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==LARP rules== Some LARP rules simply dictate two things: How many times you can hit before you're dead and what you can or cannot do (use weapons, spells, write/read) - leaving everything else up to chance, the whims of the GMs (if there are any) and the player. Other go at it using more complex systems with game rules that determine how characters can affect each other and the setting. These rules may define characters' capabilities, how those capabilities can change over time, what can be done with various items in the setting, and what characters can do during the downtime between LARP events. It is always important to remember that because referees or GMs are often not available to mediate all character actions, players are relied upon to be honest in their application of the rules. There are also LARPs that do without rules, instead relying on players to use their common sense or feel for dramatic appropriateness to cooperatively decide what the outcome of their actions will be. This can often be tricky to do with LARPs that have children playing along. '''Common Basic Rules''' Just as there are numerous different pen & paper rule sets, then the systems and rules that can be applied in LARPs are near infinite. Also depending on the kind of theme for the LARP and the age group of the players, then some things may or may not be such a good idea... LARPs with physical combat rules, for when using foam/latex weapons, airsoft guns, laser tag guns and similar, to represent weapons, and are often known as boffer or live combat LARPs. Sometimes relatively harmless versions of real weapons such as blunt metal swords or firearms loaded with blanks or modified fireworks are used as representations. In LARPs with physical combat the physical skills of the player play an important aspect, since if you cant figure out how to hit the other guy with your padded stick, then you're fucked no matter how awesome your character is. On the other hand, symbolic rules involve momentarily pausing role-play in order to determine the outcome of an action, for example by rolling dice, playing rock-paper-scissors or comparing character attributes. In symbolic combat systems weapons may be represented by cards or physical replicas. Sometimes realistic weapon props and physical contact between players are not allowed. It should be noted that this kind of combat is very handy if playing out in public, where non-players might mistake vampire-LARPers or similar players for something slightly more illegal. In short: it doesn't matter how realistic your plastic toy gun looks, or that fake blood - if the lady across the street thinks you just killed a man then you still have to explain it when the cops arrive. It should also be noted that - like many pen & paper RP rule systems - LARP rules often don't set up rules for actual roleplaying, but more for combat and other more "vital" aspects of the game, letting players play along whichever way they want. This can be a dual-edged sword as any D&D player will know that a single player can easily ruin everything for everyone else - and this also applies to LARPs. (the same also applies GMs)
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