| A GUIDE TO LIVE ROLE-PLAYING aspects rules
Traditional Role-playing
Imagine that you were so taken by a play, film or book that you wanted
to go on adventures like the characters in the tale. Role-playing allows you to do
something like that.
You take on the role of a character for the duration of play. You try
and get inside his, her, or its mind and behave like that person would: you don't make
decisions as yourself, but as your character. To allow you to play your character
(known as a player character, or PC - you are the player), you use rules; therefore, the
PC can have powers and abilities that you don't.
Thus, you could play a great warrior from the Beowulf tales. To do so,
you would come up with a background for the PC, which would explain where he is coming
from, why he does what he does, as well as what he looks like. The rules would then allow
you to make him good at, for example, running, and fighting.
Rules will, usually, revolve around making dice throws. These will be
matched against tables to see whether you have achieved what you want to do. The
complexity of these rules varies from game to game. However, good role-playing (playing
your PC as realistically as possible) supersedes all rules.
This is only half the story: the other half is the referee. Just as in
any game, the ref, upholds the rules and makes sure that everyone is sticking to them, but
he or she also creates the world and all the people in it (these people are known as
non-player-characters or NPCs). In the above example the ref would provide the
setting for your hero's quest, and the fearsome challenges that he must overcome. In doing
this the ref, normally, has help from a rules system (that gives them details on monsters
and settings).
Between the players and the ref an adventure is created. It is in the
fine balance between keeping the world credible and allowing the players freedom to do
what they want that a believable and enthralling time is had by everyone. People play the
game (called timing-in) for as long as they want; although, between four to eight
hours is the norm.
Live Action Role-playing
Live action role-playing (or LARP) is basically the same as described
above: you take on the role of a character, have rules to aid playing and refs to create
the world and challenges; however, you do all of this in real time and whatever your
character does you will do yourself.
In these games your PC can still do things that you can't; however,
there are limitations on this - you look very foolish as you do a 'great-leap' and then
only vault what an average human could. This is one of the main drawbacks of LARP: even
with a healthy suspension of disbelief you are still limited by physical constraints. This
runs through all levels of the game: as a tall player you will not be credible as a dwarf,
and the refs cannot really produce streams of red-hot magma.
So why bother playing? Because, it's more intense and physical than the
tabletop game. You are really there, you really walk 10 miles; you really get hit and
smite foes; you really watch your enemies, in the boardroom, look shocked as you
outmanoeuvre them; you really sit around a camp fire and you really feel fear as the NPCs
emerge from a dark forest at four in the morning. Live role-playing combines the best of
fancy-dress, camping, acting and sport.

A priest tries to drive off an evil mage. |
ASPECTS
RULES
The Aspects rules are
designed to meet our aims, and we have spent considerable thought and time in
their formation.
They are designed primarily to be fun, but also to reflect reality and
allow for ancient, modern and futuristic genres to be played. So, they have to cope with
mages throwing fireballs, psychics coercing people in a pub and cyberpunks unleashing
torrents of shells. These demands have been balanced with ensuring that the system is
simple, and fast to use.
Many of the rules are concerned with combat. This does not mean that the
game revolves around violence; in our regular time-ins we highlight the serious
consequences of unnecessary aggression. We do not run cowboys and indians, for that people
can go back to the playground. But, when combat does happen our rules allow it to be fast
and for your adrenalin to kick in.
We do not have a hit location system, you have an overall pool, ( which
armour adds to) that goes down no matter where you are hit. As people shoot or hit you
they call out damage so you know how much to deduct. All blows are pulled, that is, they
are hard enough so that you know you have been hit, but no harder. Players who abuse this
and who deliberately hit the out of bounds areas (head, breasts and groin) are
thrown out of the game.
The rules make it hard to accidentally kill another PC, but if you want
to you can. They tend to land on the enjoyable rather than the realistic side.
This is deliberate as it allows players to battle for the whole week-end, and, ultimately,
life is unpleasant enough - role-playing should be fun.
Full details of our rules are found in the members area.

A brave character storms the enemies' tower |
|