238:. Combat is simulated, with one hit causing a wound. There are no 'hit points' or other conventions. Game rules are not used as stand-ins for components of the imaginary environment. If a novice player cannot immediately understand a rules convention, that rules convention is not used. Referees are not used and players are relied upon to be honest in their application of the rules. A special effort is made to convey and adhere to the spirit of the game.
185:" or "battle gaming". Although these are strictly live-action games, they lack the plot and "character assumption" that is usually a part of live-action gaming. That is, each player assumes the persona of a character (like a "handle" in an online environment) and maintains that persona until the character dies. This variation is similar to the variation that also exists in table-top and computer games. Some table-top games (like
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A single live action game can span anywhere from 2 hours to 14 days. Active groups can run as many as 18-20 events per year, with a mix of new players and veterans at each event. Most events are run by volunteer organizations for the enjoyment and exercise of the players and staff. Some events are
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Live action games are run by a staff that writes a plot that binds together the expected events of the game into a rough storyline, creates obstacles for the players to overcome, and plays the adversaries in the game world.
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guns) are almost always part of the experience. Players stay "in character" at all times (except for medical emergencies). There is no convention for removing oneself from the playing environment.
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free and use publicly available sites (such as college campuses), while others charge a fee to cover a private site rental (such as an outdoor camp) and equipment (and sometimes food).
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214:. This is accurate in that the game contains the
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319:The Gherkin Patch - Live Action Gaming |
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254:. Weapons (such as buffer swords or
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