Mechanics are tools that allow certain things to be played out in a conventional, defined and familiar way for everyone, without explaining what is happening. For example, they allow us to explore themes of difficult or dangerous things without creating real discomfort or danger. They allow us to simplify some of the mechanisms that operate in the real world so that playing with them doesn't require a great deal of knowledge or skill, and to show magical phenomena that don't occur in the real world.
Each of the groups that will appear at the larp has its own specific interests, which are not always reconcilable with the goals of other groups. Therefore, your group will also be given clear goals in the group charter that are possible to achieve during the larp. Some of these goals will be related to money, others will be determined by a measure of trust, influence on the balance of power intargane wojną pogranicze, or prestige gained.
In a sense, this provides opportunities to "win" the larp. If your group achieves its plot or economic goals - its fortunes can change significantly! Usually, however, this will not mean that other groups will be "losers". The realization of the goals will affect the ending and epilogue of the episode, or what the group is written about in the future, when the next fair and the next Whirlsof Pontar come around.
During the Whirls of Pontar, we want to be able to play someone other than the person we are on a daily basis. That's why we adopt the principle that convincingly playing specific actions means performing them realistically. You don't have to be a sword master at all to realistically play a tough and invincible warrior. However, you should expect that someone will call "check" at some point and realistically challenge you to fight.
If you can't sing or dance, but really want to try your hand as a bard or dancer - you can try your hand! Play an interesting scene, and there will be people who will applaud you and - according to the principle of play to lift - recognize your character as artistically talented.
If, playing a mugger, you want to steal someone's bellows, try to do it stealthily. Don't get caught, but if you are discovered, accept the due consequences.
The game area will be conventionally divided into three intensity zones, which will allow you to control your own experience and your character's story. It will be up to you and your decisions to decide how far you will venture in search of adventure and attractions.
Just the story (safe zone)
House of Dreams, Governor’s Seat (the Keep), Tavern
Character death: very low probability
Healing: easy
Combat: not allowed
Law enforcement: effective
Theft: forbidden by law, but occurs
Presence of magic: yes
Dangerous encounters: none
Sword and Story (intermediate zone)
Settlement
character death: low probability
healing: moderate
combat: allowed
law enforcement: limited
theft: common
preasence of magic: yes
dangerous encounters: possible, mundane
Blood, Sweat and Tears (danger zone)
Areas outside the settlement (beyond the village buildings)
character death: elevated probability
healing: difficult
combat: allowed
law enforcement: lawless
theft: rampant
preasence of magic: yes, dangerous
dangerous encounters: monsters, bandits, weird occurrences
In our game, we decided to introduce the mechanics of colored feathers to help us signal certain things without having to call players and interrupt their play.
The white and black or white and red striped feather is the designation of an NPC or Game Master. It can be pinned to clothing or remain hidden.
Showing the white feather, such as by lifting it up, is to help identify the person who can give orders on behalf of the organizers. It is imperative that the commands given by the person who shows such a feather be obeyed absolutely and immediately.
This is a sign of high prestige. A golden feather may be awarded by an NPC in recognition of one's attitude and good performance in an assigned role. It cannot be given or resold to anyone, and cannot be stolen. You can only own one gold feather at a time. Since there will be a strictly limited number of golden feathers on the game, we realize that we probably won't be able to reward everyone who deserves it with them. In addition, we are not able to observe all situations worthy of rewarding. Therefore, we encourage you to report to the organizers people who (in your opinion) make an exceptional contribution to the development and beautification of our common history.
Placed in a visible place on your person, a gold pen attracts the attention of other players and acts as an asset to the person who wears it. It makes you a respected person whose opinion is worth listening to.
Example:
A accidentally overhears a conversation between people in a tavern. They are arguing about the distribution of payment for work done. The situation is escalating - a fight is about to break out. A joins the conversation suggesting a peaceful solution. Since there is a visible golden feather stuck in his hat, the angry opponents listen to his arguments, temporarily refraining from fighting.
The golden feather can be used as an advantage in difficult conversations. It should then be unfastened from your outfit or taken out of hiding and lifted up so that the person you are talking to sees it. The interlocutor in this situation should be persuaded by the argument you are saying.
Such use of the gold pen is a one-time use. After using it in this way, the feather loses its power and must be returned immediately to the nearest NPC.
Example:
Merchant A is trying to convince Tax Collector B to reduce the tax for goods. Talks go awry, so A lifts up the golden feather while arguing his case. The prestige of the golden feather convinces B to apply an extraordinary tax break as an exception in this case. Merchant A sticks to the arrangement and goes to hand over the pen.
If an extraordinary situation arises in which two (or more) people with a golden feather are involved in negotiations, the effect will be used by whoever decides to use it first. Another golden feather cannot be used in the same scene.
If you break the rules of the game or repeatedly bend the mechanics, you may receive a black feather from an NPC or MG as a warning. The handing person will also give information about the reasons for the warning.
Since we are not able to observe all such situations, please report similar behavior to the nearest NPC or to the org.
Persons behaving in a manner inconsistent with the rules, requiring repeated warnings, disturbing the fun of other participants may be expelled from the event.
Ważne: piór w tych kolorach nie wolno używać jako dodatków do stroju.
During the course of the game, there may be situations in which you, as a person, pass where your character should not be, because it would involve some consequences. To show that you are only passing through and "not here" in this scene, you should look down and cover your eyes with your hand, as if shielding them from the sun. This gesture indicates that the character in question is not there. Do not use this mechanic for eavesdropping or peeking.
We will explain the technique during the pre-game workshop.
In many places in this document, we write for you to get along with each other on how you want to play something - what you want the fight to look like, how long you want to sit in jail, what you do in an intimate scene, etc. In order to facilitate such conversations, and at the same time not to bring ourselves and potential witnesses out of the game, we introduce the phrase "A WORD, PLEASE." This slogan literally means "let's calibrate it" and upon hearing it, you should stop playing the scene and discreetly (e.g., stepping aside) determine what happens next. Do not disturb others in such a conversation.
Examples:
E wants to be caught stealing from a stall, but for this the Guard must be present at the scene. "May I talk to you, Mr. Guard?"
F and G's characters are attracted towards each other, but F isn't sure how intensely she wants to play this thread, she needs to talk about it off-game. She starts the conversation: "I can't look into your eyes, can have a word, please?"
H says "a word, please" to J, with whom they are about to have a fistfight to determine which of them will chew out the capsule of artificial blood lying on the ground.
Important: if you want to talk off-game with a person who is currently busy, choose a moment so that you don't interrupt their scene if it's not necessary.
When calibrating, remember to play to lift!