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Amtgard | ||
Author: Amtgard, Inc
Category: LARP Event Company/Publisher: Amtgard, Inc Cost: Free Page count: 60 Playtest Review by Herb Nowell on 02/08/99. Genre tags: Fantasy Historical |
If the SCA isn't quite a LARP (see this article on rpg.net), but is close then Amtgard is what you get when you cross the line. According to their own web site, Amtgard is a non-profit, non-sectarian group devoted to recreating elements of the medieval, ancient, and fantasy genres. For this review I'll view Amtgard are both a set of LARP rules and a loosely built international group dedicated to those rules. Together they provide an action filed, full contact, fantasy live action role-playing experience. Best of all, Amtgard is mostly free.
First the rules. Although they can be ordered from the national organization, the easiest way to get them is on the net at Amtgard's national site in either HTML or PDF format or from a local chapter (see below). The rules system is class and level based and is fairly close to what D&D, circa 1980, would look like live-action. Thirteen classes cover most of the combat roles you'd expect including warriors, wizards, scouts (read thieves), assassins, barbarians, and a host of others, plus a separate class for monsters. Each class has six levels and advancement is by the number of weeks played in a given class. Progress is fairly slow. It would take over a decade of weekly play to max out levels in all classes. Combat is full contact with boffer weapons. These weapons consist of a solid core, generally PVC, foam, and either a cloth or tape cover. Legal striking zones are arms above the wrist, legs above the ankles, and body below the neck. A limb shot disables and a body or second limb shot kills. Blows are by the honor system, so cheating is a possibility countered mainly by social pressure. Armor can be worn. Each piece is worth one to four points that deflect hits and are counted off verbally (i.e., if you have three point body armor, after your first body blow you would count "armor two"). Each magic using class gains the same number of spell points, determined by level, to select spells from class specific list. Magic takes three forms. Immediate effect spells are done by chants and are cast upon their completion. For example, a healer can heal a wounded limb by touching it and saying, "Sword cut, spear stab, mace smash, arrow jab, let the white light of healing descend on thou. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing stop thy spilling blood. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing mend thy bones. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing close thy wounds. Sword cut, spear stab, mace smash, arrow jab,let the white light of healing restore thy vigor. Sword cut, spear stab, mace smash, arrow jab, the white light of healing hath healed thou." While the chant may seem long the goal is to make casting take up some time. Balls of cloth represent offensive spells, such as fireballs. The caster holds it up, does a short chant to charge it and then throws it at his target. Finally, enchantments, such as magic blade sharpening, are done by a similar method, with strips of cloth to represent the enchantment. Each class has specific abilities. These enhance the class and range from improving weapons and arm for warriors to special arrows for archers and to berserk and fight after death for barbarians. Unfortunately the rules do have some downsides. First, two classes, Paladin and Anti-Paladin, are restricted to certain persons based on their position in the outside organization. Second, the powers and spells are very combat oriented. If you wish to run a quest you may have to work around this for things like locked doors. However, quality quests can be run within these rules. Finally, there is very little instruction on how to make the many physical objects required to play, from garb to weapons. Given that these are very important, garb is required to play and weapons must be safe, this is a sever oversight. It is somewhat corrected by the large culture around Amtgard. That culture is as much a part of Amtgard as the rules. In fact, the rules are more a manifestation of the culture than vice versa. Amtgard exists as a set of local chapters called Shires, Baronies, Duchies, or Kingdoms based on their membership. Each chapter holds games at least twice a month and generally weekly or more often. New chapters are sponsored by Kingdoms, of which there are currently ten. There are a total of one-hundred and thirty four chapters listing in the Amtgard Atlas. Each chapter is a full organization with a variety of officers such as Monarch, Prime Minister, Guildmaster of Reeves (referees), and a dozen other titles. The chapters may give awards, again similar to the SCA. The pinnacle awards are Knighting for Martial skill, service to the group, excellent at the arts and sciences (garbing, singing, etc.), and service as Monarch. These Knightings are required to play Paladin or Anti-Paladin. The larger organization exists for much more than Amtgard scenarios (or battlegames). They also pursue the medieval arts and sciences, have feasts, and perform community service. It also supplies support for new members. The various Amtgard websites include tons of info on weapon making, garb making, optional rules, and any other topic you might think of that fits the Medieval Fantasy genre. Each local chapter has people to help you make the garb, weapons, and eat and drink with. Paid membership in the larger organization is generally $6 for six months. Paid membership is COMPLETELY OPTIONAL, however. If you just wish to come to the park and play every week, your only cost is that of your props, which you make yourself. You can even receive awards as a non-paying member. Members get a free copy of the rules, the local charter, and can vote and hold office in the local organization. Some events, such as feasts or weekend long events, do have a nominal cost to cover expenses (general in the five to twenty dollar range). If you are looking for a simple set of rules to run one-shot adventures at a con, Amtgard might or might not be for you (if you do use it, see some restrictions on using the Amtgard name in the rulebook). The main problem is the full contact nature. I've never been hurt, but the idea does bother some organizers. If you are looking for a large group dedicated to medieval recreation, but find the SCA lacking you might try Amtgard. Finally, if you like the idea of the SCA, but want to be a dwarf, wizard, or kill goblins as more than been a member of the Third Crusade, then Amtgard is your game.
Style: 3 (Average)
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