Battlescape LARP

GENERAL RULES & BATTLE ETIQUETTE

Live Action Role-Playing (LARP) is an immersive and exciting hobby that allows participants to step into the shoes of fantastical characters and embark on epic adventures. Central to many LARP experiences is combat, which can be both thrilling and physically demanding. To ensure a safe and enjoyable LARP experience for all participants, it’s crucial to follow proper battle etiquette and prioritize safety and respect for others. In this guide, we’ll walk you through the essential principles of safe and respectful LARP combat.

All weapons, projectiles, and thrown items deal 1 damage unless it is the spell “Smit”e or “Execute” which deals 2 damage. All hit zones take equal damage.

Q: Is there a maximum weapon wield length for either your main-hand or off-hand weapon?

A: Yes and no. You just have to be able to prove to a Battle Master that you can safely wield the weapon(s).

 

:: Damage: Walking into Walls or Liquid Terrain ::

 

You take 1 damage for walking into a wall or object. In liquid terrain such as water, you take no damage. In lava or acid, you die.

– Before engaging in combat, familiarize yourself with Battlescape LARP’s safety rules and guidelines, including reading all rules before participating and signing the waiver form.

 

– Always prioritize safety over winning a battle or achieving a specific outcome. Accidents can happen, so being cautious is crucial.

– Use only LARP weapons and armor/costumes that have been designed to be safe for combat and have been inspected and approved by Battlemasters.

 

– Regularly inspect your equipment for damage and ensure it complies with event standards.

 

– Avoid using damaged or unsafe gear, and immediately report any issues with hired equipment to the nearest Battle Master.

 

– It is mandatory to wear closed shoes during combat and events.

Everywhere excluding the head, hands, neck, groin, and breast area.

– Respect the “out of character” (OOC) and “in character” (IC) boundaries. Be mindful of when it’s appropriate to speak as your character and when to address issues as a player. A player is considered OOC if their hand is placed above their head with their palm open; this is used to communicate out of character.

 

The allocated battle zone and town/wilderness zones (during events) are considered IC. Please be mindful that players are likely portraying a character in these areas, and it is worth being aware that you may not have met their OOC self.

– Always respect the personal boundaries of your fellow players. Some individuals may have physical or emotional limitations that affect their ability to engage in combat.

 

– During events and battles, prior to combat/roleplay, ask for and respect verbal or non-verbal consent when interacting with other characters. Consent is key to ensuring everyone’s comfort and enjoyment.

– Understand and respect the concept of “Role-Playing Damage” – your character can take damage without you physically harming another player.

 

– When striking an opponent, exercise control and “pull” your blows to reduce the risk of injury. Aim for light to moderate contact. Battle Masters will allocate the weapon you intend to use with a power level.

 

– Melee Weapon Power Level:

 

– This scales from 1-10. A weapon’s power level determines the average power with which you can swing your weapon. 1 being a light touch and 10 being a full-power swing with your maximum strength. Note that no weapons should exceed a power level of 6 unless it is made of pure foam.

 

– Quick Guide to Melee Weapon Power Level by Brand:

 

– Calimacil: 4/10

 

– Polymer Lightsabers: 3/10

 

– Boffer Weapons: 6/10

 

– Epic Armory Weapons: 4/10 (be aware that some of these will break on this power level)

 

Note: This heavily depends on your personal level of strength and ability. It also depends on what part of a participant you are hitting and if that zone is heavily armored or not.

 

– Ranged Weapon Power Level (throw):

 

– Javelins: 8/10 (subject to BM approval)

 

– Thrown Foam Items: 10/10 (subject to BM approval)

 

– Bows and Bandguns elaborated below

 

– Bows:

 

Bows cannot exceed a maximum strength of 28lb. When shooting, they must be pulled to the point where it is shot with enough strength for accuracy but light enough that it would start to drop significantly beyond that point. A Battle Master will be required to witness you shooting the bow to test your accuracy and power.

 

– Arrows:

 

May only be of the IDV Brand with bows @ 15-28lb; other foam-padded arrows may be used with bows @ ≤15lb (though subject to BM approval)

 

Note: Arrows vs. moving targets always have an element of risk. An archer may plan to hit a target in a correct striking zone, but the target may change direction and get hit on a non-striking zone. Please be aware as players that this does happen; there is no need to be rude to them if it happens to you. Archers, please practice before using a bow in battle.

 

– Bandgun: Approved bandguns will be individually given a range of safety, which is the closest distance you may fire upon a target. Generally, most large-sized bandguns can fire up to a maximum range of 5 of your step lengths. Small bandguns up to 1 step length.

– Be responsive to your opponent’s actions. If they signal or call they have been hit, acknowledge it promptly and cease your attacks. Raising your arm above your head symbolizes both that you cannot be harmed and should not be attacked.

 

– Trust the judgment of your fellow players. Players count their own hits and mana, with the exception of a Battle Master. If a BM says you are dead, then you are dead.

 

– Avoid excessive force, and always adapt your combat style to match your opponent’s skill, amount of armor, and comfort level.

– Do not attack players who are wearing a gold sash; these are non-combatants. If you approach within a radius of 2 meters of this person with your weapon drawn – this counts as them being killed; announce your attack by saying “Die!”

– Show good sportsmanship by congratulating your fellow players on well-executed moves and role-playing moments.

 

– Accept both victories and defeats gracefully, as they are essential elements of LARP storytelling.

– Remember that LARP combat is not just about physical prowess but also about storytelling and immersion. Engage in role-play during combat to enhance the overall experience.

 

– Create memorable moments by using creative tactics, dialogue, and gestures that match your character’s personality and background.

Generally, a Battle Master will be identified by wielding a godly weapon. Battle Masters have the power to kill, suspend

~Battlescape LARP