Alliance CT
Policies
General
Membership
Age
Transfers
Rules
OOG
Nobility and In-Game positions of power
Adjudication
Fees
Donations
Airbrushing
Gobbied Magic Items
Event Raffle
Plot
Plot
Character Histories
Plot Submissions
NPC
NPCing at Alliance CT
General
Membership
Table of Contents
Membership fees are required by everyone who wishes to attend a Alliance CT event, be it to PC or to NPC. The following memberships are available: single event, 3 month, full year. All memberships require an up to date and signed legal release form.

Single event memberships will apply to the single event it is purchased for, 3 month memberships will apply to any weekend events that fall within the duration of the membership, full year memberships will apply to all weekend events for the calendar year purchased, Full year gold memberships will apply to all Alliance CT events for the calendar year purchased. Gold memberships in addition gain one event raffle entry, priority over other memberships at attendance capped events, and one all monthly blankets for the year on one Alliance CT homed cahracter (allowing for the 3 month blanketing rule). No membership will extend beyond December 31st of the year it was purchased in. (This means you do not want to purchase a 3 month membership in November, as it will expire at the turn of the new year.)

Membership fees can be paid at any time, but are required to be paid to date to participate in any given event. Full time NPC’s will have their membership fees waived under the following circumstances: attend a minimum of 60% of the events, and do not attend any events as a player. If the requirements above are not met, then that person shall be asked to pay the appropriate membership fees at or before the next event they attend.

Membership fees are non-refundable and non-transferable. Alliance CT reserves the right to revoke or deny membership to any person for any reason.
Age
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You must be 18 years or older to attend a Alliance CT event. Proof of age will be required to receive membership.
Transfers
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Players wishing to transfer characters and/or items from other Alliance LARP campaigns may do so in accordance with the following transfer policy.
  1. Player must be 18 or older. See Age Policy for further details.
  2. Items not normally produced under the Production Point system, but that do not contain magical properties (such as land, livestock, slaves, or miscellaneous treasure), will be accepted on a case by case basis. Potion, Scroll, and Alchemy labs, as well as Weapon/Armor forges are not transferable between campaigns.
  3. All items or ritual effects marked LCO are non-transferable unless given special permission from both the items home chapter, and Alliance CT. The plot committee or GM are the only authorized people in Alliance CT that can give this permission.
  4. All other items and rituals created or distributed under the Alliance LARP Ritual Policy, or Treasure Policy are permitted for transfer.
  5. Note that Ritual Scrolls and Catalysts are LCO, and are not transferrable.
  6. All Deadlands LCO Alchemical Tags available for transfer into Alliance CT games, you are required to check such items in with an Alliance CT marshal BEFORE using them in game.
  7. The Alliance CT staff reserves the right to restrict any magic item, ritual, ritual effect, etc. at any time.
Rules
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Alliance CT uses the latest Alliance LARP rules set. Rule books are available online, as well as through us. All players are responsible for a working knowledge of the rules, after all you can’t play if you don’t know how things work. Alliance CT maintains a current list of rules marshals, who are more than happy to answer any questions. Any and all rules questions, or concerns can be brought to our head of rules for clarification, or resolution of rules disputes.

People who are found to be maliciously breaking rules for any reason will be asked to leave immediately. Continued problems will see that person banned from Alliance CT events.
OOG
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All players on sight during game hours will be considered In-Game unless they are CLEARLY wearing a white headband. Exceptions are made for specifically designated areas, such as bathrooms and logistics.

All items stored under a bed, or in containers marked OOG are considered personal possessions. Putting in-game items into a OOG marked area to hide/protect them is against the rules. Non-Tagged items are generally not In-Game stealable. If in doubt either do not take the item, or find a rules marshal/logistics staff who can help you find out.
Nobility and IN-Game positions of power
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Noble ranks and other powerful in-game positions are attainable by players. Players wishing to attain these positions are required, prior to being given these positions, to meet with the GM.

General requirements for all players wishing to rise to and maintain these positions are as follows.
  1. The character must remain active.
    • This means that the character must attend Alliance CT events on a regular basis, though the exact number/frequency will not be set in stone. This is to prevent characters from disappearing for very long periods of time and still retaining titles that they are not fulfilling. This also allows us to spread the wealth to those players who are more active, as there are only so many openings for nobility/sheriffs/Quintars, etc.
  2. The player must have no malicious rules violations.
    • Players who have in game rank are looked to as examples by newer players. You will be a good example, one way or the other.
Adjudication
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When a player has a problem with a rules call, a death taken, or has an out of game conflict with another player, that player has the right to ask for adjudication. This is a procedure where the player can present their case to the adjudication committee and ask that changes be made. The decision of the committee is final and all conflicts will be seen as resolved after the committee makes its decision.

The adjudication committee is created to preserve the integrity of the Alliance LARP rules system and to lessen conflict amongst players. It is the hope that all disputes can be resolved without the need to for a formal adjudication. However this system is in place in case of an emergency. It is important for all players to understand that the adjudication process is in place to protect the players and not the staff of Alliance CT. The adjudication committee will always act in the spirit of the rules of the game and the traditions of fairness and good sportsmanship that are so important to Alliance CT, and the Alliance LARP.

The adjudication committee is made up of three people at all times. The general manager or assistant general manager, one plot committee member, and the Head of rules or one marshal. The GM will have the final decision on which members make up the committee for any specific issue. There will always be three members of the committee to remove the possibility of a tie vote. If one committee member is unavailable a suitable replacement will be found, or the adjudication will be postponed. The player requesting the adjudication will have the option of postponing the adjudication if one of the committee members is not available.

Adjudications may only be requested when a player feels that a rules violation has occurred. When a player sees a rules violation they are to first report it to a marshal. If they do not feel that the marshal has properly resolved the conflict, the player can then approach the GM or AGM and request adjudication. The player will be asked to explain the situation and the GM or AGM will decide weather adjudication is needed. The GM or AGM may confer with the other parties in question and other marshals before making a decision.

After the GM or AGM decides to go ahead with an adjudication, the player in question can request to have a player representative to help them with presenting their case to the committee. The player can ask another player they know to be their representative, or the chapter will have players that have volunteered to be player reps. After that the adjudication committee will convene. The player will be allowed to present their grievance and request an outcome. If other parties are involved, they will then be allowed to present their story. The committee members will take turns asking any pertinent questions that will help them make a decision. After all parties have said everything they wish to say, the committee will meet in private and make a decision. The decision of the committee will be final and all parties involved should consider the matter closed. If the player wishes to have further explanation of the committees decision, he or she may ask the head of the committee when it is convenient. Minutes will be kept of every adjudication that will be accessible by the player who called for the adjudication.

Any in game ramifications of an adjudication committee decision will be left to the plot committee to repair. Game events will not simply be undone and players expected to forget game events, rather, the plot committee will develop an in game means to implement decisions made as the result of an adjudication.
Fees
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  • 1 Year Gold Membership - $100
  • 1 Year Membership - $30
  • 3 Month Membership - $15
  • 1 Event Membership - $5
  • Module Day : $15 Pre-register / $20 At Door
  • Faire Day : $25 Pre-register / $35 At Door
  • Weekend : $55 Pre-register / $70 At Door
  • Long Weekend : $75 Pre-register / $90 At Doo
  • Event Meals : $10 Weekend Event / $20 Long Weekend Event
  • Payment by Check: Make checks payable to, Alliance CT
    Checks must be recieved no later than 5 days before the event to count as a pre-registration.(This means the Monday preceeding the event)
  • Mailing/Shipping address: Alliance CT, 939 Palisado Ave., Windsor CT, 06095
  • Returned Check Fee : $30
  • Pay pal transactions have an additional 3.5% fee added in, which covers the transaction fee for using their service. This will appear as a mandatory shipping fee.
Donations
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Our general Policy on donations is as follows.
  1. If you would not use it, we don't want it.
    What this means is, if the item in question is not of a quality that you yourself would make use of then we will not be likely to accept it. Personal style, character style or theme are not what we are referring to.
  2. If it is not on the list of items needed then we may not accept it.
    While we are greatful for any donations you may bring to us, there are some things we just do not need anymore of. While we would love to accept everything, its just not possible. Space to store all of the things involved is always an issue, and when we have too much of one thing we are not able to accept any more as we would have nowhere to store it. Please check the lists before you make any purchases, or spend hours constructing anything. We hate to turn away anyone with something to give, but sometimes it is unavoidable.
  3. You may ship your donation to us.
    We are more than happy to have you ship your donations to us. If you dont have room in the car or are not going to make an event, ship it! Click here and use the same shipping address that is used for sending us checks. Make sure you let us know who you are.
  4. Standard Gobby to Dollar rate.
    Our standard reward rate is 2 Goblin stamps per dollar. So make sure you keep your recipt as otherwise we are gong to guess. We also reward time spent working at 20 goblin stamps per hour (that would work out to $10/hour). Specifically requested or needed donations may have an increased ratio, which will be posted on the Donations page, or in the Donations thread on the message board.
  5. Quality.
    Higher quality items will get more stamps. Its as simple as that. If you make us the most kick-ass longsword ever made, you will get more stamps for it than the guy who spent 15 min in the car ride up making a longsword from an old fishing rod, and leftover foam.
  6. Talk to us, we dont bite.. often.
    The staff will decide based on the above policy, and our current needes what is a fair and rewarding amount of stamps to compensate you for your donation. If you feel you are not being treated fairly let us know, we will try to work something out.
Airbrushing
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Alliance CT is going to offer airbrushing makeup srvices. This will include 3 sessions of makup application, one on Friday night, one saturday am, and one sunday am. This will include a single base color of your choice on face, neck and hands applied by one of the NPC airbrush operators. Services will be available during specific hours (yet undetermined, but there will be a seveal hour window for services each day.)
Gobbied Magic Items
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As of 2008 Alliance CT has the following policy on purchasing magical items with goblin stamps. You must NPC or serve on staff for 2008 to use the new policy. Previous NPC picks still use the old system, and will always be available to people who NPCed during that time. Items picks must be sent into logistics two weeks prior to the event you want to get them. Item requests must have a rep description (picture is fine), and once the item is calculated, approved, and deducted you will receive a item number that is required to be placed on the rep in a permanent fashion. It will be checked before you receive your tag in logistics.
All items are LCO, and have a goblin stamp cost equal to the production point value of that item being created through the treasure policy (Or the closest approximation). You earn one pick per time you npc, and one for adequately performing a staff position for a year. Additional picks can be given out for exemplary service to the game. Each effect, not including the extender, counts as one pick. Each effect can have up to 3 uses per day, 6 if times ever activates (Skill stores are not included this). Items may have up to a 5 year duration, by paying the 1 year cost multiple times, with each additional year costing 1 Pick. No 9th level spells or effects may be placed in a gobbied item. Examples:
  1. Disarm 1/Day - 1 Year = 1 Pick and 120 Goblin Stamps
  2. Disarm 3/Day - 1 Year = 1 Pick and 360 Goblin Stamps
  3. Disarm 5/Day - 1 Year = 2 Picks and 600 Goblin Stamps
  4. Disarm 6/Ever - 1 Year = 1 Pick and 60 Goblin Stamps
  5. Disarm 3/Day - 5 Years = 5 Picks and 1800 Goblin Stamps
  6. Sword - Purify 1/Day - Spell Shield 2/Day - Spell Strike Pin 2/Day - 1 Year = 4 Picks(Purify, Spell shield, Spell Strike, Render) and 3480 Goblin Stamps(960, 1200, 720 approximated, 600)

The following Costs list is the official costs list and will be periodically updated as needed. Please check this list before ordering your item to assuer you have the correct current costs.
  • Activate - Level x 120 x Times/Day x Years
    • Stone Bolt 1/Day 1 Year = 120 (1 Item Pick), Dragons Breath 3/Day 2 Years = 5,760 (2 Item Picks)
  • Activate - Level x 10 x Times/Ever
    • Stone Bolt 1/Ever = 10 (1 Item Pick), Dragons Breath 6/Ever = 480 (1 Item Pick)
  • Spell Strike - Level x 420 x Times x Years
    • SpellStrike Stone Bolt 1/Day 1 year = 420 (1 Item Pick), Spell Strike Dragons Breath 3/Day 2 Years = 20,160 (2 Item Picks)
  • Cloak - 960 x Times/Day x Years
    • Cloak Necromancy 1/Day 1 Year = 960 (1 Item Pick), Cloak Evocation 3/Day 2 Years = 5,760 (2 Item Picks)
  • Bane - 1200 x Times/Day x Years
    • Bane Necromancy 1/Day 1 Year = 1,200 (1 Item Pick), Bane Evocation 3/Day 2 Years = 7,200 (2 Item Picks)
  • Spirit Link - 1200 x Years
    • Spirit Link 1 Year = 1200 (1 Item Pick), Spirit Link 3 Years = 3600 (3 Item Picks)
  • Spirit Lock - 600 x Years
    • Spirit lock will only cost 1 item pick regardless of the number of years paid for with goblin stamps when placed on an item that has multiple years through other picks.
    • Spirit Lock 1 Year = 600 (1 Item Pick), Spirit Lock 3 Years = 1800 (3 Item Picks), Spirit Lock and Disarm 1/Day for 5 Years = 3600 (5 Item Picks for Disarms, 1 Item pick for Spirit Lock = 6 Item Picks)
  • Protection Aura - 375/Point x Years
    • Protection Aura2 1 Year = 750(1 Item Pick), Protection Aura4 2 Years = 3,000 (2 Item Picks)
  • Arcane Armor - 100/Point x Years
    • Arcane Armor 10 1 Year = 1,000 (1 Item Pick), Arcane Armor 30 3 Years = 9,000 (3 Item Picks)
  • Damage Aura - 3000 x (DA VALUE)+1 x Years
    • DA +0 1 Year = 3000 (1 Item Pick), DA +3 2 Years = 24,000 (2 Item Picks)
  • Earth Aura - 2000 x Years
    • Earth Aura 1 Year = 2,000 (1 Item Pick), Earth Aura 4 Years = 8,000 (4 Item Picks)
  • Elemental Arura - 1000 x Years
    • Flame Aura 1 Year = 1,000 (1 Item Pick), Ice Aura 4 Years = 4,000 (4 Item Picks)
  • Monster Slayer/Race Reaver - +2/+4/+6/+8 - 1000/2000/3000/4000 x Years
    • Monster Slayer +2 1 Year = 1,000 (1 Item Pick), Monster Slayer +8 2 Years = 8,000 (2 Item Picks)
  • Spell Parry - 500 x Times/Day x Years
    • Spell Parry 1/Day 1 Year = 500 (1 Item Pick), Spell Parry 4/Day 2 Years = 4,000 (4 Item Picks)
  • Render Indestructible - 600 x Years
    • Render Indestructible is required on any 'useable' item that other ritual effects will be placed into. You may not get a 'free render' on such items (Shields, ropes, bags, etc.), weapon auras are not subject to this rule.
    • Render Indestructible 1 Year = 600 (1 Item Pick), Render Indestructible 2 Years = 1200 (2 Item Picks)
  • Spell Store - Level x 480
    • Spell Store 1 for 1 Year = 480 (1 Item Pick), Spell Store 4 for 1 Year = 1920 (1 Item Pick), Spell Store 3 For 3 Years = 4320 (3 Item Picks)
  • Skill Store - ((# of Prerequisite Skills Squared X 5) +25 (+10 for Silver/Elemental, +20 for Magic/Earth/Chaos)) X Times/Ever
    • Disarm = 1 Prerequisite (Weapon Prof), Parry = 2 Prerequisites (2 Weapon Profs), Stun limb = 3 Prerequisites (3 Weapon Profs/3 Backstabs), 30 Slay = 2 Prerequisites (2 Weapon Profs), 90 Slay = 8 Prerequisites (8 Weapon Profs)
    • Disarm 1/Ever = 30 (1 Item Pick), Disarm 10/Ever = 300 (4 Item Picks), Stun Limb 1/Ever = 70 (1 Item Pick), Magic Stun Limb 1/Ever = 90 (1 Item Pick), 90 Flame Slay 5/Ever = 1775 (2 Item Picks)
Plot
Plot
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The Plot Committee for the Caldaria campaign is dedicated to running a dynamic storyline that is highly influenced by player actions. Players should expect their actions to directly effect the plot, both positively and negatively. Players who wish to get the most out of the Caldaria campaign are encouraged to write and submit comprehensive character histories.
Character Histories
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Perhaps the best thing any Alliance LARP player can do in the development of their PC is to write a character history. Players who write comprehensive character histories experience a greater depth in their role play, as well as allow the Plot Committee the opportunity to write custom tailored plot specifically designed for you! Advice on how to write a character history is contained in the Alliance LARP Rule Book as well as on the Alliance HQ website.

The Plot Committee of Alliance CT reserves the right to deny in whole, or in part, any character history that contains material deemed to be outside of the Alliance LARP universe, or the design of the Caldaria campaign. Players should submit character histories to the Plot Committee at least two weeks in advance of their first event in order to ensure it is approved before play. If a history, or part of one, is denied, a member of the Plot Committee will work with the submitting player to develop an alternative that is acceptable to all involved parties.

In general, the material that could cause a character history not to be accepted involves writing in an unfair advantage to a character’s history that would directly contribute to that character having plot advantages not earned through game play. Therefore no character in the Caldaria campaign may be directly related to any of the Noble Households nor may they possess any Caldarian Military rank or other political title in their history. In addition, players may not write into their histories any followers, minions, or subordinates unless these characters will be played by other willing PCs. Remember, all rewards in The Alliance LARP need to be earned!

Drawing too heavily on religion or religious themes is also a quick way to have a character history disapproved. Many people decide to name their characters after obscure pagan gods or lightly guild a myth for their character histories. This is not only against The Alliance LARP rules, but sometimes it can be offensive. We as a Plot Committee come from very diverse backgrounds both educationally and religiously...and we probably have read every myth you ever did. Please remember that The Alliance LARP rules strictly forbid any religion to be a part of the game.

In addition, no character history involving rape or any form of sexual assault will be permitted in any way. In terms of conceptualization of the game world, rape simply does not exist in the world of Caldaria; it never even enters into the mind of the most evil of characters. The staff of Alliance CT is quite aware of the painful psychological effects of sexual assault; we do not want this issue ever to enter into our game, even in a character’s background.

Characters often desire to be born of parents of different races. Your parents may each be from a different race, and you may be one or the other of their races. In essence and in name you may be a half-breed, but in actuality and physically you are representative of one race completely. You must play one race as listed in our Rule Book, and you cannot split or add racial advantages based on the character history you create.
Plot Submissions
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Players are encouraged to make plot submissions concerning their intended actions between events. A plot submission is a description of what a character wishes to do during the “down-time” between Alliance LARP events. This can include research, communication, travel, and various other activities that can be time intensive or otherwise impractical for a character to perform during an event. Performing such activities gives your character a “history” outside of actually attending Alliance LARP events and is a great way to promote your character’s development. While you will not gain experience for doing plot submissions, you may gain information that can prove helpful or even vital in-game. Players Characters that are proactive both in-game and out-of-game (by making Plot Submissions) tend to be the most well informed characters, and therefore, the most involved in plot. Here are a few basic guidelines on making plot submissions:
  1. Plot submission deadline. In order to ensure that the plot committee has sufficient time to review your submission, we are instituting a submission deadline of two weeks prior to the next Alliance LARP event. Exceptions to this policy will only be made when events are to close together to allow for that time. All Plot submission deadlines are listed with the event descriptions. Submissions received after the cutoff date will not be accepted, no exceptions will be made.
  2. Submissions not sent to the plot e-mail address will not be accepted. No exceptions.
  3. Include what you intend to do. Do not assume that anything succeeds. The plot committee will do its best to go over your submission in a timely manner and inform you of what happens as a result by the next event. We will either contact you directly or provide the information in written form at check-in.
  4. Only one plot submission per PC. With the number of plots running and the volume of PCs, it eases the burden on the plot committee if they only have to worry about one plot submission per PC per month. If you choose to change your plot submission you may do so up until the submission deadline.
  5. No combat or spell-casting. Because of the complexities involved in the Alliance LARP combat environment, combat and spell-casting need to be handled entirely in-game and thus are prohibited from plot submissions. You can research spell-casting and practice sword-fighting—that is perfectly acceptable—but you cannot declare that you wish to cast a formal magic ritual or kill a dragon, and then expect it to be completed by the next event. If you wish to perform those actions, you must do it in-game at a Alliance LARP event. Using roleplaying skills is somewhat different. For example, if you have Craftsman: Tracking and wish to search for tracks between events, that is generally acceptable.
  6. No production skill benefits. While within a plot submission you can say that you wish to make use of a production skill, you can only earn the benefits of using production skills, such as receiving armor/weapons tags, elixirs, potions or scrolls, at logistics during an event.
  7. Characters doing joint submissions (which is a good idea, as the more people involved generally the more time can be spent on that submission) should e-mail plot even if they are not the ones sending the final version of the group submission. One person should send in the group submission, with any actions they intend to take seperately listed afterwards. People not sendingin the final submission, should e-mail plot to indicate their characters involvement, and add any actions they wish to take seperately. You WILL NOT be included in a group submission if plot does not recieve an e-mail stating that you are going long.
NPC
NPCing at Alliance CT
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Certainly The Alliance LARP Rule Book provides great advice on how to be an NPC, but the staff of Alliance CT feels that this is such an important part of the game that it merits our own thoughts and advice as well.

NPCs are the hardest working players in all of The Alliance LARP. They are goblins one minute and the next are fierce warriors, damsels in distress, cunning Death Knights, and lowly farmers. NPCs are asked to perform a tremendous range of in game roles and tasks to interact and entertain the player characters. Playing an NPC is perhaps the best way for any new player to learn how to play Alliance LARP because it gives you a wide range of exposure to different roles and the combat system without the fear of losing your character. NPCs are vital to moving the plot of the game forward. The old Alliance LARP wisdom is that ninety percent of all the problems with The Alliance LARP could be solved with more NPCs and the staff truly hopes all of the players will incorporate NPCing into their Alliance LARP experience.

The NPC philosophy is a simple one: make the game fun. You as an NPC have been gracious enough to donate your time to helping the paying players to enjoy their game even more. We as the NPC crew provide the extra bit of atmosphere that makes The Alliance LARP really exciting. Whether we are playing evil monsters or a local farmer, we give the players more characters to interact with and grow from. Quite simply, we are there to entertain the PCs. What this means is that we need to be somewhat selfless and play our NPC parts not as our own characters, but as characters that belong to the game collective. This makes NPCing somewhat more restrictive because you do not have free will with your characters, but rather need to play them within the boundaries set by the staff.

Often the NPCs begin to develop a competitive mentality towards the player characters; this is the worst attitude a NPC can have! Remember that we as NPCs are there to entertain the PCs and not to compete against them. Yes, in combats we want to make things difficult and perhaps even deadly, but we are never doing so for our own ends. We are doing so to further the enjoyment of the game by creating the atmosphere. We want all of our NPCs to have the correct attitude to make the game fun for everyone.

Like all players, NPCs need to know the rules! This is particularly important for you as an NPC that will be involved in a lot of combat situations, where knowing the rules are most important. The staff expects all of the players to have a copy of the rulebook that you can learn from (these can be purchased at logistics or online). Now, we know that there are a lot of rules to this game and we don’t expect a first-time player to memorize everything, but you are expected to have a working knowledge of our game system.

Remember, we have a new player training session at the beginning of every event that you should attend if you are unsure about any of the rules. Furthermore, you can always feel free to ask the staff about any questions that you have regarding the rules. When the NPCs know and follow the rules, there are about eighty percent fewer holds to interrupt the flow of the game.

NPCing for the weekend means that you will have a chain of command to follow for what parts you will be given and how they are to be played. Following the chain of command allows for the plot to get accomplished in the most efficient manner possible. It also allows for newer players to get experience in the game with a more experienced player there to give advice and a good example. The chain begins with the Plot Committee who writes the events and plans out the encounters for each day. It continues on to the monster marshal (often a member of plot as well) who is responsible for getting NPCs for parts and explaining the encounter, statistics, and treasure. Finally, each group of NPCs is given an ‘encounter leader’ who is a more experienced player to help make sure things run smoothly on the field. It is a major violation of the rules to play any NPC role that is not given to you by the monster marshal or a member of the plot committee. However, if you have an idea for a part that you would like to play, please ask! The staff are all reasonably nice people and we are always willing to hear new ideas or answer any questions you have.

When you are given a role, the monster marshal will let you know what costume and makeup requirements that your role has. Looking the part is always the first step in creating a good character whether you are PCing or NPCing. When putting on makeup, make sure to cover everything that should be. Nothing looks worse than a NPC who has done a poor makeup job. The monster marshal or encounter leaders will be able to give you makeup tips if you are new to this. To note, a monster marshal has the right to not send you out if he/she believes that your costume is not appropriate. Costume is very important to add a sense of realism and believability to your character. It’s also always fun to try and look your best for the part.

Also, when getting a role you will be given a monster card that has your abilities printed on it. You have only those abilities listed on the card and may not ever add abilities without express permission from the monster marshal. The cards are fairly easy to read once you get the hang of them, but can be confusing for your first few weekends. The monster marshal or encounter leader will be happy to help you understand the monster cards and answer any questions that you have. You will also notice three boxes at the bottom of the cards labeled Search, Steal, and Kill. You may not take items, search buildings, or deliver a killing blow as any NPC you play unless a signature from a member of the Plot Committee is under the appropriate box.

Once you have your NPC part think about how you are to come into game and from where. Don’t step out of the door of NPC Camp and just appear into game, rather try to come in down one of the paths, or in the woods. Remember that when not in game you need to be wearing a white headband. Coming into game should never happen right in front of the players. After all, you are not likely to be just teleporting into town. Rather, go off into the woods out of sight of the players before coming into game. This is very important. Once you have your role and are ready to come into game, you need to make sure you understand the purpose that your role is designed to fill. You should try your very best, within the boundaries of your role, to accomplish this task as soon as possible so that you can return to get another role and keep the game moving. You should never be acting outside of your assigned boundaries. For example, an NPC should never get involved in the plot, combat, or hang out ‘just because’. Every action you take as an NPC should be with purpose and based upon the role you are playing. If you are not too sure what these limits are, please don’t hesitate to ask the monster marshal or your encounter leader. Also, often times you will be asked ‘what do I see’ by players who are trying to figure out what you might be. Every monster card has a description box that you may use to reply to this question, please don’t tell them the actual name of the monster that you are playing because this might give away your monster abilities.

One of the greatest things about being an NPC is that you get to play roles you would never be able to play as a PC. This requires a lot of acting range from the NPCs. Costume, Makeup, and Motivation are great starting points, but once you step into game, you now have to make that character come alive. If you are supposed to be fierce you have to act fierce. If you are supposed to be scared, you have to act scared. The emotions that come along with acting the role are sometimes hard to generate in a believable way. Most people tend to over act and then just become caricatures of the role. Other’s tend to not act and slip into themselves in funny cloths and makeup. It is hard to find the balance. Many times it helps people to just think of natural reactions to what is happening in the game. If your house was being attacked by monsters in the real world, how would you react, and how would you go to get help? If a bunch of heroes just saved your life and the lives of your family in the real world, how would you react, and how would you thank them? This gets harder when most of the things you do as an NPC can’t happen in the real world, but the emotions of the moment is the same. Use what you already know about life to create believable lives for your NPC characters.

Whenever you are given a part to play the monster marshal should be giving you a time limit for you to be in game, even if you are playing combat parts. Sticking as close as possible to this time limit is essential for monster camp and the plot of the weekend to run smoothly. You might not know what other encounters are planned for the day so it might not seem to you that time limits are important, however, the plot committee has a schedule for the day that they need to stick to. Staying on schedule makes sure that the entire plot for the weekend that was written can be run on time. So when you are given a time limit please stick to it. This is particularly important for parts that are not intended for combat. Remember to ask yourself if your assignment for your part has been filled and then leave game as soon as it has.

One of the big risks when it comes to NPCing is getting a sense of attachment to an NPC role that you are given. Now, this can be very easy to do because from time to time we all find NPC parts that we just fall in love with (particularly if we are the one who wrote the part in the first place). The problem with becoming personally attached to an NPC part is that you begin to think about how you want the character to work and tend to lose sight of the reason the character was created in the first place. Remember the NPC philosophy? Once you play a part for yourself and not for the entertainment of the players bad things tend to happen. You need to always remember that an NPC part is for the rest of the game and not yourself (that’s what PCs are for).

Always remember that as a NPC you are there to entertain the player characters. Always act with the greatest respect for the Alliance LARP rules on sportsmanship. Most of all have fun! NPCing can be the most enjoyable part of the Alliance LARP experience
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