Safety Procedures – How to be sensible on Events

 

Because RoC involves running around in the woods and larp-safe combat, situations could easily occur where accidents may happen, especially if you are new to the game. In order to minimise risk a number of out of character rules exist which must be followed at all times.

RoC is fully insured and complies with strict Live-Roleplaying safety standards to ensure that you have an enjoyable game.

It should also be noted that just because something isn’t mentioned during the pre-game safety briefing or on this page doesn’t mean that it’s safe to do – if you’re asked to stop doing something during a LARP by the LARP organiser or GM because they don’t feel that it’s safe, stop doing it.

 


Weapon Safety

Any weapon, even if you do not intend to use it, must be checked by the system officials before any game takes place. If it fails the weapon check it may not be used on that event, or any other until has been replaced and passed a new weapons check.

Usually a weapon will fail a check for the following reasons:

  • It has any sharp or rough edges
  • If it is either too flexible or too rigid
  • If any part of the weapon is made of inappropriate material
  • If the density of the foam used to construct the weapon is either too low to provide adequate padding or too high
  • If the foam on any part of the weapon has become compacted
  • If the foam covering the weapon has split or is coming away from the core or if the core is visible or poking through the tip, pommel or side of the weapon.
  • Toy weapons that are clearly not designed for Larp will also not be permitted.

Handling Weapons

If in possession of a weapon, always carry it in your hand or bag or sheathe it in 

your scabbard. Never lean your weight on aweapon or rest it so that the point is touching the ground, as this can damage the end of the weapon, leading to the core coming through and the weapon becoming unsafe to fight with.

Do not throw weapons, no weapon should ever be thrown at another player.

RoC allows the use of cap firing historical fire-arms, but not pellet, paint or foam projectiles.


Combat Safety

No player is to engage in combat until they have had a full safety brief from one of the senior system refs as described below.

  • Pull your blows – ALWAYS pull all of your blows, with whatever you’re wielding. If someone says that you are hitting them too hard, you are hitting them too hard.
  • The head is not a target – The head is not a legal location in RoC, and it is considered unsafe to hit people on the head. Don’t do it. Any player found to be targeting the head will be give ONE warning by the ref. If that player is found to be hitting players in the head a second time then they will be removed from the system altogether.
  • Never stab – Cored latex weapons are not designed to be safe if thrust with. Don’t stab anyone with anything, ever.
  • No pushing, punching or wrestling -. If you are playing a weaponless creature when crewing or delivering unarmed attacks as a player, blows should be delivered as a light tap with an open palm – never use a closed fist.
  • Never grab another player – if a monster or character is grabbing hold of someone, they should represent it by resting their hands on them rather than taking hold.
  • Shields are not offensive weapons – Don’t hit people with the shield or try to clear your path with it, as they aren’t sufficiently padded and cannot be safely used to hit someone.

Bows

Ranged weapons have a few special rules to keep you safe. If you wish to use a bow at RoC you must first pass a weapon proficiency test, please e-mail your details and we can arrange the test for a convenient time. A Maximum draw of 24 lbs on any LARP safe bow is permitted.

Safe Bows

There are three parts to any bow that must be checked before the weapon is used; The bow strings, the staves or mechanisms and the arrows or bolts.

Always check for unsafe strings:

  • Fraying of the string or wrapping
  • Stretch marks on loops
  • String too short for the bow being fired

The bow staff or crossbow mechanism should be examined for:

  • Signs of cracking or warping
  • Insecure hand grip which could slip
  • Cracked or overly grooved tips

Finally, look at each arrow in turn, carefully checking for:

  • Fletching insecurely attached
  • Head damaged or coming unstuck
  • Shaft cracked or warped such that it will cause shots to behave unpredictably
  • Nock insecure or cracked

Safe Use

Four simple rules define the use of a bow:

  1. Don’t aim for the head.
  2. Do not hit people with a bow; it is not LARP safe
  3. Do not shoot at anyone closer than 3 meters (9 feet) away
  4. You should not use a full draw for all shots and do not shoot up into the sky

Safety and Time Calls

To avoid the confusion that can occur when different characters and monsters attempt to use special abilities we use specific phrases. They are used to regulate the flow of time during the game so a player character or crew member will have the option to use all of their abilities as they see appropriate.

“Time In” – The game is running and all players should be in character. At this point you should be ready for anything.

“Time Out” – The game has stopped for a period of time, you are yourselves again, welcome back to the really real world (Why are you dressed like that?) The adventure should not be discussed during time out.

“Time Freeze” – Somewhere, something is happening either much faster than you are moving or instantaneously. You are still in character but the passage of time is halted until the effect or spell being used stops or finishes. This occurs for abilities such as ‘Jump’ or other similar effects. The players may call Time Freeze if they wish to use their own abilities in this fashion.

“Time Stop” – The game has stopped due to unforeseen circumstances. The players should remain absolutely still, closing their eyes and humming the Guinness advert song until given instruction from the referee. This is used for effects such as Teleport.

“Safety” – A safety call indicates that someone is potentially hurt. When you hear this call stop what you are doing immediately, do not move towards the injured party. The nearest first aider will move to the scene of the safety and deal with the incident. A player who is in distress or sees a potential injury should always call safety.