Since steampunk-western LARP is new to all of us, we thought we would let you know how we are planning for the day to unfold. Knowing about the scenarios may help you build your character and expectations for the day.
- The day starts with everyone on a Dirigible heading to FaltIron. During this part of the day the emphasis will be on role playing, and getting to know the characters. While on this trip, some may be playing cards or checkers to pass the time. Others may be in conversation or reading the newspaper. At some point in the trip, something will go wrong and the dirigible will crash.
- We will work together to find the pieces of the dirigible that are scattered over the countryside and interpret the “owner’s manual” and schematics, to put the ship back together so we can continue our journey.
- We will arrive in FaltIron in time for their festival, which will include a town dance.
- Following the dance, we will learn of a murder scene(s). We will take it upon ourselves to help solve the crime(s), and each will be working to keep from being convicted of the crime. There will be many clues and pieces of incriminating evidence to help each party/group develop their conclusion and present their case.
- We will hold a brief pre-trial where each party/group has 1 minute to make their case and their accusation. The judge will decide which case would be most entertaining to try, and will then proceed to hold court on the chosen accusations. (NOTE: There is no “right answer”. Right and wrong are all based on the case that is made, the evidence presented, the responses of the accused, and the Judge’s decision.)
COMBAT:
In the olden days, when the town was called Falton, disputes were often settled with violence. This steampunk-western LARP, however, will be more focused on role-playing, problem solving, teamwork, and investigation rather than combat. Of course, there is always an opportunity for fancy gunplay or a duel, but full pitch battles will not be a focus of the day.
Due to advancements in the technology of war, weapons of all sort have become more dangerous. To reflect this, ALL PLAYERS HAVE TWO (2) HIT POINTS. All weapons deal one (1) point of damage per hit. Weapons may include Nerf guns, bows and arrows, and the usual foam swords, axes, etc. For melee weapons, all the rules remain the same as regular Torchlight LARP combat. For Nerf guns and arrows, use your judgement as to what would realistically be a hit. For example, a hit to the leg, chest, arm, etc. would count as a hit, but if your dramatically flowing cape or billowing hoop skirt get hit in a way that the projectile would miss your body, it doesn’t count as a hit. The one exception is shots to the head. These are not allowed for safety, and do no damage.