2010
DISCUSSIONS:
  • MECHANICS
  • RULES:
  • KNOWN WORLD
  • RULES OF PLAY
  • GAME MECHANICS
  • CHARACTER GENERATION
  • CHARACTER RACES
  • VETERAN SKILLS
  • FUNDAMENTAL MAGIC
  • CORPOREAL SPELLS
  • MAGE SPELLS
  • SHAMAN SPELLS
  • SPELL LISTS
  • RANK 3 SPELLS
  • CASTING AS A WEDGE
  • RITUAL MAGIC
  • ALCHEMY
  • CRAFTING
  • DISEASES
  • GOODS & FINANCES
  • WEAPON SAFETY
  • DANGEROUS PLAY
  • Dangerous Play

    We have drawn up these guidelones outlining what Curious Pastimes considers to be dangerous play. thankfully it is a rare occurance and often is the resut of genuine ignorance rather than malice. We ask that you all be aware of how you condusct yourselves at an event, for eberybody's safety and enjoyment. If a Referee or Security judges a player to be acting in a manner liekly to cause danger to themselves or others, they are within their rights to ask the player to 'sit out' of play for some time until they have understood what they have done to merit such action.

    Charging or leaping at shield walls, with the intention to collide with your fll body-weight, is considered dangerous to both the charger and the recipients and should never be attempted. If, as part of combat, you charge a shield wall, you must pull short of collision, utilising a similiar cocept as pulling a vlow witha weapon. Parrying vlows with any non-padded weapons, such as a bow, is higly dangerous and will result in the offending item being confiscated immediatley. Further action may be taken at the Referee's/Secuirty's discretion. Any form of physical combat, such as kicking, punching or marial arts, is expressly forbidden. Even with padded LRP weapons, you should never make a thrusting blow, especially with Polearms and other long weapons. The rigid core of the weapon will still provide enough force to injure your opponenet. Do not pesistently hit peple on the head. This may be difficult when on either side of a large shield wall, but you must still be very careful of actualy injuring another player. Engaging in combat when drunk is esceedingly dangerous and will not be tolerated. If you are deemed to be drunk by either a Referee or Security, you will be asked not to get involved in combat until sober. Further action may be taken against you by Curious Pastimes

    Above all remember to pull your blows. This is achieved by stopping your weapon swing before you contact your opponenet. The resulting tap from your weapon is suffcient to register a hit without physcially hurting some one. If you are new to LRP or are unsure of this then please find a Referee for some basic weapon training.