BASIC RULES SYSTEM
“Fight with honor. Die with purpose. Live to tell the tale.”
“Fight with honor. Die with purpose. Live to tell the tale.”
“Fight with honour. Die with purpose. Live to tell the tale.”
Basic Rule System
Combat Type: LARP-safe weapon combat.
Genre: Low-to-mid fantasy, medieval-inspired.
Tone: Gritty, survivalist, morally ambiguous.
Focus: Territory control, roleplay, warbands, and character-driven politics.
Your safety and the safety of others always comes first.
Lightest Touch Only: All combat is conducted with a light, controlled touch. No full-force or aggressive strikes.
No Head or Groin Strikes: Strikes to the head, groin or neck/throat are not allowed.
Stop the Game: If someone calls “HOLD!”, stop immediately and repeat the call. Only resume when "GAME ON" is called by GM.
Weapons Check: All gear must pass a safety inspection before use.
Zero Tolerance for unsafe behavior, bullying, or harassment (see Community Code of Conduct).
Simple and brutal – survival matters.
Hit Points: All characters start with 2 HP unless upgraded through gear or CP unlocks.
Appropriate costume: wearing an appropriate character costume will gain you 1 HP.
Armor adds HP per armour type
Light (e.g. leather): majority body covered in this style at the discretion of the GM will gain 3 HP.
Medium (e.g. chainmail): majority body covered in this style at the discretion of the GP will gain 5HP.
Heavy (e.g. plate): majority body covered in this style at the discretion of the GM will gain 7hp in addition all strikes will only do 1HP damage unless directed by GM.
Max HP is 10 (2base + clothing and armor) CPs can increase this
Hits:
Arm or leg hit, remove 1HP.
Torso hits, remove 2 HP.
Downed: You may scream, crawl, call for aid, or act dramatically for 30 seconds If not healed/stabilized, you “die.”
Dead: Return to respawn/camp or follow death & resurrection mechanics if applicable.
Weapons effects: Some weapons do have addition or alternative damage (see weapons section).
Magic and abilities must be easy to understand, announce, and recognize.
You must announce clearly what you're doing (e.g. "STUN! One minute!")
Must be visually represented (gesture, colour, sound, etc.)
Use simple, short-term effects:
Stun – target cannot act for 15 seconds.
Shield – negates 1 hit.
Push – forces opponent to retreat 3 steps.
Heal – restores all HP.
Resurrection – bring back a dead player.
All spells or rituals must be pre-cleared or declared in roleplay—not spammed.
The frontier is divided into parcels. You must fight, claim, and upgrade them.
Each parcel of land may have:
1 Control Point (CP)
1 Resource Site
1 Stronghold or Camp
CPs are earned through:
Roleplay, events, or conquest.
Holding a parcel during a major conflict.
Completing world or faction goals.
CPs can be spent on:
Faction upgrades.
Fortifications.
Special items or relics.
Hiring mercenaries or monsters.
CP mechanics will be adjudicated by staff or game masters to keep things fair and balanced.
Death is not the end—but it matters.
If you die, you may:
Be resurrected by ritual or divine means.
Return with a cost (loss of memory, corruption, CP debt, etc.).
Begin a new character tied to your last.
Your actions leave a mark on the world. Statues, curses, and legends are all possible.
If a rule call is disputed, play on and report to staff after the fight.
Use mediation over escalation.
Consistent rule abuse = removal from the game.
Echoes of the Frontier runs on three pillars:
Consent – Always check in.
Character – Immerse with integrity.
Consequence – Make choices matter.