So, you’ve created your character and have a costume finished – what now? There’s a lot of specific steps that will help you have the best experience when you attend your first LARP event.
Prelogging
Prelogging (or, preregistering with Logistics for game) is heavily encouraged, for ease of logistical prep work. Or discounts to your admission cost. Both are good.
Barring special circumstances, Prelog opens 2 weeks before event, and closes about a week before event. During this time, you can register to play a character for the event through the database.
It is heavily encouraged that you prelog, because not only does it make getting your character card easier, it makes the process easier for the logistics team.
Database: http://www.underworldlarp.ca/logistics/login.php
A step by step guide to prelogging with the database: http://www.underworldlarp.ca/mybb/showthread.php?tid=5211
Packing for Event
Food
You’d be surprised at how much energy fleeing for your life can take. A quick primer to eating at LARP can be found here:
http://underworldlarp.wordpress.com/2014/09/21/primer-to-eating-at-larp/
If you cannot bring this much food with you, consider purchasing from the on-site (and IG) tavern, or sharing food with a friend.
Some other pointers:
If you’re bringing perishable items, like milk or chicken, please carry them in a cooler so they don’t spoil. There’s nothing worse than getting food poisoning while camping.
If you plan to cook, don’t forget to bring the necessary cooking utensils. These could include items such as a pot, pan, plate, fork/knife, mug, and a towel or mitt for removing hot pots from the fire.
While cooking, you will still be considered In Game (IG), which means that there is the possibility that you’ll be interrupted by an event In Game. Carry ready-to-eat, non-perishable snacks for just such emergencies.
Garbage is the enemy
Avoid foods that leave lots of garbage behind. There is a strict no-garbage rule at the Underworld site, so you’ll be required to bring it off site with you. You will need to bring a garbage bag for cleaning up your site at the end of game.
Water is essential for the weekend! If you’re running around in the hot weather, you may become dehydrated. Your weight in pounds divided by two is the number of ounces of water you should be drinking on an average day (ex: a 150lb person should be drinking about 75oz of water on an average day; 6 500mL bottles of water is just enough to keep an average person going per day).Plan to bring more than that since you’ll be active all day in the heat, as well as extra if you need it for cooking. Many people bring a case of water or two (the bottles will crunch up nicely to take home), or a large water jug they can refill from.Keep in mind that our site has no running water, so you cannot refill your bottles/jugs during game.
Camping Gear & Physreps
The following list of things to bring includes Physical Representations (physreps). These are items used to represent something that your character would own. For example, if your character is a mage, they would have to own a spell book, so you will need to have a physrep for a spell book; any book from a pocket notebook to a large leather-bound tome would be reasonable – whatever you think matches your character’s style!
Quick list of stuff to bring:
- Camping gear
- Tent: extra tent pegs, etc.
- Sleeping gear: sleeping bag, blankets, pillows, etc.
- Tarps and/or ground sheet for excessive rain.
- Clothes
- Basic costuming items: shirts, pants, socks, etc.
- Extra costuming items: scarves, belts, jewellery, etc.
- Cold weather items: cloaks, sweaters, woollens, etc.
- Extra socks: never underestimate the power of dry socks.
- Extra underwear: never underestimate the power of dry underwear.
- Boots: combat boots blend in best and are much more suited to the extreme conditions UW will make you run through.
- Street clothes: unless you want to drive to and from site in your costume.
- IG physreps
- Racials: make-up, spirit gum, wet wipes, etc.
- Armour
- Weapons: boffer weapons or plan to rent.
- Repair kit: duct tape, foam, etc. in case your armour or weapons get too badly damaged.
- Packets: white spell packets, orange alchemy packets, etc.
- Food
- 3 meals a day: see food section for details
- Water: see food section for details.
- Snacks: anything easy to eat and pocketable
- Lights
- Flashlight: can be used in the privacy of your own tent.
- Green glowsticks: IG lights (tags required).
- Red-filtered light: OOG safety light when alone to get around site.
- Toiletries: medications, toothbrush/toothpaste, deodorant, etc.
- Pouch or small bag: to hold your IG belongings as you run around.
- Whistle: if you’re lost in the woods, blow on it OOG to get help.
- Garbage bags: expect to take all your garbage home with you.
- Bugspray.
Download a PDF checklist here: https://www.dropbox.com/s/ubl32jgc7esi6ow/LARP%20checklist.pdf
Guide to Checking In
Setting Up
The site officially opens after 2:00 PM on the first day of an event. If you arrive before 6pm, you should go directly to the main play area to unpack your belongings. This is an area past the main parking lot, which is just straight down the path from the entrance.
Please drive slowly and carefully.
As a new player, we recommend that you set up in Town Centre, located in the main field, with your tent along the treeline. Many people who are unattached to camps or need/want to be readily available to other characters set up there as well. Don’t be afraid to ask other players where your tent should go – they’ll point out if you’re blocking a path, for instance.
If you happen to have an in-period tent, you have the option of setting up anywhere in the field. Just make sure to choose a space at least 20 feet away from the main fire pit.
Get Unpacked
Once you have all of your belongings unpacked, you can return to the parking area and leave your car there for the weekend. You’ll most likely see cars parked there already, but if you are unsure of where exactly to park, ask another player to point it out for you. The parking lot is directly to the left of the site’s entrance.
All cars must be out of the playing area by 10:00 PM, which is when game officially starts. Once game is called on Sunday afternoon, vehicles will be given access to return onto the site, so players can pack up their belongings.
If you arrive on site after 6:00 PM, it’s recommended you park first and proceed to Logistics to sign in before unpacking your stuff, so you don’t get caught Out Of Game when game begins. The process for signing in through Logistics can be found below.
Logistics
Logistics generally opens at 6:00 PM and closes at about 1:00 AM. The game officially starts at 10:00 PM. If you are coming after this time, it’s good etiquette to inform Logistics (prelog@larp.ca) that you will be late and what time you intend to arrive, so someone can be prepared for your arrival.
Logistics is currently in the parking lot, across from the cars. If you have properly prelogged, Logistics will already have an envelope with your character’s name waiting for you, with your character sheet within it. If you did not prelog your character, Logistics will have to write up your card on the spot, which will take more time. Players who prelog get priority for the check-in process, as a reward for preregistering, and making Logistics’ job easier.
As a new player on your first LARP event, you will not receive any tags for your weapons, armor or spell book. This is done to protect you from losing your equipment at your first game and because you will have the option to completely change your character at your second event. In Game, we refer to your untagged items as ‘spirit-linked’ items, and if ever lost or destroyed, will immediately reappear on your person.
You can be well supplied at your first LARP event
You’ll get your starting coin, and your character sheet. Your starting coin is 1 gold and 1 silver. Once you receive this, it won’t be replaced later (even if you completely change your character for next game), so make sure to keep it safe.
Your character sheet is considered your IG ‘soul’. What this means is: keep it secret, and keep it safe! If another player gets ahold of your ‘soul’, they have the power to tear it in half, causing you to take a death. You need to keep your character sheet on your person at all times: at any time a Shaper may ask to see it, and it could lead to awkward repercussions if you’re caught walking around without a soul.
If you are using rental weapons for your first game, mention this to logistics, so they can get your equipped with your weapons. You won’t need to worry about having your rental weapon checked for craftsmanship or safety.
However, if you chose to build your own boffer weapon(s), you’ll need to have them evaluated by a safety marshal. Safety marshals are always set up around logistics, so you can always get your weapons checked. Safety marshals also double as armor marshals, so have them check any armor you have for point value.
What To Expect At Your First Event
Your First Game
As a new player, you gain some additional benefits that other players won’t have. Some have already been mentioned, but just so you don’t forget:
All weapons and armor is considered ‘spirit-linked’ to you, and cannot be lost, stolen or broken. In game, a ‘spirit-linked’ item reappears on your person, fully functional, if these things occur.
Deaths aren’t recorded on your character sheet. Your first game, you effectively get ‘free’ deaths, that don’t count against the usual limit of 2 deaths per character.
You may set your tent up in the ‘New Player’ camp. There will be an NPC stationed here that can help you with any rules questions or concerns.
After your first event, these benefits will no longer apply, so don’t be afraid to jump into combat or go on quests!
Roleplaying at your first LARP event
Since you’re new in town you likely don’t know anyone, so your first step would be to make friends. Look for those everyone is talking to, since they’re probably friendly, and introduce yourself – In Character, of course.
While roleplaying, keep in mind that you are acting as your character would act. Some species may have strict rules regarding how they should act (ie, Wild Elves and their dislike of metal), while others may act identical to how you are OOG. If you’re up for the challenge, it’s often suggested that you create a character as different as possible from your OOG self, so that you can get the most enjoyment out of roleplaying. However, it is perfectly acceptable for those who are new or struggle with acting to create characters similar to themselves.
It’s expected that you stay in character all weekend. Roleplaying is the main activity at Underworld LARP games. OOG conversation can really disrupt the effort people are putting into staying in character. This might be hard at your first LARP event, but gets easier with time. If you must make an OOG comment (asking what a spell does, asking where the Port-o-John is, etc.) then you simply put your hand on top of your head. People will understand and are usually lenient about it – we were all in your situation at one point.
A note on Metagaming:
Metagaming is using OOG knowledge to your IG advantage. For example, if, while at waiting in line at Logistics, you overheard someone telling a plot member they were going to steal the King’s scepter, and you used this information as your character to catch the thief In Game, it would be considered metagaming. This is considered cheating at Underworld, and is unfortunately one of the worst ways to ruin the game, for all players involved. Metagaming can be hard to understand at your first LARP event, but as you play more games it’ll become clear.
Players who would have a hard time separating OOG knowledge from IG knowledge will combat Metagaming by actively avoiding hearing OOG knowledge, or telling other players not to share OOG knowledge with them that may lead them to accidently swaying their character in an IG way (for instance, asking your friends not to tell you if committed crimes IG).
Combat
Before engaging in any combat, read Chapter 6 on combat and safety in the rulebook.
Combat in Underworld tends to be fairly fast. (How fast can you say “2 Normal” in 5 seconds?) It seems difficult remembering what you call for damage, how much Armour you have, how much Body you have all at the same time. Here’s an easy way to remember:
Let’s say your character has 15 points of Armour and 4 points of Body. So, in total, you can be hit 19 times until you get to 0 Body. While in combat, remember the number 15 and the number 17.
(Why not 19? Where did the other 2 Body go? As long as you have 2 Body points, you’re conscious and awake, if you have 1 Body then you’re semi-conscious, and if you have 0 you’re Unconscious. So we know that 2 Body is the farthest we can go before we fall to the ground.)
This seems complicated…
Add numbers together instead of subtracting from your total. It’s easier to add than to subtract.
“4 Normal!”
“7 Normal!” (4+7=11)
“4 Normal!” (11+4=15)
Oh no! You hit the first number, which means you’re out of Armour and about to start taking damage to body! Your armour is heavily damaged, or breached, and you must call “Breach!”. Any damage taken after this point goes directly to your Body Points.
This is likely a good time to run away.
Roleplaying an injury when you’re “hurt” isn’t necessary for Underworld but adds to the realism of the game for other players, not to mention makes it a lot more fun.
Some things to avoid while in combat:
Watch how hard you swing your boffer. Remember, underneath the NPC mask is a person. Hitting too hard even with a padded boffer weapon can cause bruising. At Underworld, we call swinging too hard ‘Baseball Swinging’.
Avoid sensitive areas when striking. The head, neck, and groin are all considered sensitive areas, and do not count as striking zones. If you strike someone in one of these areas they haven’t taken your damage. We strongly reccomend that players avoid striking women in the chest.
Don’t hit someone in the same spot repeatedly. Calling damage and hitting the same spot repeatedly is called “Machine Gunning”, and hits after the first will be discounted. This helps us slow down fighting to a reasonable rate and attempts as best it can to emulate realistic combat.
4.D Casting Magic
To cast a spell you throw a small quantity of small-grain bird seed tied into a piece of fabric. These packets are used by any casters who still have spells to throw in their spell pyramid. These packets are just heavy enough so that you feel the impact of the packet, without the possibility of being injured.
Touch casting is also a good way to deliver a spell, just by physically touching someone with your hand and saying the incant.
It’s recommend that you practice throwing spell packets before game. Aim over a distance, throw underhand, overhand, side arm, “flick” them. Yes, your parents/roommates will wonder why there are packets in their shoes, but it’s a good skill to have.
What Does This Spell Do?
Ask the caster OOG what the effects of that spell are if you’ve just been hit by a packet and you aren’t sure of the effects. Your first LARP event can seem overwhelming but we’ve all been there. Even the best role-players forget the specific effects of a spell on occasion! Don’t worry! You’ll learn what some of the more popular ones’ effects are quickly enough.
Casters determine if a spell has hit or not. This is because spell packets may hit armour or a piece of cloak and the target won’t notice. All zones, including head, weapons and cape are valid: the spell technically channels through anything you’re wearing or holding to affect you. (We strongly encourage not regularly aiming for people’s eyes, groins or fingers though.)
Your second LARP event
What Will Change
Tags
You will receive IG tags for your weapons and armour at your second game. You’ll receive tags for other items as well. (e.g. spell books, craftsman payments). It is the responsibility of the player to ensure that they have everything needed in the character envelope before leaving the Logistics area. Once you leave the Logistics area, there is nothing Logistics can do to replace missing tags.
Remorting
If there is anything you want to change about your character that you discovered at your first LARP event, you can do it between your first and second events. It can be as minor as changing a few backstory points – “oh, both of my parents are alive” – to completely rewriting your entire character. We want you to have a character you’re happy with. People will suspend disbelief for you, and can roll with the changes. Do be mindful that PCs treat different characters differently – if you go from Einher Mercenary spoiling for a brawl on your first game to Dark Elf Mage with an interest in necromancy on your second, expect people to react appropriately.
NPC Shifts
An NPC shift is a block of time when players help Shaper camp out and play NPCs. As great as the Shaper team is, there’s at best two dozen of them and over a hundred people playing. That’s not enough bodies to keep everyone entertained, and Shapers have a lot to do on top of being being a body.
For your first three events, you don’t need to do an NPC shift. You’re still learning the rules and need to experience the game on the player’s side before going backstage.
After your first three events, you’ll need to do an NPC shift. For more details, refer to this primer here: http://www.underworldlarp.ca/mybb/showthread.php?tid=10536
Camps
Join a camp after your first few events. Camps are located in the woods and house all kinds of groups of players. Some camps are a collection of friends, while others might group up by race, religion, moral code or other similarities. Not only do they provide companionship and a ready source of people to fall back on in time of need, but camps can receive special buffs or specific mods (not necessarily at the most convenient time).
You’re also welcome to set up your own camp! Take your time to explore the woods (before or after game is best. People get jumped during the game). If you find a clearing to your liking that hasn’t been claimed, go ahead and stake it out.