The fight should be played realistically, with safety rules. Its course should not be a fierce competition, as in a battle larp. Instead, we encourage (but don’t require) you to agree on the outcome before the fight, and play the scene itself as agreed.
Important: unless you agree among yourselves, the default level of physical contact in violent scenes is "no pain" - we agree to touch and physical contact that will not cause pain or discomfort. This means that we do not use physical violence, but only act it out.
For a variety of reasons, a situation may arise when words no longer work and forceful solutions must be resorted to. A fistfight can occur in a variety of circumstances, such as during a boozy party, when dividing up loot, or when you decide to take part in a fistfighting tournament.
Fistfighting does not cause wounds, nor can anyone loose their life in this way. Injuries sustained in a brawl are superficial and do not require long-term treatment, but only simple treatment of superficial cuts.
A fistfight is played out according to procedure: The opponents enter a clinch by grabbing each other's shoulders and pretending to wrestle with minimal force. In this position, they whisperly determine the effect of the struggle, and then theatrically play out the clash.
Boxing-style fights (tournaments, arena bouts, challenges, etc.) must be agreed upon in advance, including how the fight will unfold and who will win. This is intended to avoid the risk of participants sustaining real injuries.
During the workshop in preparation for the game, we will present and practice techniques for theatrical reenactment of hand-to-hand combat, so that there is no doubt about how to use them.
Many characters will carry weapons. It is important to match it to the character of the character, for example, a helper in a tavern may have a small knife hidden, a street hoodlum - a club, and a knight of the Eternal Fire - an impressive sword. Fighting with it may happen, but it is not the focus or goal of the game.
Each piece of weaponry must pass inspection before the game - only safe and theme appropriate replicas of melee weapons will be allowed for use. This is at the discretion of the organizers.
When using larp weapons, one should behave responsibly, not to use them blindly and with full force, so as not to hurt the opponent if the blow or bullet actually reaches the body. Absolutely do not aim at the neck, face and genitals. In the case of small weapons, it is forbidden to derive stabs, and in the case of a projectile weapon - to shoot from a distance of less than 5 meters.
In the case of ranged weapons, such as crossbows, bows and slingshots, weapons with a string tension of less than 25 pounds (11 kg) may be permitted. All projectiles must also be inspected. During the pre-game workshop, the organizers will point out where these types of weapons can be used and provide additional guidelines and restrictions.
We allow you to have tools such as a real sharp knife, scissors, etc., but under no circumstances can they be used as weapons. You must also ensure that no one uses them without your supervision and knowledge.
When you get into a fight in the course of the game, there is a considerable risk that you will get injured in it. It is important to play it as realistically as possible.
You are not an indestructible being - one or two minor cuts may not immediately eliminate you from the fight, but they will certainly seriously weaken you and make further struggles more difficult. If you have doubts about the strength of a hit, at the furthest after the third gentle hit, you should withdraw from the fight (kneel down or fall to the ground) - the wounds are too serious to continue. Each solid hit should be treated as conclusive and ending the fight - even if it was the first blow.
After the fight is over, you can go to the Organizers and ask for a proper makeup. You can use your own artificial blood.
A wound that is not properly cared for will not heal on its own. On the contrary - it can fester and lead to severe complications. So after the fight is over, it's worth going to someone who will suture and dress you professionally.
Example:
Two muggers are fighting each other over loot. Armed with a club, A hits B in the right shoulder, forcing him to let go of his weapon. B can't use his injured right arm, so he raises his sword with his left and limps away, trying to fight on. After a second, this time harder hit, he retreats from the battlefield handing over the spoils to the victor. The "wounded" then goes to Melitele's Sanctuary or the Herbalist's hut for help, and to the Organizers for proper make-up.
Be aware that in our game the death of a character is as possible and real as possible. Remember that ultimately it is you - not the attacker - who decides whether your character will die.
Avoid playing the throat slitting or decapitation of another person's character without first determining that the victim wants to die. Such an infliction takes away the victim's ability to credibly act out a scene in which their character survives the attack.
The death of a character must be reported to the org. You can do it after the fact, or before - we can help with preparations and support the scene with special effects.
In 99.9% of cases, there is no possibility of resurrection.
A person playing a character who has gloriously died can return to the game by joining Guards or Beggars. The new incarnation must bear a different name and be distinctly different physically from the previous one. We will have a limited number of simple disguises available for borrow. We do not provide a full character sheet for the secondary character.
If, during the course of the game, your character finds himself or herself in a very dangerous and seemingly no-win situation, you may use the slogan "GUARDS! GUARDS! GUARDS!" This is a clear signal that you do not accept the death of your character at that moment. This decision must always be respected by your fellow players. The character can still be injured.
Important: if you hear shouts of "GUARDS! GUARDS! GUARDS!" (polish: STRAŻ /IPA: [straʃ]) - repeat these shouts until some Guards hear it. This will give the Guards the opportunity to respond.