https://www.camlarp.co.uk/w/api.php?action=feedcontributions&user=Cryptophage&feedformat=atomCambridge Larp Society - User contributions [en]2024-03-29T14:18:37ZUser contributionsMediaWiki 1.40.0https://www.camlarp.co.uk/w/index.php?title=MediaWiki:Common.css&diff=1671MediaWiki:Common.css2020-12-15T01:03:08Z<p>Cryptophage: fixing a thing</p>
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<hr />
<div>Otherwise known as Emery Cooper. President for 2019-20. Was secretary for 2016-17.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=AGM_Minutes&diff=1662AGM Minutes2020-06-28T11:44:17Z<p>Cryptophage: </p>
<hr />
<div>This page lists minutes from past AGMs<br />
*[[AGM Minutes: 2020|2020]]<br />
*[[AGM Minutes: 2019|2019]]<br />
*[http://larp.soc.srcf.net/wiki.pl?AGM2018 2018]<br />
*[[AGM Minutes: 2017|2017]]<br />
*[[AGM Minutes: 2016|2016]]<br />
*2015<br />
*2014<br />
*2013<br />
*[[AGM Minutes: 2012|2012]]<br />
*[[AGM Minutes: 2011|2011]]<br />
*[[AGM Minutes: 2010|2010]]<br />
<br />
==EGM Minutes==<br />
*[[EGM Minutes: January 2020|January 2020]]<br />
*[[EGM Minutes: January 2017|January 2017]]<br />
*[[EGM Minutes: May 2016|May 2016]]</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=AGM_Minutes:_2020&diff=1658AGM Minutes: 20202020-05-30T13:10:07Z<p>Cryptophage: Created page with " == 1 Treasurer's Report == Item 4 brought forward to be included in discussion of this point. Agreed to discuss the financial situation online. Treasurer to publish figure..."</p>
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<div><br />
<br />
== 1 Treasurer's Report ==<br />
<br />
Item 4 brought forward to be included in discussion of this point.<br />
<br />
Agreed to discuss the financial situation online. Treasurer to publish figures to inform discussion<br />
<br />
== 2 New System Vote ==<br />
<br />
Jim, representing Adventurer's College, and John, representing Venished Memoirs, made pitches.<br />
<br />
Vanished Memoirs was voted to be the system for the coming year - https://docs.google.com/document/d/1igtTUg3haZwL_f8Eub6qfQOJUVEBQCbFGP0AJYMS2Yo/edit<br />
<br />
== 3 Appointment of next year's Referee Team ==<br />
<br />
John Batty, Katie Macloed and Nathan McKeown-Luckly were elected<br />
<br />
== 4 Discussion of how to improve the society's financial situation ==<br />
<br />
Included in 1 above<br />
<br />
== Appointment of Committee ==<br />
President - No nominations recieved; position unfilled.<br />
Treasurer - Storm Metcalfe and Katie Macloed were nominated; Storm Metcalfe was elected.<br />
Secretary - Chris Knowles was nominated, and elected.<br />
Social Secretary - No nominations recieved; position unfilled.<br />
<br />
As no President was appointed, and there are not two students on the Exec, an Extraordinary General Meeting will need to be held to rectify these problems. It was agreed that this would not necessarily need to take place in person, and could instead be virtual, as long as a satisfactory definition of 'present' could be reached. It was agreed that the Exec should seek to hold such a Meeting no later than the final scheduled event of Obscura.<br />
<br />
== Any Other Business ==<br />
<br />
* Question of how many present would be members next year<br />
* Question of holding small events over summer<br />
* Running one-shot events during the next academic year<br />
** Jim 'happy to wrangle' one-shot type things<br />
** Particularly useful in Term 1 for one-shot linear only games <br />
* Advertisment and recruitment<br />
Agreed to discuss at the aforementioned Extraordinary General Meeting</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=AGM_Minutes&diff=1652AGM Minutes2020-03-09T16:27:24Z<p>Cryptophage: /* EGM Minutes */</p>
<hr />
<div>This page lists minutes from past AGMs<br />
*[[AGM Minutes: 2019|2019]]<br />
*[http://larp.soc.srcf.net/wiki.pl?AGM2018 2018]<br />
*[[AGM Minutes: 2017|2017]]<br />
*[[AGM Minutes: 2016|2016]]<br />
*2015<br />
*2014<br />
*2013<br />
*[[AGM Minutes: 2012|2012]]<br />
*[[AGM Minutes: 2011|2011]]<br />
*[[AGM Minutes: 2010|2010]]<br />
<br />
==EGM Minutes==<br />
*[[EGM Minutes: January 2020|January 2020]]<br />
*[[EGM Minutes: January 2017|January 2017]]<br />
*[[EGM Minutes: May 2016|May 2016]]</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=EGM_Minutes:_January_2020&diff=1651EGM Minutes: January 20202020-03-09T16:26:55Z<p>Cryptophage: </p>
<hr />
<div>17th January, 7pm, 2020 - CLS EGM<br />
<br />
==Election of Committee Members==<br />
Chris Knowles volunteered as Secretary. Proposed by Chris Knowles, seconded by Jon Cooper.<br />
<br />
Chris Knowles was elected Secretary by general assent.<br />
<br />
==Treasurer's Report==<br />
The Treasurer reported that finances have been hit due to lowering player numbers but fixed costs, and encouraged a discussion of ways to resolve this.<br />
<br />
Some informal proposals were discussed, most notably the idea of running one-shots on some weeks to appeal to people who can't commit to a campaign. The discussion was tabled when it was noted that nothing can usefully be done before the AGM so discussion can continue then with wider participation.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=EGM_Minutes:_January_2019&diff=1650EGM Minutes: January 20192020-03-09T16:26:39Z<p>Cryptophage: Cryptophage moved page EGM Minutes: January 2019 to EGM Minutes: January 2020: it's 2020</p>
<hr />
<div>#REDIRECT [[EGM Minutes: January 2020]]</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=EGM_Minutes:_January_2020&diff=1649EGM Minutes: January 20202020-03-09T16:26:39Z<p>Cryptophage: Cryptophage moved page EGM Minutes: January 2019 to EGM Minutes: January 2020: it's 2020</p>
<hr />
<div>17th January, 7pm, 2019 - CLS EGM<br />
<br />
==Election of Committee Members==<br />
Chris Knowles volunteered as Secretary. Proposed by Chris Knowles, seconded by Jon Cooper.<br />
<br />
Chris Knowles was elected Secretary by general assent.<br />
<br />
==Treasurer's Report==<br />
The Treasurer reported that finances have been hit due to lowering player numbers but fixed costs, and encouraged a discussion of ways to resolve this.<br />
<br />
Some informal proposals were discussed, most notably the idea of running one-shots on some weeks to appeal to people who can't commit to a campaign. The discussion was tabled when it was noted that nothing can usefully be done before the AGM so discussion can continue then with wider participation.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=System_Vote_2016&diff=1642System Vote 20162020-02-23T18:18:00Z<p>Cryptophage: Cryptophage moved page System Vote to System Vote 2016 without leaving a redirect</p>
<hr />
<div>= CLS 2016 System Vote =<br />
Welcome members of CLS, this page will tell you the details of this years systems vote and the four systems that have been proposed.<br />
<br />
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&A with system designers before the interactive on the 4th of March.<br />
<br />
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.<br />
<br />
<br />
= Systems =<br />
<br />
==Armistice==<br />
What just happened? How can we use it? Also, SCIENCE!!!<br />
<br />
===Refteam===<br />
Head ref: Tom M (Bryn)<br />
<br />
Lizzie J<br />
<br />
<br />
===Brief overview of setting===<br />
This is a fantasy system aimed at discovery, magical science, politics and stabbing mutated things in the face.<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />
===Summary of rules/rules philosophy with examples===<br />
Philosophies: <br />
*Everything should do something. <br />
*Players are welcome to screw themselves over (Everyone has overcast). Calls and magic similar to NFNC with a few exceptions. <br />
*Skill buying to be similar to Empire - an initial cost to unlock a category and then buying skills within that category. <br />
*Players will have personal mana that can be used for combat spells and resisting compels. <br />
*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.<br />
<br />
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.<br />
<br />
<br />
===Summary of "format"===<br />
Same as NFNC. Interactive Friday, Linear Saturday, simple downtimes.<br />
<br />
<br />
===Other information===<br />
Main document: https://docs.google.com/document/d/1JKoj_UKqfP6bJf0pseFVNABIi6-vz8BFafXIexj1GnU/edit#<br />
<br />
Skills document (Very much a WIP): https://docs.google.com/document/d/1i5Oi_CmwL9lm9isb3dP6cLucr1iziWV_xknEaAMtZn0/edit?usp=sharing<br />
<br />
<br />
==Breaking Worlds==<br />
Adventure, rivalry, and intrigue as magical cataclysm shakes the multiverse.<br />
<br />
<br />
===Refteam ===<br />
Rosemary Warner, Nye Redman-White, plus two or three to be recruited. We are particularly looking for linear refs.<br />
<br />
Players may have the opportunity to ref linears.<br />
<br />
Dave Sheridan and Jim Blackshaw are also contributing material.<br />
<br />
<br />
===Brief overview of setting===<br />
"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.<br />
<br />
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."<br />
<br />
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.<br />
<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />
===Summary of rules/rules philosophy with examples===<br />
The basic design goals of the system are as follows:<br />
*An accessible but deep world, with the option of joining three key PC groups.<br />
A wide variety of character types - Arginese humans, fay, and wights, and a variety of offworld humans.<br />
*An easy way into the setting, as your character can start ignorant of the wider world and learn in play.<br />
*Rapid, player-driven plot development. If you don't want that plot, slam the rift shut. If the benefits of it outweigh the risks, keep it open.<br />
*Death is not the end. PCs potentially get a second chance as wights, so can afford to take bigger risks.<br />
*A religion brief full of mystery to poke and heresy to denounce.<br />
*A simple set of mechanics that don't get in the way of roleplay.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
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…<br />
<br />
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.<br />
Additional skills bought with XP will be grouped into the following trees:<br />
*Melee: using melee weapons and better melee damage.<br />
*Skirmishing: using ranged weapons and fancy fighting.<br />
*Armour: using armour for more hits and resistances.<br />
*Toughness: gaining more hits and abilities that regenerate them.<br />
*Channelling: casting spells and rituals based on the five elements (with a sub-tree for each).<br />
*Evocation: summoning and binding spirits.<br />
*Healing: healing and messing with people’s bodies.<br />
*Crafting: creating magic items including anchors for spirits.<br />
*Trade: business and non-combat subterfuge.<br />
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.<br />
<br />
<br />
===Summary of "format"===<br />
Two-year limited run system.<br />
<br />
Weekly interactives.<br />
Linears most but not all weeks (perhaps 5 per term).<br />
<br />
Interactives Friday evenings.<br />
Linears probably Saturday afternoons.<br />
<br />
<br />
===Downtimes===<br />
*Yes - characters will have downtimes that can be used to influence the plot and how it affects interactives.<br />
*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)<br />
*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).<br />
<br />
<br />
===Other information===<br />
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.<br />
<br />
<br />
<br />
==Cambridge University Treasure Trap==<br />
Fantasy smorgasbord set in something approximating medieval Cambridge. Contains goblins.<br />
<br />
<br />
===Refteam===<br />
Megan Williams<br />
<br />
<br />
=== Initial Comments ===<br />
This would be a full reset. No returning PCs from last time it ran<br />
<br />
The few changes I would make would be:<br />
*Double buying to be removed, as are XP level boundaries<br />
*Kormak and Laeknir to be replaced with Azrael and As-yet-unnamed healing god to provide more conflict between healing gods/death gods<br />
*There may be some tinkering with god strictures, bearserk mechanics and the introduction of something rather sinister to lurk in the shadows<br />
*There will be a brief review of rules and statting by the ref team to iron out a few kinks<br />
<br />
<br />
===Brief overview of setting===<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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...<br />
<br />
<br />
===Summary of rules/rules philosophy with examples===<br />
<br />
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.<br />
<br />
<br />
===Summary of "format"===<br />
It will run on a Friday evening for interactives and Saturday afternoons for linears as per the current arrangements unless circumstances demand otherwise.<br />
<br />
<br />
==World Reclamation Project (WoRP)==<br />
Rebuild a fantasy world that was shattered into pieces.<br />
<br />
<br />
===Refteam===<br />
Josephine Anrep - head ref, other refs: David Birch, other people TBD<br />
<br />
<br />
===Brief overview of setting===<br />
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...<br />
<br />
The three nations: <br />
;The Hyperborean dominion<br />
:The remains of a vast empire, priding themselves on their culture and wealth.<br />
;The Viridian covenant <br />
:A scattered collection of individualist groups, keeping their independence by use of magic, stealth and a network of arrangements with the spirit courts.<br />
;The Atelier parliament<br />
:A nation dedicated to invention and the relentless march of progress.<br />
The playable races of the world include Humans, Gnomes, Elementals, Beastkin, Golems<br />
<br />
<br />
===Brief overview of system===<br />
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.<br />
<br />
Non-combat skills and downtime/resource skills available, intended to provide plot in uptime.<br />
<br />
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)<br />
<br />
<br />
===Format===<br />
Approximately as current: weekly interactives (Friday evening) & linears (Saturday afternoon) with some off weeks. (~6 linears per term)<br />
<br />
Summer term to not have interactives & 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.<br />
<br />
Intended to run for 2 years.<br />
<br />
<br />
===Downtime=== <br />
Reduced and limited (picking from a list of options, one of which will be freetext)</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1602A Guide To Roleplaying2019-10-12T15:02:59Z<p>Cryptophage: /* You don't need to know everything */</p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character, avoid arguments about what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while crewing, while playing another character, or that someone told you OC. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in-game dynamics, and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with minimal references to words relating to system mechanics. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a cool way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though don't worry if that seems too advanced!). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1601A Guide To Roleplaying2019-10-12T14:26:59Z<p>Cryptophage: /* Acting */</p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character, avoid arguments about what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in-game dynamics, and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with minimal references to words relating to system mechanics. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a cool way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though don't worry if that seems too advanced!). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1600A Guide To Roleplaying2019-10-12T14:26:50Z<p>Cryptophage: /* Acting */</p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character, avoid arguments about what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in-game dynamics, and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with minimal references to words relating to system mechanics. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a cool way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though don't worry if that seems to advanced!). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1599A Guide To Roleplaying2019-10-12T14:25:45Z<p>Cryptophage: /* Acting */</p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character, avoid arguments about what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in-game dynamics, and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with minimal references to words relating to system mechanics. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a cool way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1598A Guide To Roleplaying2019-10-12T14:24:52Z<p>Cryptophage: /* Drawing the OC/IC line */</p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character, avoid arguments about what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in-game dynamics, and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with minimal references to words relating to system mechanics. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a cool way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1597A Guide To Roleplaying2019-10-12T14:24:19Z<p>Cryptophage: /* Drawing the OC/IC line */</p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character, avoid arguments about what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in-game dynamics, and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with minimal references to words relating to system mechanics. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1596A Guide To Roleplaying2019-10-12T14:22:43Z<p>Cryptophage: /* Drawing the OC/IC line */</p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character, avoid arguments about what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in-game dynamics, and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1595A Guide To Roleplaying2019-10-12T14:22:05Z<p>Cryptophage: /* You don't need to know everything */</p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character, avoid arguments about what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1594A Guide To Roleplaying2019-10-12T14:21:28Z<p>Cryptophage: /* You don't need to know everything */</p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character, avoid arguments about what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1593A Guide To Roleplaying2019-10-12T14:20:51Z<p>Cryptophage: /* You don't need to know everything */</p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character, avoid arguments about what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1592A Guide To Roleplaying2019-10-12T14:20:38Z<p>Cryptophage: /* You don't need to know everything */</p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character, avoid arguments on what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1591A Guide To Roleplaying2019-10-12T14:18:09Z<p>Cryptophage: </p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can get an idea of how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character is not the context to have arguments on what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1590A Guide To Roleplaying2019-10-12T14:17:07Z<p>Cryptophage: </p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can then derive how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character is not the context to have arguments on what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1589A Guide To Roleplaying2019-10-12T14:16:25Z<p>Cryptophage: </p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone. Falling out of character (OC) can be unpleasant both for you and those you are playing with, and should be avoided unless necessary for reasons of physical or mental wellbeing.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can dampen the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can then derive how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character is not the context to have arguments on what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1588A Guide To Roleplaying2019-10-12T14:15:08Z<p>Cryptophage: </p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone. Falling out of character (OC) can be unpleasant both for you and those you are playing with, and should be avoided unless necessary for reasons of physical or mental wellbeing.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can take out some of the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can then derive how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character is not the context to have arguments on what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1587A Guide To Roleplaying2019-10-12T14:14:47Z<p>Cryptophage: </p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone. Falling out of character (OOC) can be unpleasant both for you and those you are playing with, and should be avoided unless necessary for reasons of physical or mental wellbeing.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can take out some of the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can then derive how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character is not the context to have arguments on what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1586A Guide To Roleplaying2019-10-12T14:14:22Z<p>Cryptophage: </p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone. Falling out of character (OOC) can be unpleasant both for you and those you are playing with, and should be avoided unless necessary for reasons of physical or mental wellbeing.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can take out some of the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|right|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can then derive how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character is not the context to have arguments on what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1585A Guide To Roleplaying2019-10-12T14:13:25Z<p>Cryptophage: </p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone. Falling out of character (OOC) can be unpleasant both for you and those you are playing with, and should be avoided unless necessary for reasons of physical or mental wellbeing.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can take out some of the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|left|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can then derive how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
:# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
:# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
:# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
:# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character is not the context to have arguments on what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1584A Guide To Roleplaying2019-10-12T14:12:33Z<p>Cryptophage: </p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone. Falling out of character (OOC) can be unpleasant both for you and those you are playing with, and should be avoided unless necessary for reasons of physical or mental wellbeing.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can take out some of the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|left|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can then derive how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
## Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
## What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
## Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
## What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character is not the context to have arguments on what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1583A Guide To Roleplaying2019-10-12T14:11:59Z<p>Cryptophage: </p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone. Falling out of character (OOC) can be unpleasant both for you and those you are playing with, and should be avoided unless necessary for reasons of physical or mental wellbeing.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can take out some of the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|left|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can then derive how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character is not the context to have arguments on what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=A_Guide_To_Roleplaying&diff=1582A Guide To Roleplaying2019-10-12T14:11:24Z<p>Cryptophage: </p>
<hr />
<div>If you're reading this you probably know what "role-playing" is as a concept, and have maybe done some of it - if not, have a look at our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ]. Role-playing is about acting in character (IC), i.e. you do what the ''character'' you're playing would do, and not necessarily what you would do in an equivalent situation. In LARP, role-playing is also a cooperative effort: players interact with each other while IC so as to create an immersive experience for everyone. Falling out of character (OOC) can be unpleasant both for you and those you are playing with, and should be avoided unless necessary for reasons of physical or mental wellbeing.<br />
<br />
However, we know that getting into character for the first time can seem challenging and you might be worrying more about role-playing correctly than actually engaging with the world around you, which can take out some of the enjoyment. This guide was designed with the intent to help you get more familiar with role-playing.<br />
<br />
[[File:Rina_Talin.jpg|left|300px|Photo by Kay Chard]]<br />
== Background creation ==<br />
<br />
It’s good to have a solid character background from which you can then derive how your character interacts with the rest of the world. Even if you wish to keep details vague, you should have at least a few firm points about where they are coming from.<br />
<br />
Asking yourself the following questions will help you write a background:<br />
<br />
# Where did my character come from, and what interests them? Which parts of the world did they come into contact with?<br />
# What is my character’s opinion on this particular aspect of the world? Do they have an opinion on it at all?<br />
# Are there any words that if mentioned/actions that if performed nearby will result in an emotional response from them? Any secrets which if revealed might make them uncomfortable?<br />
# What is driving them? What would break them? How could they change as a result of event X happening to them?<br />
<br />
Many sign-up forms have some version of these questions incorporated to help you shape your character. You might even go as far as writing an IC diary of before the current events took place and carry that with you as a reference.<br />
<br />
Your background will be your foundation, but keep in mind that due to the interactive nature of the games your character might evolve in unexpected ways that might not always align with your wishes as a player!<br />
<br />
== You don't need to know everything ==<br />
Your character doesn't need to (and in fact shouldn't) know everything about the setting. There is a huge amount of information on the website, but your character is unlikely to have extensive knowledge of aspects of the world and society that do not directly concern them. Unless you have a reason in your backstory why you should know about a specific thing (e.g. common knowledge, or how they learnt a specific skill), it's safe to assume ignorance. This both keeps things balanced for new players and 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.<br />
<br />
Secondly, while in-character is not the context to have arguments on what the website states should be true in the world - if you need to have a discussion like that, it should be in the OC area. Some aspects of the world are deliberately left unspecified, thus leaving space for IC creativity. Whatever claims about the world you make, back them up with your character background and remember that other people’s characters might view the world differently or might be misinformed, or even be lying or have been lied to. The players themselves might have different levels of understanding of how the world works, or slightly different opinions on it, especially if much of the mechanics is kept a secret meant to be found out in play.<br />
<br />
Finally, while playing your character, try to forget information that you found out while monstering, while playing another character, or that someone told you OC. So, even though you as a player might know that the giant alien octopus you crewed as on last week’s linear is not affected by electrocution, your character lacks this essential info when they charge in with a powerful lightning bolt. Likewise, if you wish to keep IC secrets it is better to keep them OC as well, and some players prefer not to know OC about IC secrets. Once you know information OC, it can be very hard to know how your character would act in the absence of this information, and avoiding using OC information often means hindering your character’s ability to deduce it themself, which can harm enjoyment.<br />
<br />
<br />
== Drawing the OC/IC line ==<br />
What happens while IC is entirely based on in game dynamics and any enmity other characters might show towards yours should not be thought of as a personal attack on you as a player. If you believe they are acting out of OC reasons, speak to the refs or the exec. Similarly, don’t feel obliged to engage with any IC content and role-play that you aren’t comfortable with OC.<br />
<br />
Additionally, don’t start chatting about how your OC week went while in the IC area: this is a space for IC role-play. If you wish to catch up with friends who also attend sessions, do so in the OC area. If you need to take a break from your character at any moment, you can always move to the OC room, and are recommended to do so if role-playing is getting too taxing on you. On a similar note, do not point out obvious OC elements in the IC room which are there either by accident or for necessity to others. While the organisers do try to keep the environment immersive, accidents like the Tesco bag floating in the Pool of Wisdom, or fluffy dogs intercepting our linears happen.<br />
<br />
Lastly, try to convey your actions with as little referencing to system specific words. While it is necessary to say a CALL for it to mechanically take effect when an action is being performed (if the system has CALLs), you should try to not use the name of the CALL when describing the action. Example: you use your skill “EFFECT: TERROR” on someone’s character, leaving them to deal with the frightened role-play, then go around bragging around it. “I used the power of my words to bring them into submission and after I was done only a trembling shadow was left behind me” is a totally ok way to portray it, as opposed to “I used skill X to do EFFECT:TERROR and that worked.”<br />
<br />
[[File:Daria_Explorer_ritual.jpg|left|400px|Photo by Kay Chard]]<br />
== Acting ==<br />
If background gives you foundation, you may wish to build layers upon it by focusing on how to “act” like your character. Think of a scene and an appropriate action they would take, then act it out.<br />
<br />
Would they raise their voice if angry, or would they switch to an icy cold tone? Would they go silent in the face of terror or would they scream, or run away? Do they often adjust their clothes while standing or pass a hand through their hair? Do they click their tongue in annoyance, or whistle/sing to themselves when happy? You can even use some warm-up exercises: pick a way for your character to walk and practice it; move your hands, eyes and head like they do when speaking; try out different tones and breathing rates (though this might be a bit too advanced). In brief, feel your character within yourself and use your body to portray that feeling as closely as possible.<br />
<br />
If fighting, role-play tiredness and injuries. Yes, you are not actually getting hurt, but your character is and even if you still have life points left, they are unlikely to be moving at full speed if they have just taken a beating. Role-playing in a fight is difficult, because of the many things happening at once, but it looks extremely cool!<br />
<br />
Lastly, do not feel the need to overdo it. Better role-playing comes with time and practice, and no one is going to judge you in LARP! If you ask, veteran players will be happy to give you tips on how to better role-play whatever action you are trying to perform, such as surgery on a dying patient or slaying a defeated enemy. Watching others is also a great source of inspiration and learning.<br />
<br />
[[File:Simeon.jpg|right|300px|Photo by Kay Chard]]<br />
== What not to do ==<br />
<br />
Do not assume your character is flawless, or unchanging. Characters, very much like their players, make mistakes and sometimes act “out of character” or in an unusual way for them (just like a real person might in real life sometimes act unlike themselves). Likewise, characters can change, just because you scripted them to be a villain, it does not mean that the character cannot turn out to be a hero by the end of the season.<br />
<br />
Do not write a character with maximal success skills sets for the setting, write a character which you will enjoy playing regardless of their raw assets. It is entirely fair to play a coward with no useful skills and no particular talents who is part of an IC discriminated against minority, and that can make your game surprisingly interesting.<br />
<br />
Do not fear the unknown, or rather, let the thrill of the uncertainty seduce you. Due to the unscripted nature of the games, many characters develop in unexpected ways. As a player, you might or might not be comfortable with this and might wish to end your character and start anew if they stray too much from your ideal play. However, it is good to keep some flexibility of thought as to what your character might actually end up doing.<br />
[[File:Hellions.jpg|left|400px|Photo by Kay Chard]]</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Cambridge_Larp_Society&diff=1580Cambridge Larp Society2019-10-05T00:36:55Z<p>Cryptophage: /* Our Current Game */</p>
<hr />
<div>[[File:CUTT_group.jpg|right|500px|Photo by Tom Garnett]]<br />
Welcome to the Cambridge Larp Society Website!<br />
<br />
Cambridge Larp Society (CLS) is a University of Cambridge society which organises regular Live Action Role-Playing (larp) events. Larp is a type of role-play where participants physically portray their characters. There are many different kinds of larp, taking place in wide variety of settings, ranging from fantasy and sci-fi to modern day. To find out more about larp, visit our [http://www.camlarp.co.uk/Frequently_Asked_Questions FAQ].<br />
<br />
CLS runs a continuing game over the course of the year, meeting once or twice a week for socialising and adventuring together in a world unlike our own. We also run a number of other events, including one-shot larps, discussion groups, costume-making sessions, and socials. Participation is open to everyone, not just members of the university, and we welcome new members at any point in the year.<br />
<br />
More information about events we run can be found [http://www.camlarp.co.uk/Events_We_Run here], and you can contact us [http://www.camlarp.co.uk/Contact_Us here].<br />
<br />
You can sign up to the mailing list [https://www.srcf.net/mailman/listinfo/larp-members here], or email the exec if you don't have university access.<br />
<br />
==Our Current Game==<br />
This year's game is [https://obscura.camlarp.co.uk/ Obscura], a fantasy game of discovery, intrigue and struggle against the odds where magic and science collide.<br />
<br />
[[File:Battle.jpg|right|400px|Photo by Kay Chard]]<br />
<br />
==Announcements==<br />
Citadel has finished! CLS is now on a long break until the start of the next academic year in October, when we will start our new game, [https://obscura.camlarp.co.uk/ Obscura].<br />
<br />
Our next event is our out-of-character meet and greet on Friday 11th October at 7:15pm at the [[Locations We Use#Unitarian Church Hall|Unitarian Church Hall]], where you can meet us and other new people this year and talk about the upcoming game, or LARPing in general. You can also find us before then at the Cambridge University Fresher's Fair.<br />
<br />
The first [[Glossary#Interactive|interactive]] of Obscura is on Friday 18th October at 7pm at the [[Locations We Use#Unitarian Church Hall|Unitarian Church Hall]].<br />
<br />
The first [[Glossary#Linear|linear]] will be on [http://www.camlarp.co.uk/Locations_We_Use#Grantchester_Meadows_-_North_End Grantchester Meadows] on Saturday 19th October at 13:00. This linear will be a mixture of problem solving and combat aimed at new players.<br />
<br />
<!--There is a weapons practice this week at 13:00 on Saturday 18th February on [http://www.camlarp.co.uk/Locations_We_Use#Grantchester_Meadows_-_North_End Grantchester Meadows].--><br />
<!--This week's [[Glossary#Linear|linear]] will be on [http://www.camlarp.co.uk/Locations_We_Use#Grantchester_Meadows_-_North_End Grantchester Meadows] on Saturday 11th May at 13:00.--><br />
<!--This week's linear will be on [http://www.camlarp.co.uk/Locations_We_Use#Grantchester_Meadows_-_Tearoom_End Grantchester Meadows] '''''at the far end''''' on Saturday 18th May at '''12:30'''.--><br />
<!--This week's linear will be on Grantchester Meadows, end TBD, on Saturday 18th May at 13:00.--><br />
<!--There is no linear this week.--></div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Other_LARP&diff=1575Other LARP2019-09-27T16:12:52Z<p>Cryptophage: </p>
<hr />
<div>== Other LARPs in Cambridge ==<br />
While the society is named Cambridge LARP Society, we are not the only LARP in Cambridge. Please find below an occasionally updated list of other LARP groups/societies in Cambridge.<br />
<br />
* [https://www.facebook.com/groups/249042025140643/ LASAR (Live Action Society Anglia Ruskin)]<br />
* [https://www.facebook.com/groups/340823526630873/ Cambridge-area freeform LARP Facebook group]<br />
<br />
== Other LARPs our members play ==<br />
Many members of the society also play LARP games outside of Cambridge. Here is an incomplete list.<br />
*[http://www.profounddecisions.co.uk/empire Empire]<br />
*[http://pioneers.chaosdeathfish.com/ Pioneers]<br />
*[http://www.deathuntodarkness.org/ Death Unto Darkness]<br />
*[http://www.greencloaks.co.uk Green Cloaks]<br />
*[http://community.dur.ac.uk/treasure.trap/ Durham University Treasure Trap]<br />
*[http://www-users.york.ac.uk/~socs10/larp.shtml York SF&F]<br />
*[https://wakingnightmarelrp.wordpress.com/ Waking Nightmare]<br />
*[https://the-smoke.org/ The Smoke - London’s International Larp Festival]<br />
*[https://www.facebook.com/groups/1865646583743922/ A Faint Hope Blossoms]</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Other_LARP&diff=1574Other LARP2019-09-27T16:11:52Z<p>Cryptophage: </p>
<hr />
<div>== Other LARPs in Cambridge ==<br />
While the society is named Cambridge LARP Society, we are not the only LARP in Cambridge. Please find below an occasionally updated list of other LARP groups/societies in Cambridge.<br />
<br />
* [https://www.facebook.com/groups/249042025140643/ LASAR (Live Action Society Anglia Ruskin)]<br />
* [https://www.facebook.com/groups/340823526630873/ Cambridge-area freeform LARP Facebook group]<br />
<br />
== Other LARPs our members play ==<br />
Many members of the society also play LARP games outside of Cambridge. Here is an incomplete list.<br />
*[http://www.profounddecisions.co.uk/empire Empire]<br />
*[http://pioneers.chaosdeathfish.com/ Pioneers]<br />
*[http://www.deathuntodarkness.org/ Death Unto Darkness]<br />
*[http://www.greencloaks.co.uk Green Cloaks]<br />
*[http://community.dur.ac.uk/treasure.trap/ Durham University Treasure Trap]<br />
*[http://www-users.york.ac.uk/~socs10/larp.shtml York SF&F]<br />
*[https://wakingnightmarelrp.wordpress.com/ Waking Nightmare]<br />
*[https://the-smoke.org/ The Smoke - London’s International Larp Festival]</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Other_LARP&diff=1573Other LARP2019-09-27T16:10:34Z<p>Cryptophage: </p>
<hr />
<div>== Other LARPs in Cambridge ==<br />
While the society is named Cambridge LARP Society, we are not the only LARP in Cambridge. Please find below an occasionally updated list of other LARP groups/societies in Cambridge.<br />
<br />
* [https://www.facebook.com/groups/249042025140643/ LASAR (Live Action Society Anglia Ruskin)]<br />
* [https://www.facebook.com/groups/340823526630873/ Cambridge-area freeform LARP Facebook group]<br />
<br />
== Other LARPs our members play ==<br />
Many members of the society also play LARP games outside of Cambridge. Here is an incomplete list.<br />
*[http://www.profounddecisions.co.uk/empire Empire]<br />
*[http://pioneers.chaosdeathfish.com/ Pioneers]<br />
*[http://www.deathuntodarkness.org/ Death Unto Darkness]<br />
*[http://www.greencloaks.co.uk Green Cloaks]<br />
*[http://community.dur.ac.uk/treasure.trap/ Durham University Treasure Trap]<br />
*[http://www-users.york.ac.uk/~socs10/larp.shtml York SF&F]<br />
*[https://wakingnightmarelrp.wordpress.com/ Waking Nightmare]</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=User:Cryptophage&diff=1572User:Cryptophage2019-09-27T16:00:08Z<p>Cryptophage: </p>
<hr />
<div>Otherwise known as Mark Cooper. President for 2019-20. Was secretary for 2016-17.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Locations_We_Use&diff=1571Locations We Use2019-09-26T00:17:32Z<p>Cryptophage: </p>
<hr />
<div>This page lists detailed descriptions of how to get to some of our commonly used locations. If you need any more information, please email [mailto:larp-exec@srcf.net larp-exec@srcf.net] or post on our [https://www.facebook.com/groups/cambridgett/ Facebook] page.<br />
<br />
For access info, see our [[Access_Statement|Access Statement]].<br />
<br />
==Interactives==<br />
===Unitarian Church Hall===<br />
The Unitarian Church Hall is located off Victoria Street, which is an offshoot of Emmanuel Road. Approaching from the Emmanuel Road end, walk a short distance down the street until you see a black iron gate on your right. Enter through here and the door to the hall is on your left, up a couple of steps.<br />
<br />
Parking is available along Victoria Street, or on nearby streets.<br />
<br />
Postcode: CB1 1JW<br />
<br />
Maps:<br />
*[http://osm.org/go/0EQHfbq5u?m= OSM]<br />
*[https://goo.gl/maps/MclTo Google]<br />
<br />
<!--- ===Harvey Court JCR===<br />
Harvey Court is Gonville and Caius accommodation located on West Road, towards the east end. There are two entrances to the site from West Road; one next to the Porters Lodge, and one further east which is a pedestrian entrance next to a (generally closed) car-width gate. Waiting by the latter is advised until we can be let in. The JCR itself is straight on from aforementioned gate; turn right once you reach the end of the pillared wall (on your right), and it's through the glass doors down a small slope. Please wait until somebody inside notices you and can let you in as the doors only open for Caius members.<br />
<br />
Parking is not available in Harvey Court, but is available along West Road.<br />
<br />
Postcode: CB3 9DS<br />
<br />
Map: https://goo.gl/maps/5PTAw<br />
<br />
===Chadwick Room, Selwyn College===<br />
Selwyn College is located on Grange Road, between the intersections with Sidgwick Avenue and West Road. From the Porter's Lodge, head right towards the flight of stairs up to Hall. At the base of the stairs, turn right and head down the couple of steps there and through the door. The Chadwick Room is through the first door to the right.<br />
<br />
Postcode: CB3 9DQ<br />
<br />
Map: [http://osm.org/go/0EQHW2cAL?m= OSM] ---><br />
==Linears==<br />
===Grantchester Meadows - North End===<br />
Grantchester Meadows refers to the stretch of fields running along the River Cam in the vicinity of Newnham Village. We meet at the car park at the north-east end. Getting there can be a little confusing; as a result, we often run walking parties meeting outside Queens College.<br />
<br />
From Queens, head west along Silver St until you reach the crossroads with Sidgwick Ave and Queens Rd. Turn left along Queens Rd and follow the road round to the roundabout. Head straight over the roundabout and down Barton Rd. At the next set of lights, where Barton Rd heads off sharply right, continue straight on onto Grantchester St (past the Co-Op on your left; incidentally, a good place to pick up lunch.) Head down Grantchester St until you reach Eltisley Ave on your right (there should be some shops on the far corner of the turning). Head down Eltisley Ave. Follow on, turning a gentle right to get onto Grantchester Meadows (the road). Continue along until you reach the car park, next to the beginnings of some open fields.<br />
<br />
Parking available in the car park.<br />
<br />
Postcode: CB3 9JQ (for Eltisley Ave; follow walking directions after this point, but this should get you in the right area)<br />
<br />
Maps: <br />
*[http://osm.org/go/0EQHTk7T8--?m= OSM]<br />
*[https://goo.gl/maps/TZoCNJY5hQJ2 Google]<br />
<br />
===Grantchester Meadows - Tearoom End===<br />
Sometimes we run linears from the far end with respect to Cambridge. These are conveniently located next to The Orchard tearooms. If we're running from this end, we will post more specific directions with general linear info.<br />
<br />
Postcode: CB3 9ND<br />
<br />
Maps (for tearooms): <br />
*[http://osm.org/go/0EQHE5I94-?m= OSM]<br />
*[https://goo.gl/maps/Nqt2t Google]</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Frequently_Asked_Questions&diff=1570Frequently Asked Questions2019-09-23T23:17:59Z<p>Cryptophage: </p>
<hr />
<div>== What is Role-playing? ==<br />
Role-playing is the act of playing the part of someone (or something) in a situation different from your real life. Specifically, in role-playing games players take on the roles of characters and describe, either verbally or through acting, how those characters behave. Role-playing games have been around for millenia, and encompass everything from children’s games of make believe, to tabletop games such as Dungeons and Dragons, to murder mystery games. Settings for roleplaying games are equally diverse, including complex fantastical worlds, dystopian futures, snapshots of modern society, and even entirely abstract realities.<br />
<br />
Many role-playing games take place at a table, with the characters existing on paper, or as models on a board, or even without any paper at all, with players simply sitting around and talking. These games are commonly referred to as "tabletop" role-playing games.<br />
<br />
[[File:CUTT_smoke.jpg|left|450px|Photo by Tom Garnett]]<br />
== What is LARP? ==<br />
LARP (Live Action Role-Playing, also written as larp) is a type of role-playing where you take on the mantle of your character physically and perform their actions in real life. This has some advantages and some disadvantages over traditional tabletop role-playing. Swinging heroically from a chandelier while fighting a horde of angry goblins 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. LARP takes elements from improvised theatre, tabletop roleplaying and genre fiction, and meshes them together to provide a uniquely immersive experience to players.<br />
<br />
LARP games vary in length from a few minutes to over a week, from one-shots to long campaigns (which may last for years and run events are more or less regular intervals), and their settings vary even more. There is scope within LARP to play combat scenes with safe foam weapons, solve intriguing mysteries, rack your brain on complex puzzles, fight political battles, seek revenge, obtain glory, make friends, build relationships, save (or destroy) the world, and so on. What you choose to do depends on the setting and on what you as a player are looking for. Some LARP are more focused on action, with players working together collaboratively towards a shared goals, others are more focused on the individual experience and put an emphasis on immersion and drama. The amount of background rules can vary between settings from very complex to almost no rules at all - not all LARPs have characters with stats and skills that players need remembering. <br />
<br />
== What events do you run? == <!-- system specific --><br />
We run a long-term, regular LARP game (called a “campaign”, usually lasting one or two years), as well as occasional one-shot LARPs, and other events like socials, weapons practices, kit making sessions, and discussion groups. <br />
<br />
The main campaign game for the 2019-2020 academic year is [http://obscura.camlarp.co.uk/ Of Alchemy and Magic Obscura] (or just Obscura). It's a fantasy game of discovery, intrigue and struggle against the odds where magic and science collide. It has interactives on Fridays (7-10pm) and linears on alternate Saturdays (around 1-4pm) during University term, with times and locations published on our website front page.<br />
<br />
Other events, including one-shots, will be advertised throughout the year, so keep an eye out for those. For more details on what happens at the different types of event we run, please look under [http://www.camlarp.co.uk/Events_We_Run Events We Run].<br />
<br />
[[File:Rina.jpg|right|300px|Photo by Kay Chard]]<br />
<br />
== How much does it cost? ==<br />
The first week is free. Membership to the society costs 5 pounds, and lasts for a year. If you are playing your own character on a Friday night interactive it costs £4 per session for concessions (including students and low income), or £5 per session otherwise, to cover venue costs and drinks. [[Crewing]] and attending linears is free. Any costs to attend one-shot events will depend on the venue and will be advertised in advance.<br />
<br />
After you have settled in, you may wish to acquire some costume, props or weapons for yourself. We run a free-cycle at the start of the year and many veterans can offer advice on how to build your own costume cheaply (we also run kit-making sessions). Additionally, you can always borrow from our extensive [[Armoury|armoury]] for as long as you wish.<br />
<br />
== Can I play? ==<br />
Although it is a University Society, CLS is not just for students attending the University of Cambridge! We are happy to meet anybody who wants to take part or just get in touch to learn more, although you must be over 16 to play. It is not necessary to live in Cambridge to attend - we have players who commute to events from much further afield.<br />
<br />
CLS aims to be fully inclusive, 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. We welcome players with disabilities, and our games are designed with the intention of allowing a wide range of different ways to have fun - for instance, there are plenty of ways to engage without ever taking part in physical combat. For more info on accessibility, see our [[Access_Statement|Access Statement]].<br />
<br />
== What if I’m nervous about roleplaying in front of other people? ==<br />
It can certainly feel daunting roleplaying for the first time when you don’t know what to expect, but you’ll discover that it’s a lot less scary than you thought once you get started! Don'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 people are focused on playing their own characters and enjoying the game together, rather than judging anyone else’s roleplay.<br />
<br />
Many people also find that LARP is actually a great way to build confidence. Through role-play one can encounter challenging situations in a safe environment, from which it is always possible to back out. Participants can relax and socialise, explore their creative side, learn new skills (for example pick up an instrument to learn or discover a flair for composing ballads), exercise while having fun, and develop social skills. Ultimately, the aim is to have an enjoyable experience!<br />
<br />
[[File:Daria_and_Avric.jpg|left|300px|Photo by Kay Chard]]<br />
== How do I start? ==<br />
For most events we run, you are free to just turn up! If we do run anything where we need to know in advance who’s coming, details will be available on the event’s advertisement.<br />
<br />
If you are interested in coming to a session of the main game, feel free to [http://www.camlarp.co.uk/Contact_Us 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'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 [[Crewing|crew]] for the night.<br />
<br />
Crewing (or “monstering”) means that the refs will give you a series of different short roles to play, such as political campaigners, mad scientists, assassins, public figures, or terrifying monsters (or even fluffy ones!). There are a range of different roles to suit different people, and you’re not obligated to play any you don’t want to, or aren’t able to. We recommend crewing as a fun way to try out 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 help with writing a character sheet and finding costume that you might need. If you want to chat with someone in advance, try our [http://www.camlarp.co.uk/Contact_Us Contact Us] page for details on where we all hang out.<br />
<br />
You may wish to sign-up to our [https://lists.srcf.net/mailman/listinfo/larp-members mailing list] to keep up to date with news from the society.<br />
<br />
== I haven't got any costume - what should I wear? ==<br />
You don't need to wear anything specific to just show up to find out what we do in person. However, if you are planning to play or crew ("monster") at an event it’s best if you arrive dressed in loose, comfortable but plain clothing. Different events will have different costume requirements (which will be advertised on the event pages beforehand), but plain clothes are fine for everything. Dark plain trousers and a dark plain top (such as a plain t-shirt, or any kind of t-shirt turned inside out) are best, as you can then borrow costume from our Armoury to wear over the top. If you are coming to a Saturday Linear, you should also wear good shoes or boots as the ground may be slippery.<br />
<br />
People generally arrive a bit earlier to put on their costume before the event, and there is usually places which can be used as changing facilities.<br />
<br />
[[File:Aspirant.jpg|right|400px|Photo by Kay Chard]]<br />
== What do I need to know before I turn up? ==<br />
In order to take part in events, you need to read the [[Safety]] section of the website, which explains how to act if someone starts shouting confusing instructions at you and how to stay safe. The refs (or a safety officer) 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 [http://www.camlarp.co.uk/New_Players/A_Guide_To_Roleplaying Guide To Roleplaying] if you have never LARPed before and are not sure what to do.<br />
<br />
If you are bringing any weapons of your own these will need to be checked before you can use them.<br />
<br />
== I'm ready! How do I start a character? ==<br />
Once you are ready to create a character you will find everything you need on the [http://obscura.camlarp.co.uk Obscura wiki]<!-- system specific -->. 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 [http://www.camlarp.co.uk/Contact_Us email the refs] if you have any questions.<br />
<br />
==What if I cannot commit to coming to every event?==<br />
You can come to as many events as you wish to, and stay for as long or as little as you want (eg there is no requirement to attend for the whole of the three hours on a Friday night Interactive and some people leave earlier).<br />
<br />
If you are planning to take part in the main long game (Obscura<!-- system specific --> this year), and cannot make it every week, or cannot attend linears, do not let this discourage you from signing-up anyway. Many players attend only occasionally, and this should not hinder your character’s development.<br />
<br />
If you don’t want to commit to playing the regular game but are still interested in trying out LARP, check out the website for updates on the occasional one-shots we run or come to have fun with our crew for the main game!<br />
<br />
== What does this specific word mean? ==<br />
Sometimes people use jargon that can be confusing if you’re new to larp - we have a [[Glossary|glossary here]] with some common terms, and if there’s anything missing from that don’t be afraid to ask!</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Frequently_Asked_Questions&diff=1569Frequently Asked Questions2019-09-23T23:17:41Z<p>Cryptophage: </p>
<hr />
<div>== What is Role-playing? ==<br />
Role-playing is the act of playing the part of someone (or something) in a situation different from your real life. Specifically, in role-playing games players take on the roles of characters and describe, either verbally or through acting, how those characters behave. Role-playing games have been around for millenia, and encompass everything from children’s games of make believe, to tabletop games such as Dungeons and Dragons, to murder mystery games. Settings for roleplaying games are equally diverse, including complex fantastical worlds, dystopian futures, snapshots of modern society, and even entirely abstract realities.<br />
<br />
Many role-playing games take place at a table, with the characters existing on paper, or as models on a board, or even without any paper at all, with players simply sitting around and talking. These games are commonly referred to as "tabletop" role-playing games.<br />
<br />
[[File:CUTT_smoke.jpg|left|450px|Photo by Tom Garnett]]<br />
== What is LARP? ==<br />
LARP (Live Action Role-Playing, also written as larp) is a type of role-playing where you take on the mantle of your character physically and perform their actions in real life. This has some advantages and some disadvantages over traditional tabletop role-playing. Swinging heroically from a chandelier while fighting a horde of angry goblins 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. LARP takes elements from improvised theatre, tabletop roleplaying and genre fiction, and meshes them together to provide a uniquely immersive experience to players.<br />
<br />
LARP games vary in length from a few minutes to over a week, from one-shots to long campaigns (which may last for years and run events are more or less regular intervals), and their settings vary even more. There is scope within LARP to play combat scenes with safe foam weapons, solve intriguing mysteries, rack your brain on complex puzzles, fight political battles, seek revenge, obtain glory, make friends, build relationships, save (or destroy) the world, and so on. What you choose to do depends on the setting and on what you as a player are looking for. Some LARP are more focused on action, with players working together collaboratively towards a shared goals, others are more focused on the individual experience and put an emphasis on immersion and drama. The amount of background rules can vary between settings from very complex to almost no rules at all - not all LARPs have characters with stats and skills that players need remembering. <br />
<br />
== What events do you run? == <!-- system specific →<br />
We run a long-term, regular LARP game (called a “campaign”, usually lasting one or two years), as well as occasional one-shot LARPs, and other events like socials, weapons practices, kit making sessions, and discussion groups. <br />
<br />
The main campaign game for the 2019-2020 academic year is [http://obscura.camlarp.co.uk/ Of Alchemy and Magic Obscura] (or just Obscura). It's a fantasy game of discovery, intrigue and struggle against the odds where magic and science collide. It has interactives on Fridays (7-10pm) and linears on alternate Saturdays (around 1-4pm) during University term, with times and locations published on our website front page.<br />
<br />
Other events, including one-shots, will be advertised throughout the year, so keep an eye out for those. For more details on what happens at the different types of event we run, please look under [http://www.camlarp.co.uk/Events_We_Run Events We Run].<br />
<br />
[[File:Rina.jpg|right|300px|Photo by Kay Chard]]<br />
<br />
== How much does it cost? ==<br />
The first week is free. Membership to the society costs 5 pounds, and lasts for a year. If you are playing your own character on a Friday night interactive it costs £4 per session for concessions (including students and low income), or £5 per session otherwise, to cover venue costs and drinks. [[Crewing]] and attending linears is free. Any costs to attend one-shot events will depend on the venue and will be advertised in advance.<br />
<br />
After you have settled in, you may wish to acquire some costume, props or weapons for yourself. We run a free-cycle at the start of the year and many veterans can offer advice on how to build your own costume cheaply (we also run kit-making sessions). Additionally, you can always borrow from our extensive [[Armoury|armoury]] for as long as you wish.<br />
<br />
== Can I play? ==<br />
Although it is a University Society, CLS is not just for students attending the University of Cambridge! We are happy to meet anybody who wants to take part or just get in touch to learn more, although you must be over 16 to play. It is not necessary to live in Cambridge to attend - we have players who commute to events from much further afield.<br />
<br />
CLS aims to be fully inclusive, 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. We welcome players with disabilities, and our games are designed with the intention of allowing a wide range of different ways to have fun - for instance, there are plenty of ways to engage without ever taking part in physical combat. For more info on accessibility, see our [[Access_Statement|Access Statement]].<br />
<br />
== What if I’m nervous about roleplaying in front of other people? ==<br />
It can certainly feel daunting roleplaying for the first time when you don’t know what to expect, but you’ll discover that it’s a lot less scary than you thought once you get started! Don'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 people are focused on playing their own characters and enjoying the game together, rather than judging anyone else’s roleplay.<br />
<br />
Many people also find that LARP is actually a great way to build confidence. Through role-play one can encounter challenging situations in a safe environment, from which it is always possible to back out. Participants can relax and socialise, explore their creative side, learn new skills (for example pick up an instrument to learn or discover a flair for composing ballads), exercise while having fun, and develop social skills. Ultimately, the aim is to have an enjoyable experience!<br />
<br />
[[File:Daria_and_Avric.jpg|left|300px|Photo by Kay Chard]]<br />
== How do I start? ==<br />
For most events we run, you are free to just turn up! If we do run anything where we need to know in advance who’s coming, details will be available on the event’s advertisement.<br />
<br />
If you are interested in coming to a session of the main game, feel free to [http://www.camlarp.co.uk/Contact_Us 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'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 [[Crewing|crew]] for the night.<br />
<br />
Crewing (or “monstering”) means that the refs will give you a series of different short roles to play, such as political campaigners, mad scientists, assassins, public figures, or terrifying monsters (or even fluffy ones!). There are a range of different roles to suit different people, and you’re not obligated to play any you don’t want to, or aren’t able to. We recommend crewing as a fun way to try out 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 help with writing a character sheet and finding costume that you might need. If you want to chat with someone in advance, try our [http://www.camlarp.co.uk/Contact_Us Contact Us] page for details on where we all hang out.<br />
<br />
You may wish to sign-up to our [https://lists.srcf.net/mailman/listinfo/larp-members mailing list] to keep up to date with news from the society.<br />
<br />
== I haven't got any costume - what should I wear? ==<br />
You don't need to wear anything specific to just show up to find out what we do in person. However, if you are planning to play or crew ("monster") at an event it’s best if you arrive dressed in loose, comfortable but plain clothing. Different events will have different costume requirements (which will be advertised on the event pages beforehand), but plain clothes are fine for everything. Dark plain trousers and a dark plain top (such as a plain t-shirt, or any kind of t-shirt turned inside out) are best, as you can then borrow costume from our Armoury to wear over the top. If you are coming to a Saturday Linear, you should also wear good shoes or boots as the ground may be slippery.<br />
<br />
People generally arrive a bit earlier to put on their costume before the event, and there is usually places which can be used as changing facilities.<br />
<br />
[[File:Aspirant.jpg|right|400px|Photo by Kay Chard]]<br />
== What do I need to know before I turn up? ==<br />
In order to take part in events, you need to read the [[Safety]] section of the website, which explains how to act if someone starts shouting confusing instructions at you and how to stay safe. The refs (or a safety officer) 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 [http://www.camlarp.co.uk/New_Players/A_Guide_To_Roleplaying Guide To Roleplaying] if you have never LARPed before and are not sure what to do.<br />
<br />
If you are bringing any weapons of your own these will need to be checked before you can use them.<br />
<br />
== I'm ready! How do I start a character? ==<br />
Once you are ready to create a character you will find everything you need on the [http://obscura.camlarp.co.uk Obscura wiki]<!-- system specific -->. 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 [http://www.camlarp.co.uk/Contact_Us email the refs] if you have any questions.<br />
<br />
==What if I cannot commit to coming to every event?==<br />
You can come to as many events as you wish to, and stay for as long or as little as you want (eg there is no requirement to attend for the whole of the three hours on a Friday night Interactive and some people leave earlier).<br />
<br />
If you are planning to take part in the main long game (Obscura<!-- system specific --> this year), and cannot make it every week, or cannot attend linears, do not let this discourage you from signing-up anyway. Many players attend only occasionally, and this should not hinder your character’s development.<br />
<br />
If you don’t want to commit to playing the regular game but are still interested in trying out LARP, check out the website for updates on the occasional one-shots we run or come to have fun with our crew for the main game!<br />
<br />
== What does this specific word mean? ==<br />
Sometimes people use jargon that can be confusing if you’re new to larp - we have a [[Glossary|glossary here]] with some common terms, and if there’s anything missing from that don’t be afraid to ask!</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Equality_and_diversity&diff=1568Equality and diversity2019-09-23T16:13:20Z<p>Cryptophage: </p>
<hr />
<div>==Our Policy==<br />
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.<br />
<br />
[[File:Talin_tankard.jpg|left|300px|Photo by Kay Chard]]<br />
In order to achieve this, we ask that every participant show respect to others, on an Out Of Character (OOC) level, including using appropriate and respectful language at all times while at the society or using society-provided means of communication (facebook, wiki, etc. If needed, the Exec maintains absolute moderation over the Society's online presence). Discrimination on the grounds of gender, sex, disability, sexuality or OOC skin colour make no sense in the game's setting and we do not expect anyone’s characters to express sexist, ableist, homophobic, transphobic or racist views. <br />
<br />
Discrimination may exist within the game world; different species and subspecies 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. Real life discrimination in or out of character on the grounds of gender, sex, transgender status, disability, sexual orientation or sexual behaviour is not acceptable. In particular we ask people to be careful to use people's preferred names and pronouns given that people may play characters of a different gender to their own.<br />
<br />
Please note that our game contains various curses and mental effects which can affect your character'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 our games. Roleplay effects should never make you do something you're uncomfortable with.<br />
<br />
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. If someone indicates OC to you that a topic is making them uncomfortable then you should stop mentioning it. It is always acceptable to drop OC to remove yourself from a scene that's making you uncomfortable. All CLS games shall include both a verbal and a non-verbal mechanism for doing this. If the Refs and Exec judge that a participant'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.<br />
<br />
[[File:Aspirant_face.jpg|right|400px|Photo by Kay Chard]]<br />
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's fine to speak to a ref if you prefer.<br />
<br />
===Sexual Harassment===<br />
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.<br />
<br />
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:<br />
<br />
*Sexual pranks, or repeated sexual teasing, jokes, or innuendo.<br />
*Verbal abuse, touching or grabbing of a sexual nature.<br />
*Repeatedly standing too close to or brushing up against a person.<br />
*Repeatedly asking a person to socialise out-of-character when the person has said no or has indicated they are not interested.<br />
*A victim of sexual harassment can be of any gender and have any role within the game, as can a perpetrator.<br />
<br />
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.<br />
<br />
[[File:CUTT_Jim.jpg|right|400px|Photo by Tom Garnett]]<br />
===Our Behaviour===<br />
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.<br />
<br />
====We will:====<br />
*Make all reasonable efforts and adjustments to ensure that our games are inclusive.<br />
*Promote equality of opportunity and encourage staff and players from all backgrounds to participate fully in our events.<br />
*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.<br />
*Treat all complaints seriously and respond appropriately.<br />
<br />
====How We Will Handle Complaints====<br />
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.<br />
<br />
[[File:Rowan_sitting.jpg|left|400px|Photo by Kay Chard]]<br />
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.<br />
<br />
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.<br />
<br />
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.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&diff=1567MediaWiki:Sidebar2019-09-23T16:12:42Z<p>Cryptophage: </p>
<hr />
<div>* New Players<br />
** Frequently_Asked_Questions|Frequently Asked Questions<br />
** A_Guide_To_Roleplaying|A Guide to Roleplaying<br />
** Events_We_Run|Events We Run<br />
** Locations_We_Use|Locations We Use<br />
** Glossary|Glossary<br />
<br />
* About<br />
** About|About The Society<br />
** Contact_Us|Contact Us<br />
** Committee|The Committee<br />
** Refs|The Refs<br />
** Armoury|The Armoury<br />
** Society_History|Society History<br />
** Website|The Website<br />
** Gallery|Gallery<br />
<br />
* Documents<br />
** Constitution|The Constitution<br />
** Equality_and_diversity|Equality and Diversity<br />
** Access_Statement|Access Statement<br />
** AGM_Minutes|Past AGM Minutes<br />
<br />
* Links<br />
** http://obscura.camlarp.co.uk/|The Game<br />
** http://larp.soc.srcf.net/wiki|Society Wiki<br />
** https://www.facebook.com/groups/cambridgett/|Facebook Page<br />
** Other_LARP|Other LARP<br />
** http://citadel.camlarp.co.uk|Our Previous Game<br />
<br />
* SEARCH</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Access_Statement&diff=1566Access Statement2019-09-23T16:11:31Z<p>Cryptophage: Created page with "== Interactive == We run weekly interactives indoors in a well lit venue, most commonly in the Unitarian Church Hall, but sometimes use other rooms when necessary. The Unita..."</p>
<hr />
<div>== Interactive ==<br />
<br />
We run weekly interactives indoors in a well lit venue, most commonly in the Unitarian Church Hall, but sometimes use other rooms when necessary.<br />
<br />
The Unitarian Church Hall is all on one level and fully wheelchair accessible save for two steps up to a small stage at one end of the room we use for the in-character area. Should a player attend who cannot access that stage, plot and set-piece encounters will never be run on it. There is a room at the UCH which is out-of-character at all times which players can take breaks in. Many chairs are present in both the in-character and out-of-character rooms. The lighting in the UCH is predominantly CFLs.<br />
<br />
The toilets at the UCH are single cubicle and unisex, and one of them is wheelchair-accessible.<br />
<br />
Sometimes we hire other rooms, and undertake to make the best possible effort for these to be physically accessible to our players.<br />
<br />
Most interactives involve small amounts of combat but it is never a major focus, and some will contain occasional loud shouting. The in-character area can sometimes get quite loud but once the interactive starts, the out of character area will be quiet.<br />
<br />
== Linears ==<br />
<br />
We run the vast majority of linears on Granchester Meadows, a series of fields to the south of Cambridge. The ground here is relatively flat, though often muddy in winter and sometimes overgrown in spring. Access to the fields is gained by passing through either a kissing gate or narrow cattle grid.<br />
<br />
Most linears involve a fair amount of combat. We will signpost the amount of combat of each linear. It is possible to play NPCs ("monster") for the duration of the vast majority of linears without participating in combat, even if a linear is defined as medium or high combat.<br />
<br />
Linears take around two to three hours, during which time you can expect to walk 1-3 miles as either a character or a monster, with bursts of heavy activity if participating in combat. Occasional linears will have the characters in one place while the monsters and NPCs come to them; these will be signposted in advance.<br />
<br />
Most linears take place during full daylight, with occasional ones running over sunset or in the darkness.<br />
<br />
One of the two areas of the meadows that we commonly use has toilets; the other does not, but does have some woodland with tree cover next to the car park.<br />
<br />
It is entirely possible to take an full and active part in our games without ever attending a linear.<br />
<br />
== Combat ==<br />
<br />
Combat in CLS takes place with foam-and-latex weapons, foam padded arrows, and damage calls spoken out loud. It is very easy to choose how much combat you wish to take part in at CLS from none at all to nearly every week. We will make our best effort to keep players who cannot safely be hit with LARP weapons away from combat and ask them to work with us to best ensure their safety. For example, we might warn them that a fight is about to burst in and ask them to step to the back of the room quietly.<br />
<br />
It is entirely possible to take a full and active part in our games without ever participating in combat.<br />
<br />
== Other ==<br />
<br />
There are enough qualified first aiders in CLS that at least one is present at the vast majority of our events, but we do not guarantee this.<br />
<br />
Most CLS games will contain in-character documents or cards containing out-of-character information such as a wound card. We will provide a copy of these in large print or with other adjustments made if requested.<br />
<br />
It will never be necessary to wear masks, facepaint or prostheses to play a character at CLS. While some NPC roles will require them, we will never run an event where a player who cannot wear any of these will lack NPC roles to play.<br />
<br />
If you have an access related adjustment you’d like us to make, please talk to us. We will do what we can within our means to meet your needs and will always treat your needs with respect.<br />
<br />
The society's [[Equality_and_diversity|Equality and Diversity statement]] covers our policies to prevent discrimination and harassment.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Glossary&diff=1565Glossary2019-09-22T20:14:38Z<p>Cryptophage: /* Non-Player Character (NPC) */</p>
<hr />
<div><div id="armoury"></div><br />
=== Armoury ===<br />
A place where communal {{gloss|phys-rep}}s are stored, often with items available for loan to new players until they buy/make/are given their own.<br />
<br />
<div id="background"></div><br />
=== Background ===<br />
Even though you may just have invented your {{gloss|character}} yesterday, supposedly they have been alive for at least decade or two and in that time they might have done interesting things which shaped their personality. The more rich and colourful the background, the easier it is to roleplay the character and the more "alive" they become. You should email your background to the {{gloss|ref}}s, or just keep it in your head to apply in-character.<br />
<br />
=== Broken ===<br />
A broken {{gloss|phys-rep}} is one that doesn't work for its intended purpose any more, like a sword where the handle comes away from the blade. If the {{gloss|Weapons Check|weapons checker}} says your weapon is broken or unsafe, it is; don't sneak it in. A broken rule or {{gloss|character}} is one that is vastly more powerful than the rest of the system.<br />
<br />
<div id="call"></div><br />
=== Call ===<br />
An important part of the combat element of {{gloss|LARP}}ing. Essentially you do something and call to the person you're doing it to a particular word or phrase that communicates to them that this is a special ability of some sort that is otherwise impossible to {{gloss|phys-rep}}. For example a heroic, bone crushing blow would be roleplayed as a sword swing while calling "CLEAVE" to signify that it has the mechanical effect of breaking the limb it strikes. Other calls serve an {{gloss|OOC}} safety purpose, such as "STOP THE GAME" - upon hearing this you should immediately drop out of character and stop moving.<br />
<br />
=== Canon ===<br />
Most {{gloss|LARP}} groups have an archive of past happenings and plots, which may also supposedly sketch out the history of that universe. This provides a valuable and interesting resource for players writing new plots. Some of this is true, some of it is false, either deliberately or though common mistaken perception. A canon fact is something that can be relied upon as true. In general the information on this website can be treated as canon.<br />
<br />
<div id="character"></div><br />
=== Character (PC) ===<br />
When you LARP you invent a character according to a series of rules and then you pretend to be them. You can have several characters at once (though you can only play one at a time!) but most people prefer to have a main character whom they focus on. Your character does not have to be anything like you, even down to gender and species, although many of the most successful characters have been very similar to their players.<br />
<br />
<div id="party"></div><div id="character party"></div><br />
<br />
=== Character Party ===<br />
A group of {{gloss|character}}s all on the same mission is a character party, often abbreviated to 'party'.<br />
<br />
<div id="character sheet"></div><br />
===Character Sheet===<br />
The {{gloss|skill}}s of your {{gloss|character}} are recorded on your character sheet, which is also a record of your {{gloss|XP}}. Character sheets are duplicated - the player has a copy so they can remember what skills they have and update as necessary and the {{gloss|ref}}s have a copy so they know what characters they have in the system and can write plot accordingly. The ref copies of the character sheets are stored electronically, and many players do the same. Please do not feel compelled to publish your character sheet to the other players; this is not compulsory and may be detrimental to your character's health if they are someone particularly nefarious.<br />
<br />
<div id="DPC"></div><br />
=== Directed Player Character (DPC) ===<br />
A DPC is a role written by the refs to further a particular plot. They are played by a player. If that player can keep their DPC alive for long enough, a DPC will generally meet their end at a moment chosen by the refs, in a manner chosen by the refs. Often, the other players will not know a character is a DPC until the DPC is cackling over their fallen bodies. Outside of whatever plot the refs have destined for the DPC, they function much like a normal PC, with the ability to make stupid decisions and be punished for them.<br />
<br />
=== Dramatic Hits ===<br />
An old practice still occasionally found is that very powerful entities on adventures will be statted to 'Dramatic Hits' rather than given a specific number. The {{gloss|ref}} playing them will judge when they have taken enough damage to kill them, rather than allowing this to be decided by a pre-agreed number. The term 'dramatic' may also be applied to stamina, or any other resource; this means that they run out when it feels right that they should and not before.<br />
<br />
<div id="downtime"></div><br />
=== Downtime ===<br />
The period between roleplaying sessions (which are sometimes called "up-time"). Some systems allow some interaction with the game world between sessions for activities such as trading, crafting, research and espionage. This is usually done by submitting a written "downtime" to the {{gloss|ref}}s to process.<br />
<br />
<div id="encounter"></div><br />
=== Encounter ===<br />
A situation players are faced with, that they must resolve. Encounters could be a group of enemies to fight, some diplomacy to be done, or a puzzle to be solved.<br />
<br />
=== Flange ===<br />
A sometimes derogatory term for an item, person, object, or ability not immediately covered by the basic rules, introduced by the {{gloss|ref}}s. One purpose of the {{gloss|call}} system is to allow the players to react correctly to flange when it occurs, rather than being confused.<br />
<br />
=== IC ===<br />
In Character. The opposite of {{gloss|OC}}, referring to things perceptible to characters in the Game world. Players who are currently role-playing are said to be IC.<br />
<br />
<div id="interactive"></div><br />
=== Interactive ===<br />
A session, usually indoors, of extended roleplay that is usually more socially oriented than action. Contrasts with the comparatively structured {{gloss|linear}} format.<br />
<br />
<div id="kit"></div><br />
=== Kit ===<br />
Your kit is your costume and your personal {{gloss|phys-rep}}s. Most players eventually acquire vast amounts of kit, much of which is slightly yet fundamentally in need of repair. This tends to be a disadvantage of having distinct kit for each {{gloss|character}} - when they die you are left holding a blood-spattered shirt/pair of elf ears/four litres of blue hair spray with no use to you or anyone else yet with great sentimental value. It gets added to the pile of kit until your partner or mother throws it away in several years. Some of the society members own more than their body weight in kit. Kit can be donated to or borrowed from the {{gloss|armoury}} at need, but please ask {{gloss|ref}} permission before doing this.<br />
<br />
=== Lammy ===<br />
Short for "laminated card". In larger systems items, effects on your character and other such things are given out as laminated cards so they can be read or shown to a ref or another player if needed. The term has grown to refer to any card (laminated or otherwise), tag or ribbon that signifies it has an in-game effect beyond what's obvious. For example a normal shield would usually not have a lammy, but a shield that also lets you block spells would usually have a lammy to say this.<br />
<br />
=== LARP ===<br />
Live Role Play or Live Action Role Play. Possibly derived from phonetic pronounciation of "LRP". Also a verb "to LARP", eg: to take part in a LARP event or "to be LARPing".<br />
<br />
=== LARPer ===<br />
One who LARPs.<br />
<br />
=== LARP-safe ===<br />
A LARP-safe weapon is one that has been constructed specifically for LARPing.<br />
<br />
<div id="linear"></div><br />
=== Linear ===<br />
An adventure held outside where {{gloss|encounter}}s are laid out along a set route which a group of {{gloss|character}}s follow, usually with a set objective. Often an {{gloss|NPC}} "character ref" accompanies them as a member of the {{gloss|character party}} to ensure they don't stray off course by accident or design.<br />
<br />
Members of the society not playing on that linear will [[#Monster|play monster roles]] to make the linear work. It's expected that if you play linears, you also monster some in return.<br />
<br />
=== Machine-gunning ===<br />
Machine-gunning, or drumrolling, is forgetting that your light foam/latex weapon (usually a sword) is supposed to simulate a massive iron bar with sharp edges and therefore moving it impossibly fast in combat. No-one is perfect, but if someone accuses you of machine-gunning then you probably are. Machine-gunning is a problem because it is unfair for those who are role-playing well, as if their sword really were heavy, and more importantly because you are far more likely not to pull blows and therefore to hurt people.<br />
<br />
<div id="meta-gaming"></div><br />
=== Meta-Gaming ===<br />
The act of using knowledge of a game to influence your actions within the game in a generally unsporting manner. For example: an ignorant warrior {{gloss|character}} would not necessarily know the finer points of magic, but the player might use that knowledge to solve a puzzle the {{gloss|character}} wouldn't be able to.<br />
<br />
<div id="monster"></div><br />
<br />
=== Monster ===<br />
An {{gloss|NPC}}. Also a verb "to monster", another word for [[Crewing|crewing]], e.g. to monster an event, meaning to play NPCs for that event.<br />
<br />
=== Munchkin ===<br />
Someone who is more interested in personal power than roleplay - the word comes from a description of the behaviour of 12-year-old D&D players. {{gloss|LARP}}, as with all roleplaying games, should not be played to win. Specific examples include vastly optimising a {{gloss|character sheet}} to create unrealistic {{gloss|character}}s, and using {{gloss|meta-gaming}} to figure out aspects of plot. "Munchkin" is also the name of a very good card-based game which fully explores the concept in a good-humoured way. Also a verb "to munch", i.e. to act like a munchkin.<br />
<br />
<div id="NPC"></div><br />
=== Non-Player Character (NPC) ===<br />
An NPC is a role written by a ref and given to a [[Crewing|crew member]] to play, generally for a short period of time. An NPC exists to further the game in some way, such as: giving the PCs necessary information, adding immersion by making the world feel populated, attempting to fight the PCs, etc. An NPC can be anything from an inoffensive and comedic street urchin to the Big Bad Demon Lord who wants to have the PCs for dinner. Some NPCs are "recurring NPCs", who the refs send in several times. These are distinct from DPCs because DPCs are generally allowed to make their own stupid decisions, whereas recurring NPCs are ref puppets who enable the PCs' stupid decisions.<br />
<br />
=== Night Bash ===<br />
A {{gloss|linear}} run at after dark.<br />
<br />
=== OOC ===<br />
OOC or OC stand for Out Of Character, and refers to things outside the Game world that are not perceptible to the characters. Someone with their hand in the air is OOC, and you should therefore pretend you cannot see them if you are {{gloss|IC}}.<br />
<br />
<div id="phys-rep"></div><br />
===Phys-rep===<br />
A physical representation of an object (these are called "props" in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only "pretend" items. Eg: a latex sword is clearly intended as a physical representation of a metal sword, but is a proper suit of reenactment-quality metal chainmail a "representation" or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an {{gloss|armoury}}, even if they aren't weapons.<br />
<br />
<div id="plot"></div><br />
=== Plot ===<br />
The story that the {{gloss|Character (PC)|characters}} and {{gloss|ref}}s are telling. Cooperatively. Honest.<br />
<br />
===Plot Dump ===<br />
If it is important for the {{gloss|character}}s to understand and react to the {{gloss|plot}}, but they are so thick or misguided that they are unable to do so, it may be deemed necessary to use a Plot Dump. This generally involves a meeting with a helpful {{gloss|NPC}} who explains everything, or happens to possess a vital powerful object which they are willing to give to the characters free of charge. It is possible for a really stubborn {{gloss|party}} to require more than one Plot Dump before they get the idea, usually because they killed the first one without giving it a chance to speak. At this point they may find themselves suddenly fixed to the spot by an unknown force while the next one addresses them, or alternatively with words burnt into their arms (depending on how frustrated the {{gloss|ref}} is feeling by then). It is considered bad form to highlight the need for plot dumps with awkward questions such as "How come a humble border guard knows quite this much about the Queen then?" since one should never ask questions one doesn't really want answered.<br />
<br />
=== Plot Stick ===<br />
When lots of {{gloss|plot}} centres on you or when a large and pointed event happens to you then you are being hit with the plot stick. {{gloss|Character (PC)|Characters}} have been known to die from plot-stick attacks, but usually they work it out in the end.<br />
<br />
=== Pulling Blows ===<br />
{{gloss|LARP}} is a game, therefore when you fight you are not actually trying to kill (or even slightly damage) each other. So when you are swinging your six-foot polearm at someone (or your tiny dagger), try to inhibit the blow before impact - aim slightly short of the target so you have lost force when you actually connect. Then you will have pulled your blow. Please ask for examples of good and bad blows if you are unsure.<br />
<br />
<div id="ref"></div><br />
=== Ref ===<br />
The Ref Team run the system; they try to provide all the relevant bits of the world not provided by {{gloss|character}}s. They run {{gloss|interactive}}s, organise {{gloss|linear}}s and answer {{gloss|downtime}} emails. Refs also come in different flavours: some act as invisible marshals, others may "monster ref" (direct monsters and setting up encounters) or "character ref" (play a character to guide the party) or "story ref" (do all the panicking) on linears.<br />
<br />
<div id="skill"></div><br />
=== Skill ===<br />
An ability your character has that (usually) allows them to do something you physically can't; for example cast spells or make heroic blows. Usually these are bought with {{gloss|XP}} or at character creation. Sometimes out-of-character skills that translate in to in-character uses are called "hard skills", for example the ability to run fast, or speak eloquently.<br />
<br />
=== Tank ===<br />
A Tank is a {{gloss|Character (PC)|character}} who is particularly specialised in survival. It usually refers to a strong and heavily-armoured fighter with many, many hit points and no other skills, but it is allegedly possible to be a Healing Tank also.<br />
<br />
=== Weapons Check ===<br />
A Weapons Check happens before each {{gloss|LARP}} event: experienced people look over each weapon and items of large kit going into the event to ensure that they are safe for their intended use and not about to fall apart or injure someone.<br />
<br />
=== Weapons Practice ===<br />
As the name suggests, a spin-off event for {{gloss|LARP}} groups which use weapons so that their members can practice safe combat and learn how to pull blows and avoid {{gloss|Machine-gunning|machine-gunning}}.<br />
<br />
=== XP ===<br />
Short for "experience points", a currency that is earned over time or sometimes for in-game achievements that can be spent on {{gloss|skill}}s. This is a common way of allowing mechanical character progression.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Glossary&diff=1564Glossary2019-09-22T20:13:52Z<p>Cryptophage: /* Monster */</p>
<hr />
<div><div id="armoury"></div><br />
=== Armoury ===<br />
A place where communal {{gloss|phys-rep}}s are stored, often with items available for loan to new players until they buy/make/are given their own.<br />
<br />
<div id="background"></div><br />
=== Background ===<br />
Even though you may just have invented your {{gloss|character}} yesterday, supposedly they have been alive for at least decade or two and in that time they might have done interesting things which shaped their personality. The more rich and colourful the background, the easier it is to roleplay the character and the more "alive" they become. You should email your background to the {{gloss|ref}}s, or just keep it in your head to apply in-character.<br />
<br />
=== Broken ===<br />
A broken {{gloss|phys-rep}} is one that doesn't work for its intended purpose any more, like a sword where the handle comes away from the blade. If the {{gloss|Weapons Check|weapons checker}} says your weapon is broken or unsafe, it is; don't sneak it in. A broken rule or {{gloss|character}} is one that is vastly more powerful than the rest of the system.<br />
<br />
<div id="call"></div><br />
=== Call ===<br />
An important part of the combat element of {{gloss|LARP}}ing. Essentially you do something and call to the person you're doing it to a particular word or phrase that communicates to them that this is a special ability of some sort that is otherwise impossible to {{gloss|phys-rep}}. For example a heroic, bone crushing blow would be roleplayed as a sword swing while calling "CLEAVE" to signify that it has the mechanical effect of breaking the limb it strikes. Other calls serve an {{gloss|OOC}} safety purpose, such as "STOP THE GAME" - upon hearing this you should immediately drop out of character and stop moving.<br />
<br />
=== Canon ===<br />
Most {{gloss|LARP}} groups have an archive of past happenings and plots, which may also supposedly sketch out the history of that universe. This provides a valuable and interesting resource for players writing new plots. Some of this is true, some of it is false, either deliberately or though common mistaken perception. A canon fact is something that can be relied upon as true. In general the information on this website can be treated as canon.<br />
<br />
<div id="character"></div><br />
=== Character (PC) ===<br />
When you LARP you invent a character according to a series of rules and then you pretend to be them. You can have several characters at once (though you can only play one at a time!) but most people prefer to have a main character whom they focus on. Your character does not have to be anything like you, even down to gender and species, although many of the most successful characters have been very similar to their players.<br />
<br />
<div id="party"></div><div id="character party"></div><br />
<br />
=== Character Party ===<br />
A group of {{gloss|character}}s all on the same mission is a character party, often abbreviated to 'party'.<br />
<br />
<div id="character sheet"></div><br />
===Character Sheet===<br />
The {{gloss|skill}}s of your {{gloss|character}} are recorded on your character sheet, which is also a record of your {{gloss|XP}}. Character sheets are duplicated - the player has a copy so they can remember what skills they have and update as necessary and the {{gloss|ref}}s have a copy so they know what characters they have in the system and can write plot accordingly. The ref copies of the character sheets are stored electronically, and many players do the same. Please do not feel compelled to publish your character sheet to the other players; this is not compulsory and may be detrimental to your character's health if they are someone particularly nefarious.<br />
<br />
<div id="DPC"></div><br />
=== Directed Player Character (DPC) ===<br />
A DPC is a role written by the refs to further a particular plot. They are played by a player. If that player can keep their DPC alive for long enough, a DPC will generally meet their end at a moment chosen by the refs, in a manner chosen by the refs. Often, the other players will not know a character is a DPC until the DPC is cackling over their fallen bodies. Outside of whatever plot the refs have destined for the DPC, they function much like a normal PC, with the ability to make stupid decisions and be punished for them.<br />
<br />
=== Dramatic Hits ===<br />
An old practice still occasionally found is that very powerful entities on adventures will be statted to 'Dramatic Hits' rather than given a specific number. The {{gloss|ref}} playing them will judge when they have taken enough damage to kill them, rather than allowing this to be decided by a pre-agreed number. The term 'dramatic' may also be applied to stamina, or any other resource; this means that they run out when it feels right that they should and not before.<br />
<br />
<div id="downtime"></div><br />
=== Downtime ===<br />
The period between roleplaying sessions (which are sometimes called "up-time"). Some systems allow some interaction with the game world between sessions for activities such as trading, crafting, research and espionage. This is usually done by submitting a written "downtime" to the {{gloss|ref}}s to process.<br />
<br />
<div id="encounter"></div><br />
=== Encounter ===<br />
A situation players are faced with, that they must resolve. Encounters could be a group of enemies to fight, some diplomacy to be done, or a puzzle to be solved.<br />
<br />
=== Flange ===<br />
A sometimes derogatory term for an item, person, object, or ability not immediately covered by the basic rules, introduced by the {{gloss|ref}}s. One purpose of the {{gloss|call}} system is to allow the players to react correctly to flange when it occurs, rather than being confused.<br />
<br />
=== IC ===<br />
In Character. The opposite of {{gloss|OC}}, referring to things perceptible to characters in the Game world. Players who are currently role-playing are said to be IC.<br />
<br />
<div id="interactive"></div><br />
=== Interactive ===<br />
A session, usually indoors, of extended roleplay that is usually more socially oriented than action. Contrasts with the comparatively structured {{gloss|linear}} format.<br />
<br />
<div id="kit"></div><br />
=== Kit ===<br />
Your kit is your costume and your personal {{gloss|phys-rep}}s. Most players eventually acquire vast amounts of kit, much of which is slightly yet fundamentally in need of repair. This tends to be a disadvantage of having distinct kit for each {{gloss|character}} - when they die you are left holding a blood-spattered shirt/pair of elf ears/four litres of blue hair spray with no use to you or anyone else yet with great sentimental value. It gets added to the pile of kit until your partner or mother throws it away in several years. Some of the society members own more than their body weight in kit. Kit can be donated to or borrowed from the {{gloss|armoury}} at need, but please ask {{gloss|ref}} permission before doing this.<br />
<br />
=== Lammy ===<br />
Short for "laminated card". In larger systems items, effects on your character and other such things are given out as laminated cards so they can be read or shown to a ref or another player if needed. The term has grown to refer to any card (laminated or otherwise), tag or ribbon that signifies it has an in-game effect beyond what's obvious. For example a normal shield would usually not have a lammy, but a shield that also lets you block spells would usually have a lammy to say this.<br />
<br />
=== LARP ===<br />
Live Role Play or Live Action Role Play. Possibly derived from phonetic pronounciation of "LRP". Also a verb "to LARP", eg: to take part in a LARP event or "to be LARPing".<br />
<br />
=== LARPer ===<br />
One who LARPs.<br />
<br />
=== LARP-safe ===<br />
A LARP-safe weapon is one that has been constructed specifically for LARPing.<br />
<br />
<div id="linear"></div><br />
=== Linear ===<br />
An adventure held outside where {{gloss|encounter}}s are laid out along a set route which a group of {{gloss|character}}s follow, usually with a set objective. Often an {{gloss|NPC}} "character ref" accompanies them as a member of the {{gloss|character party}} to ensure they don't stray off course by accident or design.<br />
<br />
Members of the society not playing on that linear will [[#Monster|play monster roles]] to make the linear work. It's expected that if you play linears, you also monster some in return.<br />
<br />
=== Machine-gunning ===<br />
Machine-gunning, or drumrolling, is forgetting that your light foam/latex weapon (usually a sword) is supposed to simulate a massive iron bar with sharp edges and therefore moving it impossibly fast in combat. No-one is perfect, but if someone accuses you of machine-gunning then you probably are. Machine-gunning is a problem because it is unfair for those who are role-playing well, as if their sword really were heavy, and more importantly because you are far more likely not to pull blows and therefore to hurt people.<br />
<br />
<div id="meta-gaming"></div><br />
=== Meta-Gaming ===<br />
The act of using knowledge of a game to influence your actions within the game in a generally unsporting manner. For example: an ignorant warrior {{gloss|character}} would not necessarily know the finer points of magic, but the player might use that knowledge to solve a puzzle the {{gloss|character}} wouldn't be able to.<br />
<br />
<div id="monster"></div><br />
<br />
=== Monster ===<br />
An {{gloss|NPC}}. Also a verb "to monster", another word for [[Crewing|crewing]], e.g. to monster an event, meaning to play NPCs for that event.<br />
<br />
=== Munchkin ===<br />
Someone who is more interested in personal power than roleplay - the word comes from a description of the behaviour of 12-year-old D&D players. {{gloss|LARP}}, as with all roleplaying games, should not be played to win. Specific examples include vastly optimising a {{gloss|character sheet}} to create unrealistic {{gloss|character}}s, and using {{gloss|meta-gaming}} to figure out aspects of plot. "Munchkin" is also the name of a very good card-based game which fully explores the concept in a good-humoured way. Also a verb "to munch", i.e. to act like a munchkin.<br />
<br />
<div id="NPC"></div><br />
=== Non-Player Character (NPC) ===<br />
An NPC is a role written by a ref and given to a crewmember to play, generally for a short period of time. An NPC exists to further the game in some way, such as: giving the PCs necessary information, adding immersion by making the world feel populated, attempting to fight the PCs, etc. An NPC can be anything from an inoffensive and comedic street urchin to the Big Bad Demon Lord who wants to have the PCs for dinner. Some NPCs are "recurring NPCs", who the refs send in several times. These are distinct from DPCs because DPCs are generally allowed to make their own stupid decisions, whereas recurring NPCs are ref puppets who enable the PCs' stupid decisions.<br />
<br />
=== Night Bash ===<br />
A {{gloss|linear}} run at after dark.<br />
<br />
=== OOC ===<br />
OOC or OC stand for Out Of Character, and refers to things outside the Game world that are not perceptible to the characters. Someone with their hand in the air is OOC, and you should therefore pretend you cannot see them if you are {{gloss|IC}}.<br />
<br />
<div id="phys-rep"></div><br />
===Phys-rep===<br />
A physical representation of an object (these are called "props" in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only "pretend" items. Eg: a latex sword is clearly intended as a physical representation of a metal sword, but is a proper suit of reenactment-quality metal chainmail a "representation" or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an {{gloss|armoury}}, even if they aren't weapons.<br />
<br />
<div id="plot"></div><br />
=== Plot ===<br />
The story that the {{gloss|Character (PC)|characters}} and {{gloss|ref}}s are telling. Cooperatively. Honest.<br />
<br />
===Plot Dump ===<br />
If it is important for the {{gloss|character}}s to understand and react to the {{gloss|plot}}, but they are so thick or misguided that they are unable to do so, it may be deemed necessary to use a Plot Dump. This generally involves a meeting with a helpful {{gloss|NPC}} who explains everything, or happens to possess a vital powerful object which they are willing to give to the characters free of charge. It is possible for a really stubborn {{gloss|party}} to require more than one Plot Dump before they get the idea, usually because they killed the first one without giving it a chance to speak. At this point they may find themselves suddenly fixed to the spot by an unknown force while the next one addresses them, or alternatively with words burnt into their arms (depending on how frustrated the {{gloss|ref}} is feeling by then). It is considered bad form to highlight the need for plot dumps with awkward questions such as "How come a humble border guard knows quite this much about the Queen then?" since one should never ask questions one doesn't really want answered.<br />
<br />
=== Plot Stick ===<br />
When lots of {{gloss|plot}} centres on you or when a large and pointed event happens to you then you are being hit with the plot stick. {{gloss|Character (PC)|Characters}} have been known to die from plot-stick attacks, but usually they work it out in the end.<br />
<br />
=== Pulling Blows ===<br />
{{gloss|LARP}} is a game, therefore when you fight you are not actually trying to kill (or even slightly damage) each other. So when you are swinging your six-foot polearm at someone (or your tiny dagger), try to inhibit the blow before impact - aim slightly short of the target so you have lost force when you actually connect. Then you will have pulled your blow. Please ask for examples of good and bad blows if you are unsure.<br />
<br />
<div id="ref"></div><br />
=== Ref ===<br />
The Ref Team run the system; they try to provide all the relevant bits of the world not provided by {{gloss|character}}s. They run {{gloss|interactive}}s, organise {{gloss|linear}}s and answer {{gloss|downtime}} emails. Refs also come in different flavours: some act as invisible marshals, others may "monster ref" (direct monsters and setting up encounters) or "character ref" (play a character to guide the party) or "story ref" (do all the panicking) on linears.<br />
<br />
<div id="skill"></div><br />
=== Skill ===<br />
An ability your character has that (usually) allows them to do something you physically can't; for example cast spells or make heroic blows. Usually these are bought with {{gloss|XP}} or at character creation. Sometimes out-of-character skills that translate in to in-character uses are called "hard skills", for example the ability to run fast, or speak eloquently.<br />
<br />
=== Tank ===<br />
A Tank is a {{gloss|Character (PC)|character}} who is particularly specialised in survival. It usually refers to a strong and heavily-armoured fighter with many, many hit points and no other skills, but it is allegedly possible to be a Healing Tank also.<br />
<br />
=== Weapons Check ===<br />
A Weapons Check happens before each {{gloss|LARP}} event: experienced people look over each weapon and items of large kit going into the event to ensure that they are safe for their intended use and not about to fall apart or injure someone.<br />
<br />
=== Weapons Practice ===<br />
As the name suggests, a spin-off event for {{gloss|LARP}} groups which use weapons so that their members can practice safe combat and learn how to pull blows and avoid {{gloss|Machine-gunning|machine-gunning}}.<br />
<br />
=== XP ===<br />
Short for "experience points", a currency that is earned over time or sometimes for in-game achievements that can be spent on {{gloss|skill}}s. This is a common way of allowing mechanical character progression.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Glossary&diff=1563Glossary2019-09-22T20:13:35Z<p>Cryptophage: /* Monster */</p>
<hr />
<div><div id="armoury"></div><br />
=== Armoury ===<br />
A place where communal {{gloss|phys-rep}}s are stored, often with items available for loan to new players until they buy/make/are given their own.<br />
<br />
<div id="background"></div><br />
=== Background ===<br />
Even though you may just have invented your {{gloss|character}} yesterday, supposedly they have been alive for at least decade or two and in that time they might have done interesting things which shaped their personality. The more rich and colourful the background, the easier it is to roleplay the character and the more "alive" they become. You should email your background to the {{gloss|ref}}s, or just keep it in your head to apply in-character.<br />
<br />
=== Broken ===<br />
A broken {{gloss|phys-rep}} is one that doesn't work for its intended purpose any more, like a sword where the handle comes away from the blade. If the {{gloss|Weapons Check|weapons checker}} says your weapon is broken or unsafe, it is; don't sneak it in. A broken rule or {{gloss|character}} is one that is vastly more powerful than the rest of the system.<br />
<br />
<div id="call"></div><br />
=== Call ===<br />
An important part of the combat element of {{gloss|LARP}}ing. Essentially you do something and call to the person you're doing it to a particular word or phrase that communicates to them that this is a special ability of some sort that is otherwise impossible to {{gloss|phys-rep}}. For example a heroic, bone crushing blow would be roleplayed as a sword swing while calling "CLEAVE" to signify that it has the mechanical effect of breaking the limb it strikes. Other calls serve an {{gloss|OOC}} safety purpose, such as "STOP THE GAME" - upon hearing this you should immediately drop out of character and stop moving.<br />
<br />
=== Canon ===<br />
Most {{gloss|LARP}} groups have an archive of past happenings and plots, which may also supposedly sketch out the history of that universe. This provides a valuable and interesting resource for players writing new plots. Some of this is true, some of it is false, either deliberately or though common mistaken perception. A canon fact is something that can be relied upon as true. In general the information on this website can be treated as canon.<br />
<br />
<div id="character"></div><br />
=== Character (PC) ===<br />
When you LARP you invent a character according to a series of rules and then you pretend to be them. You can have several characters at once (though you can only play one at a time!) but most people prefer to have a main character whom they focus on. Your character does not have to be anything like you, even down to gender and species, although many of the most successful characters have been very similar to their players.<br />
<br />
<div id="party"></div><div id="character party"></div><br />
<br />
=== Character Party ===<br />
A group of {{gloss|character}}s all on the same mission is a character party, often abbreviated to 'party'.<br />
<br />
<div id="character sheet"></div><br />
===Character Sheet===<br />
The {{gloss|skill}}s of your {{gloss|character}} are recorded on your character sheet, which is also a record of your {{gloss|XP}}. Character sheets are duplicated - the player has a copy so they can remember what skills they have and update as necessary and the {{gloss|ref}}s have a copy so they know what characters they have in the system and can write plot accordingly. The ref copies of the character sheets are stored electronically, and many players do the same. Please do not feel compelled to publish your character sheet to the other players; this is not compulsory and may be detrimental to your character's health if they are someone particularly nefarious.<br />
<br />
<div id="DPC"></div><br />
=== Directed Player Character (DPC) ===<br />
A DPC is a role written by the refs to further a particular plot. They are played by a player. If that player can keep their DPC alive for long enough, a DPC will generally meet their end at a moment chosen by the refs, in a manner chosen by the refs. Often, the other players will not know a character is a DPC until the DPC is cackling over their fallen bodies. Outside of whatever plot the refs have destined for the DPC, they function much like a normal PC, with the ability to make stupid decisions and be punished for them.<br />
<br />
=== Dramatic Hits ===<br />
An old practice still occasionally found is that very powerful entities on adventures will be statted to 'Dramatic Hits' rather than given a specific number. The {{gloss|ref}} playing them will judge when they have taken enough damage to kill them, rather than allowing this to be decided by a pre-agreed number. The term 'dramatic' may also be applied to stamina, or any other resource; this means that they run out when it feels right that they should and not before.<br />
<br />
<div id="downtime"></div><br />
=== Downtime ===<br />
The period between roleplaying sessions (which are sometimes called "up-time"). Some systems allow some interaction with the game world between sessions for activities such as trading, crafting, research and espionage. This is usually done by submitting a written "downtime" to the {{gloss|ref}}s to process.<br />
<br />
<div id="encounter"></div><br />
=== Encounter ===<br />
A situation players are faced with, that they must resolve. Encounters could be a group of enemies to fight, some diplomacy to be done, or a puzzle to be solved.<br />
<br />
=== Flange ===<br />
A sometimes derogatory term for an item, person, object, or ability not immediately covered by the basic rules, introduced by the {{gloss|ref}}s. One purpose of the {{gloss|call}} system is to allow the players to react correctly to flange when it occurs, rather than being confused.<br />
<br />
=== IC ===<br />
In Character. The opposite of {{gloss|OC}}, referring to things perceptible to characters in the Game world. Players who are currently role-playing are said to be IC.<br />
<br />
<div id="interactive"></div><br />
=== Interactive ===<br />
A session, usually indoors, of extended roleplay that is usually more socially oriented than action. Contrasts with the comparatively structured {{gloss|linear}} format.<br />
<br />
<div id="kit"></div><br />
=== Kit ===<br />
Your kit is your costume and your personal {{gloss|phys-rep}}s. Most players eventually acquire vast amounts of kit, much of which is slightly yet fundamentally in need of repair. This tends to be a disadvantage of having distinct kit for each {{gloss|character}} - when they die you are left holding a blood-spattered shirt/pair of elf ears/four litres of blue hair spray with no use to you or anyone else yet with great sentimental value. It gets added to the pile of kit until your partner or mother throws it away in several years. Some of the society members own more than their body weight in kit. Kit can be donated to or borrowed from the {{gloss|armoury}} at need, but please ask {{gloss|ref}} permission before doing this.<br />
<br />
=== Lammy ===<br />
Short for "laminated card". In larger systems items, effects on your character and other such things are given out as laminated cards so they can be read or shown to a ref or another player if needed. The term has grown to refer to any card (laminated or otherwise), tag or ribbon that signifies it has an in-game effect beyond what's obvious. For example a normal shield would usually not have a lammy, but a shield that also lets you block spells would usually have a lammy to say this.<br />
<br />
=== LARP ===<br />
Live Role Play or Live Action Role Play. Possibly derived from phonetic pronounciation of "LRP". Also a verb "to LARP", eg: to take part in a LARP event or "to be LARPing".<br />
<br />
=== LARPer ===<br />
One who LARPs.<br />
<br />
=== LARP-safe ===<br />
A LARP-safe weapon is one that has been constructed specifically for LARPing.<br />
<br />
<div id="linear"></div><br />
=== Linear ===<br />
An adventure held outside where {{gloss|encounter}}s are laid out along a set route which a group of {{gloss|character}}s follow, usually with a set objective. Often an {{gloss|NPC}} "character ref" accompanies them as a member of the {{gloss|character party}} to ensure they don't stray off course by accident or design.<br />
<br />
Members of the society not playing on that linear will [[#Monster|play monster roles]] to make the linear work. It's expected that if you play linears, you also monster some in return.<br />
<br />
=== Machine-gunning ===<br />
Machine-gunning, or drumrolling, is forgetting that your light foam/latex weapon (usually a sword) is supposed to simulate a massive iron bar with sharp edges and therefore moving it impossibly fast in combat. No-one is perfect, but if someone accuses you of machine-gunning then you probably are. Machine-gunning is a problem because it is unfair for those who are role-playing well, as if their sword really were heavy, and more importantly because you are far more likely not to pull blows and therefore to hurt people.<br />
<br />
<div id="meta-gaming"></div><br />
=== Meta-Gaming ===<br />
The act of using knowledge of a game to influence your actions within the game in a generally unsporting manner. For example: an ignorant warrior {{gloss|character}} would not necessarily know the finer points of magic, but the player might use that knowledge to solve a puzzle the {{gloss|character}} wouldn't be able to.<br />
<br />
<div id="monster"></div><br />
<br />
=== Monster ===<br />
An {{gloss|NPC}}. Also a verb "to monster", another word for [[Crewing|crewing]], e.g. to monster an event, meaning to play NPCs for that event. It is polite to crew linears at least as often as you play your character on adventures.<br />
<br />
=== Munchkin ===<br />
Someone who is more interested in personal power than roleplay - the word comes from a description of the behaviour of 12-year-old D&D players. {{gloss|LARP}}, as with all roleplaying games, should not be played to win. Specific examples include vastly optimising a {{gloss|character sheet}} to create unrealistic {{gloss|character}}s, and using {{gloss|meta-gaming}} to figure out aspects of plot. "Munchkin" is also the name of a very good card-based game which fully explores the concept in a good-humoured way. Also a verb "to munch", i.e. to act like a munchkin.<br />
<br />
<div id="NPC"></div><br />
=== Non-Player Character (NPC) ===<br />
An NPC is a role written by a ref and given to a crewmember to play, generally for a short period of time. An NPC exists to further the game in some way, such as: giving the PCs necessary information, adding immersion by making the world feel populated, attempting to fight the PCs, etc. An NPC can be anything from an inoffensive and comedic street urchin to the Big Bad Demon Lord who wants to have the PCs for dinner. Some NPCs are "recurring NPCs", who the refs send in several times. These are distinct from DPCs because DPCs are generally allowed to make their own stupid decisions, whereas recurring NPCs are ref puppets who enable the PCs' stupid decisions.<br />
<br />
=== Night Bash ===<br />
A {{gloss|linear}} run at after dark.<br />
<br />
=== OOC ===<br />
OOC or OC stand for Out Of Character, and refers to things outside the Game world that are not perceptible to the characters. Someone with their hand in the air is OOC, and you should therefore pretend you cannot see them if you are {{gloss|IC}}.<br />
<br />
<div id="phys-rep"></div><br />
===Phys-rep===<br />
A physical representation of an object (these are called "props" in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only "pretend" items. Eg: a latex sword is clearly intended as a physical representation of a metal sword, but is a proper suit of reenactment-quality metal chainmail a "representation" or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an {{gloss|armoury}}, even if they aren't weapons.<br />
<br />
<div id="plot"></div><br />
=== Plot ===<br />
The story that the {{gloss|Character (PC)|characters}} and {{gloss|ref}}s are telling. Cooperatively. Honest.<br />
<br />
===Plot Dump ===<br />
If it is important for the {{gloss|character}}s to understand and react to the {{gloss|plot}}, but they are so thick or misguided that they are unable to do so, it may be deemed necessary to use a Plot Dump. This generally involves a meeting with a helpful {{gloss|NPC}} who explains everything, or happens to possess a vital powerful object which they are willing to give to the characters free of charge. It is possible for a really stubborn {{gloss|party}} to require more than one Plot Dump before they get the idea, usually because they killed the first one without giving it a chance to speak. At this point they may find themselves suddenly fixed to the spot by an unknown force while the next one addresses them, or alternatively with words burnt into their arms (depending on how frustrated the {{gloss|ref}} is feeling by then). It is considered bad form to highlight the need for plot dumps with awkward questions such as "How come a humble border guard knows quite this much about the Queen then?" since one should never ask questions one doesn't really want answered.<br />
<br />
=== Plot Stick ===<br />
When lots of {{gloss|plot}} centres on you or when a large and pointed event happens to you then you are being hit with the plot stick. {{gloss|Character (PC)|Characters}} have been known to die from plot-stick attacks, but usually they work it out in the end.<br />
<br />
=== Pulling Blows ===<br />
{{gloss|LARP}} is a game, therefore when you fight you are not actually trying to kill (or even slightly damage) each other. So when you are swinging your six-foot polearm at someone (or your tiny dagger), try to inhibit the blow before impact - aim slightly short of the target so you have lost force when you actually connect. Then you will have pulled your blow. Please ask for examples of good and bad blows if you are unsure.<br />
<br />
<div id="ref"></div><br />
=== Ref ===<br />
The Ref Team run the system; they try to provide all the relevant bits of the world not provided by {{gloss|character}}s. They run {{gloss|interactive}}s, organise {{gloss|linear}}s and answer {{gloss|downtime}} emails. Refs also come in different flavours: some act as invisible marshals, others may "monster ref" (direct monsters and setting up encounters) or "character ref" (play a character to guide the party) or "story ref" (do all the panicking) on linears.<br />
<br />
<div id="skill"></div><br />
=== Skill ===<br />
An ability your character has that (usually) allows them to do something you physically can't; for example cast spells or make heroic blows. Usually these are bought with {{gloss|XP}} or at character creation. Sometimes out-of-character skills that translate in to in-character uses are called "hard skills", for example the ability to run fast, or speak eloquently.<br />
<br />
=== Tank ===<br />
A Tank is a {{gloss|Character (PC)|character}} who is particularly specialised in survival. It usually refers to a strong and heavily-armoured fighter with many, many hit points and no other skills, but it is allegedly possible to be a Healing Tank also.<br />
<br />
=== Weapons Check ===<br />
A Weapons Check happens before each {{gloss|LARP}} event: experienced people look over each weapon and items of large kit going into the event to ensure that they are safe for their intended use and not about to fall apart or injure someone.<br />
<br />
=== Weapons Practice ===<br />
As the name suggests, a spin-off event for {{gloss|LARP}} groups which use weapons so that their members can practice safe combat and learn how to pull blows and avoid {{gloss|Machine-gunning|machine-gunning}}.<br />
<br />
=== XP ===<br />
Short for "experience points", a currency that is earned over time or sometimes for in-game achievements that can be spent on {{gloss|skill}}s. This is a common way of allowing mechanical character progression.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Glossary&diff=1562Glossary2019-09-22T20:13:22Z<p>Cryptophage: /* Monster */</p>
<hr />
<div><div id="armoury"></div><br />
=== Armoury ===<br />
A place where communal {{gloss|phys-rep}}s are stored, often with items available for loan to new players until they buy/make/are given their own.<br />
<br />
<div id="background"></div><br />
=== Background ===<br />
Even though you may just have invented your {{gloss|character}} yesterday, supposedly they have been alive for at least decade or two and in that time they might have done interesting things which shaped their personality. The more rich and colourful the background, the easier it is to roleplay the character and the more "alive" they become. You should email your background to the {{gloss|ref}}s, or just keep it in your head to apply in-character.<br />
<br />
=== Broken ===<br />
A broken {{gloss|phys-rep}} is one that doesn't work for its intended purpose any more, like a sword where the handle comes away from the blade. If the {{gloss|Weapons Check|weapons checker}} says your weapon is broken or unsafe, it is; don't sneak it in. A broken rule or {{gloss|character}} is one that is vastly more powerful than the rest of the system.<br />
<br />
<div id="call"></div><br />
=== Call ===<br />
An important part of the combat element of {{gloss|LARP}}ing. Essentially you do something and call to the person you're doing it to a particular word or phrase that communicates to them that this is a special ability of some sort that is otherwise impossible to {{gloss|phys-rep}}. For example a heroic, bone crushing blow would be roleplayed as a sword swing while calling "CLEAVE" to signify that it has the mechanical effect of breaking the limb it strikes. Other calls serve an {{gloss|OOC}} safety purpose, such as "STOP THE GAME" - upon hearing this you should immediately drop out of character and stop moving.<br />
<br />
=== Canon ===<br />
Most {{gloss|LARP}} groups have an archive of past happenings and plots, which may also supposedly sketch out the history of that universe. This provides a valuable and interesting resource for players writing new plots. Some of this is true, some of it is false, either deliberately or though common mistaken perception. A canon fact is something that can be relied upon as true. In general the information on this website can be treated as canon.<br />
<br />
<div id="character"></div><br />
=== Character (PC) ===<br />
When you LARP you invent a character according to a series of rules and then you pretend to be them. You can have several characters at once (though you can only play one at a time!) but most people prefer to have a main character whom they focus on. Your character does not have to be anything like you, even down to gender and species, although many of the most successful characters have been very similar to their players.<br />
<br />
<div id="party"></div><div id="character party"></div><br />
<br />
=== Character Party ===<br />
A group of {{gloss|character}}s all on the same mission is a character party, often abbreviated to 'party'.<br />
<br />
<div id="character sheet"></div><br />
===Character Sheet===<br />
The {{gloss|skill}}s of your {{gloss|character}} are recorded on your character sheet, which is also a record of your {{gloss|XP}}. Character sheets are duplicated - the player has a copy so they can remember what skills they have and update as necessary and the {{gloss|ref}}s have a copy so they know what characters they have in the system and can write plot accordingly. The ref copies of the character sheets are stored electronically, and many players do the same. Please do not feel compelled to publish your character sheet to the other players; this is not compulsory and may be detrimental to your character's health if they are someone particularly nefarious.<br />
<br />
<div id="DPC"></div><br />
=== Directed Player Character (DPC) ===<br />
A DPC is a role written by the refs to further a particular plot. They are played by a player. If that player can keep their DPC alive for long enough, a DPC will generally meet their end at a moment chosen by the refs, in a manner chosen by the refs. Often, the other players will not know a character is a DPC until the DPC is cackling over their fallen bodies. Outside of whatever plot the refs have destined for the DPC, they function much like a normal PC, with the ability to make stupid decisions and be punished for them.<br />
<br />
=== Dramatic Hits ===<br />
An old practice still occasionally found is that very powerful entities on adventures will be statted to 'Dramatic Hits' rather than given a specific number. The {{gloss|ref}} playing them will judge when they have taken enough damage to kill them, rather than allowing this to be decided by a pre-agreed number. The term 'dramatic' may also be applied to stamina, or any other resource; this means that they run out when it feels right that they should and not before.<br />
<br />
<div id="downtime"></div><br />
=== Downtime ===<br />
The period between roleplaying sessions (which are sometimes called "up-time"). Some systems allow some interaction with the game world between sessions for activities such as trading, crafting, research and espionage. This is usually done by submitting a written "downtime" to the {{gloss|ref}}s to process.<br />
<br />
<div id="encounter"></div><br />
=== Encounter ===<br />
A situation players are faced with, that they must resolve. Encounters could be a group of enemies to fight, some diplomacy to be done, or a puzzle to be solved.<br />
<br />
=== Flange ===<br />
A sometimes derogatory term for an item, person, object, or ability not immediately covered by the basic rules, introduced by the {{gloss|ref}}s. One purpose of the {{gloss|call}} system is to allow the players to react correctly to flange when it occurs, rather than being confused.<br />
<br />
=== IC ===<br />
In Character. The opposite of {{gloss|OC}}, referring to things perceptible to characters in the Game world. Players who are currently role-playing are said to be IC.<br />
<br />
<div id="interactive"></div><br />
=== Interactive ===<br />
A session, usually indoors, of extended roleplay that is usually more socially oriented than action. Contrasts with the comparatively structured {{gloss|linear}} format.<br />
<br />
<div id="kit"></div><br />
=== Kit ===<br />
Your kit is your costume and your personal {{gloss|phys-rep}}s. Most players eventually acquire vast amounts of kit, much of which is slightly yet fundamentally in need of repair. This tends to be a disadvantage of having distinct kit for each {{gloss|character}} - when they die you are left holding a blood-spattered shirt/pair of elf ears/four litres of blue hair spray with no use to you or anyone else yet with great sentimental value. It gets added to the pile of kit until your partner or mother throws it away in several years. Some of the society members own more than their body weight in kit. Kit can be donated to or borrowed from the {{gloss|armoury}} at need, but please ask {{gloss|ref}} permission before doing this.<br />
<br />
=== Lammy ===<br />
Short for "laminated card". In larger systems items, effects on your character and other such things are given out as laminated cards so they can be read or shown to a ref or another player if needed. The term has grown to refer to any card (laminated or otherwise), tag or ribbon that signifies it has an in-game effect beyond what's obvious. For example a normal shield would usually not have a lammy, but a shield that also lets you block spells would usually have a lammy to say this.<br />
<br />
=== LARP ===<br />
Live Role Play or Live Action Role Play. Possibly derived from phonetic pronounciation of "LRP". Also a verb "to LARP", eg: to take part in a LARP event or "to be LARPing".<br />
<br />
=== LARPer ===<br />
One who LARPs.<br />
<br />
=== LARP-safe ===<br />
A LARP-safe weapon is one that has been constructed specifically for LARPing.<br />
<br />
<div id="linear"></div><br />
=== Linear ===<br />
An adventure held outside where {{gloss|encounter}}s are laid out along a set route which a group of {{gloss|character}}s follow, usually with a set objective. Often an {{gloss|NPC}} "character ref" accompanies them as a member of the {{gloss|character party}} to ensure they don't stray off course by accident or design.<br />
<br />
Members of the society not playing on that linear will [[#Monster|play monster roles]] to make the linear work. It's expected that if you play linears, you also monster some in return.<br />
<br />
=== Machine-gunning ===<br />
Machine-gunning, or drumrolling, is forgetting that your light foam/latex weapon (usually a sword) is supposed to simulate a massive iron bar with sharp edges and therefore moving it impossibly fast in combat. No-one is perfect, but if someone accuses you of machine-gunning then you probably are. Machine-gunning is a problem because it is unfair for those who are role-playing well, as if their sword really were heavy, and more importantly because you are far more likely not to pull blows and therefore to hurt people.<br />
<br />
<div id="meta-gaming"></div><br />
=== Meta-Gaming ===<br />
The act of using knowledge of a game to influence your actions within the game in a generally unsporting manner. For example: an ignorant warrior {{gloss|character}} would not necessarily know the finer points of magic, but the player might use that knowledge to solve a puzzle the {{gloss|character}} wouldn't be able to.<br />
<br />
<div id="monster"></div><br />
<br />
=== Monster ===<br />
An {{gloss|NPC}}. Also a verb "to monster", another word for [[Crewing|crewing]] e.g. to monster an event, meaning to play NPCs for that event. It is polite to crew linears at least as often as you play your character on adventures.<br />
<br />
=== Munchkin ===<br />
Someone who is more interested in personal power than roleplay - the word comes from a description of the behaviour of 12-year-old D&D players. {{gloss|LARP}}, as with all roleplaying games, should not be played to win. Specific examples include vastly optimising a {{gloss|character sheet}} to create unrealistic {{gloss|character}}s, and using {{gloss|meta-gaming}} to figure out aspects of plot. "Munchkin" is also the name of a very good card-based game which fully explores the concept in a good-humoured way. Also a verb "to munch", i.e. to act like a munchkin.<br />
<br />
<div id="NPC"></div><br />
=== Non-Player Character (NPC) ===<br />
An NPC is a role written by a ref and given to a crewmember to play, generally for a short period of time. An NPC exists to further the game in some way, such as: giving the PCs necessary information, adding immersion by making the world feel populated, attempting to fight the PCs, etc. An NPC can be anything from an inoffensive and comedic street urchin to the Big Bad Demon Lord who wants to have the PCs for dinner. Some NPCs are "recurring NPCs", who the refs send in several times. These are distinct from DPCs because DPCs are generally allowed to make their own stupid decisions, whereas recurring NPCs are ref puppets who enable the PCs' stupid decisions.<br />
<br />
=== Night Bash ===<br />
A {{gloss|linear}} run at after dark.<br />
<br />
=== OOC ===<br />
OOC or OC stand for Out Of Character, and refers to things outside the Game world that are not perceptible to the characters. Someone with their hand in the air is OOC, and you should therefore pretend you cannot see them if you are {{gloss|IC}}.<br />
<br />
<div id="phys-rep"></div><br />
===Phys-rep===<br />
A physical representation of an object (these are called "props" in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only "pretend" items. Eg: a latex sword is clearly intended as a physical representation of a metal sword, but is a proper suit of reenactment-quality metal chainmail a "representation" or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an {{gloss|armoury}}, even if they aren't weapons.<br />
<br />
<div id="plot"></div><br />
=== Plot ===<br />
The story that the {{gloss|Character (PC)|characters}} and {{gloss|ref}}s are telling. Cooperatively. Honest.<br />
<br />
===Plot Dump ===<br />
If it is important for the {{gloss|character}}s to understand and react to the {{gloss|plot}}, but they are so thick or misguided that they are unable to do so, it may be deemed necessary to use a Plot Dump. This generally involves a meeting with a helpful {{gloss|NPC}} who explains everything, or happens to possess a vital powerful object which they are willing to give to the characters free of charge. It is possible for a really stubborn {{gloss|party}} to require more than one Plot Dump before they get the idea, usually because they killed the first one without giving it a chance to speak. At this point they may find themselves suddenly fixed to the spot by an unknown force while the next one addresses them, or alternatively with words burnt into their arms (depending on how frustrated the {{gloss|ref}} is feeling by then). It is considered bad form to highlight the need for plot dumps with awkward questions such as "How come a humble border guard knows quite this much about the Queen then?" since one should never ask questions one doesn't really want answered.<br />
<br />
=== Plot Stick ===<br />
When lots of {{gloss|plot}} centres on you or when a large and pointed event happens to you then you are being hit with the plot stick. {{gloss|Character (PC)|Characters}} have been known to die from plot-stick attacks, but usually they work it out in the end.<br />
<br />
=== Pulling Blows ===<br />
{{gloss|LARP}} is a game, therefore when you fight you are not actually trying to kill (or even slightly damage) each other. So when you are swinging your six-foot polearm at someone (or your tiny dagger), try to inhibit the blow before impact - aim slightly short of the target so you have lost force when you actually connect. Then you will have pulled your blow. Please ask for examples of good and bad blows if you are unsure.<br />
<br />
<div id="ref"></div><br />
=== Ref ===<br />
The Ref Team run the system; they try to provide all the relevant bits of the world not provided by {{gloss|character}}s. They run {{gloss|interactive}}s, organise {{gloss|linear}}s and answer {{gloss|downtime}} emails. Refs also come in different flavours: some act as invisible marshals, others may "monster ref" (direct monsters and setting up encounters) or "character ref" (play a character to guide the party) or "story ref" (do all the panicking) on linears.<br />
<br />
<div id="skill"></div><br />
=== Skill ===<br />
An ability your character has that (usually) allows them to do something you physically can't; for example cast spells or make heroic blows. Usually these are bought with {{gloss|XP}} or at character creation. Sometimes out-of-character skills that translate in to in-character uses are called "hard skills", for example the ability to run fast, or speak eloquently.<br />
<br />
=== Tank ===<br />
A Tank is a {{gloss|Character (PC)|character}} who is particularly specialised in survival. It usually refers to a strong and heavily-armoured fighter with many, many hit points and no other skills, but it is allegedly possible to be a Healing Tank also.<br />
<br />
=== Weapons Check ===<br />
A Weapons Check happens before each {{gloss|LARP}} event: experienced people look over each weapon and items of large kit going into the event to ensure that they are safe for their intended use and not about to fall apart or injure someone.<br />
<br />
=== Weapons Practice ===<br />
As the name suggests, a spin-off event for {{gloss|LARP}} groups which use weapons so that their members can practice safe combat and learn how to pull blows and avoid {{gloss|Machine-gunning|machine-gunning}}.<br />
<br />
=== XP ===<br />
Short for "experience points", a currency that is earned over time or sometimes for in-game achievements that can be spent on {{gloss|skill}}s. This is a common way of allowing mechanical character progression.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Crewing&diff=1561Crewing2019-09-22T20:11:14Z<p>Cryptophage: </p>
<hr />
<div>Crewing, or “monstering”, is when you play a non-player character (NPC) role instead of a player character (PC).<br />
<br />
Common reasons for crewing are:<br />
*You don’t feel like playing a PC at the interactive but do want to larp.<br />
*You’re not charactering the linear, but you’re free on Saturday afternoon and can help by crewing. If you intend to linear, you’re expected to crew whenever is reasonable, to allow other players to linear too.<br />
*You are tired of charactering and would like to take a break and crew for a bit.<br />
<br />
== Crewing advice ==<br />
*Bring baselayers in some sort of neutral or dark colour. If it’s the linear, be prepared to wear more because it may be cold.<br />
*Wear sensible footwear that you can run around Granchester Meadows in.<br />
*Similarly, if it looks like rain and you want to wear waterproofs, wear them and sling something baggy from the armoury over the top. <br />
*Water is also useful - you are likely to get thirsty.<br />
*The refs will brief any crew members on any kit or specific weapons they’d like you to bring at the end of the Interactive.<br />
*Bows or crossbows are always good to bring, as are bucklers. We also have relatively few short weapons of 24” or less.<br />
*Do let the refs know if you prefer talky or fighty roles. We try to rotate crew through both, but if you have a preference we’ll try and give you more of that.<br />
<br />
== Essential crewing rules ==<br />
;Roleplay<br />
:You might only play these roles once, for 5 minutes, but enjoy them and play them well. Generally you’ll have a set of numbers and a goal, but be left to your own devices in how you do that.<br />
;Stick to the brief<br />
:The refs have written a linear with specific goals in mind. It’s fine to improvise a bit, but don’t do anything that contradicts the brief you were given, even if the brief seems odd or “wrong”. Feel free to ask for clarification or question the refs if something is confusing you, but don’t decide to “correct” it. Not every combat encounter is trying to defeat the party, for example. <br />
;Pay it forwards<br />
:Don’t forget that as a crew member you are there for the enjoyment of the PCs as well. If you give them a great fight with amazing roleplay, they will want to do exactly the same for you.<br />
;Don’t execute characters<br />
:''Under no account should you use the EXECUTE call unless specifically briefed to do so by a ref''. Risk should be down to the PCs’ success or failure in reaching a dying ally, not due to crew choices.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Crewing&diff=1560Crewing2019-09-22T20:08:57Z<p>Cryptophage: </p>
<hr />
<div>Crewing, or “monstering”, is when you play a non-player character (NPC) role instead of a player character (PC).<br />
<br />
Common reasons for monstering are:<br />
*You don’t feel like playing a PC at the interactive but do want to larp.<br />
*You’re not charactering the linear, but you’re free on Saturday afternoon and can help by providing monsters. If you intend to linear, you’re expected to monster whenever is reasonable, to allow other players to linear too.<br />
*You are tired of charactering and would like to take a break and monster for a bit.<br />
<br />
== Monstering advice ==<br />
*Bring baselayers in some sort of neutral or dark colour. If it’s the linear, be prepared to wear more because it may be cold.<br />
*Wear sensible footwear that you can run around Granchester Meadows in.<br />
*Similarly, if it looks like rain and you want to wear waterproofs, wear them and sling something baggy from the armoury over the top. <br />
*Water is also useful - you are likely to get thirsty.<br />
*The refs will brief any monsters on any kit or specific weapons they’d like you to bring at the end of the Interactive.<br />
*Bows or crossbows are always good to bring, as are bucklers. We also have relatively few short weapons of 24” or less.<br />
*Do let the refs know if you prefer talky or fighty roles. We try to rotate monsters through both, but if you have a preference we’ll try and give you more of that.<br />
<br />
== Essential monstering rules ==<br />
;Roleplay<br />
:You might only play these roles once, for 5 minutes, but enjoy them and play them well. Generally you’ll have a set of numbers and a goal, but be left to your own devices in how you do that.<br />
;Stick to the brief<br />
:The refs have written a linear with specific goals in mind. It’s fine to improvise a bit, but don’t do anything that contradicts the brief you were given, even if the brief seems odd or “wrong”. Feel free to ask for clarification or question the refs if something is confusing you, but don’t decide to “correct” it. Not every combat encounter is trying to defeat the party, for example. <br />
;Pay it forwards<br />
:Don’t forget that as a monster you are there for the enjoyment of the PCs as well. If you give them a great fight with amazing roleplay, they will want to do exactly the same for you.<br />
;Don’t execute characters<br />
:''Under no account should you use the EXECUTE call unless specifically briefed to do so by a ref''. Risk should be down to the PCs’ success or failure in reaching a dying ally, not due to monster choices.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Monstering&diff=1559Monstering2019-09-22T20:08:29Z<p>Cryptophage: Cryptophage moved page Monstering to Crewing: less ambiguous term</p>
<hr />
<div>#REDIRECT [[Crewing]]</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Crewing&diff=1558Crewing2019-09-22T20:08:29Z<p>Cryptophage: Cryptophage moved page Monstering to Crewing: less ambiguous term</p>
<hr />
<div>“Monstering” is when you play a non-player character (NPC) role instead of a player character (PC).<br />
<br />
Common reasons for monstering are:<br />
*You don’t feel like playing a PC at the interactive but do want to larp.<br />
*You’re not charactering the linear, but you’re free on Saturday afternoon and can help by providing monsters. If you intend to linear, you’re expected to monster whenever is reasonable, to allow other players to linear too.<br />
*You are tired of charactering and would like to take a break and monster for a bit.<br />
<br />
== Monstering advice ==<br />
*Bring baselayers in some sort of neutral or dark colour. If it’s the linear, be prepared to wear more because it may be cold.<br />
*Wear sensible footwear that you can run around Granchester Meadows in.<br />
*Similarly, if it looks like rain and you want to wear waterproofs, wear them and sling something baggy from the armoury over the top. <br />
*Water is also useful - you are likely to get thirsty.<br />
*The refs will brief any monsters on any kit or specific weapons they’d like you to bring at the end of the Interactive.<br />
*Bows or crossbows are always good to bring, as are bucklers. We also have relatively few short weapons of 24” or less.<br />
*Do let the refs know if you prefer talky or fighty roles. We try to rotate monsters through both, but if you have a preference we’ll try and give you more of that.<br />
<br />
== Essential monstering rules ==<br />
;Roleplay<br />
:You might only play these roles once, for 5 minutes, but enjoy them and play them well. Generally you’ll have a set of numbers and a goal, but be left to your own devices in how you do that.<br />
;Stick to the brief<br />
:The refs have written a linear with specific goals in mind. It’s fine to improvise a bit, but don’t do anything that contradicts the brief you were given, even if the brief seems odd or “wrong”. Feel free to ask for clarification or question the refs if something is confusing you, but don’t decide to “correct” it. Not every combat encounter is trying to defeat the party, for example. <br />
;Pay it forwards<br />
:Don’t forget that as a monster you are there for the enjoyment of the PCs as well. If you give them a great fight with amazing roleplay, they will want to do exactly the same for you.<br />
;Don’t execute characters<br />
:''Under no account should you use the EXECUTE call unless specifically briefed to do so by a ref''. Risk should be down to the PCs’ success or failure in reaching a dying ally, not due to monster choices.</div>Cryptophagehttps://www.camlarp.co.uk/w/index.php?title=Frequently_Asked_Questions&diff=1557Frequently Asked Questions2019-09-22T18:17:50Z<p>Cryptophage: </p>
<hr />
<div>== What is Roleplaying? ==<br />
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 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.<br />
<br />
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 "tabletop" roleplaying games.<br />
<br />
[[File:CUTT_smoke.jpg|left|450px|Photo by Tom Garnett]]<br />
== What is LARP? ==<br />
LARP (Live Action Role-Playing, also written as larp) 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.<br />
<br />
== What is Obscura? == <!-- system specific --><br />
[http://obscura.camlarp.co.uk/ Of Alchemy and Magic Obscura] (or just Obscura) is the game run by CLS for the 2019-2020 academic year. It's a fantasy game of discovery, intrigue and struggle against the odds when magic and science collide. <br />
<br />
[[File:Rina.jpg|right|300px|Photo by Kay Chard]]<br />
<br />
== How much does it cost? ==<br />
You don't need to pay anything the first week you play. After that, 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 four pounds each time (or five for those with a regular income), but [[Monstering|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.<br />
<br />
== What events do Cambridge LARP Society run? ==<br />
Our 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 [http://www.camlarp.co.uk/Events_We_Run Events We Run].<br />
<br />
== Can I play? ==<br />
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.<br />
<br />
== Won't people think I'm weird? ==<br />
Whilst we do understand that dressing up and pretending to be other people isn't everybody's 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'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't ever need to worry about forgetting your lines...<br />
<br />
[[File:Daria_and_Avric.jpg|left|300px|Photo by Kay Chard]]<br />
== How do I start? ==<br />
If you are interested in coming to a CLS event, please [http://www.camlarp.co.uk/Contact_Us 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'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 [[Monstering|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 [http://www.camlarp.co.uk/Contact_Us Contact Us] page for details on where we all hang out.<br />
<br />
== I haven't got any costume - what should I wear? ==<br />
You obviously don't need to wear anything specific to just show up and find out what we do, but if you are planning to play or "monster" 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.<br />
<br />
[[File:Aspirant.jpg|right|400px|Photo by Kay Chard]]<br />
== What do I need to know before I turn up? ==<br />
In order to take part in events, you need to read the [[Safety]] 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 [http://www.camlarp.co.uk/New_Players/A_Guide_To_Roleplaying Guide To Roleplaying] if you have never LARPed before and are not sure what to do.<br />
<br />
== I'm ready! How do I start a character? ==<br />
Once you are ready to create a character you will find everything you need on the [http://obscura.camlarp.co.uk Obscura wiki]<!-- system specific -->. 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 [http://www.camlarp.co.uk/Contact_Us email the refs] if you have any questions.</div>Cryptophage