, gender, disability and sexual orientation, and recognise the complexities of the interrelations between them.&lt;br /&gt;
*Treat all complaints seriously and respond appropriately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====How We Will Handle Complaints====&lt;br /&gt;
&lt;br /&gt;
It is not possible for us to create an environment that is free from discrimination or harassment by ourselves. It can only be accomplished if everyone who participates in the game works towards that goal. Challenging inappropriate behaviour by other participants is helpful, but not everyone is comfortable or confident to do that. We want all participants to be confident that they can bring complaints to us and that we will deal with them promptly, respectfully, and appropriately.&lt;br /&gt;
&lt;br /&gt;
In general we operate on a “single warning” policy; players who commit some significant misdemeanor (such as sexual harassment) receive a written warning making clear that any further complaints about them will result in their permanent exclusion from the event. The nature of complaints in LRP is that there is very little other than hearsay evidence. Giving the accused a single warning gives a reasonable balance, giving them a chance to avoid making a similar mistake in future while avoiding the need to make a judgement beyond reasonable doubt of the veracity of either party. In cases where an incident is extremely serious we issue an immediate ban; we do not require evidence beyond reasonable doubt, but rather use the same “balance of probabilities” test we use for any other incidents.&lt;br /&gt;
&lt;br /&gt;
If a participant wishes to report an incident but wishes to remain anonymous or does not otherwise want to make a formal complaint, then we adjust our complaints process to reflect their wishes. The issue is discussed in detail with the complainant and we investigate it as thoroughly as we are able to without compromising their anonymity. The incident is noted against the accused person; if there are independent complaints in the future against the same party then we would use the history of previous incidents in determining the outcome of subsequent complaints.&lt;br /&gt;
&lt;br /&gt;
For this kind of complaint, the Exec are the first people to speak to, but you can also speak to the Refs if you prefer.&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Equality_and_diversity&amp;diff=104</id>
		<title>Equality and diversity</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Equality_and_diversity&amp;diff=104"/>
		<updated>2014-10-08T13:11:04Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Our Policy==&lt;br /&gt;
We take equal opportunities very seriously. We aim to create an environment at our events that is accessible to all and free from discrimination and prejudice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to achieve this, we ask that every participant show respect to others, on an OOC level, including using appropriate and respectful language at all times. Discrimination on the grounds of gender, sex, disability, sexuality or OC skin colour make no sense in the game&#039;s setting and we do not expect anyone’s characters to express sexist, ableist, homophobic, transphobic or racist views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that our game contains various curses and mental effects which can affect your character&#039;s mind, however please be very careful if you chose to roleplay characters with any kind of mental illness or disability and avoid hurtful stereotypes. While a roleplay effect could cause you to act more strongly on your feelings or desires, roleplay effects that cause new sexual desires are not allowed in NFNC. Roleplay effects should never make you do something you&#039;re uncomfortable with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Discrimination does exist within the game world; different species may look down on others and different factions may have hierarchies, etc. The point is simply that such discrimination should be solely about in-character factors, rather than factors of the person playing the character.&lt;br /&gt;
&lt;br /&gt;
As part of this, we expect our participants not to disable other participants from engaging with the game; each participant should feel safe and comfortable deciding their own level of involvement, and should not experience pressure to hold back or engage when they do not wish to. On the other hand, if the Refs and Exec judge that a participant&#039;s continued involvement in the game or part of the game would be genuinely detrimental to their health and well-being or the health and well-being of others, they do have the authority to require you not to participate.&lt;br /&gt;
&lt;br /&gt;
If you encounter behaviour contravening this policy, please inform a ref or a member of the exec as soon as you are able. The refs and exec have the authority to investigate the situation, and then warn the person responsible, require them to leave the game, or permanently ban them from the game, depending on the severity of their behaviour. There is no system of appeal. The exec are ideally the first point of contact but it&#039;s fine to speak to a ref if you prefer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sexual Harassment===&lt;br /&gt;
&lt;br /&gt;
Socialising is an important part of live roleplaying but nobody attending an event should have to tolerate sexual harassment. We encourage any individual who experiences sexual harassment from another participant to report the incident to us at the earliest available opportunity, so that we can deal appropriately with the matter.&lt;br /&gt;
&lt;br /&gt;
Unwelcome actions such as the following are inappropriate and, depending on the circumstances, may in and of themselves meet the definition of sexual harassment or contribute to a hostile game environment:&lt;br /&gt;
&lt;br /&gt;
*Sexual pranks, or repeated sexual teasing, jokes, or innuendo.&lt;br /&gt;
*Verbal abuse, touching or grabbing of a sexual nature.&lt;br /&gt;
*Repeatedly standing too close to or brushing up against a person.&lt;br /&gt;
*Repeatedly asking a person to socialise out-of-character when the person has said no or has indicated they are not interested.&lt;br /&gt;
*A victim of sexual harassment can be of any gender and have any role within the game, as can a perpetrator.&lt;br /&gt;
&lt;br /&gt;
Many sexual harassment issues in live roleplaying occur when participants use their character to justify what would clearly be inappropriate when not roleplaying. Participants should take care to ensure that if their behaviour involves conversation or physical contact in a sexual or intimate manner that they do not do so in a way that causes the recipient to feel out-of-character uncomfortable, regardless of any in-character considerations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Our Behaviour===&lt;br /&gt;
&lt;br /&gt;
We are committed to creating an environment where there is mutual respect and equality of opportunity for all participants. We want our games to be inclusive - where everyone can take part and everyone is welcome - and we oppose all forms of unlawful and unfair discrimination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====We will:====&lt;br /&gt;
&lt;br /&gt;
*Make all reasonable efforts and adjustments to ensure that our games are inclusive.&lt;br /&gt;
*Promote equality of opportunity and encourage staff and players from all backgrounds to participate fully in our events.&lt;br /&gt;
*Respond promptly to harassment and equality issues, including those relating to race, gender, disability and sexual orientation, and recognise the complexities of the interrelations between them.&lt;br /&gt;
*Treat all complaints seriously and respond appropriately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====How We Will Handle Complaints====&lt;br /&gt;
&lt;br /&gt;
It is not possible for us to create an environment that is free from discrimination or harassment by ourselves. It can only be accomplished if everyone who participates in the game works towards that goal. Challenging inappropriate behaviour by other participants is helpful, but not everyone is comfortable or confident to do that. We want all participants to be confident that they can bring complaints to us and that we will deal with them promptly, respectfully, and appropriately.&lt;br /&gt;
&lt;br /&gt;
In general we operate on a “single warning” policy; players who commit some significant misdemeanor (such as sexual harassment) receive a written warning making clear that any further complaints about them will result in their permanent exclusion from the event. The nature of complaints in LRP is that there is very little other than hearsay evidence. Giving the accused a single warning gives a reasonable balance, giving them a chance to avoid making a similar mistake in future while avoiding the need to make a judgement beyond reasonable doubt of the veracity of either party. In cases where an incident is extremely serious we issue an immediate ban; we do not require evidence beyond reasonable doubt, but rather use the same “balance of probabilities” test we use for any other incidents.&lt;br /&gt;
&lt;br /&gt;
If a participant wishes to report an incident but wishes to remain anonymous or does not otherwise want to make a formal complaint, then we adjust our complaints process to reflect their wishes. The issue is discussed in detail with the complainant and we investigate it as thoroughly as we are able to without compromising their anonymity. The incident is noted against the accused person; if there are independent complaints in the future against the same party then we would use the history of previous incidents in determining the outcome of subsequent complaints.&lt;br /&gt;
&lt;br /&gt;
For this kind of complaint, the Exec are the first people to speak to, but you can also speak to the Refs if you prefer.&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=98</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=98"/>
		<updated>2014-10-06T11:02:02Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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 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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&amp;diff=97</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=97"/>
		<updated>2014-10-06T11:00:59Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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;
&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;
&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! &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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;
&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, NFNC 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 magic out their nostrils and are only defeatable by MAGIC damage, your character doesn&#039;t unless they were there, or have been told about it IC.&lt;br /&gt;
&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;
&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. &lt;br /&gt;
&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;
&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;
&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;
&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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&amp;diff=96</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=96"/>
		<updated>2014-10-06T11:00:04Z</updated>

		<summary type="html">&lt;p&gt;Jim: Removed TT references&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;
&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;
&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! &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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;
&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, NFNC 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 magic out their nostrils and are only defeatable by MAGIC damage, your character doesn&#039;t unless they were there, or have been told about it IC.&lt;br /&gt;
&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. &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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Frequently_Asked_Questions&amp;diff=95</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Frequently_Asked_Questions&amp;diff=95"/>
		<updated>2014-10-06T10:57:04Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Roleplaying ==&lt;br /&gt;
Roleplaying is the act of pretending to be something which you are not. Specifically, roleplaying games are games played where the players take on the roles of specific characters, and describe what they do. Roleplaying games have been around for quite a long time, and range from tactical fantasy combat simulation (such as the rather famous Dungeons and Dragons) to comedy games (such as Paranoia). Roleplaying games exist for pretty much any situation you care to play, and there are some generic systems designed to incorporate any scenario.&lt;br /&gt;
&lt;br /&gt;
Most roleplaying games tend to take place around a table, with the characters existing on paper, or as models on a board. Some roleplaying games are played without any paper at all, with the players just sitting around and talking. These games are commonly referred to as &amp;quot;tabletop&amp;quot; roleplaying games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is LARP? ==&lt;br /&gt;
LARP (Live action roleplaying) is a type of roleplaying where instead of recording your character on a sheet of paper, and representing them with a model, or in your imagination, you take on the mantle of your character physically, and act out their actions in real life. This has some advantages and some disadvantages over traditional tabletop roleplaying. Swinging heroically from a chandelier while fighting a horde of screaming harpies might work in your imagination, but actually doing it is another matter. On the other hand, what you do in LARP is a lot more immersive than most tabletop games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is No Flag No Country? ==&lt;br /&gt;
Imagine a pulp adventure setting like Indiana Jones dropped into a late medieval-ish fantasy world. Nations jostling for position in time of political and theological turmoil, agents of Guilds, governments and crooks competing and cutting deals over ancient treasure and knowledge in a lost continent. All PCs have come to the Islands ostensibly as a representative of one of the major political powers. You have goals your faction wants to accomplish, and can choose to work on those or pay lip service and pursue your own cause. You could loot ruins for setting history and treasure, take advantage of a portal to the Beyond for study of theology or Demons, or try and keep the delicate balance of peace in a bar full of PCs (good luck with that last one).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How much does it cost? ==&lt;br /&gt;
To become a member of CLS for the year, you need to pay a one-off charge of five pounds. Charactering a Friday night interactive costs three pounds each time, but monstering and attending linears is free. After you have settled in you will probably find that you want to buy some costume or weapons for yourself, but we have lots of advice on how you can make your own costume cheaply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What events do Cambridge LARP Society run? ==&lt;br /&gt;
NFNC sessions run on Fridays and Saturdays during university term, the times and locations are published on our website front page. For more details on what happens at the different types of event we run, please look under Events We Run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Can I play? ==&lt;br /&gt;
Although it is a university society, CLS is not just for University of Cambridge students! We are happy to see anybody who wants to know more, although you must be over 16 to play. It is not even necessary to live in Cambridge to attend - we currently welcome regular players who commute to events from Oxfordshire, Sussex and London. CLS aims to be fully inclusive and so if you are worried that you might have difficulty taking part please get in touch and we will work out how we could help you play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Won&#039;t people think I&#039;m weird? ==&lt;br /&gt;
Whilst we do understand that dressing up and pretending to be other people isn&#039;t everybodys&#039; cup of tea, we think that LARP is a great way of building confidence whilst having fun and it even gets you outside into the fresh air! Don&#039;t forget that even though you are in character during events, so is everybody else - CLS is run for the benefit of the people taking part, not for an audience, and because it is spontaneous you don&#039;t ever need to worry about forgetting your lines...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How do I start? ==&lt;br /&gt;
If you are interested in coming to a CLS event, please email the refs so that we know to expect you and what sort of thing you might like to do, if you already know (we are also happy to see you unexpectedly, but we may be less prepared!). You don&#039;t have to commit to playing a character to turn up, we are happy to welcome you just to talk to you about the game and show you how it works, or you could be part of our monster team for the night. Monstering means that the refs will lend you costume and you can play a series of different short roles, taking in information to the characters or having fights. We recommend monstering as a fun way to try out some LARP if you are unsure. Of course, if you do want to start playing a character right away you are very welcome, and we can also provide any help with writing a character sheet and finding costume that you might need. If you want to chat to someone in advance, try our Community page for details on here we all hang out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I haven&#039;t got any costume - what should I wear? ==&lt;br /&gt;
You obviously don&#039;t need to wear anything specific to just show up and find out what we do, but if you are planning to play or &amp;quot;monster&amp;quot; at an event you will need to arrive dressed in loose, comfortable but plain clothing. Try to avoid anything modern looking - in particular, denim, white trainers and obvious logos can look decidedly out of place. Dark plain trousers and a dark plain top (even a black t-shirt turned inside out) are the most appropriate clothing, as we can then lend you a basic costume to wear over the top. If you are coming to a Saturday Linear, you will also need to wear good shoes or boots as the ground may be slippery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What do I need to know before I turn up? ==&lt;br /&gt;
In order to take part in events, you need to read the &amp;quot;How It Works&amp;quot; section of the website, which will let you know how to act if someone starts shouting confusing instructions at you and how to stay safe. The refs will also take you through this when you first arrive, as well as answering any questions you may have. You might also want to read our Guide To Roleplaying if you have never LARPed before and are not sure what to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I&#039;m ready! How do I start a character? ==&lt;br /&gt;
Once you are ready to create a character you will find everything you need in the &amp;quot;[http://nfnc.camlarp.co.uk The Game]&amp;quot; section of the website. The pages there will explain the setting and the rules. Good luck! We look forward to seeing you at an event soon - and remember that you can email the refs if you have any questions.&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Equality_and_diversity&amp;diff=91</id>
		<title>Equality and diversity</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Equality_and_diversity&amp;diff=91"/>
		<updated>2014-10-05T18:16:37Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We take equal opportunities very seriously. We aim to create an environment at our events that is accessible to all and free from discrimination and prejudice.&lt;br /&gt;
&lt;br /&gt;
In order to achieve this, we ask that every participant show respect to others, on an OOC level, including using appropriate and respectful language at all times. Discrimination on the grounds of gender, sex, disability, sexuality or skin colour make no sense in the game&#039;s setting and we do not expect anyone’s characters to express sexist, disablist, homophobic, transphobic or racist views.&lt;br /&gt;
&lt;br /&gt;
While our game contains various curses and mental effects which can affect your character&#039;s mind, please be very careful if you chose to roleplay characters with any kind of mental illness or disability and avoid hurtful stereotypes. While a roleplay effect could cause you to act more strongly on your feelings or desires, roleplay effects that cause new sexual desires are not allowed in NFNC. Roleplay effects should never make you do something you&#039;re uncomfortable with.&lt;br /&gt;
&lt;br /&gt;
If you encounter behaviour contravening this policy, please inform a ref or a member of the exec as soon as you are able. The refs and exec have the authority to investigate the situation, and then warn the person responsible, require them to leave the game, or permanently ban them from the game, depending on the severity of their behaviour. There is no system of appeal.&lt;br /&gt;
&lt;br /&gt;
Discrimination does exist within the game world; different races may look down on others and different factions may have hierarchies, etc. The point is simply that such discrimination should be solely about in-character factors, rather than factors of the person playing the character.&lt;br /&gt;
&lt;br /&gt;
As part of this, we expect our participants not to disable other participants from engaging with the game; each participant should feel safe and comfortable deciding their own level of involvement, and should not experience pressure to hold back or engage when they do not wish to. On the other hand, if the Refs and Exec judge that a participant&#039;s continued involvement in the game or part of the game would be genuinely detrimental to their health and well-being or the health and well-being of others, they do have the authority to require you not to participate.&lt;br /&gt;
&lt;br /&gt;
==Sexual Harassment==&lt;br /&gt;
&lt;br /&gt;
Socialising is an important part of live roleplaying but nobody attending an event should have to tolerate sexual harassment. We encourage any individual who experiences sexual harassment from another participant to report the incident to us at the earliest available opportunity, so that we can deal appropriately with the matter.&lt;br /&gt;
&lt;br /&gt;
Unwelcome actions such as the following are inappropriate and, depending on the circumstances, may in and of themselves meet the definition of sexual harassment or contribute to a hostile game environment:&lt;br /&gt;
&lt;br /&gt;
Sexual pranks, or repeated sexual teasing, jokes, or innuendo.&lt;br /&gt;
Verbal abuse, touching or grabbing of a sexual nature.&lt;br /&gt;
Repeatedly standing too close to or brushing up against a person.&lt;br /&gt;
Repeatedly asking a person to socialise out-of-character when the person has said no or has indicated they are not interested.&lt;br /&gt;
A victim of sexual harassment can be of any gender and have any role within the game, as can a perpetrator.&lt;br /&gt;
&lt;br /&gt;
Many sexual harassment issues in live roleplaying occur when participants use their character to justify what would clearly be inappropriate when not roleplaying. Participants should take care to ensure that if their behaviour involves conversation or physical contact in a sexual or intimate manner that they do not do so in a way that causes the recipient to feel out-of-character uncomfortable, regardless of any in-character considerations.&lt;br /&gt;
&lt;br /&gt;
==Our Behaviour==&lt;br /&gt;
&lt;br /&gt;
We are committed to creating an environment where there is mutual respect and equality of opportunity for all participants. We want our games to be inclusive - where everyone can take part and everyone is welcome - and we oppose all forms of unlawful and unfair discrimination.&lt;br /&gt;
&lt;br /&gt;
===We will:===&lt;br /&gt;
&lt;br /&gt;
Make all reasonable efforts and adjustments to ensure that our games are inclusive.&lt;br /&gt;
Promote equality of opportunity and encourage staff and players from all backgrounds to participate fully in our events.&lt;br /&gt;
Respond promptly to harassment and equality issues, including those relating to race, gender, disability and sexual orientation, and recognise the complexities of the interrelations between them.&lt;br /&gt;
Treat all complaints seriously and respond appropriately.&lt;br /&gt;
&lt;br /&gt;
===How We Will Handle Complaints===&lt;br /&gt;
&lt;br /&gt;
It is not possible for us to create an environment that is free from discrimination or harassment by ourselves. It can only be accomplished if everyone who participates in the game works towards that goal. Challenging inappropriate behaviour by other participants is helpful, but not everyone is comfortable or confident to do that. We want all participants to be confident that they can bring complaints to us and that we will deal with them promptly, respectfully, and appropriately.&lt;br /&gt;
&lt;br /&gt;
In general we operate on a “single warning” policy; players who commit some significant misdemeanor (such as sexual harassment) receive a written warning making clear that any further complaints about them will result in their permanent exclusion from the event. The nature of complaints in LRP is that there is very little other than hearsay evidence. Giving the accused a single warning gives a reasonable balance, giving them a chance to avoid making a similar mistake in future while avoiding the need to make a judgement beyond reasonable doubt of the veracity of either party. In cases where an incident is extremely serious we issue an immediate ban; we do not require evidence beyond reasonable doubt, but rather use the same “balance of probabilities” test we use for any other incidents.&lt;br /&gt;
&lt;br /&gt;
If a participant wishes to report an incident but wishes to remain anonymous or does not otherwise want to make a formal complaint, then we adjust our complaints process to reflect their wishes. The issue is discussed in detail with the complainant and we investigate it as thoroughly as we are able to without compromising their anonymity. The incident is noted against the accused person; if there are independent complaints in the future against the same party then we would use the history of previous incidents in determining the outcome of subsequent complaints.&lt;br /&gt;
&lt;br /&gt;
For this kind of complaint, the Exec are the first people to speak to, but you can also speak to the Refs if you prefer.&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=72</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=72"/>
		<updated>2014-09-30T09:25:56Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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;
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, 7.30 PM at a venue to be determined. &lt;br /&gt;
(Link to a map for where the venue is here)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=71</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=71"/>
		<updated>2014-09-30T09:25:46Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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;
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;
===Interactive===&lt;br /&gt;
The first Interactive of term will be held on Friday the 17 Oct, 7.30 PM at a venue to be determined. &lt;br /&gt;
(Link to a map for where the venue is here)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=70</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=70"/>
		<updated>2014-09-30T09:25:33Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* Squash */&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.&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;
===Interactive===&lt;br /&gt;
The first Interactive of term will be held on Friday the 17 Oct, 7.30 PM at a venue to be determined. &lt;br /&gt;
(Link to a map for where the venue is here)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=69</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=69"/>
		<updated>2014-09-29T12:03:29Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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;
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 the University Centre for the squash.&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, 7.30 PM at a venue to be determined. &lt;br /&gt;
(Link to a map for where the venue is here)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=68</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=68"/>
		<updated>2014-09-29T12:02:14Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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 website, it should be completed by October at the latest.&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 the University Centre for the squash.&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, 7.30 PM at a venue to be determined. &lt;br /&gt;
(Link to a map for where the venue is here)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=67</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=67"/>
		<updated>2014-09-29T12:01:59Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* 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;
==Announcements==&lt;br /&gt;
We are working on the website, it should be completed by October at the latest.&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 the University Centre for the squash.&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, 7.30 PM at a venue to be determined. &lt;br /&gt;
(Link to a map for where the venue is here)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=66</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=66"/>
		<updated>2014-09-29T12:01:30Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* Squash */&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;
==Announcements==&lt;br /&gt;
We are working on the website, it should be completed by October at the latest.&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 the University Centre for the squash.&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;
===Interactive===&lt;br /&gt;
The first Interactive of term will be held on Friday the 17 Oct, 7.30 PM at ???????. &lt;br /&gt;
(Link to a map for where the venue is here)&lt;br /&gt;
&lt;br /&gt;
===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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=54</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=54"/>
		<updated>2014-09-08T17:14:42Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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;
==Announcements==&lt;br /&gt;
We are working on the website, it should be completed by October at the latest.&lt;br /&gt;
&lt;br /&gt;
==Interactive==&lt;br /&gt;
The first Interactive of term will be held on Friday the 17 Oct, 7.30 PM at ???????. &lt;br /&gt;
(Link to a map for where the venue is here)&lt;br /&gt;
&lt;br /&gt;
==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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=53</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=53"/>
		<updated>2014-09-08T17:14:13Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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;
==Announcements==&lt;br /&gt;
We are working on the website, it should be completed by October at the latest.&lt;br /&gt;
&lt;br /&gt;
==Interactive==&lt;br /&gt;
The first Interactive of term will be held on Friday the 17 Oct, 7.30 PM at ???????. &lt;br /&gt;
(Link to a map for where the venue is here)&lt;br /&gt;
&lt;br /&gt;
==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;
A walking party will be leaving from outside Queens&#039; College at around 12.30.&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=49</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=49"/>
		<updated>2014-08-28T09:53:44Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Announcements==&lt;br /&gt;
&lt;br /&gt;
==This Week&#039;s Interactive==&lt;br /&gt;
The first Interactive of term will be held on the 17 Oct, 7.30 PM at ???????. &lt;br /&gt;
(Link to a map for where the venue is here)&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=48</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=48"/>
		<updated>2014-08-28T09:53:04Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* This Week&amp;#039;s Interactive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cambridge Larp Society=&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
==This Week&#039;s Interactive==&lt;br /&gt;
The first Interactive of term will be held on the 17 Oct, 7.30 PM at ???????. &lt;br /&gt;
(Link to a map for where the venue is here)&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&amp;diff=47</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=47"/>
		<updated>2014-08-28T09:52:50Z</updated>

		<summary type="html">&lt;p&gt;Jim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cambridge Larp Society=&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
==This Week&#039;s Interactive==&lt;br /&gt;
The first Interactive of term will be held on the 17 Oct, 7.30 PM at ???????. &lt;br /&gt;
*Link to a map for where the venue is here*&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Constitution&amp;diff=46</id>
		<title>Constitution</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Constitution&amp;diff=46"/>
		<updated>2014-08-28T09:49:35Z</updated>

		<summary type="html">&lt;p&gt;Jim: /* The Constitution */ We changed this so we&amp;#039;re not called Cambridge Treasure Trap any more.&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;
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;
=== 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-eating contest.&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;
=== Membership ===&lt;br /&gt;
&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;
=== 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 eating contest 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 eating contests 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 eating contest 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 eating contest 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;
&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;
&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;
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;
 &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 eating contest.&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;
=== 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 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>Jim</name></author>
	</entry>
	<entry>
		<id>https://www.camlarp.co.uk/w/index.php?title=Refs&amp;diff=45</id>
		<title>Refs</title>
		<link rel="alternate" type="text/html" href="https://www.camlarp.co.uk/w/index.php?title=Refs&amp;diff=45"/>
		<updated>2014-08-28T09:48:50Z</updated>

		<summary type="html">&lt;p&gt;Jim: &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 tt-refs@srcf.ucam.org - queries about the game and character creation, downtimes and character sheets should be sent here.&lt;/div&gt;</summary>
		<author><name>Jim</name></author>
	</entry>
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