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Non-Com Rule

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We are aware that there are many people who do not wish to or are unable to take part in combat for Out of Character reasons at Curious Pastimes events. However, Curious Pastimes games are live sites from Time In to Time Out and thus it is possible that a character may encounter combat at any time during this period.

The following rules are designed to allow participants to safely manage their own involvement in combat encounters, while also providing as full a game experience as possible.

Each player should decide if they are declaring themselves as acting under the Non-Com Rule when encountering a combat situation. Curious Pastimes recognises that there are a number of variable conditions that may mean people’s capabilities and desire to engage in combat scenarios can change during an event; as such a declaration does not have to be made at the start of an event nor be maintained throughout.

A Balancing Act

For a long time, the Curious Pastimes rules system has had a set of rules in place for participants who are unable to take part in LRP combat commonly known as the “Non-Com Rules”. The thinking behind these rules was to try and find a way to facilitate as much interaction with the game world as possible for those who, for whatever reason, could not or did not want to be involved in physical combat at Curious Pastimes events. As the basis for this decision often flows from medical needs, the main aim of the current Non-Com rules has been safety - i.e. allowing participants that could not or did not want to be involved in such combat to extract themselves quickly and safely from the area whilst at the same time balancing this with the general in-character risk all characters would face being in such an area. These rules have always been a balancing act between allowing as much agency of participation as possible whilst promoting high levels of safety.

What Constitutes ‘Engaging in a Combat’?

At its most basic, this is defined by any interaction involving roleplayed physical violence. This can be with melee or ranged weapons, as well as non-physical engagement with spells and abilities that target players themselves, or the area around combat. This includes both offensive and defensive spells and skills, and so those who may wish to enter a combat area to engage in healing or similar should only do so once the combat has moved to a safe distance (this is at the discretion of the individual player, but fighting should have obviously moved away from the location they want to enter, otherwise they should follow the Non-Combatant Rule as outlined below).

The Non-Com Rule

When a non-combatant finds themselves in a combat situation, they should raise their hand and clearly state they are a non-combatant.

They should also then remove themselves from the situation to a safe location nearby to roleplay out the IC damage they have sustained. Please choose the nearest convenient place – unless their character is still ambulatory, players should not return to an area of safety such as within an IC tent, or to where their group or friends are unless that area is in immediate proximity.

The individual should then take their choice from the following IC damage at their own discretion, using their perceived intensity of the combat situation as a guide to the severity of the wounds sustained. Possibilities include:

  • A minimum of one limb to zero hits on that location.
  • A single mortal wound to the head or chest (i.e. zero hits to that location).
  • Additional hits to multiple limbs if the player feels it is appropriate.
Example
When encountering a small melee fight on the path, the player may feel that losing the use of one arm and stumbling clear is an appropriate application of IC damage. However, if caught by surprise and trapped during a mass camp attack, the application of a mortal wound, and possible additional damage, may be judged to be more in line with the situation.

If they have sustained a mortal wound the player should sit/lie down if necessary or feasible (players should use their own judgement about what is safe and/or comfortable here) and begin their death count. From this point the player should refer to the same death and dying as all other players.

Due to the live nature of the game, there is a chance that a non-combatant is caught by surprise and struck by a ranged or melee weapon without opportunity to declare their status prior to being engaged in combat.

If caught by surprise, non-combatants should follow the non-com rules outlined above at as early an opportunity as possible. Any damage received in this manner will override the default IC wounds sustained under the non-com rule, as detailed above.

Reacting to a Player Declaring Themselves Non-Combatant

Any player who has openly declared themselves to be under the Non-Com Rule should not be specifically targeted by any physical roleplayed violence with either melee or ranged weapons, or by any touch-based spells or effects.

They may still be the subject of ranged and area affecting spells or effects; any damage from which overrides the default IC wounds sustained under the Non-Com Rule.

If you target or engage in combat with someone with someone who declares themself a non-combatant, you should stop targeting them immediately and disengage from combat.

Mass Combat (Battles and Skirmishes)

Battles are Curious Pastimes USP, however due to their size and freeflow nature, unfortunately there is no reasonable adjustment that can be made to allow non-combatants to safely access this part of the game.

Despite being smaller and shorter in duration, skirmishes are also inherently chaotic and free-flowing, and are generally unsuitable for those who are unable to be involved in combat situations.

There may be some skirmishes that have specific goals or aspects that allow non-combatants to safely be involved. These will be discussed and agreed by the Battle Team, Event Team and Faction Command, and communicated in advance.

If a skirmish is suitable for Non-Combatants, the onus is on individual players to assess their own physical capabilities, and make a judgement call, in conjunction with their Faction Command, as to whether they are able to participate in a skirmish safely.