Bofferring Etiquette

The Dragonwood LARP is on hiatus as of March 2019.

Mock combat is a demanding sport full of passion and aggression. Because emotions can run wild in the middle of a mock battle, observing boffer etiquette at all times demonstrates your honor and integrity.

  • Never attack an unarmed person.
    If you want to attack an unarmed person, first give them a weapon of equal strength to your own, then mock kill them.
    Never attack a person from behind.
    Only cowards and rogues attack from the shadows. Make sure that the person is fully aware of your intentions before you begin mock combat.
    Allow a disarmed person to pick up their weapon.
    If a person fumbles with their weapon and drops it, they have been disarmed. Give them the chance to pick it back up before mock killing them. (Unless the goal is to disarm your opponent, in which you’ve won and the mock battle is over.)
    Salute your opponent before a duel.
    In a formal duel, it is considered proper to salute your opponent before starting the duel. Each person learns to salute in a different way. Some raise their weapon to their face, some make a small bow, some shake hands, etc. This is done to show that you have respect for your opponent and that you will fight fair.
    Shake hands after a duel.
    It’s good practice to show that there are no hard feelings by shaking hands or saluting your opponent after combat.
    Point out exploitable weaknesses.
    During the battle with your opponent, you might notice a mistake they make that you can exploit. If this is the case, you should point out their error after the match so that they can correct it. Continuing to exploit a weakness is dishonorable.

Combat Communication

The Dragonwood LARP is on hiatus as of March 2019.

Three phrases to remember: ON GUARD, LAY ON, and HOLD.

    1. ON GUARD means “get on your guard” because the battle is about to commence.
    1. LAY ON means “start fighting!”
    1. HOLD is the universal word for “timeout” — when you hear this shouted:
      • stop fighting
      • drop to one knee
      • hold your weapon over your head
      • join the shout of “HOLD” until everyone has ceased combat.

HOLD is reserved for when something dangerous or potentially dangerous has happened (for example, a weapon becomes damaged, someone gets hurt, etc.)

Most boffering groups have harsh punishments for people who continue fighting after a HOLD! is shouted. We won’t punish anyone for making a mistake, but we will talk to you about the importance of honoring the HOLD! next time.

Do not abuse the HOLD! command. It’s reserved for dangerous and potentially dangerous situations. If you are merely losing the battle, the honorable thing to do is to lose as dramatically as you can manage.

Mock Combat (Boffering) Rules

The Dragonwood LARP is on hiatus as of March 2019.

Combat is optional. Not all LARPers choose to engage in combat. 

A boffer is a padded foam weapon.

These lightweight contact weapons are designed to prevent injury during mock combat. The classic boffer is made using closed cell foam for the blade with a PVC pipe or fiberglass rod core and open-cell foam cushion for the tips, plus washers, contact cement and duct tape (although a fitted cloth covering is much preferable to duct tape).

    1. Only boffers may be used in combat.
      • All edges for weapons used in battle must be made of thick dense closed-cell foam.
        • There must be a minimum of 1 inch of foam surrounding a weapon’s core, including its tips or ends. More is better!
        • Common materials used for boffers include blue camping mats, pool noodles, and foam floor matting.
      • The tip or thrusting end must have 3 to 4 inches of softer open-cell foam.
        • Your tip or thrusting end must not be able to pass through a 2-inch round hole (that is, an eye socket).
        • The core must end at least 1-inch before the tip or thrusting end begins.
        • Common materials used include all-purpose sponges.
      • Pommel strikes are not allowed, but pommels must be padded for accidental hits.
        • Use at least 1½ inches of closed cell foam for padding.
        • The end of your pommel must not be able to pass through a 2-inch round hole (that is, an eye socket).
      • Thrown weapons must have all exposed edges and surfaces covered in foam.
      • Non-foam weapons may be used as costuming but not for mock combat.
    2. All weapons should observe Rule #1, Safety first!
      • Make sure there are no spots on your weapon that could cause actual injury.
      • All warriors must check their weapons for rough spots before engaging in mock combat, paying particular attention to the edges of the duct tape which can accumulate dirt and become sandpaper like.
      • Do not use a weapon if it is unsafe.
        • Unsafe weapons include (but are not limited to) those that have core showing, weak or broken padding, ripped tape, or sandpaper-like dirt accumulation in the adhesive along the edges of the duct tape (this is one reason why a fitted cloth covering is preferable to duct tape).
    3. Prior to engaging in mock combat, remove any potentially dangerous objects from your person such as jewelry, watches, etc.
      • This is a simple safety issue for both you and the friends you are fighting.
      • Glasses are optional, but they have a nasty habit of being knocked off and stepped on during combat.
      • You may also want to empty your pockets of keys, mobile phones, or anything else bulky.
    4. All parties must give consent to a duel prior to any combat.
    5. Strike only hard enough for your opponent to know they have been hit.
      • To test the strength of your blow and the hardness of your weapon, strike yourself in the leg with your boffer.
      • If your weapon goes behind your body to swing, you’re swinging too hard.
    6. When you receive a hit in a valid area, you must acknowledge that you were hit, even if the person who hit you doesn’t notice.
      • If two players hit each other at the same time, they are both dead.
    7. Do not stab or thrust at your opponent’s abdomen.
    8. Do not strike your opponent in the head, neck, breasts, groin, hands or feet.
      • These are not valid targets because they are very sensitive areas and because you may cause serious injuries if you hit someone in these areas.
      • You may want to wear a bicycle helmet and athletic supporter just in case.
      • However, if you purposely use an invalid target area as a shield (for example, use your hand to stop an attack), you are dead.
    9. No “Drum Rolling” or “Machine Gunning” — do not strike rapidly in succession and do not strike the same spot repeatedly.
    10. Never grab, catch, or hold an opponent’s weapon.

Boffering is a contact sport whose injury risk is equivalent to that of a friendly pillow fight when following safety rules and using properly padded boffers, but bruises and welts are possible if play gets too rough — so don’t let it get too rough.

Every boffering group has their own unique rules. It’s your responsibility to ensure that you know what they are and that you follow them.

Resources

BofferWiki

Crafters Guild: Foamsmithing Flatblade Boffers

Safety Words

The Dragonwood LARP is on hiatus as of March 2019.

HOLD!” means everybody freeze and drop to one knee and raise your weapon over your head.

HOLD!” is reserved for when something dangerous or potentially dangerous has happened (for example, someone gets hurt, a weapon becomes damaged and thus dangerous, a toddler runs into the field of battle, etc.)

Weeping Angel!” means “Everyone look at me!” — because you stop a weeping angel by looking at it.

Use “Weeping Angel!” when you need everyone’s attention but the situation doesn’t warrant a “HOLD!” (for example, when the storyteller needs to move the story forward by providing additional information or directing the group to move to another area of the park)

Do not abuse the safety words!

When you hear a safety word called, you should obey it AND repeat it until everyone has heard it!

Wilderness Safety

The Dragonwood LARP is on hiatus as of March 2019.

Do not wander off alone! (Safety first.)

Always be with at least 1 and preferably 2 other LARPers.

If you need to go anywhere at any time for any reason, insist that at least 1 other LARPer go with you. Shout “Weeping Angel” if no one is listening to you.

Make sure at least 1 other LARPer, who is not going with you, knows that you are leaving, where you are going, and when you will be back. Make sure this other LARPer heard you and will remember what you said. Shout “Weeping Angel” if no one is listening to you.

Be Respectful, Receptive, and Reflective

The Dragonwood LARP is on hiatus as of March 2019.

This is a cooperative LARP. We all work with each other to create our ongoing story within our immersive fictional world.

That means that we should all aim to give full consideration to other people’s ideas. Remember that we strive to always be nice, and there are few things nicer than having someone listen to your ideas and appreciate your creativity. If you want to be heard yourself, be sure to take the time to listen to others.

Whenever possible, avoid rejecting someone else’s suggestion unless agreeing would be unkind or unsafe.

If your suggestion is rejected, respect the group’s decision and allow the LARP to continue. Take the time to reflect on why your suggestion may not have fit the group’s goals at the time. It may simply have not been the right moment for your suggestion or you may be able to modify your idea to better fit within the overarching storyline, the multidimensional Realm of Dragonwood, or the other players’ interests and abilities. You can always ask for feedback after the LARP — either while the group is hanging out at the local tavern or on the Discord server.

Rules and Responsibilities

The Dragonwood LARP is on hiatus as of March 2019.

The Rules

    1. Safety first.
    2. Be kind.

Your personal goal should be to think first and act second. Be aware of your environment and those around you at all times. Take care to look 360° around yourself before swinging, throwing, or firing any mock weapons. Be smart to stay safe.

Everyone should strive to be kind, respectful, considerate, helpful, supportive, encouraging, welcoming, amiable, courteous, forgiving, understanding, and amazing!

Responsibilities

No one is in charge here. We are all in this together.

Like many other homeschool gatherings, this is not a formal group. It’s just a bunch of friends and neighbors playing together at public parks. Parents remain wholly responsible for their own children. Adult supervision is not provided.

Ensuring Diversity, Inclusivity, and Getting Along With Others is everyone’s job.

If you have a conflict with someone, the person you need to talk to is that person. You can ask another LARPer to act as a Mediator if you’re having trouble communicating. If you need adult help, you should ask your parent or the other person’s parent for assistance.

The one thing you should not ever do is gossip about another LARPer. It’s simply unkind and can poison the entire group. If you can’t say it to their face, don’t say it at all. If someone attempts to share malicious gossip with you, please politely suggest they bring their concerns directly to the person they are maligning or that they request a Mediator to help them resolve their disagreement. Also, don’t believe a word of what is shared with you clandestinely. If it was true, it would be spoken about openly, honestly, and respectfully.

You are responsible for making sure that you know the names of your fellow LARPers and who their parents are.

All LARPers need to join the LARP’s Discord server to ensure that communication lines are open. We also require that each LARPer have at least one parent on the Discord server.

The organizer’s and/or the host’s responsibilities are solely to set the dates, times, and locations and communicate those choices to the rest of the group.

This LARP blog exists only because my mom insists upon it solely for its educational value for me. That it has proved a useful communication tool for other LARPers is incidental to that goal.

Costumes, Accessories, and Props

The Dragonwood LARP is on hiatus as of March 2019.

Costumes, accessories, and props help you embody and portray your character and can also be used to communicate more about your character to the other LARPers. While not required (especially for new LARPers), they are strongly encouraged.

Your character’s costume can start with a single simple piece to be expanded over time with additional items or enhancements. This could be as simple as a hat, a jacket, a bag, or ….

This is an all-weather LARP taking place outside over the course of the entire year, so plan your character’s outfit accordingly. Characters should come dressed for hiking through deep forests or deep snow! Sturdy shoes and long pants are recommended for all characters, regardless of species, special abilities, humidity, or ambient temperature!

Characters should also consider protection spells against swarming insects and burning sunlight. These can be obtained from your local apothecary.

Wood, cardboard, and plastic weapons may not be used for mock combat but are allowed for costuming purposes. If your costume includes wood, cardboard, plastic, or any other non-padded weaponry, it is your responsibility to ensure you never use it to strike another LARPer. Only boffers (padded foam weapons) may be used in combat.

For everyone’s safety, realistic-looking modern-day weapons and costumes that resemble modern-day law enforcement and military uniforms are discouraged and some parks we visit have rules banning them.

Character Development

The Dragonwood LARP is on hiatus as of March 2019.
    • This is a multiverse LARP — your character may come from any genre, era, or story, or spring solely from your own imagination.
      • Fantasy, steampunk, historical (historical realistic, historical supernatural, alternative history), modern, futuristic, post-apocalyptic, horror! Harry Potter, Doctor Who, Star Wars, Star Trek, The Lord of the Rings, Sherlock, Zelda, Avengers! Asgardian, Olympian, Arthurian! It’s up to you.
    • New members (with new characters) are always welcome and will be incorporated into the storyline.
    • Characters may evolve over time, even to the point of becoming completely different people (or completely different creatures)!
    • A LARPer may have multiple characters and may choose to switch characters during a single LARP.
      • A LARPer does need to give fair notice to the other LARPers before doing so.

The basics of character identity include:

    1. Character’s name
      • The Scribe will not record the true name of any of our valiant number onto the web of the wide world as all know well the power of one’s true name and how that power can be misused to cause one grievous harm!
    2. Character’s abilities or strengths
      • Characters cannot be all powerful or all knowing.
        • Invincible characters are no fun for the other LARPers.
        • If younger siblings join the LARP under the watchful eye of their elders, we will waive the invincible rule for those who are too young to understand the concept.
    3. Character’s flaws or weaknesses
      • Your character’s weaknesses must be equal to your strengths (if not greater).
      • All characters must have a weakness or flaw.
      • Be complete! “Water” isn’t a weakness, while “water extinguishes my fire power for 5 seconds” is.

The well-developed character includes:

    1. Character’s species and homeworld (or home dimension)
      • It’s perfectly acceptable to be a human from Earth, but you could also be a dragon, elf, gnome, alien, etc. from anywhere you can imagine! 
    2. Character’s appearance
      • shape (hulking, willowy, bulging, lanky, etc.)
      • height (knee-high to a grasshopper, 3-feet tall, towering, 8-feet 6-inches, of average height, 5½ feet, etc.)
      • weight (90 pounds, scrawny, gaunt, lean, average, stocky, plump, chubby, 2 tons, etc.)
      • color(s) (blue, iridescent, pale, translucent, yellow with green stripes, red with black spots, etc.)
      • appendages (2 arms and 2 legs, 8 legs and 3 upper body tentacles, 3 legs plus 6 arms with pinchers, etc.)
      • covering (fur, feathers, scales, skin, etc.),
      • age (exact or relative — 1015 years, 10 turns, ancient, youngling, several centuries, just hatched, since the beginning of time, etc.)
      • etc.
    3. Character’s background or origin story
      • Where did you live before coming to realm?
      • What was your childhood like?
      • Have you been an apprentice (to whom)?
      • What previous adventures have you had?
      • Was there a momentous event that has shaped who you are?
    4. Character’s occupation or calling
      • Wizard, magician, mage, mercenary, soldier, warrior, shopkeep, trader, wanderer, reluctant adventurer, accidental traveler, dictator, benevolent ruler, demigod, god, survivor, pirate, time traveler, bard, etc.
    5. Character’s skills
      • Spells, weaponry, and wisdom.
      • Be specific! Details are encouraged.
    6. Character’s general demeanor
      • Shy, imposing, fearful, aloof, etc. 
      • Any mannerisms or quirks?
    7. Character’s psychology, personality, and motivations
      • What are your best qualities?
      • What are your worst qualities?
      • What will you risk your life for?
      • What do you regret the most?
      • What do you most desire to achieve?
      • What is your moral code?
      • What do you fear?
      • Do you have an obligation to fulfill?
      • Are you cursed?
      • Are you a traitor?
      • Do you suffer from amnesia?
    8. Character’s relationships with other characters
      • Friendships, allegiances, grudges, enemies, nemeses, rivals, family ties, long lost relatives, evil twins, bounties, obligations, debts, etc.
      • Is your character with Lord Maul or against him?! Put another way, is your character part of the Resistance or part of the problem? 
    9. Character’s reason for being in the realm
      • Accidentally fell through an interdimensional portal. Came to defeat Lord Maul. Came to join forces with Lord Maul. On vacation. Dropped off by parents. Seeking fame and glory. Cursed by a grumpy pixie. Etc.

Meet our characters!

The Storyteller

The Dragonwood LARP is on hiatus as of March 2019.

While the story for this LARP is continually evolving and is written cooperatively by all players, in order to facilitate the setting of the day’s plans, the LARP elects a Storyteller for the day. To give the Storyteller plenty of time to prepare, the LARPers aim to make this selection for the following week during the Council Gathering.

It is the responsibility of the Storyteller to …

    • respect the history of the LARP’s ever-evolving story
    • incorporate the day’ plot into the LARP’s overarching storyline and the multidimensional Realm of Dragonwood
    • listen to and consider everyone’s ideas

It is the privilege of the Storyteller to …

    • choose where and when the LARP begins within our fictional world of Dragonwood
    • choose the minions set upon the group by Lord Maul
      • …or to allow the group to slip in unnoticed and unchallenged
    • set the mission to be accomplished
    • establish what is happening in the story at the start of the LARP
      • including which characters are doing what
    • to declare the start of the LARP after the council gathering, by shouting, “It’s a good day to die … and by revived!

It is the honor of all LARPers to follow the lead of the Storyteller.

If there are challengers for the role of Storyteller, a brutal rock-paper-scissors battle will commence. The count will be “rock, paper, scissors, shoot” with the warriors’ choice made on “shoot” and the victory going to the winner of two out of three battles. An evenly matched battle will trigger sudden-death rounds until a victor is found.

Should the elected Storyteller be ambushed on the way to the LARP, the group will swiftly appoint a Deputy Storyteller.