Something is "in play" if it exists in the game world. This generally includes buildings, props, and characters. Abstract concepts such as character knowledge are also considered to be in play. Often, the in-play appearance of something may differ from its out-of-play appearance. For example, a participant wearing a monster tabard out of play appears as a monster in play, and an item tag out of play appears as the item it represents in play.
On the other hand, something is "out of play" if it exists in the real world but not the game world. This includes certain buildings (e.g., the plot cabin and bath houses), certain props (e.g., character sheets), personal items (e.g., toiletries and real-world valuables), and characters wearing white headbands. As in play, some abstract concepts, such as participant knowledge, are also considered to be out of play.
Knowing whether or not something is out of play is important. Out-of-play characters and items do not exist as far as game mechanics are concerned. Thus, a participant who is out of play cannot engage in combat, pick up an in-play item, hold an in-play conversation, or learn in-play information.
Participants are encouraged to remain in play as much as possible during events. In general, it is acceptable to go out of play for the following reasons:
On the other hand, it is never acceptable to go out of play to escape an in-play situation. If your character is being attacked or pursued by monsters or other characters, you cannot go out of play to avoid them.
During an event, all participants are assumed to be in play unless they signal otherwise. Thus, it's important to signal to your fellow participants when you're out of play.
If you're going to be out of play for more than a minute or two, you do so by putting a white headband on your head.
If you're sleeping, place the white headband on the door to your cabin instead so others know not to disturb you.
If you only need to go out of play for a minute or two, such as when your character dissipates or while making a brief aside comment, you can hold a single hand over your head. Be sure not to hold two hands over your head, though, as this indicates that you're in play but concealed.
What we collectively refer to as the "site" is shorthand for the physical location of the game. Often, this is a large campsite at a state park, although the site can vary from event to event. For example, a small group of players might hold a "fighter practice" between events in someone's spacious back yard. Whatever the site happens to be, there are several special locations you should be aware of.
Whatever its appearance, the bathhouse is a out-of-play area. As such, everyone within a bathhouse is automatically considered to be out of play. Note, however, that you're not out of play while walking to a bathhouse unless you signal that you're out of play.
The physical representation of your character's residence, cabins are generally considered to be in play. However, a cabin can be designated out of play if the participants inside are sleeping.
Plot has its own cabin where it meets to discuss and prepare game activities. This cabin, called the Dragon's Den, is designated at opening ceremonies. Like the bathhouses, everyone in or near the Dragon's Den is automatically considered to be out of play. Note that the Dragon's Den is where you go to sign in and out for monstering duty.
The central meeting place on site and location of the kitchen, the tavern is always considered to be in play. For safety reasons, however, the kitchen is a no-combat area.
Anybody who takes part in game activities to any degree is a participant. Exactly what your part in the game is determines what kind of participant you are.
You'll generally interact with a handful of administrators at the beginning of the game when you check in, pay your dues, get your props inspected, and get your cabin assignment. Administrators, or just "admins," are involved in the business operations necessary to make the game run smoothly. When they're not performing their duties, they are players and plot members like everyone else.
Most of the participants at an event will be players, paying customers who have come to spend the weekend as characters of their own creation. Don't miss the opportunity to interact with them in and out of play; it is a social game, after all.
Every good story needs its antagonists; in the Shards of Orn, they're called Plot. Plot members play powerful monsters and NPCs, orchestrate large-scale game events, and otherwise drive the story of the game and its players.
Marshals are the game's referees. They enforce the rules and perform game functions such as issuing item tags, managing monster duty, and witnessing draws from the fate pool. If you ever have a question about a particular rule, you should ask a marshal.
You will often see players roaming around in distinctive tabards initiating combat with other players. These are monsters. You can fight them or avoid them, at your discretion. With a few exceptions, every game participant must be a monster at some point during the event.
In the Shards of Orn, you use a variety of items, collectively referred to as "props," to serve various game purposes. Some of these props act as physical representations, or "phys reps," of in-play items and effects. For example, a boffer sword represents a real sword in play, and a packet may represent a wizard's spell as it flies through the air. Other props exist out of play to communicate information about your character. For example, white headbands are used to signal that you are out of play, and character sheets are used to verify what your character is able to do. The props you are likely to encounter are listed below.
Your character sheet serves two main purposes. First, it validates that you are allowed to play. Character sheets are not valid unless they are signed and dated by an admin, which generally occurs at registration after you have paid your game dues. Second, your character sheet serves as a record of what character you're playing and what actions that character is capable of performing. This is a handy reference for you, as well as a valuable aid for marshals in settling game disputes.
Note that, if you are in play, you must carry a valid character sheet at all times. This applies to players as well as monsters and plot members. Failure to do so may result in disciplinary action.
Part of the fun of a fantasy LARP is dressing up as your character. A good costume can help you get into the proper mindset and enhances everyone else's fun.
When planning your costume, remember that period attire is required. Among other things, that means no watches, blue jeans, T-shirts, sneakers, or the like. Preferred articles of clothing include tunics, vests, wrap pants, leather boots, etc. When in doubt, ask yourself whether or not you would fit in with the actors at a Renaissance fair. If the answer is yes, it's probably okay.
It's also important to keep your character's race in mind. Any race other than human has special costuming requirements. For example, elves require prosthetic ears, angori require prosthetic horns, and homunculi require green face paint. If you cannot meet the costuming requirements of a particular race, you will not be allowed to play a character of that race.
Lastly, remember that Orn is a non-religious game setting. Out of respect for the diverse backgrounds and beliefs of the other game participants, you are asked to refrain from displaying real world religious symbols as part of your costume. For more information, please refer to the policy on in-game religion.
Boffer weapons are weapon replicas constructed out of various types of padded foam. A well-constructed boffer weapon can accurately simulate the appearance of a real weapon without the risk of injury to participants. They come in all shapes and sizes, from swords and axes to daggers and polearms. Before they are allowed in play, all boffer weapons (even previously approved ones) must be inspected and approved by a prop marshal for adherence to safety guidelines. This generally occurs at registration.
If you're interested in purchasing a boffer weapon for the game, the Shards of Orn is affiliated with several pre-approved boffersmiths (link to be added) whose weapons should have no problem passing inspection. If you prefer to do it yourself, please pay close attention to the instructions in this boffer weapon construction guide.
Many special actions in the game can be performed at range. The mechanic to determine whether the action successfully hits its target is to throw a packet. Packets are small squares of cloth packed with bird seed and tied off with a rubber band. Like boffer weapons, they help minimize the risk of injury to participants.
Packets are generally donated to the game and made available to all participants. If you'd like to construct some for game use, please read this quick guide on packet construction (link to be added).
Item tags are small slips of paper that represent an in-play item. Like a miniature character sheet, item tags must be signed and dated by a marshal, and give details about what the item is and what actions it can be used to perform. Often, if the item tag represents a piece of armor, weapon, or other phys rep, it will be affixed to that phys rep for the duration of the event.
Headbands of different colors are out-of-play signals used to indicate something about a participant. White headbands indicate that a participant is currently out of play.
Additionally, bright orange headbands indicate that a participant is a non-combatant. Non-combatants are in play but, for medical reasons or by virtue of being underage, are not allowed to engage in boffer fighting. Non-combatants are required to avoid areas of active combat, and other participants are restricted from fighting them.
Although not technically items, hand signals nonetheless communicate important information about your character.
Holding one hand over your head indicates that you are temporarily out of play. This is the same as a white headband, but is generally reserved for occasions when you're going out of play for less than a minute or two.
Holding two hands over your head indicates you are concealed. When another character inspects you out of play, you must tell them what your level of concealment is. Note that actions of any kind, even common actions like moving or speaking, break concealment unless otherwise indicated by the concealment effect you're using, and other characters may possess abilities that allow them to sense your presence or pinpoint your location in play.
Player characters (that is, characters created and played by players) wear a wide variety of different costumes. Monsters, on the other hand, wear special tabards to distinguish themselves from player characters. Monsters are frequently dangerous and/or hostile, so it's important to be on the look out for participants wearing monster tabards in play.
Often, characters will store in-play valuables in their cabins and set up in-play safeguards to protect those valuables from being stolen. Cabin notes are special, out-of-play instructions that detail those safeguards to rogue marshals who accompany thieves to your cabin. Cabin notes should be written legibly and kept in an envelope near the door to your cabin. Only rogue marshals and other residents of your cabin are permitted to read them.
Often, the tavern and individual cabins will be decorated with lights, drapes, wall hangings, and the like. These props are technically in play for the purposes of backdrop. As such, they do not require item tags and cannot be used to perform in-play actions.