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Monster Manuel
05-05-2006, 05:56 PM
In high school, we had some simple combat rules that we called a LARP. We played every weekend in an abandoned field for a while, but things eventually tapered off. We had an even mix of males and females, and many of our players would never play tabletop.

Here they are, as I remember them:

Everyone had 10 Hit points in the basic game.

There were 3 classes of weapons numbered fom 1 to 3. Small weapons like daggers were class 1, medium weapons like swords and axes were class 2, and giant weapons like great swords and spears were class 3.

Each weapon did it's class value in damage to an arm or leg, and double damage to the torso. Heads ,hands, and crotches were off limits.

We had ranged weapons in the game, like blowguns that shot tiny paintballs, sling shots, and thrown tennis balls. We safety-tested everything, and the injuries were minimal-usually twisted ankles or bruises. The safety tests were the reason we never had bows or thrown spears.

The games were usually a lot like capture the flag, with an objective that needed to be accomplished. We either had teams, or every man for himself, and sometimes we just did a battle to the death. It was a hell of a good time, and I got into great shape.

After a while we added some rules, like classes- clerics could heal a certain number of life points per game, rogues did extra damage from behind and could try to disarm "traps" which usually accompanied the mcguffin in a chest that we used for most games, Fighters had more HP, etc. We never got wizards working, but I had a much more complex set of rules in the works when things died.

The game died when a friend and I tried to add even more complex RP-based rules and another friend simultaneously brought some girls who were too cool for the game, making fun of everyone, and embarrassing us all. Emotions escalated throughout the night, and I probably got more self-conscious than I should have. The game imploded into name-calling between myself and the other person running the game in front of everyone, and we never really played again with that group.

It was a great time while it lasted, though.

Monster Manuel
05-05-2006, 06:01 PM
And the point of this thread, which I forgot to mention, is : What are some LARP Rules you've come up with, and do you have any Homebrew LARP Stories to share?

Matt-M-McElroy
05-05-2006, 09:10 PM
We had a fun system for Traveller a few GenCons ago that seemed to go over pretty well. Basically using coins as skill points and "spending" them to succeed in different Player vs. Player conflicts.

Regards,

Matt

daHob
05-09-2006, 09:44 AM
Two friends and I spent about two years working on a boffer LARP rule set. We did quite a bit of playtesting and ran a couple of events with low turn out. We were waiting for the weather to turn cool when the whole thing sort of fell apart, primarily because the main motivator got laid off and took a job out of state.

The rules are online here (http://dahob.readyhosting.com/rules.htm), although the html formatting is kind of crappy. The character generator works and is not a trojan (but you should confirm that for yourself).

The likelyhood of us every using them again are slim, so if you think you can put a game together, feel free to use them.

Requiem_17_23
05-09-2006, 10:31 AM
The current Cambridge Treasure Trap rules set is at:
http://www.srcf.ucam.org/tt/

It's descended from Durham Treasure Trap, one of (if not the) oldest LARPs still running in the UK. We're just in the middle of rewriting our rules, because we've found that they're somewhat broken in some areas (berserker fighter; necromancer at level 5+; top level mage) and it's quite difficult to introduce new things.

But basically it's a locational hit system, where the default is 4 to torso and head, 2 to legs and arms and doing 1/2 point of damage per weapon strike, with ablative rather than subtractive armour - most PCs will be doing Single to Triple and magic goes up to 7 points of damage. Weapons are safety checked to the usual LARP standards (CP, LT, Maelstrom).

Setting is similar to Durham TT, though both societies have revised their IC history.