Chapter Policies

Code of Conduct & Statement of Purpose


It is the intent of Alliance LARP New Hampshire (ALNH) to host events where both players and staff work together to foster a culture of respect, safety, and positive play. Everyone participating in an event hosted by ALNH is expected to join us in our quest towards this goal. This Code of Conduct (CoC) sets expectations of appropriate behavior, and empowers both players and staff to proactively address concerns, issues, and incidents as they occur.

In order to best facilitate positive play, ALNH reserves the right to address violations of this CoC in accordance with ALNH’s Violations Policy, up to and including being banned from attending events.

Positive Play:

All players and staff at ALNH events are expected to foster a Positive Play environment. Our standards for positive play as follows:

1. We respect each other’s space
2. We respect each other’s emotions.
3. We respect each other’s consent.

Positive Play is achieved through words and actions that embody respect. All participants shall respect the space, emotions, and consent of everyone involved in any ALNH event. This includes the players, staff, bystanders, and those who might be hosting or maintaining the event space. All participants shall also extend this respect to the spaces we use.

Positive players treat others as they would like to be treated, and work towards creating an environment for others to do the same. Individuals have differing limits and tolerances and what one person may find upsetting and offensive, another person might not take exception to. Letting others know when their topics, words, and behaviors are causing distress allows them to be aware of the issue and remedy the situation.

Promoting Positive Play

To promote Positive Play and ensure that everyone can best respect the comfort level of all participants we encourage and support any participant that is feeling uncomfortable, distressed, or harassed to express this feeling to others.

If a participant is uncomfortable expressing their discomfort directly we ask that they approach a staff member with their concern so that the staff can address the situation. If informed by another participant or a staff member that something is making others uncomfortable please be respectful of that member of our community and correct the discomforting behavior.

Similarly if any participant feels that another participant poses a danger to their safety, or the safety of the community, we ask that they approach a staff member, in person or via email, with their concern in as specific terms as possible.

We appreciate first hand accounts in any situations to get the best information possible, as well as to avoid hearsay. However, we understand that some participants will be uncomfortable with, or even fearful, of bringing things to our attention and in such cases we encourage others to bring these concerns to us.

In all cases information in circumstances such as these that is brought to a staff member will be kept confidential.

If you feel that a member of ALNH staff has violated our own code of conduct and do not feel comfortable letting another member of staff know, you may contact customerservice@alliancelarp.com to reach out to Alliance National Customer Service.


Anti-Harassment

Harassment in any form will not be tolerated. We hold that everyone has the right to experiences free from harassment or the fear of harassment, regardless of factors including but not limited to race/ethnicity, religion, sexual orientation, gender identity/expression, body size, physical appearance, neurotype, age, and/or disability.

Harassment can include, but is not limited to:
1. Continued one-on-one communication after requests to cease
2. The manipulation of photographs or recordings in a manner that may offend, intimidate, embarrass or demean.
3. Verbal, written, or social media comments that may offend, intimidate, embarrass or demean, including those that reinforce social structures of prejudice or domination.
4. Deliberate misgendering or use of ‘dead’, former, or rejected names.
5. Threats of violence.
6. Physical or verbal intimidation and any other behaviors that could reasonably be viewed as abusive.
7. Incitement of violence towards any individual, including encouraging a person to commit suicide or to engage in self-harm.
8. Patterns of inappropriate social contact, such as requesting/assuming inappropriate levels of intimacy with others.
9. Gratuitous or off-topic sexual images or behavior in spaces where they’re not appropriate.
10. Unwelcome attention, either in person or through an online medium.
11. Unwelcome physical contact, sexual attention or simulated physical contact (eg, textual descriptions like “hug” or “backrub”) without consent or after a request to stop.
12. Any other behavior that is disruptive to events or attendees’ enjoyment of events.

Temporary Precautions for Events


Due to the Covid 19 pandemic Alliance LARP NH is implementing some additional practices at our events as safety precautions.

As a reasonable accommodation, any attendees who do not provide proof of vaccination will be allowed to participate using a modified version of our Paging System and must wear facial coverings at all times.

All attendees must wear facial coverings while participating in combat.


Alliance LARP NH has altered it’s Paging System temporarily due to covid 19. All participants who do not provide proof of vaccination must play as Pages for the duration of the event. These are the altered rules for the paging system. 

The Paging system allows you to participate in an event as a non-combatant. You play your character as a “Page” while utilizing this system. This means that you are not a valid target for boffer attacks and/or thrown packets. Though you cannot be physically struck during in-game combat, your character is still present during combat and can still be affected by the attacks of other characters as described below.

In order to signify the active use of this policy to other players, anyone playing as a Page will wear an orange headband while in-game.

Pages must wear face coverings and maintain 6 feet of distance from other players at all times. Pages must attempt to avoid combat whenever it is possible. In addition, other characters may not use you as a “human shield” to avoid attacks. When Paging you may not deal damage or other effects with boffer weapons and/or thrown packets. You may use defensive skills, but you may not use offensive skills and/or abilities except if said skills and/or abilities are touch cast. In order to use a touch ranged skill or ability the Page must be within 8 feet of their target. While using a touch ranged skill or ability on another character a Page must call the word “Touch” at the beginning of their activation call, or spell verbal, and point at their intended target with their weapon, packet, or hand while saying their activation call, spell verbal, or damage call.

Examples;“
Touch, I call upon Earth to grant 5 healing”
“Touch, Healing Arts, Are you bleeding out?”

A player may choose to use the Paging rules at any time during an event, but once they have chosen to play as a Page, they must remain “Paging” until the next logistics period. During the next logistics period, they may again choose whether they wish to continue playing as a Page or elect to cease using the Paging system.

As stated above, Pages are still present during combat. They can be attacked by other characters, but there are several rules that apply to attacking a Page. First, the attacker must be within 8 feet of the Page. Second, the attacker must call the word “Page” at the beginning of their activation call, spell verbal, or damage call, and point at their intended target with their weapon, packet, or hand while saying their activation call, spell verbal, or damage call.


Examples;“
Page, I call upon Earth to grant 5 healing.”
“Page, 5 normal.”

The attacker does not swing their boffer, nor throw a packet when attacking a Page. It is assumed that every weapon and packet attack called in this manner hits the Page. The Page may call any appropriate defensives that they possess in response to such attacks. If you are playing as a Page and you are physically struck in combat, please remind the attacker that you are Paging and cannot physically receive attacks. A Page can be given a Killing Blow and all other rules concerning healing and resurrections apply as well as all in game ramifications.


Player Age Restrictions

The site's owners reserve the right to deny any given participant the privilege of remaining on site overnight, at their discretion, regardless of age and the rest of this policy.

The minimum age of players for Alliance NH is 14.

There are some restrictions for the participation of players under the age of 18.
Players under the age 18 will need to have their legal release signed by their parent or legal guardian at Logistics.
They will also need to have a parent or legal guardian on site if they are planning to stay at the site overnight.

There are additional restrictions for the participation of players under the age of 16.
Players under the age of 16 will need to have a parent or legal guardian on site while they are at the site.

Paging Policy (Non-Combatant Player Rules)

Alliance LARP NH has adopted the following Paging System. 

The Paging system allows you to participate in an event as a non-combatant. You play your character as a “Page” while utilizing this system. This means that you are not a valid target for boffer attacks and/or thrown packets. Though you cannot be physically struck during in-game combat, your character is still present during combat and can still be affected by the attacks of other characters as described below.


In order to signify the active use of this policy to other players, anyone playing as a Page will wear an orange headband while in-game.


Pages must attempt to avoid combat whenever it is possible. In addition, other characters may not use you as a “human shield” to avoid attacks. When Paging you may not deal damage or other effects with boffer weapons and/or thrown packets. You may use defensive skills, but you may not use offensive skills and/or abilities except if said skills and/or abilities are touch cast.


A player may choose to use the Paging rules at any time during an event, but once they have chosen to play as a Page, they must remain “Paging” until the next logistics period. During the next logistics period, they may again choose whether they wish to continue playing as a Page or elect to cease using the Paging system.


As stated above, Pages are still present during combat. They can be attacked by other characters, but there are several rules that apply to attacking a Page. First, the attacker must be within melee range of the Page. Second, the attacker must call the word “Page” at the beginning of their activation call, spell verbal, or damage call, and point at their intended target with their weapon, packet, or hand while saying their activation call, spell verbal, or damage call.


Examples;
“Page, I call upon Earth to grant 5 healing.”
“Page, 5 normal.”


The attacker does not swing their boffer, nor throw a packet when attacking a Page. It is assumed that every weapon and packet attack called in this manner hits the Page. The Page may call any appropriate defensives that they possess in response to such attacks. If you are playing as a Page and you are physically struck in combat, please remind the attacker that you are Paging and cannot physically receive attacks. A Page can be given a Killing Blow and all other rules concerning healing and resurrections apply as well as all in game ramifications.

Event Pricing

$60 Standard fee for both days of a full weekend, without pre-registration. This will grant the player character 2 event days worth of experience, and access to 2 logistics periods. The first such period runs from the start of game on the first day until dinner on the second day. The second such period runs from dinner on the second day until the close of game on the final day. 

$45 Discounted fee for both days of a full weekend, with a $15 pre-registration discount. This will grant the player character 2 event days worth of experience, and access to 2 logistics periods. The first such period runs from the start of game on the first day until dinner on the second day. The second such period runs from dinner on the second day until the close of game on the final day. Pre-registration for an event ends on the Sunday prior to that event. 

$40 Standard fee for one day, without pre-registration. This will grant the player character 1 event day worth of experience, and access to 1 logistics period. This option can be chosen for a full weekend if the player will only be participating for one day. In such a case experience for the other day may still be purchased with a Pay No Play option or with Goblin Stamps. 
 
$30 Discounted fee for one day, with a $10 pre-registration discount. This will grant the player character 1 event day worth of experience, and access to 1 logistics period. This option can be chosen for a full weekend if the player will only be participating for one day. In such a case experience for the other day may still be purchased with a Pay No Play option or with Goblin Stamps. Pre-registration for an event ends on the Sunday prior to that event. 

$20 Pay No Play fee for both days of a full weekend, with logistics periods included. This will grant the player character 2 event days worth of experience, and access to 2 logistics periods. This option can only be chosen if the player will not be playing at the event. If the player character does not have sufficient in game funds available to Logistics (from craftsmen skills or other means such as mailing them in advance to 19 Bridge St., Windsor VT 05089) for all requested production, then someone must provide them at the event in order to complete the request. The player must provide a mailing address to have the results of their logistics periods mailed to them or instructions on who to give the results of their logistics periods to at the event. Pre-registration is required for this option. Pre-registration for an event ends on the Sunday prior to that event. 

$15 Pay No Play fee for one day, with logistics periods included. This will grant the player character 1 event day worth of experience, and access to 1 logistics period. This option can only be chosen if the player will not be playing at the event, or if during a full weekend the player will not be playing for at least one day. In such a case, experience for the other day may still be purchased with another Pay No Play option or with Goblin Stamps. If the player character does not have sufficient in game funds available to Logistics (from craftsmen skills or other means such as mailing them in advance to 19 Bridge St., Windsor VT 05089) for all requested production, then someone must provide them at the event in order to complete the request. The player must provide a mailing address to have the results of their logistics periods mailed to them or instructions on who to give the results of their logistics periods to at the event. Pre-registration is required for this option. Pre-registration for an event ends on the Sunday prior to that event. 

$10 Pay No Play fee for both days of a full weekend, without logistics periods included. This will grant the player character 2 event days worth of experience. This option can only be chosen if the player will not be playing at the event. Pre-registration is required for this option. Pre-registration for an event ends on the Sunday prior to that event. 

$6 Pay No Play fee for one day, without logistics periods included. This will grant the player character 1 event day worth of experience. This option can only be chosen if the player will not be playing at the event, or if during a full weekend the player will not be playing for at least one day. In such a case, experience for the other day may still be purchased with another Pay No Play option or with Goblin Stamps. Pre-registration is required for this option. Pre-registration for an event ends on the Sunday prior to that event. 

$10 Standard fee for a secondary character blanket per the Alliance Bylaws.  

$300 Private Event potentially available upon request.

Private Events

Alliance LARP NH will host single day private events depending on staff availability.
A private event will cost $300 which is due 1 week prior to the event.
Private events can have up to 12 players. Some staff members in attendance may not count towards this limit.

An attempt to reserve a private event can be made by contacting Dustin (videanowner@gmail.com) at least four weeks prior to the date for the proposed event.

For any given date that is available for a private event, the total number of private events played within the past 12 months by players requesting the event will be considered prior to booking the date. The player with the least number of private events played will be allowed to book the event.

The player who books an event may choose to cancel it two or more weeks prior to its date with no penalty. If the player who books a private event chooses to cancel it within two weeks of its date the event will count against the ability to request future events as if it were played by that player. If Alliance LARP NH cancels an upcoming event it will not count as played by any one regardless of when the cancelation occurs. All canceled events will result in a full refund.

Alliance LARP NH’s 3 to 1, PC to NPC ratio policy applies to private events. There will be at least one staff member in attendance to host the event, so the initial attendance cap starts at 3 PCs. In order for additional players to be guaranteed to be able to PC, NPCs may need to be provided by the party. Alliance LARP NH will keep a list of players that are potentially available to NPC and may suggest players to NPC an event. If such an NPC is approved, Alliance LARP NH will invite them to the event.

A party may suggest a desired objective for their event, that Plot may use to create the story for that event, or the party may request that Plot prepare an event without such input.

NPC Shifts

Alliance LARP NH utilizes its NPC participants in shifts. The shifts are as follows:
Friday 10pm -2am

Saturday 10am - 2pm
Saturday 2pm - 6pm
Saturday 9pm - 1am

Sunday 10am - 2pm


If a participant who is registered as a PC completes a full NPC shift they will be rewarded with 120 Goblin Stamps, some treasure, and a personal story about what their character was doing during their shift.

If a participant who is registered as an NPC completes a full shift they will be rewarded with 150 Goblin Stamps and NPC event credit for one of their characters.

Any participant who completes 3 or more full shifts will also be awarded 1 Magic item pick (worth 700 Goblin Stamps).


A participant who is not registered as a PC and also NPCs for the entire weekend will also get an NPC blanket for one of their characters. A player can only have one NPC blanket per month per character.

NPC Blankets

NPC XP: Each Chapter may offer Players who NPC for an entire Event the opportunity to gain an additional Blanket of XP (a "NPC Blanket"). This NPC Blanket is received in addition to any other Blankets from Events, Goblin Stamps, Dragon Stamps, or Alternative XP.

Players may receive multiple NPC Blankets each month from different events, but may only apply one NPC Blanket to each of their Character each month.

Players may not bank NPC Blankets for future months, but may retroactively apply NPC Blankets.

Players may receive NPC Blankets in any Chapter and apply the Blanket to any of their Characters.

NPC Blankets cannot be purchased through any means, they are only rewards for Players who NPC.

2.0 Item Conversion Deadline

NH will be allowing conversions of pre 2.0 items into 2.0 items until further notice.

Defunct Chapter/Campaign Ritual Scrolls

If a player turns in a Ritual Scroll from a defunct chapter or campaign, that contains a Ritual Effect within the standard Alliance LARP Rules, they may be issued a replacement NH LCO Ritual Scroll.

Use of this policy will be dependent on having some means of verifying the defunct Ritual Scroll, such as being able to check the chapters closing Magic Item Database, or having access to a former staff member who can validate the Ritual Scroll. If the Ritual Scroll being turned in cannot be validated it cannot be converted.

If the Ritual Scroll being converted is for a Ritual Effect that is currently available for LCO purchase with Goblin Stamps, from Alliance LARP NH’s LCO Ritual Purchase Policy, it will be traded for a Ritual Scroll of the same Ritual Effect.

If the Ritual Scroll being converted is for a Ritual Effect that is not currently available for LCO purchase with Goblin Stamps, from Alliance LARP NH’s LCO Ritual Purchase Policy, it will be converted to 1 Temporary Item Pick and an amount of Temporary Goblin Stamps equivalent to the points that would be generated from following the 2.0 Ritual Scroll conversion process. The resultant Temporary Item Pick and Temporary Goblin Stamps generated from a converted Ritual Scroll can be spent to purchase LCO Ritual scroll(s) from Alliance LARP NH’s LCO Ritual Purchase Policy. Any Temporary Item Picks and/or Temporary Goblin Stamps not used to purchase LCO Ritual Scrolls during this process are not retained and cease to exist at the end of the process.

All Ritual Scroll conversion requests must be submitted to Logistics at least one week prior to the event the replacement scroll(s) are desired. Even with this window we cannot guarantee delivery of the replacement scroll(s) at the desired event due to the nature of needing to verify with sources that are potentially outside of Alliance LARP NH.

Chapterwide LCO effects and Policies

This thread lists and describes the various LCO (Local Chapter Only) Effects and policies that are used at Alliance LARP NH. When additional LCO Effects and Policies are added in game, this list will be updated. Please feel free to leave comments with any questions you may have about any of these LCO Effects.


Restraint

For safety reasons, a player who wants to restrain a PC or NPC’s hands or legs should not do so in real life, even if both parties are willing. Instead, they should attach a cloth, rope, or other phys rep to their limb(s) without binding their limbs to each other or to anything else. These restraints may have an item tag, but do not need to. A single phys-rep is sufficient to bind all of their limbs. A player can restrain another’s limbs only if they are incapacitated or willing, AND those limbs could be moved. (ex. Paralysis and Sleep - Yes, Prison and Web- No)


A player restrained in this way cannot use in-game skills (including fighting, blocking, and casting spells), manipulate items with their hands, or move from that spot, but they can be moved by others. Players may still roleplay, wriggle, and speak; they are not frozen in place. A shackled player is freed under these conditions:

1. The “Release” effect
2. A player with free hands releases the shackled player on a 3-count
3. A shackled player with “Create Trap” and two working arms visibly role plays trying to free their limbs for 60 uninterrupted seconds of appropriate Focus without taking damage
4. The restraints are successfully shattered by some game effect, such as a spell or an explosive trap. A restrained player cannot have their restraints “disarmed”
5. Resurrection. Note that Doom, Life, Stun Limb, and Restore do NOT remove shackles.


Flurries and Combat Engagement

Math is hard. Math is especially hard when multiple people are poking you with padded weapons.

In recognition of this, we ask all players who are in combat to limit their flurries of blows to no more than 5 at a time. In addition, we ask all players to not engage a single combatant with more than 4 people simultaneously. It is recommended that players swing one to five times, wait a full second for math to occur, and then proceed with another flurry.

This policy is intended to make culturally explicit the reality of our medium: if everyone is swinging as fast as they can, even the most mathematically-inclined players didn't “get all that”. It is our hope that this policy will continue to keep combat fast, interesting, and competitive, while also reducing human error and making advanced combat accessible for more players.


Gaseous Form

“Gaseous Form” is a monster ability in Alliance that renders a creature incorporeal and immune to most effects in the game. (ARB p.71)

Since we believe the spirit of this rule is that creatures in gaseous form are obvious, we will instruct NPCs with this ability to cross their claws (not their arms) in front of them to indicate this. The intent is to improve clarity in situations where many monsters have the ability “Gaseous Form”. This is intended as a courtesy, not a requirement; should a player drop this sign temporarily, the creature they portray does not instantly solidify. This policy does not change the rules surrounding this ability in any way.


Unseen

Some creatures in our world cannot be seen. However, their effect on the world can still be felt.

NPCs in green headbands are “Unseen”, meaning that while these players are in-game, they are portraying an invisible creature or force. Unless a plot member tells you otherwise, these characters are invisible to your character and immune to your weapon and packet attacks.

While Unseen characters, their costuming, and their claws are invisible, objects they hold are not. If an Unseen holds a weapon, shield, or other item in their hands, all characters can see that object floating in the air. If an Unseen knocks over a table or opens a door, that effect can be seen by all even though its source is invisible. Rifting makes an audible “pop”, even when performed by Unseen creatures.

Outside LCO MI Policy

Any LCO magic items from other Alliance LARP chapters are also valid, in a limited capacity, at Alliance LARP NH events. These items must contain only rituals that exist in the National List in order to qualify for use at Alliance LARP NH events. No Plot Artifacts or Plot Effects from other chapters will be allowed to transfer into an Alliance LARP NH event.

Like all magic items non-NH LCO items must be checked in at initial logistics for a given event. A player may only bring whichever is lower between up to half of the campaigns current ritual cap or 40 total rituals of such non-NH LCO magic items to register at initial

logistics. These rituals will count towards any ritual cap for that Alliance LARP NH campaign.

None of these non-NH LCO rituals are considered to be on the Exempted list and they will all count towards an Alliance LARP NH campaign’s ritual cap.

If a character is already at or above the ritual cap for an Alliance LARP NH campaign with NH LCO and/or Restricted magic items that are all Spirit Linked or Spirit Locked on their person, they will not be able to benefit from this policy.

LCO Ritual policy

For information on the current LCO Ritual Policy please contact
Dustin S
videaowner@gmail.com

Mint Purchase Policy

Mints are an in-game item, an alchemically treated vellum banknote. These items can be transferred at will, destroyed, and stolen. They break when exposed to flame and acid traps.

NPCs may exchange Mint in game to PCs for coin, items, or favors. In exchange for Mint, NPCs may give PCs items, favors, or boons which for the most part will be LCO in nature. A character with “Merchant” cannot trade Mints for coin or production, but they can get a sense of how valuable the Mint is to the locals.

Mint can be purchased from Logistics for Goblin Stamps. The amount of Mint that can be purchased is unlimited, but the price increases as more Mint is bought during a single event. Up to 20 Mint can be purchased for 5 GS each, with the next 20 Mint costing twice as much, and then next 20 Mint costing three times as much, and so on.

Mint ---------- Total Cost in GS
20 ------------- 100
40 ------------- 300 (100 + 200)
60 ------------- 600 (100 + 200 + 300)
80 ------------- 1000 (100 + 200 + 300 + 400)

Mint Workstations

Specialized LCO Workstations are now available and can be purchased for 20 Mint each.

Workstations come equipped with the tools and instructions necessary to produce items that are similar in function to regular production items, but that are made using differing methods as well as alternate materials. Such materials are readily available from NPC merchants who are willing to trade them in exchange for Mint.

Like Workshops there is a unique Workstation for each of the production skills and they can only be used by one person per Logistics Period. All of the same information that is recorded on a Workshop tag is also recorded on a Workstation tag such as owner, location, and production type.

The user of a workstation can utilize a related Production Skill to produce appropriate LCO Production Item tags following the normal rules for Production Skills, such as Batching costs, except as noted in this policy.

When using a Workstation Mint is spent to fund the expenditure of Production Points rather then coin. One Mint will cover the cost of spending 5 Production Points to create items within the first batch of production during a Logistics period. In later Batches this cost increases as normal. In this manner two Mint would be required to cover the cost of spending 5 Production Points to create items within the second batch of production, and three Mint would be required for 5 Production Points in the third batch.

The Production Points and Batches that are the result of the use of a Workstation are tracked separately from a characters regular Production Point expenditures and Batches during the same Logistics Period. Due to this a character might be in their third batch for the purposes of producing regular production items while at the same time only be in their first batch for the purposes of producing LCO production items.

A Workstation may be used in conjunction with an appropriate Workshop if they are in the same general game location as each other. In this case the Workshop will double the characters base Production Points for both their regular production item batches and their LCO production item batches for that Logistics Period