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Sep 30 6:00 PM

18 attended (est.) – 4.50 4.503

This will be our first paying event. We're trying to raise money to repair weapons and pay for the supplies that will be needed for the game. Thank you guys ahead of time for the contribution!


Very important. The meetup will not start where it normally does, meet us in the lower parking lot to be statted and equipped. Be there by 6:20 so that you can be properly equipped and brought up to speed.


In honor of the premier of Zombieland on Thursday, the 1st we have decided to have a completely zombie inspired scenario night!

Scenarios will be written by Jameson Oxford and Miguel Rodriguez (both veteran zombie buffs) and directed and overseen by Mitch Travis.


Not much more can be said, as all ideas are being kept tightly under wrap at the moment but I will say this...


Bring an extra shirt that you do not mind getting dirty.

Things to Bring:
Flash Light
extra shirt
nerf gun if you have one
nerf ammo if you have some you can spare


See you all there! Stay posted in case we let things slip!

Basic Rules for the Event:

1. no head shots
2. no groin shots
3. if you accept physical role play, you must wear double armbands
4. DO NOT engage in physical role play if you OR your target don't have armbands
5. if your unarmed and out of ammo you can't punch a zombie in the face, however you can hit them with a hand-to-hand baton.
6. no, you can't pistol wip them either
7. to fire a gun, you must have ammo.
8. don't be stupid
9. HAVE FUN!

Damage/Effects:

Arms/ Legs:
1 wound: must be used sparingly
2 wounds: cannot be used to attack or perform abilities
3 wounds: cannot be used in any way
4 wounds: Morphine will not help.
5 wounds: location cannot be healed, is completely useless, and considered devestated.
Devestated: location bleed out 1= 5 minutes, 2 = 2 minutes 3= 1 minute

Torso:
1 wound: slightly "gimped"
2 wounds: cannot run or yell
3 wounds: greatly gimped, can only stumble, cannot yell
4 wounds: can only crawl
5 wounds: can still use arms but cannot move body, cannot be healed. locatoin devestated
Devestated: location bleed out 1 minute

basic damage: any damage without a call is basic damage, and causes 1 "wound"

Aggravated (agro) Damage: called "agro" this damage counts as 2 "wounds"

Double Agro. Damage: this counts as 2 agro "wounds" or 4 wounds"

Flurry: this carrier means if you get hit, you take that wound to every location.

Infect: this carrier means if you are hit by the attack on a wounded location, you are now infected, and will be zombified in 2 minutes. if someone infects your shoe, nothing happens, however if a zombie vomits on your face, or cut arm, you take the infection. ( if you take an infect to the upper 1/2 of the torso, it counts as a head shot)

Blind: this means you are completely blind for 30 seconds(eyes closed) and are "blurry" for another 30 seconds(eyes squinted very tightly). when blinded, you do not actually have to close or squint your eyes to move about, but act accordingly. however if using a gun, you must do so while shooting, and cannot for the 1 minute duration use any precise abilities.

Acid: you take 1 agro wound to every location struck

Slip: you are knocked down, and cannot stand for 30 seconds

knockback: you are knocked back either 5 feet, or the called distance and take a wound on struck location. example "knockback" you are knocked back 5 feet, "Knockback 15" you are knocked back 15 feet.

Grab: you are actively wrestling with your opponent, and may throw them off on a 10 count

throw X: you may or may not encounter this call, but if you do you are thrown X distance, or into an object. if you are thrown into an object, you are knocked down on impact, if you are thrown into a person you are both knocked back 5 feet and knocked down.

Sever: if a limb is hit, it is removed, if a torso is hit, it acts as an agro wound. a severed limb cannot be
healed, but a turniquette can be used.

Decapitate: if struck with a decapitate ability, your head has been in some way destroyed, instant death for anyone/thing

If you are a player and at any time take 5 "wounds" to a location without being healed, that wound is damaged beyond repair, or devestated. a devestated target area cannot be healed by any means, if it is a limb, you can no longer use that limb at all and bleed out in 5 minutes. if it is the torso, you die after 1 minute.


Weapons:

Ranged:
--> Revolver: shoots for 1 "agro" wound per shot. LV 1 Headshot ability
--> Rifle: shoots for 1 "agro-knockback" per shot. Lv 3 headshot ability. Ballistic Sever ability.
--> Pistol: shoots for 1 normal wound. Lv 2 Headshot ability
--> Shotgun: shoots for "Agro-Flurry-Knockback". Lv 2 Headshot ability
--> Bow: Shoots for normal "knockback". Level 1 Headshot ability

Melee:
--> cutting weapons: strike for "agro", decapitate maneuver
--> Knives: strike for normal wound. no maneuvers.
--> Blunt Force: strike for "agro", decapitate maneuver
--> Chop weapons: strike for "agro". Sever maneuver

Maneuvers/Abilities

Balistic Abilities
--> Double Shot: can use a double ability, example "taking aim, steady, HEADSHOT, HEADSHOT"
--> Headshot Lv 1: call "taking aim, steady, steady, HEADSHOT", if you strike the target, you deliver a
headshot, instant death
--> Headshot Lv 2: call "taking aim, HEADSHOT" if target struck , you deliver a headshot, instant death
--> Headshot Lv 3: call " taking aim, Steady, HEADSHOT", this shot is called, a bullet must be fired, but
you don't need to actually hit the target.
--> Ballistic Sever: call "taking aim, steady, SEVER" where-ever is struck takes a "sever" wound.

Melee Abilities
--> Sever: simply add the sever call to your attack, and the limb struck takes a sever wound. 1 minute cool down.
--> Decapitate: add the decapitate call to your attack, if torso is struck, the target is instantly killed 1 minute cool down

Misc. Abilities
--> Miss: if an opponent calls "MISS" your maneuver failed. works for Headshot, ballistic sever and Decapitate abilities
--> Immune/ No Effect: if an opponent calls this in response to an attack or maneuver, it will never work
--> Fail: if an opponent calls "FAIL" in response to a maneuver, it landed, but did not work. used for
decapitate and sever abilities.
--> Consume: for every 3-5 counts a wound is healed.
--> Chamelion: user cannot be seen after a 3 count. if user attacks, they can be seen for 10 seconds
--> Leap: user calls "LEAP" points his hand into the air, and runs to his landing location. to land
call "landing". target may only be shot while in air.

Healing Abilities
--> Heal: after 30 seconds of "bandaging" a single wound is healed.
***granted by med kits.***
--> Greater Heal: after 1 minute of "bandaging" up to 4 wounds is healed. ***granted by Field Surgery Kit***
--> Immunize: if a player is Immunized, they are no longer affected by "infect" ***granted by imunization shot***
--> Disenfect: if used within the first minute of infection, the target is no longer infected. ***granted by Antibiotic Super-Stim***
--> Morphine: after a 5 second "injection" target can ignore up to 6 wounds, if target has 7 or more
wounds, another shot must be administered to take effect. ***granted by Morphine shot***
--> Turniquette: after a 10 second "bandaging" the turniquette is applied and stops a severed or
devestated wound from killing a player. any location with a turniquette applied "dies" after 5
minutes. if applied to torso, player dies after 5 minutes.

Character Classes:

Medic: each team may have 1 medic
* can make turniquettes
* gets 5 morphine shots to start with
* starts with 1 Antibiotic super-Stim
* gets 5 med kits
* starts with 2 Field Surgery kits
* gets 1 free bandage every 2 minutes
* can diagnose an unconcious target
* does not start with a weapon
* cannot use ballistic sever
* headshot ability level 1 only
*1/2 time with healing items.

Melee Man: each team may have 3
* 15 second cool down for melee weapon abilities
* Headshot ability up to level 2 only
* +1 wound bonus to morphine
* swings "Agro" damage with a knife
* starts with a knife
* can use decapitate on any immobile target with any weapon/ object
* can strike for knockback 10 every 5 seconds

Sharpshooter: each team may have 1
* Headshot ability +1 Level
* starts with a revolver and 10 rounds
* can use ballistic sever ability with revolver
* use ballistic sever flurry with shotgun every 2 minutes
* can use "double shot" once every 2 minutes

Cost: $2.00

McVicker Canyon Park
Lake Elsinore, CA, 92532

17 Yes
1 Maybe

Sep 29 7:00 PM

9 attended (est.) – 5.00 5.001

Loaner padded boffer weapons provided and the practice is free to attend.

We practice live martial art combat as used in the Live Action Role Play Communities throughout the world.
Weapons and shields are made of soft foam allowing for safe "medium" contact fighting. "Medium" contact means you hit your opponent hard enough for them to acknowledge the blow but you are not powering though the blow as you might in real combat with real weapons.

Safety is always the number one concern. Everyone is expected to fight safely, with respect for their opponent and the rules of the game. If you bring your own weapon it will be inspected for safe use and if it is not safe, we will not allow it on the field.

"HOLD" : If you hear this world yelled out STOP what you are doing, put your weapon over your head, and freeze. A hold is called when there is danger or possibly a rules dispute or simply when there is a need to have everybody stop what they are doing yet remain in place for the game to continue.

"CAUTION" If you hear this called out be extra careful, especially if it is directed towards you. "CAUTION" is called when somebody is in danger of say falling off a cliff or backing into a trash can for example.

Combat is resolved as follows. A hit to the arm or weaponless hand disables that arm and hand, you can no longer hold a weapon or shield with the wounded limb. Your weapon hand or hands are considered to be protected as long as they are holding a weapon. This protection covers the weapon hand down to about an inch into the wrist. Body or torso hit's are an instant kill. Leg wounds disable the leg in such a way that the wounded must now limp unable to run, dragging the wounded limb behind exposing the forward leg which is not wounded. Two leg wounds causes the injured to either fall down on their knees or stand still and not move. Falling down on ones knees has a benefit over standing still in that you may still move by hobbling on your knees. Feet are not a valid target and hits there do not wound the leg.

Head and groin shots are not allowed and do not count towards a wound.

We use an honor system of calling our own wounds. If you are in doubt as to whether a hit would have wounded you, just take the hit. This is only a game and your reputation in life is much more valuable. If you do not think a hit would have wounded you it is polite to tell your opponent why. For example the hit might have landed on your weapon hand and is protected. You tell your opponent "hand on weapon" clarifying the wound so that your opponent does not have reason to believe you are not taking your shots.

Soft weapon hits that just touch and do not have force enough to smack the target do not count as a wound. Hard weapon hits that cause excessive pain and/or knock limbs or body backwards do not have to be accepted as well and can possibly cause injury and get the perpetrator banned permanently. If you see someone using excessive force speak with myself (Rory) or Ramsey and let us know. You will not be looked down upon as a rat or a snitch. This is a safety issue and must be addressed immediately before somebody gets hurt. Usually the person swinging hard will be spoken to and informed that they are fighting with excessive force and politely warned that they need to soften up their blows. If the problem continues the person might be temporarily banned and worked with to correct the problem. Usually the combatant did does not realize how hard they were fighting.

"Machine Gunning" : Defined as an attack to more than one target in rapid succession. Such as a strike to the right arm followed with haste by a blow to the leg and then just as fast a shot to the other leg. Try not to do this

Back Stabbing is allowed but be nice and do not power swing the hit. Often you can place your weapon over your opponents shoulder and say something like "Ye' are most assuredly dead!" Backstabbers tend to get back stabbed.

"Blow through" : Defined as when a weapon strikes another weapon and pushes it in such a way that it strikes the opponent or wraps around the weapon and hits the opponent.

"Blow Through" does not cause a wound to the opponent. This is to discourage powerful swings that knock the opponents weapon out of the way to cause a wound which can be dangerous.

Heavy boffer grade weapons are not allowed at OCFG because they are capable of destroying the lighter weapons that we use. Also wielders of heavy grade boffer weapons who are not skilled in their use tend to strike with much more force then what we use creating a dangerous situation.

All of these rules are temporary and subject to the Larp Alliance as well as Ramsey's approval and editing.

Twila Reed Park
Anaheim, CA, 92804

9 Yes
0 Maybe

Sep 27 5:00 PM

5 attended (est.) – 4.50 4.503

This is the first Armouring class held by myself Mitch.

if anyone can please bring the following items:

Ball point pen or sharpe
razor knife with replaceable blades(not exacto, something substantial)
1-2 Pieces of Poster Board (can get 2 for $1 at the $tree)
a couple of sheets of plain paper
a pencil w/eraser

The first lecture has not yet been determined, but will likely be a combination of tool-knowhow, basic leatherworking skills, patterning, and leatherworking.

While i am not charging for the class, I ask that i can get a little reimbursement for gas($10 total), and any additional donations are always helpfull.

Rick and Adrianne
Rancho Cucamonga, CA, 91730

3 Yes
2 Maybe

Sep 24 7:00 PM

18 attended (est.) – 5.00 5.001

~ Wear your LARP Alliance Tshirts if ya got em! Get one if ya don't! :D ~ We also like to see costumes whenever you feel the desire to wear yours to practice. Once a month we all dress up to the hilt and snazz-out the practice field too! ~
***

This is a beginner to intermediate level fighter practice. The term fighter practice was coined decades ago by one of the first LARPs, the IFGS. A class-based system, their "fighter" class inspired the term (combat practice is a more generalized term that is being used more nowadays).

At this practice, we teach the basics; how to use boffer, latex, or hybrid LARP weapons in combat and how combats play out in a Live Combat LARP. The safe and consistent use of these weapons is of primary importance to the practice. Additionally, skill levels begin to improve almost immediately when practices are attended on a regular basis.

Terminology that is used in games, from oog (out of game) calls to actual in-game mechanic calls are covered; we try to use different systems calls in a manner that is not confusing to the newcomer
We run many different form of combat games to help simulate situations. We give advice to to help improve game play on all levels - from how to survive from a player's perspective to being an effective opponent.

Some basics information regarding playing out roles in games are addressed; my perspective is that it comes naturally to most. In the near future, we will be compiling a composite system from the systems being used in the area; and create mini-characters to use in small story arcs and encounters. These can be used in the various combat games we run at this practice, and more heavily used in the more advanced practice we plan on running in the near future.

All are welcome, and as many questions that you can think of. We do have a short supply of weapons to loan out (we run weapon-building days to help everyone build their own basic sword), and have Iron Liege gear on hand to gawk at. :)


Rick McCoy
LARP Alliance

Redhill Community Park
Rancho Cucamonga, CA, 91730

5 Yes
5 Maybe

Sep 23 6:45 PM

3 attended (est.) – No rating yet

AGENDA


we don't really have one, but if we did this is what it would look like:

6:30-7 pm: Arrival, basically just hang out untill everyone, or most everyone shows up.

7-8: Warm up, probably play a game of "Elsinore battle".

8-whenever: play a few different games, practice different rules, etc.


Games:

Elsinore Battle.

-> each person starts with a basic shorter weapon, and extra weapons are scattered on the field, when you die you respawn at your spawn point, on a 3 count. you can pick up any weapon on the field, but when you die, you may only take 1 with you to respawn.

Other.

->whatever the hell else we come up with.

McVicker Canyon Park
Lake Elsinore, CA, 92532

3 Yes
0 Maybe

Sep 22 7:00 PM

4 attended (est.) – No rating yet

Loaner padded boffer weapons provided and the practice is free to attend.

We practice live martial art combat as used in the Live Action Role Play Communities throughout the world.
Weapons and shields are made of soft foam allowing for safe "medium" contact fighting. "Medium" contact means you hit your opponent hard enough for them to acknowledge the blow but you are not powering though the blow as you might in real combat with real weapons.

Safety is always the number one concern. Everyone is expected to fight safely, with respect for their opponent and the rules of the game. If you bring your own weapon it will be inspected for safe use and if it is not safe, we will not allow it on the field.

"HOLD" : If you hear this world yelled out STOP what you are doing, put your weapon over your head, and freeze. A hold is called when there is danger or possibly a rules dispute or simply when there is a need to have everybody stop what they are doing yet remain in place for the game to continue.

"CAUTION" If you hear this called out be extra careful, especially if it is directed towards you. "CAUTION" is called when somebody is in danger of say falling off a cliff or backing into a trash can for example.

Combat is resolved as follows. A hit to the arm or weaponless hand disables that arm and hand, you can no longer hold a weapon or shield with the wounded limb. Your weapon hand or hands are considered to be protected as long as they are holding a weapon. This protection covers the weapon hand down to about an inch into the wrist. Body or torso hit's are an instant kill. Leg wounds disable the leg in such a way that the wounded must now limp unable to run, dragging the wounded limb behind exposing the forward leg which is not wounded. Two leg wounds causes the injured to either fall down on their knees or stand still and not move. Falling down on ones knees has a benefit over standing still in that you may still move by hobbling on your knees. Feet are not a valid target and hits there do not wound the leg.

Head and groin shots are not allowed and do not count towards a wound.

We use an honor system of calling our own wounds. If you are in doubt as to whether a hit would have wounded you, just take the hit. This is only a game and your reputation in life is much more valuable. If you do not think a hit would have wounded you it is polite to tell your opponent why. For example the hit might have landed on your weapon hand and is protected. You tell your opponent "hand on weapon" clarifying the wound so that your opponent does not have reason to believe you are not taking your shots.

Soft weapon hits that just touch and do not have force enough to smack the target do not count as a wound. Hard weapon hits that cause excessive pain and/or knock limbs or body backwards do not have to be accepted as well and can possibly cause injury and get the perpetrator banned permanently. If you see someone using excessive force speak with myself (Rory) or Ramsey and let us know. You will not be looked down upon as a rat or a snitch. This is a safety issue and must be addressed immediately before somebody gets hurt. Usually the person swinging hard will be spoken to and informed that they are fighting with excessive force and politely warned that they need to soften up their blows. If the problem continues the person might be temporarily banned and worked with to correct the problem. Usually the combatant did does not realize how hard they were fighting.

"Machine Gunning" : Defined as an attack to more than one target in rapid succession. Such as a strike to the right arm followed with haste by a blow to the leg and then just as fast a shot to the other leg. Try not to do this

Back Stabbing is allowed but be nice and do not power swing the hit. Often you can place your weapon over your opponents shoulder and say something like "Ye' are most assuredly dead!" Backstabbers tend to get back stabbed.

"Blow through" : Defined as when a weapon strikes another weapon and pushes it in such a way that it strikes the opponent or wraps around the weapon and hits the opponent.

"Blow Through" does not cause a wound to the opponent. This is to discourage powerful swings that knock the opponents weapon out of the way to cause a wound which can be dangerous.

Heavy boffer grade weapons are not allowed at OCFG because they are capable of destroying the lighter weapons that we use. Also wielders of heavy grade boffer weapons who are not skilled in their use tend to strike with much more force then what we use creating a dangerous situation.

All of these rules are temporary and subject to the Larp Alliance as well as Ramsey's approval and editing.

Twila Reed Park
Anaheim, CA, 92804

4 Yes
1 Maybe

Sep 19 6:00 PM

2 attended (est.) – 5.00 5.001

Time: 6:00 pm - 12:00 am

Repeats: This event repeats every other week.

Location: Outdoor amphitheater, Pitzer College, Claremont, CA

Street: Outdoor amphitheater, Pitzer College

City State Zip: Claremont, California

From the 10 Freeway head to Indian Hill Blvd. and exit north, Drive until you come to Foothill Blvd. Turn right. Drive until you come to Claremont Blvd. and turn right. Turn into your first right, and then you will see parking immediately on your right.,Park there. You'll want to walk to the left side of the building to the north. Stay on the right side of this service road until you see the green bike program shop. You'll want to make a right after this shop and go up the stairs and take your first left. you will see on the right a dirt road. Walk down that road for about 275 feet and you will see the amphitheater.

Map of campus: Game is held at 23, parking is at 15

http://www.pitzer.edu/about/maps/map_quickreference.html#

Notes: The Coming Renaissance is a bi-weekly old World of Darkness Live Action Role Playing game set in a German town named Durlach in 1716. In our setting, Durlach is a dark town ruled over by an ancient vampire. In the surrounding Black Forest lie mysteries that not even the denizens of the woods fully understand. The Coming Renaissance is a multi-genre LARP using Mind's Eye Theater old World of Darkness rules. If you are new to the group and have not yet created a character please feel free to show up an hour early so the staff can assist you with the character creation process.

What to bring: Please bring a something to write with. You may also wish to bring a snack either for yourself or to share with folks as it is a 6 hour game ( usually there is a contingent of folks who heads to IHOP after each game to recap the excitement of the evening). Also please bring a warm jacket just in case.

Everyone is encouraged to wear a costume but it is not required.

Please feel free to invite anyone else you feel might be interested.

For current rules, questions, and to contact the Storyteller, please visit our website at:

http://games.groups.yahoo.com/group/TheComingRenaissance/

Hope to see you all there!

PITZER COLLEGE
Claremont, CA, 91711

2 Yes
0 Maybe

Sep 17 7:00 PM

5 attended (est.) – No rating yet

~ Wear your LARP Alliance Tshirts if ya got em! Get one if ya don't! :D ~ We also like to see costumes whenever you feel the desire to wear yours to practice. Once a month we all dress up to the hilt and snazz-out the practice field too! ~
***

This is a beginner to intermediate level fighter practice. The term fighter practice was coined decades ago by one of the first LARPs, the IFGS. A class-based system, their "fighter" class inspired the term (combat practice is a more generalized term that is being used more nowadays).

At this practice, we teach the basics; how to use boffer, latex, or hybrid LARP weapons in combat and how combats play out in a Live Combat LARP. The safe and consistent use of these weapons is of primary importance to the practice. Additionally, skill levels begin to improve almost immediately when practices are attended on a regular basis.

Terminology that is used in games, from oog (out of game) calls to actual in-game mechanic calls are covered; we try to use different systems calls in a manner that is not confusing to the newcomer
We run many different form of combat games to help simulate situations. We give advice to to help improve game play on all levels - from how to survive from a player's perspective to being an effective opponent.

Some basics information regarding playing out roles in games are addressed; my perspective is that it comes naturally to most. In the near future, we will be compiling a composite system from the systems being used in the area; and create mini-characters to use in small story arcs and encounters. These can be used in the various combat games we run at this practice, and more heavily used in the more advanced practice we plan on running in the near future.

All are welcome, and as many questions that you can think of. We do have a short supply of weapons to loan out (we run weapon-building days to help everyone build their own basic sword), and have Iron Liege gear on hand to gawk at. :)


Rick McCoy
LARP Alliance

Redhill Community Park
Rancho Cucamonga, CA, 91730

5 Yes
3 Maybe

Sep 16 6:45 PM

3 attended (est.) – No rating yet

AGENDA


we don't really have one, but if we did this is what it would look like:

6:30-7 pm: Arrival, basically just hang out untill everyone, or most everyone shows up.

7-8: Warm up, probably play a game of "Elsinore battle".

8-whenever: play a few different games, practice different rules, etc.


Games:

Elsinore Battle.

-> each person starts with a basic shorter weapon, and extra weapons are scattered on the field, when you die you respawn at your spawn point, on a 3 count. you can pick up any weapon on the field, but when you die, you may only take 1 with you to respawn.

Other.

->whatever the hell else we come up with.

McVicker Canyon Park
Lake Elsinore, CA, 92532

3 Yes
1 Maybe

Sep 15 7:00 PM

5 attended (est.) – 5.00 5.002

If you can, please bring something to drink or a snack to share with everyone. This is not required but it is a nice gesture. I plan on bringing chopped up orange, apple and possibly watermelon slices.

Loaner padded boffer weapons provided and the practice is free to attend.

We practice live martial art combat as used in the Live Action Role Play Communities throughout the world.
Weapons and shields are made of soft foam allowing for safe "medium" contact fighting. "Medium" contact means you hit your opponent hard enough for them to acknowledge the blow but you are not powering though the blow as you might in real combat with real weapons.

Safety is always the number one concern. Everyone is expected to fight safely, with respect for their opponent and the rules of the game. If you bring your own weapon it will be inspected for safe use and if it is not safe, we will not allow it on the field.

"HOLD" : If you hear this world yelled out STOP what you are doing, put your weapon over your head, and freeze. A hold is called when there is danger or possibly a rules dispute or simply when there is a need to have everybody stop what they are doing yet remain in place for the game to continue.

"CAUTION" If you hear this called out be extra careful, especially if it is directed towards you. "CAUTION" is called when somebody is in danger of say falling off a cliff or backing into a trash can for example.

Combat is resolved as follows. A hit to the arm or weaponless hand disables that arm and hand, you can no longer hold a weapon or shield with the wounded limb. Your weapon hand or hands are considered to be protected as long as they are holding a weapon. This protection covers the weapon hand down to about an inch into the wrist. Body or torso hit's are an instant kill. Leg wounds disable the leg in such a way that the wounded must now limp unable to run, dragging the wounded limb behind exposing the forward leg which is not wounded. Two leg wounds causes the injured to either fall down on their knees or stand still and not move. Falling down on ones knees has a benefit over standing still in that you may still move by hobbling on your knees. Feet are not a valid target and hits there do not wound the leg.

Head and groin shots are not allowed and do not count towards a wound.

We use an honor system of calling our own wounds. If you are in doubt as to whether a hit would have wounded you, just take the hit. This is only a game and your reputation in life is much more valuable. If you do not think a hit would have wounded you it is polite to tell your opponent why. For example the hit might have landed on your weapon hand and is protected. You tell your opponent "hand on weapon" clarifying the wound so that your opponent does not have reason to believe you are not taking your shots.

Soft weapon hits that just touch and do not have force enough to smack the target do not count as a wound. Hard weapon hits that cause excessive pain and/or knock limbs or body backwards do not have to be accepted as well and can possibly cause injury and get the perpetrator banned permanently. If you see someone using excessive force speak with myself (Rory) or Ramsey and let us know. You will not be looked down upon as a rat or a snitch. This is a safety issue and must be addressed immediately before somebody gets hurt. Usually the person swinging hard will be spoken to and informed that they are fighting with excessive force and politely warned that they need to soften up their blows. If the problem continues the person might be temporarily banned and worked with to correct the problem. Usually the combatant did does not realize how hard they were fighting.

"Machine Gunning" : Defined as an attack to more than one target in rapid succession. Such as a strike to the right arm followed with haste by a blow to the leg and then just as fast a shot to the other leg. Try not to do this

Back Stabbing is allowed but be nice and do not power swing the hit. Often you can place your weapon over your opponents shoulder and say something like "Ye' are most assuredly dead!" Backstabbers tend to get back stabbed.

"Blow through" : Defined as when a weapon strikes another weapon and pushes it in such a way that it strikes the opponent or wraps around the weapon and hits the opponent.

"Blow Through" does not cause a wound to the opponent. This is to discourage powerful swings that knock the opponents weapon out of the way to cause a wound which can be dangerous.

Heavy boffer grade weapons are not allowed at OCFG because they are capable of destroying the lighter weapons that we use. Also wielders of heavy grade boffer weapons who are not skilled in their use tend to strike with much more force then what we use creating a dangerous situation.

All of these rules are temporary and subject to the Larp Alliance as well as Ramsey's approval and editing.

Twila Reed Park
Anaheim, CA, 92804

5 Yes
1 Maybe