Table of Contents

Where to Start?

Larping Basics

Before going into the REFUGE rules proper, there’s a few important concepts to understand, especially for someone new to Live Action Role-Playing (LARPing):

In-Game / Out-of-Game: When you’re attending a REFUGE event, anything you do which is not part of the game world is considered Out-of-Game (OOG). For example, using the restrooms, going to pick up your Character Card from the Logistics staff, and parking your car are all OOG. Anything you do which is part of the story is considered In-Game (IG). For example, fighting a monster with your boffer Weapons, talking as your character to another character about the latest tavern rumors, and trying to sneak past an enemy patrol are all IG actions. When a player is briefly OOG, they should put their hand or Weapon to their head to indicate this. If the player will be OOG longer than a few moments and the game is already underway, they should put on a white headband to note that they do not exist IG and should be ignored by others.

Player / Character: You as a player are separate from your IG character, and it’s important to keep a distinction between the two. Robert might play the mighty healer Jazpeh at an event, but other players should not always expect to encounter Jazpeh IG just because Robert is on site – he might be playing monsters for that event. Similarly, IG actions by a character should never be taken OOG by the player – for example, if your character was waylaid in the woods and robbed by another character, you as a player should not hold that against the player of that other character. It’s part of the game – keep IG problems IG. There are some decisions which are made by a player - for example, when to retire their character, or whether to spend character resources while Berserked. Whatever is chosen by the player should be kept IG by other characters, since these are OOG choices. They may result in IG ramifications (such as if your character casts Necromancy, an illegal type of magic), but should not result in OOG consequences.

PC / Cast: Players attending a REFUGE event generally choose one of two rules: Player Character (PC) or Non-Player Character (Cast). A PC is someone who plays a single character generally for the length of the event. This character makes their own choices and accumulates XP and experience over time (as well as deaths, should they need Resurrection.) Cast, on the other hand, is a volunteer who helps staff the game by playing many roles throughout an event, as directed by the Plot team for the event. They may act as a tavernkeep dispensing drinks and rumors one minute, and soon thereafter switch costumes and Cast cards to play a bloodthirsty troll trying to kill the PCs in town. Cast actions are directed by Plot, although many Cast are given limited leeway in how they want to play the characters they are given.

Cast should not be treated differently by PCs IG. A PC shouldn’t act differently towards one person in town than another simply because they know, OOG, that the character is being played by Cast instead of another PC. It’s not uncommon for PCs to spend a few hours playing Cast at an event, to help out when Plot needs a few extra bodies or to change up the pace of their event. This is always appreciated by the Plot team.

Marshals: REFUGE appoints Marshals to help referee the game. These Marshals might be PCs or Cast, and have a variety of duties at REFUGE, from helping clarify rules in the middle of combat to evaluating Weapons and armor for safety. Marshals are required to be notified if you intend to break into someone else’s cabin (IG) or cast a powerful Ritual.

Above all, a Marshal’s job is to keep the game moving along. If a Marshal makes a call that you disagree with, don’t argue it on the field – bring it up after the game, either to a designated Player Representative or the Marshal group for your chapter. Remember, the Marshals are committed to keeping the game flowing with as little interruption as possible; please respect this role and help them even if a specific rules decision is disadvantageous for your character.

The 4 Most Important Rules

There are four rules in this book, revolving around safety and safe play, which are so important we want to make sure you understand them right up front. These rules are mandatory, and all players are required to follow them without exception or debate. Players should let a Marshal or staff member know about any violations to these rules.

The Pause Game Rule

This is the single most important rule in this entire book.

Many things can happen while players are on the field. If you see anything that appears to be unsafe, you can call a Pause Game. To do this, shout the words “Pause” as loudly as you can and everyone in the vicinity will drop to one knee. If dropping to a knee is unsafe or the player cannot, they must instead stay very still and alert. If you hear someone else shout this, immediately halt what you are doing, drop to one knee, and wait for further instructions. You’ll probably also hear the call echo down the field so everyone hears it.

Body Contact

Outside of the specific rules outlined elsewhere (such as safely touching someone’s shoulder to represent picking them up), you are not allowed to touch another person without their express consent. Melee combat takes place only with approved Weapons. You may never use any hand-to-hand attacks, kick, grab, or grapple other players. Participants are not allowed to strike certain areas of the body with melee Weapons for safety reasons (invalid areas include head, throat, groin, and hands from the wrist down). All hits to these locations do not count against the character. This includes hits from both Packets and Weapons. More details can be found in the Combat section.

Intoxicants & Illegal Substances

You are forbidden from using any intoxicants (alcohol, cannabis, or other similar substances) or illegal drugs at any gathering or event. You are never allowed to participate while under the influence of alcohol or illegal drugs regardless of where you consumed them (even off-site). If you are impaired, you are not safe to fight, even if you believe you might be. This is never okay. If deemed impaired by game staff (such as Marshals), you may have to Page, or be removed from the game.

Sneaking & Theft

Sometimes you may want for your character to engage in some IG law-breaking or thievery. While this is permitted, there are some tight controls on this activity. You must first get a Marshal (an official or staff member who will witness and monitor your actions) before you are allowed to sneak into any building (including a tent, or other sleeping area) where another players’ personal property might be present. The Marshal is there to ensure personal property is not accidentally taken and that all game rules are observed. You are never allowed to steal personal property or break a real-world law. See the Stealing and Searching section for more details.

Physical Representations (Physreps)

If you acquire any potions, scrolls, poisons, or alchemical substances during your adventures, they will have a tag attached. If you create your own through the Production Points system, then you must supply a physical representation (“physrep”) for the item, and the tag must be attached. This physical representation can be stolen, at which point the thief will take both the tag and the item.

A tag by itself is not a valid item. You cannot utilize a tag without a physrep to take an in-game action (like drinking a potion). This rule exists because in-game these objects should take up room and add weight. You can’t carry around a hundred potions as easily as you could a hundred tags.

Keep in mind that the tags themselves are stealable even without a physrep; you do not become immune to thievery by ignoring the physrep requirements. If you have a batch of tags that you have not attached to physreps and someone searches you, you must turn them over. Similarly, these tags can be destroyed by applicable Traps and similar effects even though they are not attached to a physrep.

You must provide your own physrep for magical weapons and items you create in-game, although there may be times that one will be provided in-game. Once the physrep is in-game, you cannot alter the weapon in any way except to repair it when needed. If the physrep wears out, then its replacement must look as close as possible to the original. Contact your local Marshals for guidance if you are unsure.

If you have a personal physrep that gets enchanted (for example, a suit of armor) and the item is stolen in-game, you have the right to refuse to turn over your personal physrep. You must still, however, turn over the tags for that item. In exchange for keeping your own item, you forfeit your right to “recognize” your special armor later when the thief wears it in-game (using your tags with his or her own physical representation).

Character Creation

Character creation is an exercise in imagination. You must use the REFUGE Player Database (RPDb) to build your official character in the REFUGE world. Below are a few quick points to help you along the way.

Though many routes exist in character creation, one ideal place to start is with a character concept. This is why the first recommended choice is Species (see Chapter II.) This choice will give you a basic concept for what type of character you might like to play; an unemotional Stone Elf or a cheery Dryad, a studious Avana or a brash Human.

Next, you’ll want to assign your character a Class (see Chapter III.) Classes define what skills your character can easily learn and how they engage with the world around them. You are free to build a huge variety of character archetypes here, including a classic Fighter, a sneaky Rogue, a powerful Scholar, a crafty Artisan, and more.

All characters begin with 25 Experience Points (XP), except those who have more XP from donating or spending time in Monster Camp as Cast. Skills, purchased with XP, include a wide array of abilities your character can use IG to produce items, defeat monsters, and protect allies.

Each character begins with a pool of 150 copper pieces with which to buy starting items. Players who have spent time as Cast Members or have donated to the game may have a larger pool. These items include Weapons, potions, and armor; things that are vital to an adventurer’s way of life.

  • Come up with a basic backstory.

Every REFUGE chapter is a different REALM, and on each REALM are different cultures and nations. Culture Packets might be available on your chapter’s website or Facebook page; learn about the available cultures and nations from your Chapter, and create character history or backstory. A good backstory has some mystery, but contains more answers than questions. Backstories can be as detailed or as simple as you like. Below are some important questions to answer in your backstory:

  • Who are you? Why are you here? Where are you from?

Starting Items

When you play your first event as a new character, you are given certain starting materials that your character should have IG. After that, you'll need to find new supplies IG. If, for example, your starting armor gets destroyed you’ll have to get new armor tags IG by buying, stealing, or making new armor.

Brand new characters with 25 Experience Points (XP) start with a pool of 150 copper pieces to spend on items and gear. These can be spent on equipment based on its Production Point value. It can also be used to buy spells in your starting spell book at the basic spell ink cost of 2 copper pieces per level of the spell. Alchemy recipes can be bought for 1 copper piece per Production Point of the recipe(s) chosen. Sources can be purchased for their standard cost of 20 copper pieces each, while armor, Weapons, and other substances like scrolls and potions can be purchased for their Production Point cost directly. Production Point costs can be found in the Production Skills section.

If a character plays their first game with a higher XP total (for example, if you’ve played Cast a few times before playing a PC), their starting pool is bigger to represent the gear the character might have collected IG during their adventuring time. The pool is equal to the character’s XP times their level plus 100, up to level 30 (300 XP) where it caps out.

Characters with enough points can spend them on starting Magic Items directly for their Ritual Point cost. These can be found in the spreadsheet here. These items will be created in your local REFUGE chapter. Each REFUGE LARP PC will want to start with tags appropriate for their starting needs. Every character will want to purchase Weapon and Armor tags equivalent to the gear they start with.