General Rules
Specific rules for character creation, combat and other areas of play can be found elsewhere on this wiki, but the general, basic rules that apply to all players follow.
Time In and Time Out
The game takes place from Friday to Monday at the May and August events, and from Friday to Sunday at the June and July events. Players can purchase early entry tickets to arrive on Thursday at the longer events, to get their camps set up and to socialise.
Play occurs continuously between the following times at all events, during which all game areas are live (“timed in ”) unless a member of staff specifies otherwise. All participants are expected to remain in character throughout all live areas during time in, although certain areas – around the toilet blocks and the onsite vendors, for instance – tend to be “in character-ish” areas where people generally drop character.
Players will be called on to drop out of character at various times, including when preparing to participate in a monster slot or to monster a battle. When all or most of a camp are out monstering, the whole camp may be timed out, in which case it should be regarded as an out of character area (and players may not take any in character action in the camp, including theft or assassination).
Any player may otherwise drop out of character at any time to take a break, but should, if possible, try and leave the game area or at least withdraw somewhere out of the way of people still playing.
Day of Event | Time In | Time Out |
---|---|---|
First Day | 7pm | 1am |
Middle Day(s) | 10am | 1am |
Final Day | 10am | By announcement |
Time out on the final day varies, but is generally called a half-hour or so after the end of that day’s battle or skirmish (or other climactic event). As a rule, we try to time out by mid-afternoon so players can strike camps and get off site in a timely fashion.
In and Out of Character
Throughout these rules, the term in character refers to when a participant is acting the role of their character, speaking as them etc. in the game, while the term out of character refers to when they are speaking or acting as themselves.
These terms may be used to describe various things as existing in or out of the game, for example to refer to one’s “in character motivations” (i.e. why the character is doing something) or “out of character knowledge” (i.e. what the player knows), or to actions such as “out of character conversation,” “in character theft” or “in character effort.”
To an extent this is an artificial distinction (since e.g. whatever your character’s motivation, it was still you that made that choice), but in some cases it matters. For example, out of character calls are never audible in character, with the exception of spell vocals; characters may not react in character to a call heard out of character unless the effects of that call would be readily seen or heard (such as the fiery blaze of an Elemental Missile).
Game Calls
“Calls” are words or phrases used by players or staff to relay that something mechanical or game-related is happening. These calls are themselves always out of character (i.e. no one else “hears” them in character) although they may have in character effects. A range of calls for use in combat is presented on the Calls page.
The following game calls are used to govern game time.
Call | Description |
---|---|
Time In | Called at the start of play each day, or to resume play after a Time Freeze, Time Out or Man Down call (below). |
Man Down | Called when a participant appears to have suffered a real life injury. Stop what you are doing and wait for a member of staff to assess the situation. Staff may ask you to kneel down for visibility. Please do not automatically repeat the call as it can cause confusion and disruption. |
Time Freeze | Called when staff wish to make a seemingly instantaneous change, e.g. to make a monster suddenly appear or disappear. Stop what you are doing, stay where you are and close your eyes. At the call Time In, resume roleplaying as though no time has passed. |
Time Out | Called at the end of play each day, or to temporarily stop play without explicitly “freezing” time. In the latter case, as per Time Freeze, but you don’t need to close your eyes and can relax and chat out of character, etc. |
Game Staff
It takes hundreds of volunteers to run a Curious Pastimes event, from carpark attendants to ritual markers to battle referees. Staff are there to ensure safe and fair play, to facilitate the game and to answer questions. Keep in mind that staff are also people, and almost all unpaid volunteers. Please treat them with the patience and dignity you would hope to receive in their place. In particular, abusive or aggressive behaviour toward staff is not tolerated.
Most staff wear radios with earpieces most of the time; some wear high-visibility jackets or white referee tabards (see below). All staff are issued with staff cards listing their name and date of issue, which they can present if asked.
Participants will encounter staff in many areas of the game, but player-facing staff generally fall into one of three groups.
Non-Player Characters
Full-time staff members may sometimes adopt a character in play, with skills and abilities like a player character might have, with a name and backstory and dressed in costume. Known as non-player characters or NPCs, these characters generally serve to advance the plot or to liaise with the players in some way, in some cases for years (NPCs are sometimes contrasted with monsters, whose lives are destined to be rather shorter and less conversational). Some staff members (such as faction command and research referees) play the same non-player character continuously, while some (especially the game team) play many non-player characters every event. Note that part-time staff members, when encountered in play, are emphatically not playing non-player characters, but are player characters in their own right. |
Event Team
The Event Team are responsible for all aspects of the event outside gameplay itself, from safety to logistics, from set building to lost and found. Members of this team can be recognised by their yellow high-visibility vests or jackets (pictured). The team is based in Event HQ, which will be marked on the site map and clearly signposted on site.
If a member of the Event Team instructs you to do something, follow their instructions promptly and without question. They will generally not be able to deal with challenges or queries – there is a good chance that they are responding to a potential safety hazard!
Referees
Referees are responsible for all aspects of the game itself, from rules to fair play and from faction identity to facilitating research. Referees may appear in a white tabard with a large R on the front (pictured), in which case they should be ignored in character (they are, effectively, not there in game), or they may be dressed in costume, especially if playing a non-player character. Referees aren’t all based out of the same building, but are broadly coordinated out of Ref HQ, which will be marked on the site map and signposted on site.
If a referee instructs you to do something, please follow their directions promptly and hold any challenges or queries until after the immediate situation has passed. A player may appeal a referee’s ruling after the fact if they think the rules were applied incorrectly or unfairly.
Referees belong to several teams. Some of the teams players will encounter include the following.
- Faction Team: Every faction has a team of three full-time non-player characters (usually but not always playing the rulers, generals or other leaders of the faction) known as faction command, supported by several faction referees playing in the faction. As well as leading the factions in character, the Faction Team write plot, manage logistics and set up camp for the faction and support the players out of character. They also (usually) run one or more faction events in the off-season.
- Game Team: Many of the game’s plots are written, and most of the non-player characters supplied, by the dedicated Game Team, who also support scouting, manage monster slots, watch rituals and run battles and skirmishes.
- Research Referees: Players researching new potions and crafting designs, new mystical rites and improved martial techniques or other skills do so with the support of full-time research referees, who also run training sessions at the Bastion.
Game Organisation Desk
Players can collect character cards (or create new characters, if they’ve died), go foraging, gathering or scrounging, make known potions or crafted items or otherwise engage in game admin at the game organisation desk (or GOD) which will be marked on the map and signposted onsite.
This desk is run by the GOD Team with temporary support from other teams, working long days to ensure the smooth running of the game.
Other Teams
A few other smaller teams, or teams-within-teams, that the players are likely to encounter onsite include:
- Paramedics: There are trained paramedics onsite at all hours during the event, based out of a tent or building close to Event HQ. Paramedics can be recognised by their green high-visibility jackets. They are always present on the field during battles. As with Event Team members, always follow any directions from a paramedic; they are unlikely to give players directions, but if so it will always be in order to get to someone needing help.
- SFX Team: Some members of the Event Team are trained to safely operate and oversee pyrotechnics and other effects. The SFX Team can be recognised by their orange high-visibility vests. If an SFX Team member gives you a direction, follow it immediately; something may be about to explode!
- Media Team: Curious Pastimes officially licences a number of photographers and videographers – some of them players, some part-time or full-time staff – to take photographs or film at events. The Media Team can be recognised by their blue high-visibility vests. Photographers don’t give players directions – they’ll work around you, not the other way around – although it may be polite to give them space to take a particularly cool shot!
- Weapons Checkers: Various members of all teams are specially trained as weapons checkers, and able to check weapons for safety and suitability. Weapons checkers will have a special mark on their staff card.
Independent Referees
Some participants carry referee cards in spite of being paying players with no routine duties in the game. Known as “independent referees,” these players are always former staff members who have returned to play, but who have agreed to be available for Curious Pastimes to call on to support the game in battles or at other times when needed. |
Monstering
The Renewal campaign is a “player versus enemy” LARP, in which every battle and skirmish is fought between a force of player characters and an army of non-player opponents called “monsters.” Around these large engagements, every camp is raided several times a day by smaller bands of monsters, or visited by groups of people (traders, fortune tellers, plague victims, local villagers, etc.) asking for help, making a nuisance of themselves or posing the players challenges.
This requires a large number of volunteers – many times more than the Game Team can field – and so players are asked to give up a little of their time every event to fill these roles. This is called “monstering.” In general, every faction is asked to supply a substantial number of monsters for two hours (a monster slot), once or twice every event, and to take the battlefield as a monstering faction for two battles and one skirmish a year.
Every player is encouraged to offer up some time monstering if possible. This is a sort of social contract – your “hero moments” come at the cost of another player volunteering their time as a monster, so it’s only fair to give up some of your own time to give them the same moments. It can also be fun – monstering is a chance to use weapons or skills you don’t normally use, or to roleplay in a different way from your usual character, and to throw yourself into encounters with no regard to your character’s survival. Enjoy it!
Non-Combatant Monsters
Players with impaired mobility or who otherwise cannot safely engage in combat can still participate in monstering. Almost every monster slot includes at least one or two non-combatant encounters, generally emphasising talking, spying or trade. Your faction team can radio ahead to confirm whether any such opportunities are available.
When monstering, non-combatant rules apply as normal: if the players draw weapons and threaten the monster, declare yourself non-combatant, accept a wound if appropriate and withdraw to somewhere safe.
Monstering as a Young Player
Young players – i.e. those under 16 years of age – may take part in monstering slots until 8pm or nightfall (whichever is sooner). Players at 14 or 15 years of age can participate in camp attacks and other fighting roles, while players at 13 years of age or under can only participate in non-combatant slots (above).
Note that young players under 16 years of age cannot participate in battles or skirmishes, whether as a player or as a monster.
Monstering Guidelines
- Be safe: As always, observe safe play. Fight sensibly, be conscious of your environment (especially tents and fires during camp attacks), stop and back off if you feel like a situation is getting out of hand, follow any referee’s or Event Team member’s instructions.
- Roleplay hard: Set the standard for how you’d like people to play. Use big, heroic swings when fighting, react dramatically to spell effects, respond to player taunting. The encounter you’re providing is a set piece in someone’s story; make it feel like one.
- Give the players fun: Remember you’re not there to “win,” but to give the players a challenge. This doesn’t mean every encounter should be a gimme – use tactics, resistance and countering if briefed to, and make players work for their wins – but in general, player tactics should work and planning or heroism should be rewarded.
- Don’t be spiteful: In particular, never execute fallen players unless you’ve been briefed to – and you will almost never be briefed to. An intelligent monster may check if a player is feigning death (“possuming”), especially if they’re being obvious about it (healing fallen friends etc.), but after striking them (carefully, given they’re on the floor) to mortally wound them, move on.
- Follow the brief: The referee taking you out will not only give you your monster’s hits and abilities and brief you on what to do, they will also give you advice on how to play the monster. They may be disciplined and tactical, or brutish and chaotic; they may use cunning and guile, or be honourable to a fault. They may even be wild beasts, or mindless zombies! Playing an encounter the right way enhances the players’ experience, and may be important to the plot.
Cheating
This is a large ruleset with a lot to remember, and inevitably sometimes people will get the rules wrong, or forget to apply them in the moment. This is understood, and referees are there to help players get the rules right rather than to attack them for getting them wrong. But deliberately or persistently flouting the rules unbalances the game – making it harder for staff to provide an entertaining challenge – and is frustrating for those players trying to play by the rules.
Players who are observed to be breaking the rules will have this pointed out to them by a staff member, including specifically what it is they are doing incorrectly. If a player has been flagged as rulebreaking by another player, the complaints procedure applies (see Feedback, Complaints and Concerns at Curious Pastimes on the Policies page).
Persistent cheats soon come to the attention of the staff. A suspected cheat will be spoken to by at least one member of staff, to address the pattern of behaviour and suggest ways to improve. If the player continues to cheat, then they may be subject to various sanctions, including the removal of some skills, the removal of their current character altogether or a temporary or permanent ban. A player may appeal any decision per the Feedback, Complaints and Concerns at Curious Pastimes procedure linked above.
Players should also be aware that staff are sometimes required by the rules or under specific instructions to check a character’s skills, items etc., and should not take this as a slight against themselves. It is impossible for an individual referee to immediately know everything that is going on in the game, and such an enquiry is more likely intended to aid the referee’s understanding than anything else.
Kit and Tent Standards
Players are expected to look and act in character at all times in game areas during time in. This includes their appearance. The Renewal campaign is set in a fantasy world with (very) loosely medieval technology and cultures, and players should make some attempt to fit into that style (e.g. t-shirts with corporate logos or modern military clothing are not appropriate). The intention is not to be strongly prescriptive! Any sincere attempt is accepted, and players and staff will readily make allowances, especially for new players. See also Sourcing Phys Reps for advice on kitting out your character.
This also applies to any in character spaces in the game, including group tents. If players intend to play in their own tents in the in character area, they should ensure they are “dressed,” using chests and crates for storage, wooden chairs and other appropriate decorations and hiding obviously modern possessions under throws or behind curtains. If a tent is not intended to be used for play (especially a sleeping tent), the entrance should be kept closed and the tent should be clearly marked as out of character.
Technology in the In Character Area
Modern technology, including phones and tablets, or modern machinery of any sort, should be kept out of sight in the in character area. You can have these things with you – in some cases, people need to be contactable – but don’t openly use them unless strictly necessary.
Note that this restriction does not apply to mobility aids or to any devices required for accessibility. Players with access needs are actively encouraged to keep and use any technology they need in the in character area, and players and staff are asked to politely ignore the presence of such devices.
Policies
All players agree to abide by Curious Pastimes’s codes of conduct and other policies when they book to play. Some of the rules on this page reflect or paraphrase those documents. All participants should read these policies before attending events.
All policies are found on the Policies page.
Safety
Safety is our first concern, in all areas, at all times, and at all levels of the game. Players are asked to follow safe and sensible play, including the following.
- Follow Directions: Follow any instructions from any member of Event Team or any referee promptly and without argument, as they may be reacting to a potential hazard. Queries or challenges can be raised after the immediate situation has passed.
- Fight Safely: Note the list of actions considered dangerous by Curious Pastimes, and for which a player may be pulled out of battle and potentially subject to sanctions including being banned from the game.
- Use Safe Weapons: Ensure all your weapons are checked before time in every event and again before every battle or skirmish. If you have a bow or crossbow, ensure you have a current bow safety licence and that your weapon is tagged with a current bow poundage card.
Contact Rules
All players and staff are asked to get any other person’s consent before touching them. If the other person withholds consent, any in-game “touch” effect, such as a healing spell or grappling, can be achieved by hovering one’s hand a few inches over the other subject’s body and declaring your action.
In active combat, this may not be possible (especially since some attacks, such as the spell Wounding, require touch, and the hover-hands rule opens arguments about whether the touch was dodged or not), but in this case touch should be deliberate, light and fleeting, and ideally reserved to arms and shoulders. See Touch Attacks.
It is understood that in the moment, players and staff may forget to ask consent, but any person felt to be deliberately or persistently ignoring this rule will be subject to sanctions including being banned from the game.
Young Players
Young players (i.e. those under 16 years of age) are encouraged to participate in as much of the game as they are able to, with some reasonable restrictions and safeguarding requirements. Young players must attend events with a responsible adult at Curious Pastimes (RAACP). For more information about how to engage with events as a young player (or as a responsible adult), see the Young Players at Curious Pastimes page.
Contacting Us
If you have any questions, requests or feedback, please contact us by email to info@curiouspastimes.co.uk, via any of our social media channels or via the contact form on the website.