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!

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

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.

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.

Going Berserk

The Dragonwood LARP is on hiatus as of March 2019.

It may happen that in the midst of mock combat, you will find yourself losing control. With the noise, the excitement, and the chaos or with an unexpectedly painful blow or a dishonorable surprise attack from behind, what began as a game between friends may begin to transform into something that feels very real. You start swinging faster and harder. You are going berserk, blind with battle rage. You have become a danger to your cohorts.

If you feel yourself going berserk, shout Berserker!,” stick your weapon straight up in the air like a proud warrior, and walk away to a safe spot to relax and get a sense of yourself again. This is the honorable and valiant thing to do. You can jump back into mock combat as soon as you have your wits about you again.

Someone who has gone berserk may be too overwhelmed to shout “Berserker!” but holding your weapon over your head is the universal symbol for “I’m out!

If you are engaged in mock combat with someone who appears to be going berserk, shout “Berserker!” and withdraw as calmly and quickly as you can. If you need help disengaging, you may shout “Hold!” for going berserk is a potentially dangerous situation.

Be aware that going berserk is highly contagious!  If someone abruptly withdraws from battle, do not follow! Allow them to walk away and cool down. Maybe you need to go cool down yourself?

Do not abuse the “Berserker!” warning. If you are merely losing the battle, the honorable thing to do is to lose as dramatically as you can manage.

Melee Referee

The Dragonwood LARP is on hiatus as of March 2019.

Melee or pell-mell refers to disorganized battles fought at close range with little central control once it starts.

A Melee Referee should be elected prior to melee combat.

    • The Melee Referee does not battle.
    • The Melee Referee observes combat.
    • The Melee Referee stops a duel if there is a problem.
    • All mock combatants must obey the Melee Referee without argument or delay — no matter how convinced you might be that the Melee Referee made an error. 

Even within a melee battle, mock combat should generally be duels (one-on-one combat) to avoid injuries and misunderstandings.

While they may be no central control once a melee begins, all mock warriors are expected to remain in control of themselves during mock melee combat.

Mediation

The Dragonwood LARP is on hiatus as of March 2019.

While disagreements seem to arise most often during mock combat, anyone can request a Mediator at any time.

If tensions start to run high and you can’t resolve your disagreement on your own, using your scrying bowl to locate the nearest neutral party and ask for help talking things through.

    • A mediator can be any other member of the LARP.
    • A mediator should listen to all sides.
    • A mediator should not take sides.
    • A mediator’s goal is to help find or forge a mutually acceptable agreement.

Remember that ensuring Diversity, Inclusivity, and Getting Along With Others is everyone’s Responsibility.

Both mediators and those involved in the disagreement should allow each other to speak uninterrupted and to listen to what the other people are saying. The mediator may use anything handy as a “talking stick” or “speakers staff” if necessary. (The mediator may also impose a time limit on uninterrupted speech if needed.)

Questions that a mediator can ask:

    • What happened?
      Invite those involved to share their perspectives on the nature of the disagreement.
    • What happened before that?
      Encourage those involved to consider possible causes of the disagreement.
    • How did you feel when that happened?
      Guide those involved to consider the emotional impact of events.
    • How do you think the other person(s) felt when that happened?
      Invite those involved to consider how others feel about the events. 
    • Do you know why that happened?
      Encourage those involved to appreciate the point of view of others.
    • Can you find out why it happened?
      Guide those involved to seek facts and discover underlying problems.
    • What could you do or say to prevent this from happening again?
      Invite those involved to think of solutions.
    • What might happen if you do that?
      Encourage those involved to consider the possible consequences of proposed solutions.
    • Can you think of something different to do?
      Guide those involved to think of alternative solutions.

Sharing Public Spaces

The Dragonwood LARP is on hiatus as of March 2019.

We LARP at public parks, so other members of the public may also be using the park during our LARP.

When encountering non-LARPers at the park (including parents and non-LARPing siblings and friends) — whether on a field of battle, on a trail, or anywhere else in the park — go out of your way to be both polite and friendly.

Slow down (if you are moving fast). Move to the side (if you are on a trail). Say “Hi!” Smile and wave. Especially, stop any mock combat!

If you spot a non-LARPer entering or coming near an ongoing mock battle, shout “Hold!” Wait until the non-LARPer is well out of the way before shouting “On Guard! … … Lay On!” and resuming mock combat.

Weather Gremlins

The Dragonwood LARP is on hiatus as of March 2019.

The “all-weather” LARP will be relocated inside or possibly even canceled for “dangerous weather” — including flooding, hail, thunderstorms, lightning, tornadoes, downbursts, waterspouts, tropical cyclones, blizzards, snowstorms, ice storms, dust storms, wildfires, and extreme heat or extreme cold.

Weather charms and relocation spells are the responsibility of the LARP’s host for that day and should be cast by 9am on the day of a midday Summer LARP and by 10:30am on the day of an afternoon Spring, Fall, or Winter LARP.

Any location change or cancelation should be announced via our Discord server.

On the Complexity of Weather Scrying

If you ever find yourself in strong disagreement about the host’s weather scrying, you should feel free to post a counter offer. Just  say, “We’re going to insert location here instead, does anyone want to join us there?”

If a counter-offer is posted, you should assume the group will split in two.

(So don’t ask, “I’m confused, where is the group going to meet?” Instead, choose which location you prefer and go there. However, it would be a kindness to also say where you are going to give both hosts a sense of who and how many.)

The Realm of Dragonwood

The Dragonwood LARP is on hiatus as of March 2019.

Dragonwood is a nexus for interdimensional portals, resulting in a wide range of inhabitants, including dragons (of course), Jedi knights, mercenaries of all sorts, fairies, elves, gnomes, pirates, magicians, Martians and other aliens, demigods, gods, demons, time travelers, and much more. Oh, also the occasional human.

Adventurers are called to Dragonwood for many reasons. Some are forced there by their parents. Others arrive to fight and defeat Lord Maul and win freedom and independence for the multiverse. Still others come seeking to free the deep pure magic of the World Tree, held in captivity by the dreadful Lord Maul’s dark sorcery. And others are just not very good at accurately entering the correct address when using interdimensional portals.

If you perish on a quest in Dragonwood, you will find yourself regenerated at the location of your arrival portal — or the location specified by the day’s Storyteller, or maybe just where you were standing when you died. It all depends.

As an interdimensional portal nexus, Dragonwood is a mishmash of times, places, and worlds. On your travels through Dragonwood, you may encounter a soldier from Earth’s World War II fighting a barbarian from Alpha Centauri armed with weapons from the far future or a Viking longship in the middle of the forest with a Saturn V Command Module crashed into it. Adventurers are thus advised to be prepared for anything.

Adventurers should take note that many Dragonwood portals are one-way — they’ll either let you in or they’ll let you out. Portals also have a nasty habit of shifting about, so don’t expect to arrive where you planned or to find your exit portal where you thought it would be.

There is a creature living in Dragonwood known as the Nexus. If you complete a quest for the Nexus, the Nexus will guide you where you wish to go. The Nexus appears differently to everyone. One hero may see an adorable puppy. Another may see an animated magical potion bottle.

Dragonwood includes the Realm of the Silver Elves, the Realm of the Tony Gnomes, the Realm of the Fire Portals, and more.