This is a basic overview of a LARP that I invented. Over the past three years we have had a total of around 65 people play and so far everyone has loved it.
If you would like a more detailed rule-set, you can contact me at
The realm is based on the honor system.
When in combat, you do not call the other person out or you will be disqualified.
Asking a question is never discouraged, however arguing is strictly forbidden — if you believe that a person is cheating, you must approach one of the arbiters and voice your concerns.
There are three arbiters of disputes, and one balancer.
If there is a problem or dispute one of the three arbiters can be approached at any time even during a game, and asked to resolve the problem.
If the arbiters are unsure how to settle a dispute, the balancer has the last say in how the problem might be handled.
The realm features a wide variety of characters.
Everyone that participates in the realm is able to go however in-depth they want.
A dynamic character evolves through the course of the story or novel. A static character does not. A round character is fully developed so that the reader has a good picture of their looks and personality. A flat character, or stock character, is like a filler — somebody who plays a role but has no personality that is pertinent to the story.
Everyone that chooses a character who decides to write out their character, will gain the full benefit of the realm.
Everyone that creates a character, will have their character used in all of the different stories that the balancer and the three arbiters come up with.
Everyone has the option of advancing their character even if their character is not the character they're currently using. If, for instance, you're playing as an evil warrior, your primary character that you created is gaining experience as well.
So that no matter who you are playing as, you will always be gaining experience for your chosen class.
After you pass a certain level with your character, you gain the ability to become a legendary character. After level 25 but before level 50 you have the option to go on legendary quest, that the balancer and the three arbiters custom make for you.
Experience is one of the cornerstones of your character.
Your character will gain experience as they wander the realm, whether your character is a combat oriented character,
Whether your character focuses on interaction with other players,
Or whether your character focuses on exploration and scouting,
Your character will gain experience for all these things and more.
When you kill an enemy and when you complete a quest,
When you give a quest, when you make important decisions that could affect the outcome of the game, all these things will give you experience.
Ultimately all experience is allocated by the balancer,
So if the balancer believes that you made difficult decisions and stayed true to your character he might allocate you more experience, if however you behaved rash and foolishly and without rhyme and reason, you may gain less experience.
You're encouraged to create a character, and stick with the basic feel for that character, if you choose to do something, there needs to be a reason and the story behind it.
If for example the holy warrior of light and honor all the sudden, decides to slay an entire town, there had better be a very good reason.
If you go about making important decisions randomly, then you might be penalized, all of your choices should come from whatever your character would do in the same situation.
Combat in the realm is hard, fast, and brutal.
If that's what you want.
All combat is based off the three point rule, because all players start at level one with three health.
The three point rule is; limbs no modifier, torso plus one modifier, head plus two modifier.
All weapons start at one damage, and as the different classes gain proficiency with the different weapons, the damage increases.
For instance, a level one barbarian does one damage with a battle axe, a level five barbarian does two damage with a battle axe, and a level 20 barbarian does three damage with a battle axe, so, for instance, you have a level one barbarian who strikes your arm, it will do one damage,
If you have a level five barbarian strike your arm, it will deal two damage,
If you have a level 20 barbarian strike your arm it will deal three damage.
And if a level one barbarian strikes your chest, it deals two damage,
If a level five barbarian strikes your chest, will it deals three damage, and if a level 20 barbarian strikes your chest, it will deal 4 damage.
So your head is your most important body part, your chest is next, and your arms and legs take the least damage,
But your head and your torso can not be crippled, while your arms and legs can.
The first strike to an arm or leg is a flesh wound, the second strike to the same arm or leg, is a crippling blow, and the third shot removes the land entirely.
The reason for this is to balance powerful characters, with low level characters, because even a powerful character with 15 health can have his wings clipped, so to speak.
Well all magic and weapons works essentially the same way, by applying damage to a specific part of your body,
And there is no restrictions for weapons, if the wizard wants to go into combat with a war hammer he is more than able to, but a wizard would only deal one damage with a war hammer for he does not have any heavy weapon proficiency, but if a barbarian wishes to use a essence sphere to hurl back at a Mage, he can throw the sphere, but it will have no magic associate with it.
In the same way, a barbarian who picks up a dagger will only do one damage with it,
If the level 20 weapons master picks up the dagger, he will deal two damage with it.
In combat if you feel a blow you are honor bound to call it.
The stipulation is that a blow to the head should be light,
but a blow to the body should be firm. Therefore, any blows that are considered light or glancing on the body should not be counted, any blows that are firm and direct will always be counted, if it is found out that you are without honor, then you will be ejected from the realm and not allowed to return.
When you first enter the realm one of the first things you should do, is create a character.
The best way to do this is to select a class and a race simultaneously.
Picking a class is an important decision, the characters class not only defines their combat abilities, but also sometimes their role in the realm.
If you pick a class and decide that you no longer wish to play the class, then the class will go into a file ready to be used as a static character class in the future.
Whenever you make a secondary character, and you gain experience, you can select which character the experience goes to.
If you have a cross-class character, your experience can be divided between them equally,
or you can choose to focus on one class at a time, when you divide your experience between two classes or two characters, you effectively gain experience half as fast.
All of our weapons are made to be a balance between three factors,
- The weapons must be safe enough to strike with firmly.
- The weapons must be a close analog to their real life counterparts.
- The weapons must be usable by a wide variety of people.
All weapons are subject to approval by the armorors guild.
All of the spells and the realm are approached with a common sense attitude,
For instance, invisibility is impossible, paralyze is possible.
There are three main types of spells in the realm, active spells, enchantment spells, and thrown spells.
Active spells are normally spells that are spoken, such as animate dead, command, and binding.
Enchantment spells are spells that are bound to weapons or armor. And include protection from elements, Divine power, and spell turning.
Thrown spells are the primarily reusable form of attack for a Mage, you have four basic types, fireballs, electricity, ice, and dark energy.
Dark energy is a specific to necromancers.