Important Game Rules in DOOMFELL

DoomFell is a theatric LARP experience with a heavy focus on character interaction and storytelling. The game rules support real-time play with no out-of-character discussion or pauses in the action. This unique LARP style is deeply immersive and extremely dramatic. Players use skills by performing the activity. Combat is light touch using contact-safe melee and ranged weapons.

Theatric Immersion

Members strive to create a seamless in-character experience with true theatric engagement. There are no out-of-play moderators, rules discussions, or pauses in the action to disrupt play. The rules use standardized keywords and roleplayed actions to convey skill effects without breaking character.

 Try not to break the immersion by making out-of-character comments, this includes compliments like “Good roleplay, dude!” If you need a break, there are out-of-play areas to go and “drop” your persona. Otherwise, enjoy living life as your character. In non-combat situations, ask rules questions as your character and treat responses as in-character speech that explains how the world works.

In-Play

The term “in-play” refers to activities, conversations, and objects that is reality for your character. In essence, everything that is related to play or the play area is “in-play.” This includes the characters you meet, their costumes and weapons, and the things they say and do that relate to the developing story at the event. “In-play” items are those objects marked for use during play with some importance to the plot. “In-play” knowledge is stuff your character knows, while “in-play” tasks are things your character can do during certain situations. Similarly, “in-character” interactions arise from the things you do, say, and use while portraying your character during a roleplaying event. You should always strive to stay “in-character.”

Out -of-Play

The term “out-of-play” refers to activities, conversations, objects, and places that are outside of your character’s reality.  Real world mentions of movies, sports events, and social activities are some of the most common (and most intrusive) examples of “out-of-play” references.  The term “out-of-character” refers to a player doing or saying something that is “out-of-play” while “in-play.” This is an interruption in the seamless theatric environment and should be avoided.

Bright hunter orange is the color assigned to represent out-of-play. Objects covered with hunter orange cloths are not in-play. Out-of-player operators are marked with hunter organe and will operate environmental effects. Areas used by the cast to set up adventures are also out-of-play until opened by cast members.  They will be marked on the site map. Out-of-character persons should avoid moving through play areas. If movement is unavoidable, out-of-character persons who do not have hunter orange can signify their status by lifting their arms above their head and crossing them in an “X” pattern to signify out-of-play. This signal should be made as soon as the out-of-play persons become visible to in-play characters. Cast members should also remove masks and costumes when not in-character.

Out-of-Character Communication

There are instances where out-of-character communication may be required and for those times we have three important words.

 “Caution!” is used to warn of potential hazards or injuries. “Caution! There is a branch behind your feet.” Result – person avoid branch. “Caution! I dropped my glasses.” Result – Everyone repeats “Caution! Dropped glasses” and looks to pick up glasses and then resumes play. 

 “Clarify!” is used to explain a rule or in-play event during combat or other situations when in-character conversation is not possible. “Clarify? What did you hit me with?”  “Clarify? How do react to that effect?”  You would not see a spooky altar and ask, “Clarify? What do I see?” Generally, in Mystic Realms, you see what you see. There will probably know knowledge notes on the altar that will let you investigate using your skills.

“Cease Play!” And for the dire emergencies (like a serious injury or a building catching fire) we have “Cease Play!” that causes all play to stop immediately and requires player to kneel, silently, and wait for out-of-play instruction on how to respond to the crisis.