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Alliance Rulebook - Alliance: Live Action Role Playing Homepage PDF

170 Pages·2012·4 MB·English
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Alliance Live Action Role-Playing Rule Book version 1.3 1 Dedication John Finnegan’s first encounter shorts and tennis shoes. He also tended with LARPing was eventful: he gath- to be a lot more “forgiving” to players ered his supplies, walked out into the who mess up or played bad guys. I night and saw some other players walk- wanted to raise the bar for costuming ing towards him. and role-playing, and wanted there to “Good eve, fellow travelers! How be real consequences for players who are you?” made mistakes. After some debate, I The other players were from the asked him to step down as General court of Capulus in Ravenholt, and they Manager (but not Head of Plot) and immediately struck this new player John instead resigned from both. down for his twelve coppers, showing This hurt me a lot, but I am happy no remorse. to report that we did settle our differ- John soon afterwards struck a ences soon thereafter. I told him that if friendship with Baroness Aurora he ever wanted to come back to the Blakeney, from the “good guy” barony Plot Committee, the invitation was al- of Westmarch, who took him in and saw ways open. I asked John to serve as his potential. Aurora Blakeney was General Manager of the Alliance, played by my wife, Heidi Hooper, who which he accepted. introduced me to her new court mem- As General Manager of the Alli- ber. I’m sure his experience with both ance, he helped me soothe many an- baronies influenced his attitude toward gry chapter owners and work out prob- what the game should and could be like. lems, and had a way of talking to them This was in the very early days of the game John’s Baron later became the Duke, and that I just don’t have to get things done. As a NERO, of which Heidi and I were founders. we both learned something important at that member of the Alliance Rule Committee, he NERO later split into NERO International and time: you need to have your most powerful brought his years of experience to bear and the NERO Alliance (which has now become noble in-game be an NPC. As a PC, it just helped to bring about exciting changes and im- merely “The Alliance.” Long story.) wasn’t fair for me to give him extra money or provements to the game. Around this time, I was running weekend armies that other PCs didn’t get, but it also I cannot overstate the importance John modules at a site in Cambridge, Massachusetts, didn’t make sense in-game either. He was con- brought to the Alliance game. He was indeed and John submitted a module to run which was stantly frustrated that the bad guys could get there from before the start, had more influence full of great puzzles and encounters. I immedi- away with stuff because he didn’t have the in- over it than anyone else (even me sometimes), ately saw his skills and imagination, and we sat game power to challenge them like he should. and made his mark on the world in that way. down and worked on the module together. So John decided that the best thing for the On St. Patrick’s Day 2008, John was found “Why are all these puzzles here?” I asked. game would be for him to step down and run dead in his bed from a heart attack. He was only “Who made them, and why? You have to ex- Plot exclusively. We named an NPC Duke, 37 years old. plain those things.” Together, we rewrote it so which proved to be the right decision. This is Friends he had not seen for years heard that the crazy dragon mage known as the something we have followed since and which I the news and expressed their sorrows on the Chessmaster was behind them. It proved to be encourage all my chapters to follow as well. Alliance Bulletin Board. His funeral was so well one of the most popular modules we ran at that When problems started arising between us attended that there was no room to sit, and site. and the NERO establishment which tried to kick people were forced to listen from the hallways. In 1992, Heidi and I decided that we had me out even though I was one of the founders, He had touched so many who remembered him been too discouraged by the direction in which it was John who arranged meetings and tried to fondly and who wanted everyone to know what the Ravenholt game was progressing and moved work out the problem, which he did quite ex- he meant to them. to New York to start the Ashbury chapter. John cellently. I still find myself thinking, “I need to talk helped us move and helped form the Ashbury When it became clear that we were not to John about this problem,” or “John would game. He wrote much of the background of the going to be able to resolve our differences, I know the best plot solution for this,” and then lands, joined the Plot Committee, and created had long discussions with John about what we catching myself a second later. John had been memorable plotlines and characters that kept should do. John, along with Scott Kondrk, be- my friend for so long. When I moved to New the players entertained. came my closest advisors, and we all decided York, he did too. When I moved to Stroudsburg, John had one of the greatest senses of hu- to become the NERO Alliance at that point, Pennsylvania, he did too. We talked by phone mor of anyone I knew and a massive knowl- separate from the other NERO. about once a week and often through e-mail. edge of show music which he would sing at a John then helped create much of the new The game would not be where it is today moment’s notice. world of Fortannis (along with his brother-in- were it not for John Finnegan. Everyone who One time at the module site we ran in law Patrick Capuano, Jesse Grabowski, Scott, has said that is correct. No one is exaggerating. Brooklyn, a local reporter came by to interview and others). John became the Head of the Plot Perhaps the best way to remember him is us for an article. I had the reporter speak to John, Committee and helped to train and encourage through the quote from St. Augustine he used one of the nicest and most eloquent members others in a way no other could. on his profile on the Alliance Bulletin Board we had, who laughed and told her that he hoped He also later became my General Manager, which proved so appropriate: to meet a nice girl through the game. That very and that unfortunately caused some problems “The key to immortality is not having a same day, he met Colleen, and their subsequent down the line when we argued over the direc- life worth living, but living a life worth remem- marriage ceremony was filled with joyous play- tion we wanted the game to go. John, for all his bering.” 2e2rs wishing them both well. great talents, still liked to play while wearing John Finnegan is immortal. Acknowledgments & Introduction by Michael A. Ventrella Moon, John Pariury, Rob Sachs, Chris Although most of the words in this book Thetford, James Trotta, Christine Velderman, are mine, I cannot take credit for writing all of Matt Watkins, Rebecca Watson, and John the rules that over the last twenty years or so Wrobel. have evolved into the current game. This is defi- There are so many other players who have nitely a group effort, and the years I have lost contributed to previous editions of this book in Rules Committee meetings is a good testa- and to all chapters over the years that I am afraid ment to that. That’s why I always list myself as to specifically name a few for fear of missing editor rather than writer. many many others. You all know who you are, Rather than thank every single person who so please accept the thanks of me and all the has contributed to the game’s development over players who benefit from your contributions. the years, many of whom have fallen by the It’s the behind-the-scenes people who make it wayside or been eaten by trolls, I will instead happen. concentrate on thanking those individuals who Finally, as always, I want to thank my wife, have contributed to this edition of the Rule Heidi Hooper, who did a lot of the grunt work Book. that no one else wanted to do, some of which The late great John Finnegan was the while fighting cancer. She has been an inspira- General Manager of the Alliance through much tion to many, and her enthusiasm, love, and of the development of this version of the rules, support has made everything in my life worth- and his ideas and vision helped to shape the while. Alliance since its early years. He will never truly be replaced. Some people look at this book and think Along with John Finnegan, Scott Kondrk “Too many rules!” However, you should real- has been the driving force behind the founding ize that much of the book contains advice and of the Alliance and the overall feel of the game. examples. After all, there is no way we can write Scott’s emphasis on raising the bar on our stan- a rule to cover every single instance that may dards has greatly improved the game, from in- occur; something will always happen to make creasing costuming and props to never accept- someone think “Well, now what? This isn’t ing the same old cliched plotlines. He and I have clear.” a lot in common—we don’t suffer fools and that have been added to the back of this book, So our Alliance Rules Committee has to incompetents well, we demand perfection, and and deserves full credit for his tireless work in make rulings. And we’ve tried to include as when we say we will get something done, we taking a rules system meant for LARPing to many of these clarifications in this edition as get something done. (Scott gets the vast major- make it also acceptable for a more standard form possible. ity of the credit for the Alliance Monster Data- of gaming. I hope that those of you who decide In real life, I’m a lawyer so I see this ev- base, for instance.) Scott has been my second- to continue playing your characters around a ery day. That’s what happens. No matter how in-command and primary counsel for the re- table post some of your modules and send us well the law is written, something will happen cent past, and his contributions should not be your comments about these rules so we can con- that needs a referee or a judge to determine what overlooked. tinue to improve upon them. the rule means in that circumstance. Previous members of the Rule Committee More thanks go to the many Alliance mem- But this isn’t easy. Sometimes I have to who added so much to the game include Scott, bers who posted their ideas and comments on fight with my own players over the rules. Mike Hynes, Dan Lineaweaver, Mike Luther, the Alliance internet Bulletin Board. We do read Many gamers are so enamored with writ- and James Pocklington. all players’ comments and appreciate them. ing rules systems that they forget that the rules The most recent members of the Alliance Keep up the good work. are only there to enable the plot to proceed. It Rules Committee (ARC) have worked their Thanks also go to those players who con- doesn’t matter if you have the world’s most- collective butts off helping to get this latest tributed pictures for this book from many Alli- thought-out and well-researched rules system edition ready, and everyone reading this should ance chapters. Unfortunately, I don’t know who if no one cares about or is bored by your plot. thank Bryan Gregory, Sean Metzler, and JMike most of them are, as they were copied from When I played tabletop games, I some- Chagnon for all their hard work. various Alliance web pages and sources. Please times found myself with gamemasters who were Along with the ARC, there were many who know that we appreciate them. (A few people I more interested in the statistics of the game than helped proofread this edition, especially Luke can name who contributed are Kristie Bianchi, what the game was actually about. They would Goldsmith, Barbara Martin, and John Pariury. Holly Pariury, Mandy Sevetsky and me!) have charts, graphs, miniatures, and represen- However, the Rules Committee can do And of course, there are the many players tations for every movement of the characters nothing without the support, votes, and contri- who served on various Alliance National com- under their control, and the simple act of hit- butions of the various owners of the Alliance mittees. This is an incomplete list, so please ting something with a sword would require fif- chapters, some of whom went far beyond their don’t be upset if you’re not on it; I can’t list all teen minutes’ worth of die rolling and chart requirements to contribute to this process. the wonderful players who have helped!: Tom consultation. By the time the battle was over, Michelle Stagnitta is the current Alliance Andary, Brian Bender, Seth Bird, Jessica we had forgotten what we were fighting about. General Manager, and has done a teriffic job Brown, Matthew Byers, Mike Chagon, Rich These Rules Gnomes are the minority, but coordinating between the chapters. Ditzler, Scott Edwards, Cory Fliegel, Paul often they present themselves as “experts” on I want to especially thank Matt Watkins Foisy, David Glaeser, Jesse Grabowski, Robb the rules. They try to convince me that their (Logistics Committee chair). Graves, Jesse Hennessey, John Leino, Gary complicated system is necessary for the game Mark Monack developed the tabletop rules Marvel, Tab Merkel, Mike Meeker, J. Cymryc to run smoothly and to “close loopholes.” T3h3ey mean well, but I take their advice only as sug- referees as unnecessary as possible. stead finding loopholes in the rules that will gestions (After all, sometimes they are right). Information should always be obtained give them what they want. A good rules system should be as abso- through role-playing means and not magical It is important that we don’t let these Rules lutely simple as possible. If you make the rules ones. Trials become very boring if you can use Lawyers control the game. They will be having too complicated, players tend to spend their time magical or mental skills to determine who is a grand old time, but the rest of the players will playing the rules instead of playing the plot. telling the truth, and valuable information be unhappy. Remember that “the spirit of the Marking each part of the body and deciding how needed to solve a plotline becomes fairly worth- rule is more important than the letter of the many hit points each part has may be more ac- less if it is easy to obtain with a crystal ball. rule.” curate and realistic, but players are so busy con- At the same time, whenever possible a Let me clarify here before someone reads centrating on what they have hit—or arguing game should avoid rules that require players to into this more than what I am intending: I am over whether the hit was in exactly the right play stupid. It leads to arguments about what a discussing rules, not plot. Players doing things spot or not—that they might as well be sitting character knows as opposed to what the player I don’t like plotwise is something I have learned around a table rolling dice. knows, and more importantly is just not that to deal with. If the players all decide they don’t A rules system should be easy to learn. A much fun. like the king and they kill him, then they should new player shouldn’t have to study as if pre- Then, no matter how airtight you may think be able to do so. If they destroy the big bad guy paring for an exam, but should be able to dive the rules are, there will always be Rules Law- before the Plot Committee had planned, noth- right in and start playing. yers who will find loopholes in it and will at- ing should stand in their way. The Plot Com- If you have a hundred people playing a tempt to use them to their advantage. (Rules mittee should always let the players do what game, you will have a hundred different con- Lawyers are different from Rules Gnomes. they want (although there may be consequences cepts on which rules are sacrosanct, which ones Gnomes want to create and build more rules, for doing so). It is imperative to never reverse should be changed, and in which direction the and Lawyers want to take what the Gnomes action, say “that never happened” or try to re- game should progress. The Rules Gnomes, if have built and find weaknesses in the structure.) write what has already occurred to make it more given their way, will tinker with the mechanics Standing up to the Rules Lawyers is one to the Plot Committee’s liking. Players have to of the game until it becomes unrecognizable— of the most important lessons—and one of the know that their actions can affect the game. and every time they create something new, it hardest—I have had to learn. And it is a diffi- It’s been over twenty years since I first will affect the other sections so that patches have cult balance to meet. On one hand, if the play- starting running an earlier version of this game to be applied and new connections have to be ers do something unexpected (like solve a prob- and we have gone through a lot of rules changes, made, and you will eventually find yourself lem in a way that wasn’t planned for), then they especially in the first few years when we were shimmying down the jeffries tube trying to pre- should be allowed to do so. On the other hand, just figuring out how to this! I am very happy vent a core breach. if the unexpected thing they are doing is inter- with this new edition of the book, and hope Another main point with the rules is that preting a rule in a new way to their benefit, then that you will be too. they should be written to prevent game holds they probably should not be allowed to do so. Post your comments and questions on the unless absolutely necessary. Teleportation, The Rules Lawyers will play the rules and Alliance Bulletin Board, accessible from our polymorphing, and scrying, for instance, all re- not the plot. They will attempt to solve prob- main web page: www.AllianceLARP.com. quire players to “hold” and get a marshal. The lems that should be solved through plot means (Hey, did you know that “Michael A. Ventrella” game should be self-regulating and make the (role-playing, fighting, puzzle solving) by in- is an anagram for “The Alliance Marvel”?) Version 1.3 This edition of the Alliance LARP Rule Book is ©2016 by Michael A. Ventrella, Esq. ISBN #0-9669844-9-8 The Alliance LARP name, logo, and servicemark are the property of Michael A. Ventrella, Esq. This book is for use in official Alliance games only. This book is not designed as a stand-alone game system, but only as a supplement for the player in an Alliance-sponsored game. Use of these rules by purchaser in any unsanctioned game where admission is charged is prohibited. No part of this book may be reproduced, stored in or introduced into a retrieval system or transmitted, in whole or in part, by any means (electronic, mechanical, photocopying, recording, or otherwise) for the purpose of sale. 4 Purchase of this book implies acceptance of the above terms. So there. Introduction 7 Role-playing A Guide to Role-playing 13 How to be an NPC 25 The Game World 29 The Alliance Code of Conduct 34 Character Building Races 38 Classes 48 The Skill System 49 Production Skills 55 Skills 57 Special Abilities 70 Mental Abilities 74 Items Possessions 78 Armor 79 Weapons 81 Game Mechanics Logistics 86 In-Game Limitations 87 Matters of Life and Death 90 Combat 93 Effects and Deliveries 96 Magic 99 Alchemy 107 Effects 110 Formal Magic 127 High Magic 134 Rituals 140 Traps 145 Stealing and Searching 147 Helping the Alliance Goblin Points 149 Writing Adventures 150 Table Top Gaming Rules 156 Glossary 161 Index 1653 cover photo by Erick Ingersoll Stroudsburg Foto (570) 421-2830 cover design by Alison Buntemeyer Alliance LARP PO Box 349 Tannersville, PA 18372 6 www.AllianceLARP.com Welcome to the Alliance! “Stop, thief!” only by the Amulet of Xylar. I was to meet The I screamed in pain as I felt the dagger en- Black Fox behind the Alchemist’s Shop where ter my side. My life was being sucked out of The thick fog rolling off the lake made the he would take the Circle’s tabard from me and me! There was no escape! dirty and uneven cobblestones slippery and provide me with a new disguise and an alibi. Unless... treacherous that evening as I dashed past the Behind me, I could hear the assembled Manor Hall. All the years of training with the mob becoming most unruly and arguing with “Hold!” I yelled. “I need a rules marshal.” Thieves’ Guild were being tested at this point, the guards about which path I had chosen for My captors blinked and looked around. and as I slipped from shadow to shadow, my my escape. I recognized the voices of many of Sometimes it takes a second or two to reorient feet made little sound. my fellow guild members causing a majority of yourself after being your character for so long. I darted past the Mages’ Guild hall and the distractions. “I know where Bob is,” said Dame Perisa—or tried to ignore the misty and mysterious scents I smiled as I turned the corner. This was rather Barbara now. She ran off as we smiled at calling me in. Next door, the weaponsmith going to be easy! each other and waited. peered through his window, so I flashed my “Ah, here he is now!” Bob arrived and came to me. He’s one of cloak his way, covering my face in the process. A trio of nasty-looking longswords sur- the marshals who can make interpretations of Behind me, I could hear the sounds of rounded me as I wisely skidded to a halt. Be- rules and can resolve disputes. pursuit as the Town Guard gathered in force. It fore I could react, I heard a spell being cast and “Bob,” I softly whispered, “Does the Dag- seemed that a crowd of the local townsfolk, I felt the impact as my arms and legs refused to ger of Morganna actually drain my life if I have eager for excitement and the possibility of re- move. A Web! a Shield spell?” ward, had also joined in the chase much to the The red tabards of my captors told me that Bob smiled. “No, the dagger will only annoyance of the Captain of the Guard. they were some of the local knights. Were they drain you if it gets to your Body Points. A Shield “He went that way!” going to arrest me? Their smiles held no clue. spell counts as armor, not body.” “Is there a reward for his capture?” The Baroness raised an eyebrow slyly as I turned back to my captors, and as the “What happened?” she advanced. I knew I had no chance to fight. marshal said “Lay on!” I laughed at their inef- “He’s stolen the Dagger of Morganna!” I felt someone dig through my cloak and pull fectiveness and taunted them with some infor- “It was one of the Circle!” out the dagger. “Here it is, my liege.” mation I knew could grab their attention to try So far, all was going to plan. The Circle of I knew that voice. It was the Black Fox! to bargain my way out of this mess... Aln would be implicated, and we of the Thieves’ That double-crosser! Guild would finally have the Dagger of “Thank you,” the Baroness said to me as Morganna—the magic item rivaled in power she took the weapon. “Now let’s see if it works.” 7 There is nothing to compare with the feel- Be All That You Can’t Be! ing of playing for an entire weekend, twenty- In Alliance games, you create a character four hours a day, along with possibly hundreds concept for a fantasy story and actually play of other players, each with their own desires, the character. It is much like improvisational fears, and aspirations. theater in that you have a framework created As your character continues to adventure, by the props and supporting characters and must you gain abilities and influence, and may one develop your part as you progress through the day gain a noble title or great fame and wealth. story line. Your character’s attitudes, ambitions, Tales of your adventures may some day be sung and history are yours to define. by bards, or retold time and again by storytell- If the adventurous life is your calling, you ers sitting by the fire with a cup of spiced cider. may play the part of a wanderer, meeting with What your character does is entirely up to some friends in the tavern. Perhaps your party you. You decide what you want and where you will get hired by a farmer in desperate straits, want to be. The future is yours to define and and spend the afternoon slaying a foul necro- create. mancer and his undead abominations. If the epic life is not your style, then you An Overview can play the part of a town merchant. You can make your money selling your wares—and in- A lot of what you will read in the upcom- formation—for the right price. ing pages may be confusing; there seems to be Or perhaps you wish to be one who inves- a lot of rules, and they all rely on each other to tigates the magical arts, selling your scrolls and a degree that understanding one makes no sense potions to earn the money you need to continue until you understand the other—but how can your studies. you do both at the same time? Or would you rather try and become leader Don’t be discouraged. It’s really a lot easier of the Mages’ Guild? Maybe you want to be- than it seems. Here is a very basic overview to come a ritual caster and control the elements? get you started: The choice is yours. You, the player, will be portraying a char- We are dedicated to the legendary days of acter for the duration of the event. Your char- high fantasy, while running a fun and safe game. acter has certain skills. Some of these are us- We have fierce warriors, crafty scouts, able constantly (such as your skill in a specific powerful mages, loyal knights, and benevolent weapon) and some are usable only once a day healers. There are smelly goblins, blood-chill- (like the ability to cast a spell). In order to learn ing spectres, evil necromancers, villainous spies The Hold Rule: If you hear someone yell more skills, you will have to gain experience. to fight ... and your very own legends to cre- “Hold!” stop everything you are doing and drop You will receive Experience Points (XP) ate. to one knee. Holds should only be called if there for attending each event. These XP are then is a real need, and are usually only for safety transferred into Build Points (BP). Build Points The Four Most reasons. (page 36) are what you use to “build” your character and buy new skills. The number of XP needed to Important Rules The Sneaking Rule: If you wish to sneak equal one BP changes as you get more power- into a building or tent, you must have a mar- ful and gain levels. This book has many rules and require- shal present. (page 148) Your character also has a specific class ments and for new players it can sometimes be (such as fighter, rogue, or scholar) which de- overwhelming. However, some rules are much There are other important rules, but to in- termines how much BP has to be spent for each more important than the others. clude too many here would de-emphasize these skill. This way, you can choose to be a special- The rules listed below are required for us top four. These particular rules are important ist or a jack-of-all-trades. to continue to be a safe game, and there are no for safety and legal reasons. Your character also is of a specific race, exceptions to these rules—they apply to all Please follow these rules and report any- such as human, elf, or dwarf. Each race has its players and NPCs. Breaking these rules may one who does not. advantages and disadvantages. require your removal from the game. Your character will start off with 6 Body Points. These are the amount of points of dam- The Body Contact Rule: Alliance games How It Works age you can take before your character is dead prohibit all body contact during combat. All In Alliance games, a cast of non-player or unconscious. As you earn more experience, combat must take place with approved safe characters (NPCs) are used to set the tone and you will gain more Body Points (based upon weapons, and certain parts of the body (head, provide background for the player characters your class and race). You will also get Armor groin, hands) are not allowed to be hit. (page (PCs). They often serve important town func- Points based on what type of armor you are 93) tions (such as guild leaders or nobility) and oth- wearing. erwise help to propel the plot and action. Much Sometimes you will get into battles. When The Alcohol Rule: Alcohol, illegal drugs, of what happens at an event, however, is com- swinging a weapon, you will call out the amount and prescription drugs that affect your abilities pletely decided by the PCs and the actions they of damage your weapon will do. A standard long are absolutely forbidden, and you cannot use take. sword does 2 points of damage. When you get these off site and then come to the game drunk We use padded weapons to simulate ac- hit, you will subtract your Armor Points and or high. (page 35) tual combat, and a magic system that uses your Body Points until you are at zero or be- “packets” made of fabric and bird seed to rep- low. Your opponent will do the same. resent the hurling of spells. Medieval costum- Spells may be cast during battles, and they 8 ing and armor enhance the atmosphere. can affect the battle in many ways. You need to

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