Basic Rules

Karador LRPG, Book I

General Rules

  1. Keep park clean and respect other park visitors.
  2. Know this booklet well.
  3. Follow all park, state, and federal laws.
  4. You may travel in groups no larger than 5 people.
  5. The judge will have a camp; enter only if you have business with him/her.
  6. You may set camp anywhere you want to within game bounds that is allowed by the park.
  7. something will be used as gold coins, they should be collected. Gems may also be found. These gems will have a gold coin value painted on them in gold.
  8. If you want to continue to play, The judge may inspect what you have brought with you at any time he/she desires.
  9. You may ambush characters; be careful. Absolutely no sprung traps!
  10. If your character dies, you may talk to the GM to start a new one. That character is always level 1, and must be a different class.
  11. Any player may be drafted by a judge for up to an hour per day to serve NPC duty.


Weapons

Dagger
A dagger is a common weapon, often used as a back up weapon. Daggers are constructed using the standard sandwich-camping pad foam method and my never have a total length exceeding one and a half feet (18" ). The handle of a dagger must be at least 6", allowing up to 12" for blade and cross guard.

Thrown Daggers
Thrown daggers are just that. They are made to be thrown. You may not throw a normal dagger, yet you may fight in melee with a thrown dagger. Thrown daggers may be up to 9" long. Thrown daggers are constructed much like swords using the sandwich method, yet only two strips of foam are necessary. Furthermore, no PVC piping is used. Small objects like washers are recommended to be sandwiched inside to give a little bit of weight. Another final difference is that these strips can be a thin a 1" wide rather than the 3" swords require.

Short Sword
A short sword is a common weapon for rogues, bards, and other poor warriors. Short swords are constructed using the sandwich-camping pad foam method, and may never exceed a total length of 26" (2 feet, and 2 inches). The Handle of a short sword must be at least 6", allowing up to 20" for the blade and cross guard.

Long Swords
A long sword is the most common of all weapons in fantasy games. Long swords too are constructed using the sandwich-camping pad foam method, and my not exceed a maximum length of 3' (36" ). The handle must be at least 8", allowing up to 28" for the blade and cross guard.

Bastard Sword
A bastard sword is a large sword, meant to be used in one hand at times, and two at others. Bastard swords are constructed using the sandwich-camping pad foam method, and may be no more than 42" long (3' 6"). The handle must be at least 12" (1' ) long, allowing up to 30" for the blade and cross guard.

2 Handed Sword
A 2-handed sword is a large weapon that is built using the sandwich-camping pad foam method. It must be used in both hands at all times. The user of a 2-handed sword may not use a shield or buckler of any type if using this weapon. The handle of a 2-handed sword must be at least 15 inches, and it's blade may be no longer than 42". Thus the entire 2-handed sword may never be longer than 57".

Mace
A mace is a short blunt weapon made to cause lacerations and break bones. A mace is made using the round foam construction method, and may be no longer that 2' (24" ) over all. The handle must be at least 6", allowing up to 18" to be used for the shaft and head. The double padded head must be at least 4 and a half inches in length.

Footman's Mace
A footman's mace is a much larger battle mace used by the most adamant of clerics. It's damage is not all that impressive because it is only a bludgeoning weapon meant to show mercy, but it's reach is far superior to that of a mace a cleric is normally restricted to carry. Footman's maces may be up to a total length of 4', and is constructed using the round foam method. It's handle must be at least 14" long. It's head must be at least 10". It's shaft may be no longer than 18".

Battle Ax
As the name implies, a battle ax is a large, heavy ax that does an impressive amount of damage. The head of the battle ax is constructed using the sandwich-camping pad foam method, and it's haft covered using round foam. Battle axes may be of a total length no longer than 3' long, with a head a full 14 inches wide. A battle ax must have a handle at least 9" long, allowing 27" for the shaft and head.

Spear
Traditionally spears were very common weapons. They were employed both as melee weapons, and hurled at a distance. Construction of a spear requires both the sandwich-camping pad foam method and the round foam method. The shaft of the weapon is padded using the round foam method. The head must be a triangle at least 10" long and 7" wide constructed using the sandwich-camping pad foam method. The total length of the weapon may be no longer than five and a half feet long. In addition to the above, two hand grips no more than 7" long each must be marked along the shaft of the weapon. these hand grips must be marked at least 10" apart from each other. It is on these hand grips that your hands must always rest when attacking with the spear in melee.

Halberd
A Halberd is a pole-arm much like a spear, except that it has a large ax-head rather than a spear point. Unlike spears, Halberds may not be thrown. Construction of a halberd requires both the sandwich-camping pad foam method and the round foam method. The shaft of the weapon is padded using the round foam method. The head must be an ax head that is at least 11" on a side, constructed using the sandwich-camping pad foam method. The total length of the weapon may be no longer than five and a half feet long. In addition to the above, two hand grips no more than 7" long each must be marked along the shaft of the weapon. these hand grips must be marked at least 10" apart from each other. It is on these hand grips that your hands must always rest when attacking with the halberd in melee.

Staff
A staff is a long stick of a weapon, used primarily defensively. Staves in this LRPG may be up to 6' long and are constructed using the round foam method. At either end of the staff is a "double padded" end like those found on a mace. At least 1 foot of both ends of the staff must be "double padded this way. The center 4' is padded normally. Around the center 9" of the shaft a grip of sorts should be marked. This is really an anti-grip. Whenever the staff is employed offensively, one hand must hold the staff on either side of this anti-grip.

Flail
A flail is a ball and chain weapon. It has a spiked ball connected to a handle with a chain. Over all, they may be no more than 42" long. The chain may not exceed 15" in length and must be made of light plastic or rope. The ball bust be made of light foam, or be otherwise pillow-like. The handle must be at least 12" long. The shaft is to be covered using the round foam construction method.

Triple Flail
A triple flail is much like a normal flail save it has three heads. These flails were once popular because of the grievous damage they inflicted. Flails were over all cheaper to arm one's armies with than swords, and adding extra balls to them was not that costly either. To construct a triple flail, simply follow the specifications for a normal flail.

Grand flail
A grand flail is a huge two-handed version of the flail. It may be no more than 6 and a half feet in length over all, and it's chain may be no longer than 15". Of this 6.5 feet, 15" must be devoted to a handle to control such an unwieldy weapon. other construction notes on a grand flail are identical to those of a normal flail.

Blowgun
Blowguns were common weapons to many cultures in the past. Though they themselves are not the best as an offensive weapon they are exceedingly accurate at long range. Blowguns have historically been used as a device by which poison has been delivered. Blowguns can best be made of 1/2 inch PVC pipe with NERF bullets as ammunition.

Bow
bows are common weapons. We allow any toy bow you can buy in a toy store as long as it shoots a safe projectile that does not fire multiple shots. Please paint or decorate your bow appropriately if it is hot pink or neon green.


Armor

Hide
Hide is a type of armor warn by many Viking types. It is nothing more than thick animal fur used for warmth and protection. "Hide" can easily be found as fake fur in fabric stores, though not very protective, it's nice and warm... and looks good too.

Leather
Leather is a common armor. It is merely a thick leather clothing that stops cuts, and absorbs blunt strikes. We recommend making yours out of vinyl or brown denim.

Ring Mail
Ring mail is armor that is leather with metal rings sewn in for extra stopping power. We have found that sewing washers onto the outside or denim (leather) makes a nice effect. Be creative.

Scale Mail
Like the name implies, scale mail is many small overlapping pieces of metal sewn onto leather so they overlap. in this way it appears like a lizards skin. We haven't figured out how to make this easily, yet. Give it a try.

Chain Mail
Chain mail is armor made by ringing together lots of small rings in a way that makes steel cloth. Find fishnet style of cloth, spray paint is silver, and sew it onto the outside of black clothing. Silver lame also looks real nice.

Plate Mail
Real plate Mail is made out of a lot of steel plates covering the body. We have several cheaper, safer ways to make this. First, cutting that metal they use for the duct work on a house, and riveting it to cloth works nicely. Be sure to cover up all edges. Or plastic plates sprayed silver and sewed/riveted to cloth can work. We have also seen nice pieces of plate armor made from paper mashie. Finally, camping pad foam cut, taped, or hot glued together can make neat armor.

Shield
A shield is a thing worn on an arm used to block attacks. We suggest snow sleds, plastic garbage can lids, round pieces of blue board etc., padded, and spray painted. Any shield used must have a tube of foam around all edges of the face.

Helm
A helm is a piece or armor that covers the head and often the face.

Chukchi
A Chukchi is a piece of armor that covers the neck and shoulders.

Cuirass
A Cuirass is a piece of armor that covers the chest and back.

Taces
Taces are armor that is worn like a skirt that covers the groin and butt.

Brassart
A brassart is a piece of armor that covers the arms (Also called bracers).

Greaves
Greaves are pieces of armor that cover the legs.


Combat Rules

  1. Carry your character record at all times.
  2. Characters have hit-points based on their class, level race, and equipment. See Character book and armor sections for info.
  3. All character start at level 1. Advancement is up to the GM.
  4. For each hit-point a character has, the judge will give him 1-hit point token. These tokens are non-transferable (don't give some of yours to a buddy). There will often be different types of hit-point tokens each game.
  5. Only LRPG-approved weapons will be allowed.
  6. Do not hit in groin, breasts or face. Accidents happen, but report repeated "accidents".
  7. After a blow is struck, all directly involved should halt for a second so the attacker can tell the victim how much damage he/she has take.
  8. Always remember how many hit points you have left.
  9. If you take a blow that will reduce you to fewer than 1 hit point, see the unconsciousness and death rules.
  10. If slain, give all your lost hit-point tokens to the judge, drop all gold and magic items you have, and go to the GM's camp.
  11. After a battle, get everybody involved together. Each person must give one hit-point token per hit-points lost in that battle to a judge (often a monster). Any slain must defer to rule 10.
  12. Damage done can be confirmed by looking at a players record sheet.
  13. People who have real-life injuries may ask the judge to wear a yellow ribbon around it. Don't hit people where they have a yellow ribbon.
  14. Don't wear yellow ribbons unless you have the DM's permission.
  15. Many NPCs/Monsters will not have hit point tokens. They will have a record sheet listing hit points, etc. Assume they are in perfect health when encountered.
  16. Weapon blows do the basic damage of the weapon, plus any bonuses given from anything else. These bonuses will be documented on something the character carries, and signed by the judge. Normally these will come from the race or class of the character. Sometimes they will be the effect of magic items. When a case of damage bonuses and multipliers come to play together, multiply basic damage first, then add the pluses. In the case of multiple pluses, simply add them together. In the case of multiple multipliers, they are not exactly commutative. After the first multiplier, the remaining add an additional X1 to the base damage. For an example, Joe the thief (X2 damage on the first Blow) has a long sword (which does 3 hit-points) and is magic, doing X2 damage to orks. As he swipes an ork, the damage is as follows: 3 pts X2, X2, but rather 3 X3 or 9. Then add any pluses.
  17. Only one projectile may be launched from hand held weapons at a time. Also no ranged weapons that "auto load" ammunition.
  18. No grappling, brawling, or grabbing opponents or their equipment.
  19. Paired weapons means to use a melee weapon in each hand.


Unconsciousness and Death

Characters don't exactly die when they run out of hit points. They usually fall unconscious first. If a character runs out of hit points, he is only dead if the blow was enough to knock him/her to -5 HPs or worse. Otherwise from 0 to -4, the character is unconscious. Unconscious characters must drop to the ground and play dead. If an unconscious character is healed. they will be at 1 hp regardless of what negative they were at, or how much the healing restored. Until that character sleeps for 4 hours, they will not be allowed to gain HPs above 1. During a battle, if a party flees and leaves an unconscious character behind, or the entire party falls dead or unconscious, it is left up to those reaming there and conscious to decide the fate of the fallen. dead characters must defer to combat rule 10.


Basic Damage from Weapons

All weapons do an amount of hit points damage based upon what weapon they are. The following is a basic list of how much damage a weapon will do. Some blows may do more (see combat section) based upon characters having special abilities or weapons.

Blowgun............1
Thrown Dagger......1
Dagger.............2
Staff..............2
Footman's mace.....2
Mace...............2
Arrow (from bow)...3
Short Sword........3
Spear..............3
Flail..............3
Long Sword.........3
Grand flail........4
Bastard Sword......4
Halberd............4
Triple Flail.......4
2-Handed Sword.....4


Extra Hit Points From Armor

Hide or Leather Helm..........+1
Chain, Scale or Ring Helm.....+1.5
Plate Helm....................+2

Hide or Leather Chukchi.......+1
Ring of Scale Chukchi.........+1.5
Chain Chukchi.................+1.5
Plate Chukchi.................+2

Hide or Leather Cuirass.......+1
Ring or Scale Cuirass.........+1.5
Chain Cuirass.................+2
Plate Cuirass.................+3

Hide or Leather Taces.........+1
Ring or Scale Taces...........+1.5
Chain Taces...................+2

Hide or Leather Brassarts.....+1
Ring or Scale Brassarts.......+1.5
Chain Brassarts...............+1.5
Plate Brassarts...............+1

Hide or Leather Greaves.......+1
Ring or Scale Greaves.........+1.5
Chain Greaves.................+1.5
Plate Greaves.................+2

Round up after finding a total


LRPG Magic Rules

  1. Any character capable of casting spells will have 1 spell card per spell he can cast. These cards will have a spell description, level, and time needed to cast (count). They will tell what day it is usable, the person it's usable by, and it will have a judges authorization.
  2. Each spell casting character will have a number of spells that can be memorized per day. Start by finding out how many spells you may cast per day. Do this by consulting the appropriate table below based upon your class and level.
  3. Once you have found out how many spells you get for each day, you may choose that many spells from the appropriate spell levels of the type that you may use that day. Each spell you choose from your allowed group (Mage, Clerical, Druidical, Psionic) will be represented by a spell card.
  4. To cast a spell, the player must hold the card of the spell he is casting in one hand in the air. He must count: "One magic spell, two magic spell, three magic spell..." up to the number listed as the "Count" of the spell, without moving feet or being hit. If this is done, the spell is cast.
  5. If the spell is cast, yell out the spell's name, who it affects, and how it affects that person/people.
  6. If a caster takes hit point damage or moves when counting, the spell is ruined. The card must be ripped up, as that spell has been wasted.
  7. After the battle ends, show your opponents the cards of any spells you cast during that battle.
  8. When somebody shows you a spell card of a spell they cast, check to see if the date, person using the spell, description, and judge's signature are valid.
  9. After cards are checked, tear up the card of any spells used.
  10. A spell-caster may cast in melee so long as 1: his/her feet are planted firm, 2: is counting audibly and clearly, and 3: has one hand in the air with the spell card in it.
  11. Psionicists have psionic powers that function exactly like mage, cleric, and druid spells.


The GM and Judges

Each LRPG has only one GM (Game Master). He is the person who organizes the entire event. Ultimately he is the one who makes all decisions. Working with the GM as volunteers are the judges. There will be a number of judges chosen by the GM to help him mediate fights, make rule clarifications, do paperwork, and any other grunt work that needs to be done. These Judges are in attendance primarily to do the things that the GM can't be everywhere to do. As far as the player's should be concerned a ruling by a judge holds just as much weight as if the GM had made it himself. Many spells and powers requite that things be done in the presence of the GM or a Judge. If it says by a Judge, find a judge, not the GM. If it says the GM, find him, not a Judge. In addition to this, in any wandering band of monsters/NPCs, there will be a Temp Judge. Ultimately that temp judge has the power to mediate fights and normal spell casting, but must defer special spells requiring a Judge to a real one.


Special Abilities

Many characters and NPC's will have special abilities and powers that they may be able to employ (like a halfling's "runaway card"). All of theses will be documented on cards that are used much like spell cards, or written on a character record. On the card or the record there will be a full explanation of how and when the ability can be used.


Heroic Characters

In every game session a predetermined number of characters will be given the temporary and honorary title of "Heroic Character". Ultimately how many and who will receive this is up to the G.M. Heroic Characters are generally those who are the most experienced. Just because a person was once a heroic character does not mean he/she will always be. Heroic characters gain special privileges. Basically, before the game starts, they talk to the G.M. and are allowed to break some rules that the G.M approves of. Normally these things consist of being able to use equipment like weapons and armor not normally allowed to their class. Using larger or bizarre weapons is also common. Being able to cast clerical spells banned form your religion is also not uncommon. Thieves may not have to discard their thief cards when performing a particular feet or the like. If you are ever honored by being a heroic character, give some thought to what you want, and talk to the G.M about it.


Escaping Entangles

It appears that entangle spells, and other effects like it have become one of the most feared weapons in LRPGs. In the future, it will be possible to escape entangles, and other holding type attacks if you have a friend present who himself is not trapped. In order to do this, a free person must grab hold of the trapped character ( the only case in which I will tolerate people grabbing each other) and act out pulling him free for an un interrupted 15 seconds straight. after this the character will be free (unless the particular effect says otherwise). In the case of the "entangle" spell, it is possible for a character to be freed by an alley with a bladed weapon in 10 seconds if the bladed weapon is struck against the ground around the trapped person's feet.


5 Man Combat Rule

In games past, it was very simple for a small encounter to become an outright war. All too often have two orks jumped four characters and had another twenty characters rushing to the defense (over kill) for their friends. I really wish I could have as many people doing monster duty as I have playing so this would not be a problem. As it is however, I must ask that no more than five characters ever become directly involved in an encounter at the same time. If two or three characters could use some help, by all means join them. What I will not have any more of is playing pile on the ork. There will be some "grand" encounters in which more than five players may join in a battle. A judge will always be present at these "grand" encounters. If you need to know if it is such an encounter, ask the judge. He/she will tell you. Just because a judge is present does not make it a "grand" encounter,.


Playing Turtle

Playing turtle simply means to have a large shield, and to hide behind/under it. Some people feel this is an unfair advantage. Deal with it. If somebody wants to hide under a shield, that's the advantage they get from being a class allowed to use one, and for dealing with lugging it around.


Overbearing

Overbearing is a tactic often used by people using shields in order to make people move aside, or to "put the pressure on". Overbearing is simply like using a shield as a moving wall to impose on another. Though a good tactic in real fighting, don't do it in these LRPGs. It's just too dangerous. The only time I ever want to see a shield touch another person's equipment is when they block a weapon blow. I never want to see a shield touch another person.


Fortifications

For the purposes of Live Action Role Playing, we will designate structures only by three simple types. These types are walls, tents, and buildings. To erect any type of fortification, a fee must be paid to the game master (in game GP currency). Furthermore, a maintenance fee must be paid for each day that the structure remains up.

Walls
Walls are generally considered to be wood or brick. You may actually construct them from rope and tarps, wooden slat fences, or anything else you may desire that is approved by the GM ahead of time. Walls are impassable unless a character has a way of circumventing them with magic or actual ability. Characters are free to exploit any weaknesses they find within a wall by moving, shooting of fighting through expose areas so long as they do not have to damage, alter or contort the material that makes up the wall. If there is a hole in, or a space under, feel free to exploit it so long as you actually don't alter the size, shape or position of the wall in any way during your effort.

Tents
Tents are just what the name implies. They are simple structures made primarily from cloth and poles that provide simple protection from the elements. Tents do not make great fortifications. As far as game considerations go, the do little more than offer a warm (kinda) place to stay. As far as seeking cover in one, don't bother. You can not "lock" a tent either magically or normally. If a bad guy wants in a tent, it's not too hard for him to cut his way in. For the sake of our equipment in real life, if somebody wants into a tent, they can go in.

Buildings
Buildings are a bit more secure against attack and raid. Buildings can keep the unwanted out, they have a better than normal way to get in. Buildings also offer a bit more protection from siege weapons, and are less likely to be destroyed by them.

( important note! even though you are often at odds with people in character, be sure to be courteous out of character. always be sure to be sure people inside are decent and such. If you are hiding something in a tent, don't bury it in your personal effects. If you are in sombody elses building/tent, do NOT touch, examine personal stuff. only things that are obvious game props. always let a judge know when you plan to enter a building/tent, most times he will accompany you)


Siege Weapons

Siege weapons in the LRPG may take many forms. Catapults and ballistas are among the most historically accurate. Personally I don't care what is built for a siege weapon as long as it follows two major guidelines. First is that I test it, and that it and it's ammunition are safe. Secondly, that it look like a medieval artillery piece, and not a bungie slingshot. The way a siege weapon does damage is based upon the ammunition used. For the sake of rules, there are only four types of ammunition. These types and the damage they inflict are as follows.

Large Projectile
Large projectiles are boulders and tree trunk ballista shells. I recommend these be made of foam or pillows. If you ever manage to strike a living creature with one of these shell, they inflict 25HPs of damage. A large projectile which strikes a wall will destroy it. This type of shell will inflict 15 HPs of damage to any in a tent that it strikes as well as obliterating the tent. Buildings struck by a large shell will be destroyed, as well inflicting 7 HP to any within.

Small Projectile
Small projectiles are about the size of a volley ball. As a matter of fact, decorated volley balls make great shells. Other things can work too, be creative. It is possible to fire a salvo of up to 3 small projectiles in a single shot. Small projectiles inflict 12 HPs to any creature who is struck by one. Small shells do nothing to walls struck. Small shells destroy any tent struck, and inflict 7 HPs damage to any within. If a small shell strikes a building, all within suffer 5HPs of damage. If and a judge declares that it looked like a good solid hit, the building is destroyed.

Scatter Projectile
Scatter projectile launches a volley of smaller rounds which cover a relatively large area. Any person struck by any number of the rounds suffers 5 HPs of damage. Scatter projectiles inflict 3 HP of damage to any creature in a tent that is struck by the shot. Any inside of a building suffer 2 HP. Scatter projectiles do no damage to structures.

Oil/Chemical Projectile
Oil/Chemical projectile will only be allowed when the G.M feels the weather is appropriate. Generally a water balloon of simple water stream will represent this type of attack. Oil will inflict 4 HPs of damage to any creature gotten wet by it. Oil that strikes a tent will do 2 HPs to anybody inside of it. The tent will be destroyed if nothing is done to stop the fire within 2 minutes. Oil will destroy a wall or building if nothing is done to stop the fire before 5 minutes after the oil strikes.


Poison

Poison is a more and more common foe in LRPGs. In the past it was available only to special monsters. Today, rules have been included so that everybody can use it. Doses of poison can be obtained in many ways at the game master's discretion, including purchasing or finding it (the rules are in the working to make another class, Alchemist, who can make his own). Any dose of poison that a player/NPC/etc. may have will be denoted completely on a small card much like a spell card. Most types, unless otherwise noted on the card, will be an injected poison that must be induced into the blood stream by a weapon blow or the like. To poison a weapon, the card for that dose of poison must be affixed to the blade tip of the weapon it has been applied to with tape or by some other method. The effects of that poison will inflict the first person who is struck by that weapon. There is a catch however: that blow must do damage for the poison to generate effects. The blow itself uses up the dose, but damage is required for it to generate effects. If, for example, a poisoned weapon struck a druid who used nature's martyr to deflect the blow, the dose would be expended, yet would generate no effects because no damage was done. A dose on a blade works only on the first blow (unless otherwise noted by the poison card). After a battle, destroy any used poison cards expended during the battle. Note that some monsters will have poison abilities noted on their monster forms that are natural, thus, they need not use poison cards, instead simply defer to the info on their record sheet.


Rumor Cards

To facilitate the plot line, game masters often prepare sets of rumor cards that are distributed randomly to player's characters. These cards contain information, often true but not always, that represents things your character has heard before the game begins. When you get these cards, read them and destroy them. Once you have read them, you may share your info as freely or as reservedly as you wish. The game master ultimately decides the set amount of cards that characters get. Warriors and thieves normally get twice this many cards, and bards three times as many. High level characters may also be given bonus rumors.


Magic Item Rules

Many magic items will find themselves into the game. To the unknowing, these work just like their mundane counterparts. The Gold glove with all the gems in it is just a glove until you learn how to use it. Learning the nature of an item may come in many ways, but the most common is an Identify spell. When the Judge decides that you know it's nature, he will give a character an Item record sheet. This sheet is not truly a belonging, but rather proof to others of what the item does ("What do you mean your sword does 30 hit points of damage?"). Though the item itself may leave your possession, the knowledge of it is forever. When you need to prove an item does what you say it does, you need only to show your opponent the part of the record that involves the debate at hand.


Quaffing Potions

Magic potions will be becoming a more common item found in future LRPGs. Potions may only be drunk in the presence of a Judge, Temp Judge or the GM. when a potion is to be drunk, the player must pop the cap of the potion, say "Drinking a potion", and empty the content ( you can poor it out or drink it based on where you found it. Don't drink a potion you found in the woods, but if you but one directly from a Judge it's OK) Once this is done, It is time to remove the card on the side of the container and read it's effects. Again, show this to one of the people of authority around.


IFGS Weapons

We are at this time attempting to expand the number of people involved in our little campaign. To this end I have extended invitations to several chapters of IFGS. I have spoken to many of their people, and learned quite a bit about LARPing from them. Though many of our philosophies differ, I have found them over all to be people worthy of invitations. Those of you who are IFGS players will be happy to know that any weapons you may have that have been approved for use in IFGS games will also be acceptable in mine so long as they meet the length requirements. (yes, your short swords are most likely long swords in my game.)


Construction Methods

Round Foam method
The round foam construction method is used in any situation in which a weapon has a haft of any sort. Weapons like maces, spears, halberds, battle axes, etc. We recommend that Water pipe insulation foam be used to cover the haft entirely. Always use the thickest of this foam available. Be sure to the best of your ability that the foam tube does not allow the core to knock around inside of it. If this does occur, tape a few scrap bits of foam to the core very tight so as to make it more snug inside the foam tube. The foam of this type of tube must extend beyond 3 inches long wise of the core on any part of a weapon that is not the handle. Around parts of a weapon that are meant to actually hit opponents, an extra second layer must be taped on top of the first. This will requite more than simply slipping one layer of foam tube inside of another, because it will not fit that way. The second tube should be split open long wise and wrapped over the first layer as far as it will go. The remaining space should be filled with another piece of foam cut to fit. This foam is then to be duct taped along the outside in a round and round manner like one would rap a hockey stick handle.

Core Materials
In building a LRPG weapon, you must have a core of some sorts to give the item shape and a handle. We allow three general core materials to be used. First we allow 1/2 inch plastic PCV piping, and recommend it only for weapons shorter than four feet. A second material we allow is bamboo pole, preferably no thicker than 3/4 inches. We recommend these for long haft/shaft weapons that exceed four feet in length. The third type of core is primarily for weapons that don't use a shaft at all. Things like small washers to give thrown daggers enough weight to be thrown, yet don't allow it much velocity, and rubber balls or bean bags that form the core of ball like weapons.

Sandwich Camping Pad Foam method
This method is used mostly in the construction of bladed weapons. It requires a piece of camping pad foam at least 3/8 an inch thick, 9 inches wide, and as long as you need the blade to be. Cut the camping pad foam into three 3" thick strips that are as long as you would like the blade to be. Choose one of these three strips and cut in half again long ways, making two 1.5" strips. lay down one of the 3" wide strips and place your core PCV pipe long ways down the center of the strip. Be sure to leave at least 3" of foam extending beyond the core where the point will be. Tape the core to this piece of foam with duct tape. Now lay each of the 1.5" strips along the side of the core. Tape these well to the core as well. Place the final 3" strip over the two 1.5" strips with the core in the middle. Tape either side of this piece to each of the 1.5" strips beneath it. Use long pieces of duct tape, and run the strips long wise down the blade, NOT wrapped around in a circle manner. Finish blade by completely covering any exposed padding with duct tape. Cut the tip into a point and patch with more duct tape.

Cross Guards
Many weapons have cross guards. Please make them from tape covered foam or some other soft material designed for safety. It does no good to have a foam idiot proof sword with a pointy metal cross guard sticking out of it.

Handle
Very simple. When you make a weapon, let one end of the core extend and serve as the handle. Warp and cap it any way you desire. Be creative. We like vinyl wrapping, or electrical tape. Some of you in the past have liked the idea of using PVC elbows and joints to make odd shaped handles and cross guards. Those joints always break. The most solid way to make anything is from one solid piece. Make your handle from an extension from the core.


Things to Bring and Not to Bring

Bring
This booklet, food, water, tent, sleeping bag, LRPG weapons and armor, costume, T.P, soap, flashlight, fork, spoon, knife, pots and pans, a lighter, pocket knife, first aid kit, ax, saw, photo I.D, money, a pouch to carry stuff, and a pen.

Don't Dare Bring
Real weapons, drugs, alcohol, radios, T.Vs, Video Games.


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