Alliance Oregon Game Information

Surviving Your First Event

Know Where You’re Going

The location where the event will be held will be posted on the chapter’s web site before the game; if they don’t have a printable version there, go to GoogleMaps or some other mapping web site and type in the address (some park web sites have directions posted). However you prefer to do it, make SURE you or whoever’s driving knows how to get to the location; if you need specific directions or have any questions email a member of Plot/Staff over a week ahead of time (the week before an event is not the time Plot/Staff wants to deal with giving directions, they have too much preparation to do).

Have Everything You Need

Go over the checklist (your own or the one we provide in this guide) and make sure you have all necessary parts of your costume: makeup, weapons, jewelry, shoes, extra socks, etc. Also make sure you have out-of-game necessities, such as medication, deodorant, food, toothpaste, tooth brush, deodorant, extra socks, money, etc. Having everything before game starts is very important; it’s far more conducive to the atmosphere of the game if players aren’t coming and going from site all weekend. Click here for a basic checklist.

Upon Arrival

When you finally arrive on site, game should not be in play yet (unless you are a couple of hours late, and even then your chances are good). Find a Plot member (ask other people who are there) and find out if there are any specific places people should be putting their stuff (for instance, which buildings are out-of-game for NPC use or any in-game restrictions). Once cleared, go back to your car and unload your stuff onto the bunk of your choice. You can either choose to set up any decorations you may have and get into costume now, or you may wait till after registration. It is best to claim your bunk as soon as possible, and the more you set up, the harder you are to move. Bunks are first-come, first-served unless some sort of in-game arrangement is in place (for instance, some cabins are “estates” and actually owned by some characters; these are things you will find out when you speak to Plot about housing restrictions). To register (check in and pay), go back to Plot and ask where registration is taking place. Stand in line (the earlier you are, the shorter the line will be) and wait for your turn; they will take your money and give you a plastic bag that contains your character card (keep this close, it has your life tag on it; if it gets lost and someone pulls the life tag, your character takes a death), your starting money, production items (potions, daggers, etc), and any spells or skills you may have (slays, back attacks, and profs have tags just like spells do). This process goes much faster if you pre-reg; they will have had time to put it together for you days in advance and won’t have to pull your tags out individually while you wait. If you have not pre-reg’ed, they will be creating your character card on the spot; let them know so that they can get someone else to take care of the people behind you while they help you create your character. Once you are all done here, take your baggie (keep very close tabs on it at all times) and go back to your cabin. If you haven’t already, take this opportunity to set up decorations and get ready for the game; put on any makeup you may need, do your hair in that particular way, get your costume on, and stow your out-of-game items (like extra clothes and makeup) in out-of-game locations. If you need any help with any of the above, ask and someone will help you (getting zipped into your costume, getting those finishing touches to your makeup, etc). Got your weapons? Got your loot? Got your spell and arrow packets readily available? You are now ready to begin; all that’s left for you to do is wait for game to be officially called. There will be a pre-game meeting in whatever location has been chosen to be the “tavern” or local meeting place; this is usually the largest most central building on the site. At this meeting they will go over any specific warnings or notes for the event (for instance, that bees are a problem by the river or that the site is covered with large anthills so watch your step or lying down specific in-game boundaries of the site) and any in-game notes they may have. At the end of this, they will start the game and your first Alliance LARP weekend will begin.

Protection and Safety In-Game

As in all things, in Alliance LARP there is safety in numbers. The longer you are in a place alone, the higher your chances of dying are. Monsters and outlaws look for loners and stragglers to pick off; wandering around on your own, especially in the dark, makes you a prime target. So the first thing you’re going to want to look for is a group to hang out with. You can meet people before the game through the Dreamscape or whatever in-game communication system the chapter may have, thereby having people you know at the game who can give you pointers and watch out for you. You can also email or PM (Personal Message) people out-of-game and get to know them that way. The tavern is the best place to go for this at an event; everyone goes here at some point or other, and this is probably the safest place on the site. Something that it would greatly behoove you to do is to get someone who can cast a Ward or Wizard Lock spell for you on your cabin. This will probably cost you some coin, either now or as soon as you get it, but if it is available to you it is a great asset; if you do not have a Ward, a Kobold can sneak into your cabin and kill or rob you while you sleep, not to mention any stronger things that may be lurking about. When you have a Ward or Wizard Lock, you have a safe place you can run into whenever combat breaks out or just a sanctuary to sit and eat in. The difference between a Ward and a Wizard Lock is how safe it is; it takes a Destroy Magic ritual to drop a Ward, whereas it takes only a Dispel spell to drop a Wizard Lock. However, Wards and Wizard Locks are identical in appearance, and the only way to tell the difference is to cast a Dispel at it and see if it drops. Most monsters wandering about do not have Dispel spells at their command, and if a building appears to be Warded they will generally not even try to get in. Of course, even better than having a Ward or Wizard Lock is being in a cabin with other people who have one; being in a cabin alone is a good way to resurrect. No one who is not invested in a Ward or Wizard Lock can pass through, which means that if you are bleeding out or dead inside your Ward and no one else is invested, no one can help you. However, if there are several people invested in your Ward/Wizard Lock and all of them are bleeding out inside but you, run away from danger and start yelling for a healer. If you die, so will all of them because no one will be able to heal them; with you alive, there is someone who can let a healer in.

Remember First Impressions

This is your character’s first physical introduction; as in real life, first impressions are very important. You get to establish your character as an asset or a drain, someone who’s safe to talk to or someone who doesn't seem trustworthy. It’s all up to you here, but remember how long it can take to break an incorrect first impression. If you’re an Earth templar with an emphasis on fighting but the first thing people see you do is cast healing, you will be labeled a healer, not a fighter. This can be rather annoying for you to not be able to play the character as you wanted to. People are also looking to see if you’re all bluff or if you can back up your claims, or if you’re being quiet about your special abilities as a rogue. Also remember: if your character is whiny, obnoxious, or sullen and separate, people will likely not like hanging around you. Maybe your character does have a mysterious past and doesn't like to talk much, but if you play a character that is unpleasant to be around, people are going to stop being around you and leave you alone. Is that really what you want from this game?

Pay Attention

So many times back in Monster Camp stories are exchanged of how an NPC sat for an hour no more than 20 feet from a PC and the PC never even noticed. This happens because PCs tend to forget that danger lurks in the darkness; they don’t look for shadows that move or listen to sounds in the brush. Doing this and keeping your eyes open for suspicious movement can keep you, and your companions, alive much longer. Trust your instincts; if you think there’s something in those trees, let someone else know your suspicions and keep an eye on it. Above all, do not go out after things on your own, especially into the dark. You’d never know how hard it is to see someone who’s not moving until you hear someone pass by not three feet from you, completely missing you because you’re in shadow and bleeding out, unable to make a noise. Of course, if your character is the type to do such things, then by all means be true to your character; just understand and accept that suicidal characters will suck up spells and potions, and many healers won’t heal you after a few times of such actions.

Know Your Place

Remember what your skills are. If you’re a healer, don’t act like a rogue; people need your healing skills, not you sneaking around and getting cut off from the rest of the group. If you’re a rogue, don’t act like a fighter; you do more damage from behind, so fight from behind. If you’re a fighter, don’t stay back like a mage; you make a perfect tank with your high hit points and damage calls. If you’re a boomer (Celestial caster), don’t run up to the front lines; you’re a distance fighter. Use your skills as they’re meant to be and seek those who have the same ones. Learn from others with more experience; it can save you months of trial and error on your own. If you’re a healer, make note of other healers, specifically ones with Life spells; if many people go down and you can only get one back up, it’s good to know which ones are the best choices. Another healer will be able to get more people up whereas a fighter, no matter how powerful, is only one person and can do precious little to help anyone who’s down. If you have a Life spell and don’t mind other people knowing, then tell them. Not only will it get you more involved in the game, but also people will watch you even more because of your valuable skills.

Know When To Run

Being able to admit that something is too strong for you and knowing when to run is a very important skill and one to be learned and practiced whenever possible; other PCs will hardly ever turn down the chance for some combat, and if it’s helping you out all the better. Calling for help is far from shameful; the strongest people need help sometimes, and it’s useless to die and resurrect because you were too prideful to ask for assistance. If people know that you’re in trouble, they will help you unless you have already given them good reason not to. People often respect you more for admitting your weakness and not claiming to be able to handle something you can’t; arrogance will get you more enemies than honesty will.

Explore

Plot will indeed be sending encounters at the PCs for them to interact with, but also out there somewhere on site are things called Lair Cards. Lair Cards are pieces of paper that mark things like the entrance to a cave, a Fae ring, or perhaps the rotting body of a massive creature. If you find a Lair Card, note well its location and go find a member of Plot if you decide to interact with whatever it is; it’s generally a good idea to not go into a lair alone, so be sure to bring some people with you if you can. Many Lair Cards go unfound because people don’t look for them.

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