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A Brief Introduction
to the Fools & Heroes
Live Role-play Society
By Liz Humphry
So, what exactly
is live role-playing?
Essentially it is a kind of free-form amateur dramatic hobby... without
scripts or audience. First of all, you take on a character... then it
is up to you to react as your character, to the events that take place
around you. All of your decisions and actions will determine the
course of your character's life (or death).
Live role-playing
(or LRP) takes many forms, from traditional battle re-enactment to sword-and-sorcery
and futuristic science fiction. Fools & Heroes is set in a medieval
fantasy version of our own world (England is re-named "Ithron"), where
knights and warriors clash with hideous creatures, priests do the bidding
of their gods and mages wield powerful magics (when they are not running
away). In this kind of world, the actions of individual adventurers do
make a difference.
Within this genre
of LRP, there are many different systems active at the moment: the main
differences between them being game world and they systems for combat
and advancement. For ease of explanation, Fools & Heroes is best described
as a level based system: your character's skills are determined by profession
and rank combined with individual ability. Combat is based around a `1
hit per location' system, which means that each character (not the player!)
will receive an injury from a single weapon blow - always assuming that
they are unarmoured. This represents the painful truth: being hit with
a real sword would hurt.... lots. Armour complicates matters but these
things are explained more fully in the players guide.
Fools & Heroes
is a national society, with local branches in many locations around the
country. Players often travel from branch to branch and are often willing
to help with lifts to new players. We pride ourselves on being a friendly
society. Currently there are usually around 20 active branches at any
one time, so the chances are high that an adventure will be running somewhere
accessible to you, pretty much every weekend. Each branch runs adventures,
usually at set times each month. These adventures follow a local story-line
or plot specific to the area: the majority of local events will be based
around plots run by the branch referees. In addition, there is a national
plot and elements of this may appear in any adventure. At each meeting
of Fools & Heroes, the players are divided into two roughly equal
teams. Each team takes it in turn to play their characters on an adventure
or to play the monsters and act out th plot written by the referee. The
referees usually run at least two adventures at each meeting, so a player
should always have the opportunity to play as well as monster.
In addition to this,
branches can organise 48+ hour events called fests, which attract large
numbers of participants form all over the country and involve possibilities
such as night adventures, banqueting until dawn, taking part in a mass
battle (or two) and rubbing shoulders with the good and the great of Ithron.
It is worth mentioning
that, whilst we are an amateur and therefore non-profit-making society,
we pride ourselves on the professional level at which the game is played.
There is an annual membership fee (currently £10), which you will
need to pay after your first two free adventures, but this is kept as
low as possible. The money you pay is used to provide public liability
insurance for all players taking part in a society event, to cover some
of the overhead expenses for the branch which you join and also some of
the society running costs (including your free copy of the Players Guide
and the society's twice yearly publication "The Norham Herald"). Branch
adventures may cost £1 - £2 but are often free. Large weekend events (fests)
cost from £10.00 - £25.00 but include a free banquet with all drinks.
Many other systems will charge you a similar amount and often a lot more
for a great deal less.
Combat - A brief overview
Fools & Heroes has a single hit combat system (i.e. one blow results
in one point of damage), where damage is taken instantly without a battle-board.
Although Referees oversee any game activity, players and monsters are
responsible for keeping track of the condition of their armour and any
injuries that they sustain, also the effects of any spells cast at them.
The aim is for continuous flow and to minimise the use of out-of-character
calls that disrupt the suspension of disbelief.
For combat purposes, the body
is divided up into six locations. These are split into two types: Limbs
(Left Arm, Right Arm, Left Leg, Right Leg) and Body (Head, Torso).
Every character has 1 hit point per location, though some monsters may
have more. When a location is reduced by damage to 0 hit points, it becomes
useless. Magic & Spells Magic works in three ways. There are "Commands"
where the character speaks the activation phrase and thus casts the spell,
"Enchantments" and "Prayers" (Religious characters) where the character
writes the spell on a spell card before setting off on the adventure -
to cast the magic user reads the card and tears the spell card in two,
and finally "Rituals", which are written in advance on scrolls and performed
around a person or item. Magic Users can use their own power in order
to either resist spells that are cast at them or to lift and/or dispel
spells that are cast on other people.
Characters
Every player creates their own character following the guidelines laid
down in the rules. Special characters created outside of those rules exist
and to a degree are encouraged as the world is a magical one where rare
an unique characters do live. However, in order to preserve game balance
across the whole country, anything outside of the standard guidelines
requires prior consultation with the Campaign Co-ordinator and possibly
also the Senior Referees.
Players choose a race to play.
The game world is biased in favour of humans but elves, half-elves, dwarves
and halflings are often seen amongst the adventuring community. Humans
gain no advantages or disadvantages but only humans can gain position
so power within the guilds and churches. Other races gain a mix of advantages
and disadvantages, but of course an appropriate costume must be worn to
reflect the race.
Religion
There is pantheon of Seven Gods. All characters believe in these gods
and respect them. A character can choose to follow one of them above all
of the others, thus joining the Church associated with their religion.
In doing so, they gain power from that god. The Seven are: Crowa, Goddess
of Battle & Protectress of the Weak; Kharach, God of Death; Longstor,
God of Nature; Rolbor, God of Wealth, Prosperity and Hospitality; Sidhe
(pronounced Sid-thay) God of Justice, Equality and Balance; Tralda, Goddess
of Luck and last, but not least, Vleybor, Goddess of Life, Peace and Healing.
Highly religious characters
may choose one of three levels of worship. The Kindred are lay members
of the church and gain no mana (power to cast spells) but are able to
call upon their god for aid in times of dire emergency. The Devoted, who
gain a small amount of mana and spells, are considered the martial arm
of the church. Full priests gain a fair amount of mana and spells but
are required to actively lead other members of the faith and convert those
who have not yet chosen a calling. Each level of worship carries with
it progressively greater advantages and disadvantages as the gods require
deeper observance of strictures associated with their worship.
The Guilds
The Mercenaries:
The
backbone of all adventuring parties, mercenaries are the warriors whose
armour and fighting skills carry the brunt of any encounter. Unofficial
mottos include "Death before tactics" and "A mage can't cast
if he's got no face!".
The Scouts:
Often
lightly armoured members of this guild are usually ahead of any party,
checking the path ahead for signs of any monsters. Speed and stealth are
the main weapons of a Scout, though bows, spears and blades can be pretty
useful as well.
- Guards
& Foresters: Members
of the these guilds are Ithron's law enforcement. Always on duty they
have sworn to uphold the laws of the land and to be responsible for
the safety of the people of Ithron.
Physicians:
Members of the guild of healers learn to mix medicines and apply bandages,
without which few adventuring parties would last beyond a single fight.
Healing warriors during battle is not a task for the faint hearted.
Alchemists: Often
viewed as greedy and unscrupulous, members of this guild brew potions
with protective healing and also poisonous properties, as well as some
rarer and more powerful concoctions. They supply these to fellow adventurers
- at a price.
Mages: Wearing
no armour and rarely carrying any weapon other than a staff a mage is
very vulnerable in a fight. However the power to manipulate soulfire
carries with it the ability to cast spells of great power. Mages ultimately
specialise in one of four areas, each governed by one of the following
four Schools of Magic: Necromancy, Demonology, Enchantment or General
Magic. Mages are choosy about who they let in and few, in any, starting
characters are permitted to join the exclusive group. Characters must
usually prove themselves first, before being accepted.
Knightly Orders: A
character with honour and valour may be a member of one of the four
knightly orders of Ithron. These are religious orders of fighters who
follow strict codes and are deadly warriors. The four orders all have
different restrictions and advantages: the Griffin Knights know no fear,
the Black Knights are feared by many, the Grey Knights are noble and
chivalrous and the Templar Knights are warrior monks. A religious order
of fighting women, the Crowan Roses, also exists.
Thieves:
Secret and illegal, members of this guild do not advertise
themselves. Often members of other guilds the thieves look to make a
profit for themselves using skills not available to others. Thieves
are often called upon to do the jobs no one else will do and are expected
to be loyal to the guild. The life of a thief can be risky rewarding
and often rather short.
Nighthawks: Highly
secret guild of assassins, rumoured not to exist.
Other Guilds: A
player may choose to create a character with membership of a guild not
normally associated with adventuring such as a bard blacksmith or scribe.
It is possible to play characters who gain abilities and skills from
membership of foreign guilds. All characters who fall outside of the
standard rules however must be cleared and passed in advance by the
Campaign Co-ordinator and possibly also the Senior Referees.
The Game World
The game is set
in the country of Ithron (England) with Lirron (Scotland) to the North and
Sortho (Wales) to the west containing a few branches. The capital of Ithron
is the city of Norham and the King rules Norham Province which is Ithron,
Lirron and Sortho. The province is split into thirteen duchies with various
towns and cities (branches) in each duchy. Fools & Heroes has been running
since the early 80s and as such a rich and cohesive history has built up
with many events shaped by character actions. Most history comes from events
taking place at Summerfest (the large annual fest open to very member of
the society), but also in some cases from the actions of small groups of
characters on a normal branch adventure. Characters can progress through
the guilds and churches - starting at the lowly bottom yet, with luck, becoming
the guild head of church primate.
What do I need?
The most important thing you need is a sense of fun.
We are a friendly group out to enjoy ourselves. No one earns any money from
the society and most people put a lot of effort into the game. We do have
a high level of minimums standards with regard to costume but initially
others will be happy to lend you kit to get you started.
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