LARP Adventures strives to create our own unique interpretation of what has come to be known as a Nordic Style LARP. To that end we strive to keep our rule set as concise and simple as possible.
If you can do it, or if it can be represented by props or role play you can do it.
Our goal is three fold - Immersion, Collaboration and Artistic Vision
BASIC RULES OF PLAY
LARP Adventures uses a simple points based hit system developed to simulate fantasy medieval battles called The C.O.M.B.a.T System (tm). (Complete Obligatory Melee Battle and Tactics) The goal is to keep the basic rules simple and easy to learn...
WHAT CAN YOU PLAY & HOW DO YOU PLAY IT?
Many game systems have a strict system of classes, yet with all those classes, there is rarely a perfect fit for the unique character you envision. So, Instead we focus on organically earned skills that stem from actual player experience and role playing. The traditional classes and subclasses in this system are up to the player to portray via costuming, props, gear and role-play. What kind of experiences you as the player seek out will define your character. As a Nordic style game with an organic skill based system, your character can do what you actually can do and what you can imagine with props, or simulate through role play...
CREATE A CHARACTER
YOUR EXPERIENCES & IMAGINATION ARE THE ONLY LIMITATIONS
For those who like structure and planning, or have a particular vision in mind, you can use the Path Tiers to map out the skills you will pursue and train in. This will help you ensure you reach the cross path skillset, or Path Cap bonus, that you desire.
Those who prefer a more organic method can let their role play lead them. Though this may lead to a "less powerful" character from some points of view, the openness of the C.O.M.B.a.T. and roleplay skill system still allows a wide array of character visions to be realized.
UNLOCK THE SECRETS & MYSTERIES OF THE ARCANUM
Are you a druidic character invoking nature to harden their skin like bark? An elementalist invoking the strength of the earth/stone? An arcanist wrapping them in protective energy? Or a necromancer imparting life energy from yourself (or another)? Part of your spells and rituals will always be customizing the recipe to your character.
If you want to play a Wizard, or some unique character who has uses magic, these rules are for you.
HEALING & DIVINE MAGIC
BE THE HEALER YOU WERE MEANT TO BE EXPLORE THE POWER OF FAITH
A cleric or priest invoking a divine blessing? Are you a druidic character invoking nature to regrow the flesh? How you call upon your god(s), nature, or the spirits to help will define your roleplay?
Or if you are playing a mundane healer, you will treat the “spells” as skills you have learned. Do you use simple bandages, stitch the patient up, use poltices, or will you amputate? OK, maybe not amputate, you don’t want to complicate another player’s RP future. (Do I go with the hook, rapier arm, or hammer hand this event?)
If you want to play a Healer (Divine or Mundane), or some unique character who possesses healing abilities, these rules are for you.