Showing posts with label Newbies. Show all posts
Showing posts with label Newbies. Show all posts

Friday, April 22, 2016

Advice for Newbies, from Formerly Fresh Faces, Part Two

Fresh Faces
Compiled by Becky "Kovacs" Baron


Since 2012, The View from Valehaven has periodically conducted interviews in our Fresh Faces series. One of the questions asked is "What advice would you give other new players?"


Here is part two compilation of advice from the previous Fresh Faces of the Realms to the newest generation:


Aspire to something because once you have a goal and you get enticed by the LARP you will have tons and tons of fun. Also make new friends because who else is going to look out for you? and LARPING alone is no fun.  
-- Brendan "Hayden" Lam (Friday, September 12, 2014)


Don’t be afraid to go and talk to people in this game. You can’t meet new people unless you say “hello”. Also don’t be afraid to ask questions.
-- Joshua "Enlon" Whelan (Friday, September 26, 2014)


Try to learn something from everyone you meet whether they have been in the realms long or not.
-- Ben "Kyro" Hamilton (Friday, October 10, 2014)


Regardless of what happens in game, don't ever let it get to you out of game. Stuff goes down that doesn't need to go down if you allow these two worlds to merge like that. Don't ever be afraid to ask questions; there are a variety of ways to learn but experience isn't always the best first option. Most importantly, get to know the people! Sit down at Garharz's table and play cards, attend a feast and talk to people, spend some time around a fire. The more you get to know people the more fun everything can be. :]
-- Macayla "Sarabi" Wells (Friday, October 24, 2014)


Don’t be afraid to ask questions. At the worst you’ll get a snide remark, but much more likely you’ll get your question answered and then some.
-- William "Viro" Beatty (Friday, November 7, 2014)


When you get to an event, just go out there and suck for a while. If you’re new, you’re not going to be slaying dragons by yourself, and you’ll learn a lot faster if you throw yourself into the thick and die a few times. Stick with your friends and hopefully if they’re good friends they’ll keep you well enough alive.
-- Michael "Swoop" Zajac (Friday, January 16, 2015)


Relax, ask questions, listen to the monologue-ing, watch what's going on, and offer to help. Relax! Seriously. A lot of folks that larps attract have anxiety problems, or at least a high level of that awful social awkward. Don't be afraid to stick your foot in your mouth, or accidently ask a noble for plebian help. As long as you're not a total butthead OOC, there's nothing to worry about. If you make enemies and you really didn't mean to, you can pick up a different character: it's like changing your hairstyle.
If you're alright with a sword, find a spot in the line that's got a gap and pair up with someone who knows what's going on. Follow their lead, play support for them even if it amounts to jumping in front of hits. You'll learn with practice and experience, and soon you'll be the one a newbie is following around. Also, ask for sparring and tips. When the 'thinky types' are the ones busy. It happens sometimes, and the heavy fighters tend to get a bit restless.
If you're afraid of getting in the way in a fight, flutter at the back of the lines and haul corpses to the healers. None of the good fighters really want to risk breaking the line, and the heavy healers have set up circles that keep them from getting dead themselves. And when there's no one left alive to fight, we all lose. By the time you're in good shape from all the running, you'll have learned a few spells. Also: Heal Limb or Repair Armor/Item are good choices if you're going to be part of the corpse line, as it keeps some of the fighters from needing to be carried away.
If there's a puzzle going on, take a look and see if it's something you're good at. Even if it's not, give it a try. You might see something the regulars missed.
-- Kimberly "Desiree" Lougee (Friday, January 30, 2015)


Definitely take some time to meet people. Also, definitely get involved in plot. It is especially hard to get involved in plot as a newbie, but will definitely help out getting a character who is invested in things and is interesting to roleplay. So, meet people, and also find plot to be involved in.
-- Brian "Crispin" Rubenstein (Wednesday, March 4, 2015)


Okay so there is this guy in Blackwood with a jester hat. He takes that thing really seriously, do not talk about the hat. Just trust me you don't want to get scalped over this.
-- Ethan "Jean Baptise" Goldman (Friday, April 24, 2015)


Interact with the more experienced players, you can learn a lot from them, and they generally enjoy helping newer players.  In my experience, most players are friendly in character, and nearly all are friendly out of character, so really just go up and introduce yourself.  If you see they’re a good fighter, maybe ask for some pointers, or to spar a couple of rounds.  You go to these events to interact with people, so do your best to interact as much as you can.
-- Brian "Bludwin" Healy (Friday, May 8, 2015)


Just to have fun and be yourself. Meet many people. Don't be afraid to ask for help. People are willing to as long as you are respectful.
-- Taylor "Roarke" Struthers (Friday, June 12, 2015)


Find what interests you most, stick with it, and put yourself out there as much as you can. People with the same interests will eventually pick up and remember you. Even if you have a bad event or practice never give up, it happens to everyone, and above all else enjoy yourself! We come to the Realms to have fun.
-- Gregory "Daekara" Falconer (Friday, June 26, 2015)


Just get out there and do stuff. Don't be afraid talk to npc's/pc's do stupid things (obviously nothing too detrimental) get involved and most importantly enjoy yourself.  

-- Miguel "Neko" Rivera (Friday, July 31, 2015)

Tuesday, September 29, 2015

Advice for Newbies, From Formerly Fresh Faces

Fresh Faces
Compiled by Becky "Kovaks" Baron


Fall is when The Realms sees a great influx of new faces from the various colleges across New England. Since 2012, The View from Valehaven has periodically conducted interviews in our Fresh Faces series. One of the questions asked is "What advice would you give other new players?"

Here is part one of the compilation of advice from the previous Fresh Faces of the Realms to the newest generation:


Go to fight practices. NPC. Try and make friends with as many people as humanly possible. Don’t immediately join up with the first nation you meet. Don’t get discouraged when people don’t raise you right away, and conversely, don’t get discouraged when you die a lot. Keep the faith my newbie brethren! 
-- Katie "Effa" Smith (Thursday, March 22, 2012)

I think the best advice I can give is that if you want to be recognized and get into plot, you should take your character seriously. Obviously remember this is a game and you should have fun, but the more in character you get and the more you put forth the effort the more you will be noticed.
 -- Justin "Syroc" Pluff (Thursday, April 26, 2012)

Don’t be afraid to ask stupid questions! You’re going to need to know the answers eventually anyway. 
-- Samuel "Ezra" Teatum (Thursday, May 24, 2012)

Monday, October 6, 2014

Killian’s Newbie Guide to Making Weapons by Kyle "Killian" Yazinka

The first thing do when making a weapon is draw up picture or blueprint of what the weapon will look like. For something like a generic popsicle stick I tend not to, but if I’m making an ax, mace, hammer, marn, or a sword with a cross guard I do, so I know it will look decent before wasting materials to make a crappy weapon.
Keeping a clean and organized work space goes a long way in crafting your weapons. I have my own portable work table, and a weapon making bag that I keep all of my weapon making supplies in. That way all the supplies I need are in one organized place and are also portable for repairs at events. When I actually start making the weapon I will take out everything that I need and organize it on the table.

Materials for making a weapon
  1. Core of the weapon (bamboo, fiberglass, PVC)
  2. ⅝ thick pipe foam
  3. Blue camp foam
  4. Duct tape (any colors)
  5. Electrical tape
  6. Strapping tape
  7. Dap contact cement
  8. Packing tape
  9. Scissors
  10. Knife
  11. Pennies or nickels (for capping your weapon)
  12. Hand grip
  13. Sock (if not duct taping blade)
  14. Hand saw (for cutting core)

The first real step in making your weapon is figuring out what core you want to use. The three main cores our larp uses are bamboo, fiberglass, and PVC. All have different advantages for making weapons. Bamboo is cheap and light but has a higher chance of breaking down over time and eventually snapping. Big name hardware stores will carry bamboo starting in the spring and into the summer, but by fall they won't have any in stock. We do have a bamboo connection in the game and if you ask Mike Doherty (Wrath) nicely he might be able to get you a bundle of bamboo.  Fiberglass is also very light and very strong. Its able to withstand more abuse than bamboo before breaking but is five times the cost and has to be bought online. PVC is the easiest to buy. Big name hardware store will carry light wall PVC all year round. You can also heat PVC up and it will bend so you can make curved weapons. PVCs one big downside is that it is heavier than bamboo and fiberglass and when fighting it has a slight whip to it.

Once you have decided which core you want to use you will need to cut it. I can’t stress enough that you need to measure the core several times before cutting it. If you don’t measure it correctly your weapons could come out too small or even worse, come out too big, and nobody will let you live that down. To make a uniform 3’8’’ you should cut your core to 44 inches. You need to cut the core two inches shorter than the complete length of your weapons. So for 3’ it needs to be to cut at 34’’, for a 4’6’’ you should cut it to 52’’, and for a 5’ you should cut it at 58’’.

Safety is highest concern in our game. Every weapon needs to be capped on both ends. Using loose change is the easiest way of capping your weapon. Pennies will work on smaller sizes of bamboo and all of fiberglass, and nickels will work on the larger sizes of bamboo and PVC.



Keeping with making sure everybody stays safe, the next step is to add a thrusting tip to your weapon. Your thrusting tip needs to be 1 ¾ inches long. Take your pipe foam and cut it at   1 ¾ inches. Now cut that cylinder of pipe foam into thirds. Take one of those thirds and wrap it with strapping tape making a small foam cylinder. Now take more strapping tape and secure it to the core.


The next step is to foam your weapon. Take the rest of your pipe foam and cut it to 21 ¾ inches. Now cover the slit in the pipe foam with either packing tape or strapping tape. There are two ways of getting the foam onto the core. You can either cover the core in windex and the foam will slide on easily or you can jam a finger into one end of the foam and then using suction slide the foam onto the core. I find that the suction method works a lot easier and then your weapon isn’t wet from windex.





Now strapping tape the foam down to the core and across the top over the thrusting tip. I find that most weapons will wear down where the core and the thrusting tip meet. So taking a few strips of strapping tape and wrapping them around that point helps the longevity of the weapon.



Now comes the best part! Dapping on the camp foam disk. Most people will tell you to do this in an open area or in a room with windows open. Ashenmark likes to open our Dap at the start of making weapons. Let the Dap scent fill the room and helps get your weapon making juices flowing. First take your leftover pipe foam and trace a circle onto the camp foam. Cut out the foam and then dap both the camp foam and the tip of your weapon. Don’t instantly attach the camp foam to your weapon. The dap needs between ten and fifteen minutes to become tacky. Once the Dap is tacky, attach the camp foam onto your weapon and then strapping tape the camp foam to the weapon for more security.



Once the glue has dried you can either duct tape the weapon or sock the weapon (look for future View articles on how to make socks and tape weapons). I have no skill with a sewing machine but luckily have several people that will make socks for me. So I tend to use socks more often than taping my weapons. Taping cost less and will give your weapon more structure so it will last longer but will be heavier than a sock. In my opinion, unless you are a master seamster, tape will also give you the ability to customize your weapon with more than just one color. Putting on socks is kind of like putting on the pipe foam. Either the sock is too thick in diameter and it will slide right on or you will have to use a trick to force it on. You can cover the foam in more Windex or you can roll the sock up like a condom. I find both of those methods aren’t that great but with enough force will get the sock on. I’m a fan of taking two pairs of pliers, grabbing the open end of the sock and slowly scooching it down the foam.


Once you have taped down the sock with some electrical tape, you can either tape down the shaft of the open part of the core, or add a hand grip before tapping the core. I like to add the hand grip before tapping. Hand grips are all about preference. You can just use some electrical tape or some sports grip tape. Some people will go all out and wrap their handles with leather. I use tennis racket grips. Walmart sells them for around two dollars for one but I like the feeling over other styles. It does get a little pricey if you are making a lot of weapons, but leather is more expensive, and both sports tape and electrical tape wear a lot faster than a tennis grip.



Once the handle is on you can then tape the shaft of your weapon. I find there is no difference between spiral wrapping the shaft or making four long strips to cover the shaft. If you use the four long strips method its a good idea to spiral wrap both ends of the strips so they don’t peel off.


Now you have yourself a new weapon. Only magic weapons can have a blue-colored striking surface. Other than that You can use whatever colors you want when making a weapon. If you end up making a plain black weapon like my example weapon is, I would suggest adding some accent pieces to it. You can just add some colored stripes on the shaft of your weapon or use a fabric pen or Sharpie to write your characters name on the bottom of the blade. I put stripes on all weapons I make and on my own personal weapons I put a K on the bottom of the blade.



I can’t stress enough that you should take your time when making a weapon. If you put a lot of effort into your weapon it will last longer and will look ten times better than if you just speed through the steps to make your weapon. Turning making a weapon into a weapon making day with friends can help you make several good quality weapons. Treat it like a conveyor system. Get a group of friends and give everybody different parts of the weapon to complete. You can make a bunch of weapons and have fun while doing it. If you are like me and don’t like working with people when making weapons try watching a movie or tv show. Pick something that you’ve seen before and just keep it as background noise. If you get stressed out with a part of the weapon just take a break and come back to it in ten minutes.

Wednesday, October 1, 2014

The View Retrospective

Though the View is no longer produced in a print format, there are still numerous gems contained within the paper pages of the many years of past editions. However, unless one has, or knows someone who has, a collection of past issues, it can be difficult  for many players to gain access to this content - let alone sift through each booklet to find it. To that end, the staff of The View from Valehaven would like to take this opportunity to announce the launch of a new Feature series.  Called "The View Retrospective," the goal of this series is to draw out articles, stories, and guides that are as pertinent today as they were when they were first written. By re-publishing these pieces in our current online format, it is our hope that these pieces can not only continue to serve as a source of knowledge, entertainment, and inspiration to the community as a whole, but will also find a more easily accessible home on The View from Valehaven blog. Additionally, re-publishing of past content through the "Retrospective" series will  serve not only to highlight some excellent  submissions from players that may not be as active in the game anymore, but also showcase their dedication to our Realms community through their writing.- Jennifer DeNardis Rosa



Back to Basics:
What new players should know, and old ones should remember....
By Kelly Bonci (Dame Twenaria) and Angela Earle Gray (Dame Phoenix of Folkestone)
  Originally published in The View from Valehaven, 2nd Edition, Volume 1, Issue 1, June/July 2004. 

Part II:
                Once I was asked why I pack so much stuff.
                “Kelly, how many cloaks do you really need? Do you know how to pack?"
                In my first year of the Game,  I would pack and pack and pack. I never really remembered to pack the right things, either. I'd always forget something, and pack something REALLY useless (like some people I used to know). Now, of course, I still forget things, but my basic equipment needs are met. So here it is...

My Ideas on What You SHOULD Pack for an Overnight Event
(And my way of proving that l do, indeed know how to pack)
                Of course, everyone has things they can't live without. Maybe its medication, a pillow, or your teddy bear (I won't tell). Either way, please make sure you edit this for your own needs.
                First and foremost, let's go over basic human needs:
·         Sleeping bag: I can't believe how many people show up to an event without a sleeping bag or blankets. As someone who gets cold easy, it boggles my mind. This is New England, folks, and its chilly at night, no matter what time of year it is.
·         Tent: plan on some sort of shelter. Whether it's your own luxurious 17 room tent/mansion, or the back of your buddy's car, please plan ahead. Because sometimes. the Tavern is not some place you want to sleep in.
·         Food: Yeah, food. Sure there will likely be munchies, but what about real food? What if you don't have cash to run out, or there is no food nearby? Or, heaven forbid, you just don't have time to go off-site cause you are having way to much fun? Pack a few granola bars, apples, or pop tarts. And Gatorade. Always make sure you are staying hydrated.
·         Bug spray: If it's not snowing, you'll want it. And you'll be so popular with those who forgot it, too!
·         Sunscreen: You can burn on even cloudy days.
·         Toiletries: Yeah, I sound like your mom. But bringing soap and deodorant is a nice thing, especially for those healers out there who have to get up close and personal. I know quite a few realmsies who wouldn't go without a toothbrush, or a travel-size mouthwash. If you wear contacts, bring solution, a case and your glasses, in case you cannot wear your contacts for some reason.
·         Clothes: Again, maybe I'm being mom-ish (mom-ly?), but a spare change of clothes (garb and real-world) is a beautiful thing when your clothes are soaked through with rain or sweat. Spare changes of socks are also great. And don't forget the undies!! ( I couldn't resist). A spare set of shoes never hurts, either.

Now we can get to the fun stuff The playing stuff!
·         Garb: I know it sounds silly, but people won't know who you are if you are not in your character's garb. (Want to know what to do for great basic garb? Read next issue's article!) Knee pads DO count as garb!
·         Weapons: Whatever you think you may need, and are willing to carry around, pack it. Its considered good etiquette to bring ALL magic items to events, but is not a rule.
·         Currency: Because you never know what there is to buy, or who is around to bribe
·         NPC Blacks: Is there a chance you might NPC? Why not plan for it? Every so often, an EH needs the extra hand. Be prepared for it, and have fun.
·         Other: What makes your character their own person? Is it a necklace, a set of antennae? Armor, or a shield? Special make-up? Ears? Maybe it's something not everyone sees, but helps the role-playing shtick. Most people have a little something  special for their character.

                There are always going to be events when you forget something. "No one remembers everything all the time. A lot of players keep the plastic bins with their Realms equipment already packed. This is a great idea, just remember to repack whatever you wash. (Yes, garb is supposed to be washed sometimes.) And on those days when you DO forget something, ask around. The majority of the community of this game is willing to help out. Many of us keep extra things to help out others.

                So yes, I do know how to pack. I pack four cloaks cause one might get wet, or if someone else gets cold. And if nothing else, its more cushion to sleep on.

Tuesday, September 23, 2014

The View Retrospective

Though the View is no longer produced in a print format, there are still numerous gems contained within the paper pages of the many years of past editions. However, unless one has, or knows someone who has, a collection of past issues, it can be difficult  for many players to gain access to this content - let alone sift through each booklet to find it. To that end, the staff of The View from Valehaven would like to take this opportunity to announce the launch of a new Feature series.  Called "The View Retrospective," the goal of this series is to draw out articles, stories, and guides that are as pertinent today as they were when they were first written. By re-publishing these pieces in our current online format, it is our hope that these pieces can not only continue to serve as a source of knowledge, entertainment, and inspiration to the community as a whole, but will also find a more easily accessible home on The View from Valehaven blog. Additionally, re-publishing of past content through the "Retrospective" series will  serve not only to highlight some excellent  submissions from players that may not be as active in the game anymore, but also showcase their dedication to our Realms community through their writing.- Jennifer DeNardis Rosa



Back to Basics:
What new players should know, and old ones should remember....
By Kelly Bonci (Dame Twenaria) and Angela Earle Gray (Dame Phoenix of Folkestone)
  Originally published in The View from Valehaven, 2nd Edition, Volume 1, Issue 1, June/July 2004. 

                PART I: When new players join our game there is often an emphasis on combat. The importance of learning to call blows properly and fight safely is rightfully recognized. However, there is a tendency to overlook the value of studying our in-character world, and the benefit of role-playing. Remembering the following when in-character can help you immerse yourself in the Realms world.

·         There are no such things as "NPC's" (Or Non-Player Characters). Thus, "look the NPC's are coming," is not an IC (or In-Character) statement. Try to figure out what you are fighting, and call them what they are, be it Trolls, Goblins, or brown, furry beasts. It is often helpful to ask an NPC to describe what they are playing to you, and keep that mental picture in your mind. For example if when fighting a Drider you understand they have eight legs, the fact that they are immune to leg shots can add to your mental picture. You can boast. "I took off one of his hairy legs, but he stood strong on his other seven, seemingly oblivious to my blows!"
·         Characters always take their shots. It is frustrating to fight against someone who doesn't seem to be taking their blows. It is an appropriate situation to go out of character to talk to a Marshal. Then try to let it go, or avoid fighting that particular person. Taking blows is an OOC (or Out-of-Character) mechanic, and focusing on if people are doing it well or not, changes your focus to an OOC one.
·          Your role-playing doesn't just add to the game for you. Many people come to Realms to immerse themselves in a living fantasy world. When you are in-character, it helps others play in-character and enjoy the game more. You may be able to come up with some wonderfully creative reasons that you have cell phones, soda cans. baseball hats, and other modern items. That doesn't change the fact that the presence of these items will often detract from the experience of others.
·         Having appropriate garb helps maintain the illusion for people as well. There are many simple and inexpensive ways to obtain or create garb, some are listed in the Newbie Guide, and more will be in future entries of this column. The most essential advice is to avoid clothes with advertising, or lettering.
·         Ask questions. Forming a picture of the world helps make it easier to live in it. Knowing where your character is from and their age lets you know where to focus your energy on. If you've lived in an area you should know something about what the land is like and who is in charge. A sense of major events that have occurred there in your lifetime helps a lot too.

                There are as many other pieces of advice as there are oldbies. Ask around, people are willing to share lots of tips. We are happy you're here. New characters add to the role-playing experience for us, and most of us would be happy to help add to the experience for you.

                 Just remember to catch us when we are out of character. J


Saturday, September 13, 2014

You're a Crappy Newbie by Mike "Panther" Palumbo

It's that time of year when local practices start up and there's an influx of new players learning our game for the first time. Let's say you are one of those new people, it's great isn't it? Fighting like in the movies! You feel like a superhero, and here you are, only a few practices in and you consistently find yourself one of the last survivors on your team almost every line battle! You're amazing!  But let's take an objective look at that for a moment...

You're a Crappy Newbie by Mike "Panther" Palumbo


So you consistently find yourself one of the last, if not the lasts surviving member of your team during the line battles, and sometimes you win and sometimes you lose, but you are always in there, dramatically attacking and defending, and you've barely had any training! Let's step back and analyze all the reasons why this can happen:

Luck

Those heroes in the movies, they get lucky all the time, things just work out for them, but reality doesn't work that way. There's a good chance that two thirds of your team is made up of people with at least two years experience or more. Likewise, the opposing team is also mostly people with more experience than you. You might get lucky enough to be the last survivor once or twice, but the probability that this will happen to you every time goes up into numbers I can't fathom. No one is that lucky.

Former Training

Did you come from another lightest touch LARP that takes head shots? There aren't many very many. Do you have a black belt in multiple martial arts that includes super skills in avoiding even the slightest contact at all costs? It's possible, but by and large, success in any martial arts program doesn't equate to automatic success in another, and ours is no exception. Often certain skills or concepts will translate, but that tends to be a jumping of point if you will, a means of understanding and relating to the training in our system, not a replacement for training.

You Run From a Fight.

They say a truly good fighter only fights when he has to. And while that might be true, if you are simply not engaging and instead running away from conflict such that you are the only one left toward the end of every battle, that makes you Ranger (Abe), and we already have one Ranger, so stop doing that. Plus you don't learn much about fighting that way.

You're Not Taking Your Shots. 

So in the absence of the first three situations, the only logical conclusion is that you aren't taking your shots. Congratulations! You're a Crappy Newbie.  And the reason for this can range from the genuine desire to cheat to a variety of less malicious reasons. As a newbie, not taking shots is rarely from the genuine desire to cheat. One reason it happens is because you haven't developed the sensitivity and the awareness to feel and process what's happening to you yet. It takes time, no one expects you be perfect or even fast at it on your first day, much less in your first few months. It's tough to allow your brain to process where you are being hit when you're still so focused on hitting the other person. This takes practice. And the best way to approach it is to make sure you prioritize being aware of where you are being hit, rather than hitting the other person. Doing that will mean that your attacks are often hindered, but the respect you gain for simply taking your shots properly will inspire people to teach you more. It won't be long before you are able to dole out lighting fast attacks while simultaneously feeling even the slightest contact from your opponent.

Another reason you might not take your shots is because you have been misinformed about the rules, or misinterpreted some aspect of the shot calling process. The most common of this type is when newbies explain that they didn't think it counted because it was a late shot, or they couldn't tell whether it was late so they just kept going. Or else they simply were sure whether they got hit or not.

So let's state for the record the most basic fundamental principles of the combat system:

1. It's a lightest touch system and you are required to take every thing you feel.

This is a blanket statement and the fall back rule in the absence of any other information that might be forthcoming in the rest of this article or in combat itself. You simply take whatever you feel.

2. If you are not sure what you felt, make the worst call you think it could be.

If you aren't sure if you got hit in the arm, call arm. If you aren't sure if it was arm or dead, call dead. If you simply have no idea what happened, call dead. The fact is that if you make errors in shot calling to your own detriment, no one will ever accuse you of being a cheater, whereas if you consistently make errors to your benefit, you will quickly be branded a cheater. And once branded it's very hard to change the court of public opinion.

3. You are responsible for calling the shots you feel, you are not responsible for telling someone where you think you hit them.

This rule is crucial to what keeps the system form degenerating into kids playing cops and robbers, cowboys and Indians, good guys and bad guys, I got you! No you didn't! Yes I did! Did not! Did to!  You can never assume you got someone, and you never tell them where you hit them. It's their job to tell you, and if they don't call something, you can assume you missed.

The caveat to this rule is when you are a newbie and it's obvious to a more experienced person (a coach or marshal) that you are not feeling your shots. They may take you aside and ask you to reflect on a fight afterward for the sake of your training. But this will be done with respect and with the goal of making you a better player. However, beyond the first few months of training, your standard combat experience shouldn't involve people telling you where you got hit, nor should you engage in telling others where you think you hit them. A player who's been given the proper training and had ample time to incorporate it, shouldn't require intervention from a coach or marshal. If after significant training you find that trainers are still asking you if you felt certain shots, congratulations! You've graduated from Crappy Newbie to Crappy Cheater. So if that's you, you might want to evaluate whether you are giving the proper attention to your shot calling.

4. It's your job to let your opponent know about late shots.

This one takes time to perceive, but eventually you will be able to tell when a late shot occurs, and it's up to you to take back those shots you delivered when you see them. Your opponent is operating under Rule 1. He's going to take it, even if you were dead 5 seconds before you casually swung your weapon into his leg as you were dropping your dead body to the ground. You might be inclined to think that such incidental contact doesn't mean anything, but he going to take it unless you tell him not to. Likewise, even if you think a shot dealt to you by your opponent was late, you are obligated to take it unless they tell you not to. Keeping in mind that you often don't know if you hit a person or not (remember it's not your job to assume), it pays to tell them not to take the shots you perceived to be late, whether you think they landed on target or were blocked. That way you are covered, and never have to say after the fight, "Oh you took the arm, I didn't think I hit that at all."

5. People make mistakes.

Despite all efforts, even the most experienced people make mistakes. But adhering to the above rules keeps it to the bare minimum. And people will always make allowances for rare occurrences.  Practicing while keeping these philosophies in your mind will help you avoid developing a chronic problem, and enable you to set down a foundation for continued growth as a fighter.

These are the basics, and mastering them alone will earn you tremendous respect from the community, even if you have no fighting skill whatsoever. The fighting skill could take years to develop, but if you don't take these basics to heart, no amount of skill will ever make up for it.


Wednesday, August 27, 2014

What to bring to an over night event.

A Newbie Guide to Overnight Events
By Bethany "Dame Freesia" Tozier










So, you've hit practices and you know how to fight. You know your spells and you have hit a few events, maybe a feast, but now comes the big one... a weekend away!

What do you suppose you need?

First and foremost (and everyone will agree) socks, lots of socks. Oldbie extraordinaire Alex
Newbold said: “Put socks in your car or the car you came in so they are dry”. He’s right! Weather can be unpredictable, especially in our neck of the woods. With those extra socks bring an extra pair of sneakers you can also keep dry.

When thinking about cloths, don’t just pack your garb. Yes, you want to dress to impress but you should also be realistic. A change of clothes if you are going to make a coffee run or for your trek home is a good idea. I am partial to loose yoga or sweat pants and a tank top or t-shirt.

Something to sleep in should be on your list. If you’re a nude sleeper think of this: you’re in the woods, maybe you need something to cover your bum? Moving on....

Next, think about where you are sleeping and what time of year it is. Are you staying in a cabin? A Tent? Each will require different sleeping gear. Both require a sleeping bag and an extra blanket. It may be scorching hot during the day, but you may want that extra layer at night. If you forget your pillow, that’s fine, bring that extra blanket. If you’re sleeping in a tent think about the surface you’re going to be on. Do you want or need a mat to separate you from the ground? Long time player Sara Jessop recommends headphones if you need them, “...so I can listen to music while I sleep. Otherwise I can't sleep at an event very well.” The slightest change in a sleeping environment could change you from a deep sleeping to a complete insomniac. If you’re sleeping in a tent, set it up in your yard (or a friend’s yard) a few days before the event.

Not only do you want to make sure you have all the parts but you may want to air out that funk. If you plan to sleep in a cabin (NOT available at all sites) just the sleeping gear bag, blanket, and pillow may be necessary.

Many people will also recommend you think about how you are going to feed yourself. There is usually not a place to cook (unless you bring a camp stove or there is a fire pit). For each day you will be on site think of it this way “If I am active all weekend, I need a snack, I will need a fast breakfast and grab and go lunch. I may need a big dinner, and of course... another snack.” Sandwich fixings are your friend, as well. It’s fast, filling, and all you need is a cooler with ice to make sure you don’t eat sour food. Oh yeah, bring a cooler! Think simple: Poptarts or muffins, Bread, Sandwich meat and condiments, fruit, granola bars. This is where I will add my nutritional two cents: Bring bananas, or apples or another fruit you can grab and go (I do not
recommend grapes). They will help you feel full and will give you real energy during your day.

You’ll want to snack all day if you are active all day. You need to eat, you need energy, make it healthy so you can go longer! Also, Kathy Fey points out “Gatorade or its equivalent.” You’ll want to stay hydrated and while there is water and other drinks usually available, sugars and drink mixes can dehydrate and that may take you out of the quest or tournament early.

There are the basics and the why each may be needed. To give an idea, I have been playing for about 20 years (started in 1995!) and this is my weekend packing list: Socks (2 extra pair per day of the event), underwear (2 extra, and yes I need to write it down sometimes), garb boots and sneakers (or hiking shoes), flashlight, Food (make your own list that goes here), water/Gatorade, sleeping bag, blanket, pillow, cash for a coffee or store run, shower items (shampoo, towel, soap), and other toiletries (toothpaste and toothbrush, deodorant, etc), garb bin (my garb lives in this bin once it is cleaned).  Also, remember we live in New England, that means bugs and the occasional appearance of the sun.  Don't forget to pack sun block and bug spray.

And there you have it, the basics of overnight eventing. If you forget something, never fret. Most sites are near stores of some variety (most sites, not all). Also, never be afraid to borrow or ask an oldbie what to do. We've all suffered through freezing nights we were unprepared for, we have all gone hungry in the face of saving the Realms, and we have all had to drive home in wet socks and cloths smelling of all the body odor. Good luck!


"I never thought that someone would honestly ask "what do I bring" when it came to an overnight event. When I hit my first, Henry told me what to pack and expect, Nigel filled in the missing pieces, and kept me fed.... so... I never struggled and it never dawned on me someone might not have that insight."
-Beth