So, what exactly is live role-playing?
Essentially it is a kind of free-form amateur dramatic hobby... without
scripts or audience. First of all, you take on a character... then it
is up to you to react as your character, to the events that take place
around you. All of your decisions and actions will determine the
course of your character's life (or death).
Live role-playing (or LRP) takes many forms, from traditional
battle re-enactment to sword-and-sorcery and futuristic science fiction.
Fools & Heroes is set in a medieval fantasy version of our own world
(England is re-named "Ithron"), where knights and warriors clash with
hideous creatures, priests do the bidding of their gods and mages wield
powerful magics (when they are not running away). In this kind of world,
the actions of individual adventurers do make a difference.
Within this genre of LRP, there are many different systems
active at the moment: the main differences between them being game world
and they systems for combat and advancement. For ease of explanation,
Fools & Heroes is best described as a level based system: your character's
skills are determined by profession and rank combined with individual
ability. Combat is based around a `1 hit per location' system, which means
that each character (not the player!) will receive an injury from a single
weapon blow - always assuming that they are unarmoured. This represents
the painful truth: being hit with a real sword would hurt.... lots. Armour
complicates matters but these things are explained more fully in the players
guide.
Fools & Heroes is a national society, with local branches
in many locations around the country. Players often travel from branch
to branch and are often willing to help with lifts to new players. We
pride ourselves on being a friendly society. Currently there are usually
around 20 active branches at any one time, so the chances are high that
an adventure will be running somewhere accessible to you, pretty much
every weekend. Each branch runs adventures, usually at set times each
month. These adventures follow a local story-line or plot specific to
the area: the majority of local events will be based around plots run
by the branch referees. In addition, there is a national plot and elements
of this may appear in any adventure. At each meeting of Fools & Heroes,
the players are divided into two roughly equal teams. Each team takes
it in turn to play their characters on an adventure or to play the monsters
and act out th plot written by the referee. The referees usually run at
least two adventures at each meeting, so a player should always have the
opportunity to play as well as monster.
In addition to this, branches can organise 48+ hour events
called fests, which attract large numbers of participants form all over
the country and involve possibilities such as night adventures, banqueting
until dawn, taking part in a mass battle (or two) and rubbing shoulders
with the good and the great of Ithron.
It is worth mentioning that, whilst we are an amateur
and therefore non-profit-making society, we pride ourselves on the professional
level at which the game is played. There is an annual membership
fee (currently £10), which you will need to pay after your first two free
adventures, but this is kept as low as possible. The money you pay is
used to provide public liability insurance for all players taking part
in a society event, to cover some of the overhead expenses for the branch
which you join and also some of the society running costs (including your
free copy of the Players Guide and the society's twice yearly publication
"The Norham Herald"). Branch adventures may cost £1 - £2 but are often
free. Large weekend events (fests) cost from £10.00 - £25.00 but include
a free banquet with all drinks. Many other systems will charge you a similar
amount and often a lot more for a great deal less.
Combat - A brief overview
Fools & Heroes has a single hit combat system
(i.e. one blow results in one point of damage), where damage is taken
instantly without a battle-board. Although Referees oversee any game activity,
players and monsters are responsible for keeping track of the condition
of their armour and any injuries that they sustain, also the effects of
any spells cast at them. The aim is for continuous flow and to minimise
the use of out-of-character calls that disrupt the suspension of disbelief.
For combat purposes, the body is divided up into six locations. These
are split into two types: Limbs (Left Arm, Right Arm, Left Leg,
Right Leg) and Body (Head, Torso). Every character has 1 hit point
per location, though some monsters may have more. When a location is reduced
by damage to 0 hit points, it becomes useless. Magic & Spells Magic
works in three ways. There are "Commands" where the character speaks the
activation phrase and thus casts the spell, "Enchantments" and "Prayers"
(Religious characters) where the character writes the spell on a spell
card before setting off on the adventure - to cast the magic user reads
the card and tears the spell card in two, and finally "Rituals", which
are written in advance on scrolls and performed around a person or item.
Magic Users can use their own power in order to either resist spells that
are cast at them or to lift and/or dispel spells that are cast on other
people.
Characters
Every player creates their own character following the guidelines laid
down in the rules. Special characters created outside of those rules exist
and to a degree are encouraged as the world is a magical one where rare
an unique characters do live. However, in order to preserve game balance
across the whole country, anything outside of the standard guidelines
requires prior consultation with the Campaign Co-ordinator and possibly
also the Senior Referees.
Players choose a race to play. The game world is biased in favour of
humans but elves, half-elves, dwarves and halflings are often seen amongst
the adventuring community. Humans gain no advantages or disadvantages
but only humans can gain position so power within the guilds and churches.
Other races gain a mix of advantages and disadvantages, but of course
an appropriate costume must be worn to reflect the race.
Religion
There is pantheon of Seven Gods. All characters believe in these gods
and respect them. A character can choose to follow one of them above all
of the others, thus joining the Church associated with their religion.
In doing so, they gain power from that god. The Seven are: Crowa, Goddess
of Battle & Protectress of the Weak; Kharach, God of Death; Longstor,
God of Nature; Rolbor, God of Wealth, Prosperity and Hospitality; Sidhe
(pronounced Sid-thay) God of Justice, Equality and Balance; Tralda, Goddess
of Luck and last, but not least, Vleybor, Goddess of Life, Peace and Healing.
Highly religious characters may choose one of three levels of worship.
The Kindred are lay members of the church and gain no mana (power to cast
spells) but are able to call upon their god for aid in times of dire emergency.
The Devoted, who gain a small amount of mana and spells, are considered
the martial arm of the church. Full priests gain a fair amount of mana
and spells but are required to actively lead other members of the faith
and convert those who have not yet chosen a calling. Each level of worship
carries with it progressively greater advantages and disadvantages as
the gods require deeper observance of strictures associated with their
worship.
The Guilds
The Mercenaries:
The
backbone of all adventuring parties, mercenaries are the warriors whose
armour and fighting skills carry the brunt of any encounter. Unofficial
mottos include "Death before tactics" and "A mage can't cast
if he's got no face!".
The Scouts:
Often
lightly armoured members of this guild are usually ahead of any party,
checking the path ahead for signs of any monsters. Speed and stealth are
the main weapons of a Scout, though bows, spears and blades can be pretty
useful as well.