Live action role-playing is a very complex environment that requires a lot of common sense and adaptive thinking on the part of the players. Even with extensive rules and supervision it is impossible to predict every situation that might arise. In these situations most players fall back on the basic rules of the game or "Fundamentals". Fundamentals cover the basic rules, codes of conduct, and concepts of adventures in Mid-Land live action role-playing. Players are expected to have a complete working knowledge of this chapter before playing the game!
Safety is the responsibility of every player in the game! Safety always comes first. When people get hurt the game ceases to be fun. Players should keep an eye out for unsafe situations and attempt to prevent or correct them before they cause an injury. A safe playing environment starts from the moment a player arrives on site till the time they leave and is not limited to the battlefield. Players are expected to look out for each other and offer help when needed. If a group of players let a person drop over from heat stroke, it is as much their fault as the fault of the person who refused to drink some water and take a break. Mid-Land is a game and no one will ever place blame on a player who steps up and corrects a dangerous situation. When an injury occurs it is important to bring it to the attention of the event director so that proper steps can be taken to help the injured person.
A Game Hold is a verbal command that is intended to bring the game to a complete halt. Any player can call a Game Hold by yelling "Game Hold"! The command should be given in the loudest voice the player can muster. The term "Game Hold" is used because it is common for players to yell similar commands like "Halt" or "Hold" during the normal course of play. When someone calls a Game Hold all players who can hear the call should repeat the command and also call out, "Game Hold"! This allows the command to spread around the playing area and bring as much of action to a stop as possible. When a Game Hold is called all players must stop in place and make no further movements or actions. Game Holds are typically used when a safety hazard or injury has occurred and prevents other players from getting injured or making the situation worse. When the situation requiring a Game Hold has been resolved the players who first called the Game Hold should ask, "Is there any reason for this Game Hold to continue"? If the answer is no they should count down from three and then call, "Game on". At this time, and only this time, the game may continue.
The Game Masters are the backbone of Adventures in Mid-Land. They run the game, organize players, oversee safety, clean up the site, keep people from killing each other, and so on. Game Masters and their duties are described in detail in chapter thirteen of this book. The only thing new players are required to know about Game Masters is that the word of a Game Master is LAW! When a Game Master tells a player to do something, that player is expected to do it! If a player feels they have been treated unfairly by a Game Master, they should follow the orders of the Game Master, then complain only after the event has ended. The middle of an event is not the time or place to argue with a Game Master. Safety is the only exception to this rule. Safety always comes first!
Logistics is the term given to the place where players sign into the game, ask questions, and report problems. Players should think of Logistics as the front desk of a hotel or campsite. Logistics is not always a physical place depending on where the event is being held. Logistics can be a person with a notebook, the trunk of a car, or an actual building. All players are expected to report to [or sign in at] Logistics before starting to play the game.
Time Stops are similar to Game Holds but are used by Game Masters to aid in the running of the game. Only Game Masters can call a Time Stop, but all players should repeat the command in the same manner as a Game Hold. During a Time Stop all players should stop in place, close their eyes, refrain from speaking unless asked a question, and take no actions. Time Stops are often used to move props around, apply special effects, or safety. When the Game Master is ready they will count down from three and call, "Game on".
Just about every aspect of a live action role-playing game requires honor and a sense of fair play. Cheating and dishonesty has no place at Adventures in Mid-Land! Players who feel they need to cheat to get by are not welcome and will be asked to leave! Even the most cutthroat, evil character must follow the rules of the game. In situations where the rules fail to answer unexpected questions players will need to fall back on common sense and sportsmanship. It is not cheating if the players work through a problem with nothing more than common sense. Most players and Game Masters will ignore small lapses in the rules if players are making a conscious effort to play as fair as possible. If a situation occurs where players do not know a rule they should work it out with common sense then make an effort to learn the exact wording of the rule as soon possible.
While attending Adventures in Mid-Land all players must follow a strict code of conduct. Failure to adhere to any of the rules listed below will result in disciplinary action, up to and including expulsion from the event! Additional rules may be added to the code from game to game to handle any situations not covered in this rulebook. Changes of this nature are posted at Logistics and in the newsletter. It is the responsibility of the players to keep up to date with any changes.
There are three levels of game status that players will encounter while attending an event: In-game, In-play, and Out-of-game.
Colored flags or signs are used mark special conditions encountered during play in the same way traffic signs help drivers navigate the highway. Flags and colors provide a quick system of identifying certain conditions [typically threats] from a distance so the player can react accordingly. Flags should be a minimum of a foot long, six inches wide and colored on both sides. The larger the flag the better the chance other players will see the flag and react to it appropriately. Players are required to provide their own flags for use during play. The following are the most common colors used during an event.
Keeping a good sense of humor is an important part of the game. Mid-Land games are organized, but fate can often deal a bad hand in any situation. When problems do arise, players should not focus on them and risk ruining the game. Resolve the problem and continue playing. Often, a good laugh will bring levity to any situation. A serious playing environment makes for an exciting game, but taking the game too seriously will only cause problems.
Game time is measured in an abstract unit of time called a "phase". A "phase" is a unit of time lasting between fifty and sixty seconds. Phases represent the amount of time it takes to complete certain tasks or the duration of certain in-game effects. For example, the effects of a Stun spell lasts for ten phases or roughly ten minutes. A magic user is limited to casting one spell per phase of game time. An abstract system of time is used to provide a fair measure of time to complete a task without the need to follow players around with a stopwatch. Each event is broken into larger periods called "Game Days". A game day is a period of twelve hours. Game days are used to indicate when certain magical effects and special abilities recharge or become available to players. For example a magic users spell power resets at the start of each game day. The first game day begins when the event starts, not when a player enters the game! For example, if the event starts at 9 a.m. Saturday morning the new game day begi ns at 9 p.m. Saturday night. If there is no record of the event start time [or the players have forgotten] use 10 a.m. as a default time.
At times, it is in a player's best interests to communicate what seems like an obvious action. For example, a player is exploring a dark narrow passage in a building. Fearing they might fall into a pit, the players wants to attach a rope and stake to the wall of the passage and tie it around their waste. Pounding a real stake into the building would damage Mid-Land property so the player is not allowed to do it. Instead, the player turns to the Game Master or other players and says, "I am pounding a stake into the wall". This way the Game Master or other players know the player made an effort to take the action ahead of time, instead of thinking of it after a threat is encountered. If, for any reason, a player does not take this precaution they do so at their own risk!
When packing for an event a player should bring everything they might need for a typical camping trip. Players should always bring a complete change of clothes [including shoes] and if possible a spare costume. Should the player get soaked or dirty [and they will!], they can change into warm clothes. Players should pack a small amount of food and water even if they only intend to spend a short time at the event. Running around and fighting is hard work and there is always a danger of becoming dehydrated. Pack more food and water if attending an overnight event. Players should pack any medicine they normal take during the course of the day. This includes emergency medicine like insect bite kits. Bringing extra medication is always a good idea. If attending an overnight event pack a warm sleeping bag, tent, extra blanket and a waterproof tarp. While it might make sense for fantasy character to sleep in a cloak under the stars, real people get wet, cold and sick! Packing a simple first aid kit is always a good idea to take care of simple emergencies like skinned knees and poison ivy. Before getting into costume and entering play figure out a secure place to leave wallets, money, car keys and other Out-of-game gear.
Every player attending the event must be in costume at all times! People who walk around out of costume bring a quick death to any atmosphere the game has. A costume is a simple and cheap thing to make and there is no excuse why a player does not have a costume. It is not required that players spend a lot of money of their costume and simple costumes are often the most effective. A basic costume includes a simple renaissance shirt or tunic with a belt, sweat pants or tights to cover the legs, and dark colored boots. Players should never wear sneakers, jeans, or clothing with logos or pictures! Players are not allowed to wear modern pouches and backpacks as part of their costume. Wearing armor is not an excuse to avoid wearing a costume. Players are required to wear a costume even if that costume is covered by armor. Modern martial arts or military outfits are not considered costumes. Players can add to the look of their costume by avoiding items like wristwatches, sunglasses, and head bandanas. New player s are expected to add to their costume as they gain more experience with the game and resources. Minimum effort by veteran players is frowned upon and they will not be welcome at the game!
Atmosphere describes the mood and feel of the game and playing environment. Role-playing is a form of free form acting used by players attempt to step into the lives of their characters. Despite the systems and rules included in this book, they mean nothing without atmosphere and role-playing. Without atmosphere and role-playing the game is nothing more than a group of people in funny costumes running around in the woods! The key to good role-playing is effort. Players trying to get by with minimum effort will ruin the fun for others. Here are a few simple things that can help characters role-play and generate atmosphere:
When every player is putting maximum effort into role-playing the atmosphere of the game can get very intense. It is amazing to see how real the atmosphere can get! Bad role-playing is like a virus. If one player starts ruining the atmosphere, it is not long before others will follow.