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Should you have any questions about any of the information provided below please feel free to contact
us.
The Dark Door does not have a complex or strictly applied 'game system', preferring not to bog down our games with too many rules and regulations. Instead we apply more of a philosophy to running games and just use common sense and the impartial judgement of the referee to decide the outcome of most events. Given that our games are set in the 1920's, rather than a fantastical other world or a far-flung future, a complex system of rules becomes unnecessary and experience has shown that this works fine. Equally, too many rules can mean game play is constantly interrupted as players seek the referee's decision on the outcome of a given action. That said we do have a few basic systems in place to ensure fairness and some kind of continuity between games. In keeping with our approach to games, and with the exception of those relating to generating new characters, you should not expect these guidelines to be strictly applied and the referee will often use their discretion. The referee is in overall charge of the game. Their role is to guide you
through the game, decide on the outcome of events, co-ordinate the Non-Player
Characters (NPC's), and provide a link between the crew (background workers,
NPC's and monsters) and the game play. They will also describe any events that
it is not possible to actually portray in a LARP setting, acting to some extent
as a narrator. In Dark Door games the referee will adopt the persona of a neutral
character in order to blend in with the game. However, the referee's role means
that role-playing the character is secondary to making "out of
character" decisions and giving instructions, so they will drop their
character's personality constantly throughout the game. In addition to deciding the outcome of an event or the use of a skill,
the referee is also there to answer any questions you may have during game play.
In turn the referee may also have instructions for the players, some they can
just simply say without concern for others overhearing, while from time to time
the referee may wish to take a player to one side or hand them a note to read.
All other players should of course just ignore such activity. The referee will do their best to be fair and balanced in all their
decisions, though it is not possible to please everyone. It is essential that
everyone accepts a referee's ruling even if they would have favoured another
outcome; otherwise the game will soon fall apart and be ruined for all
concerned. As well as the referee and players, Dark Door games also involve
volunteers who portray the Non-Player Characters (NPC's), the monsters, and
provide back room support (preparing food, running errands, etc.) all of which
is intended to ensure our games run smoothly and are entertaining for all
concerned. During the course of normal play you will only encounter crew members who
are "in character". The Dark Door prides itself on the principle that
you will not even know crew members exist unless you encounter them as an NPC or
monster. Crew members who are not in character will go to great lengths to
remain hidden so as not to ruin the atmosphere of the game. This will often mean
taking the long route to a destination to avoid a group of players, or hiding
out until it is safe to move on. In the very rare event you do run into an out
of character crew member they will indicate their absence from the game by
raising their right arm in the air, then scuttle away and hide shamefully.
Please simply ignore them and carry on as usual. Before the game begins the referee will advise you of the area of play in
which the game takes place. Often, the game will be played on private land and
it is essential that you do not enter areas the owner does not wish to be used,
or wander onto other land where no permission has been given to do so. Equally
The Dark Door will also exclude areas on safety grounds or because they are
occupied by crew members and their equipment (often called the Monster Room).
Such areas will be marked accordingly. Toilets and bathrooms are considered out of bounds for game play.
Therefore you can use these facilities without worrying about being pounced on
by a zombie! The Dark Door uses a small number of standard game calls intended to
communicate instructions to a wide number of participants (players and crew
alike) in a quick and unambiguous way. Most are purely used to control game play
while a few are there for safety purposes:
Time In - Only the referee can make this call. This is
called at the start of game play to confirm that the game is in session. Once
called all players should thereafter adopt their character's personality. Time
In lasts until Time Freeze or Time Out is called (see below).
Time Freeze – Again, it is only the referee who can make
this call. When heard all players must immediately stop what they are doing and
"freeze" as though the passage of time has ceased and close their eyes
(you may of course place your foot on the ground if you are in mid-step!).
Players should not communicate with each other during Time Freeze. The
referee will call Time In to indicate that normal game play can resume at
which point you must continue as though no interruption ever occurred. This call
is used when it is necessary to make changes mid game (for example if a creature
it summoned into the midst of the players, this allows the Crew Member concerned
to enter the area of play in full costume during the Time Freeze period.)
Time Out - This is another call that may only be made by
the referee. It is used to indicate the end of a game session and in the course
of most events will only be called when the whole game is finished. Dark Door
games do not have any rest periods where game play ceases and the players can
drop out of character, even during a full weekend game players and crew alike
will be "in character" for the whole duration. Clearly people need to
sleep at some point and to be allowed to eat without constant interruption by
game events (the crew and referee not least!) so it is to be accepted that you
will not be kept up all night nor necessarily be attacked by zombie's mid-meal
(though we do not make any promises!), it is just that no formal breaks will
take place and all concerned will be in character throughout.
Drop - This is the final referee only call we use.
It may be communicated to individuals or groups. On receipt of this instruction
you should simply drop to the ground and lie still until the referee gives you a
further command and, usually, an explanation of what has happened to you!
Man Down - This is a safety call and can be made by
anyone. It is used in the event of a suspected injury. Upon hearing this call
game play ceases and you should again stop what you are doing. Unless you are
trained to provide first aid you should not be tempted to crowd the injured
party as this will just cause confusion and prevent those who can assist gaining
access. In the event of injury any First Aider attending assumes control of the
situation and you are asked to comply with their requests and instructions. Once
the situation has been accessed, and if it is appropriate and safe to do so, Time
In will be resumed. From time to time additional game calls may be added for use in a
particular game, as suits the game organisers and referees. You will be advised
of these by the referee during the pre-game briefing. All player characters will have selected at least five skills to use during game play. While a player is effectively given a free hand in selecting appropriate skills for their character, any skills chosen are only acceptable at the discretion of the referee. The skills chosen do not represent the only abilities of the character concerned but rather they reflect the "key" skills and knowledge possessed and many other day-to-day skills are assumed. Skills are rated using one of four "descriptive" skill levels: Basic, Good, Skilled and Expert. These are used as a guide for the referee as to the character's knowledge or ability within that chosen skill. The actual interpretation of what this enables the character to do with the skills is then left to the judgment of the referee and previous approaches applied on other earlier games will be an influence. The referee may occasionally wish to discuss and agree with a player the extent of their character's ability in an unusual skill before game play commences. Sometimes the decision about which Skill Level is required will be decided when the game is being planned. An example may be where it is decided in advance that the lock on a certain door may only be picked by a player character with a Pick Lock skill level of "Skilled". If no player character possesses a Pick Lock skill at this level another means of gaining entry will need to be found. Alternatively, an ancient Latin manuscript may be in such a poor state of preservation that it would have been decided that an "Expert" Latin skill is required in order to read it. Alternatively many situations will present themselves that were not pre-planned and the referee will then make a decision on the spot should a character wish to make use of an appropriate skill. Balance, fairness, and the greater interest of all the players and the game will be the referee's guide. The absence of a skill does not necessarily mean a task cannot be attempted as many skills are to one extent or another common to many people. Most people will, for example, have some knowledge of history though this will not be of a specialist nature. The purpose of having specified skills is that even with an easily performed task or with matters of common knowledge there are those who, through practice or training, will excel and so character skills will be used to reflect this. The presence of a skill therefore means that anything difficult, obscure or out of the ordinary connected to that skill is more likely to be known or successful performed by that character. Some skills and knowledge are of course not a part of common day-to-day life and require specific training to carry out, for example performing surgery, and as such only where such a skill has been specified on your character sheet would you have any chance of successfully performing such a task. Skills will also be required to operate certain specialist types of equipment. Where a character has a piece of equipment that would have required some kind of special training or experience to use they must have the appropriate skill selected to do so. An example may be medical or scientific equipment, or even perhaps professional radio and photography equipment. It is not usual to allow purely physical type skills (e.g. Hide, Dodge Blow, etc.), as these are difficult to portray in a LARP setting. Unless the player concerned is actually able to perform the physical skill for real it would interrupt the game play while the referee explains to everyone present that a certain player skulking in the undergrowth in full view cannot actually be seen as they have a Camouflage skill, or that as another player has a Dodge Blow skill, a particular sword strike did not actually hit them even though it clearly did! Where a character survives a game they will receive skill bonus’, which will then allow their character to grow and develop over time. Sanity is a central aspect of The Dark Doors game system. Throughout the
course of a game a character's Sanity Score will be used to record their gradual
slide into insanity. Sanity Scores range from 0 - 100, the higher the score the
better as this means the character is more resilient to the effects on their
mind of the various horrors they will encounter and so they will be less likely
to go insane. The referee will keep a tally of each character's Sanity Score and
when a player encounters a bizarre or horrific event, perhaps seeing a dead
body, encountering a nightmare creature, or reading macabre books and
parchments, the referee will deduct an appropriate figure from the score. The
actual figure to be deducted from the Sanity Score may be decided before hand,
or where the event is unplanned an appropriate decision will be made on the
spot. There is no complex formula used to decide on a figure to be deducted,
just what is appropriate and fair. The same score will of course be applied to
all characters experiencing the same event, although a difference would apply
between someone who escapes unharmed from an attack by a zombie, and their
comrade who is mauled. The referee will advise you of the effect on your
characters mind, which in extreme cases can be as disabling to your character as
any physical wound. Significant deductions to your Sanity will result in a temporary insanity
that may last for a portion of the game or throughout, depending on your
remaining Sanity Score. Should your Sanity Score reach Zero, your character will
be deemed permanently insane, and become an NPC acting under the direction of
the Referee. While such a character may go on to finish the game physically
unharmed, it is taken that they must then spend the rest of their lives in an
institution, and are treated as though dead and so cannot be used again. In the Dark Door a character may only bring along a weapon if they have “purchased” the use of that weapon type, and any applicable ammunition, by expending Skill Tokens when generating their character and have indicated this on their character sheet. In the interest of game balance the maximum number of weapons and/or additional ammunition re-loads a player can have is limited to 5. The rules concerning Weapon Use only apply to purpose built weapons whose main design or use is as a means of fighting and inflicting (imaginary!) bodily harm, such as guns, knives, swords, etc. Impromptu “weapons”, such as shovels or cricket bat’s, etc. that are not designed or intended to be weapons but can be used as such if the need arises are not subject to these restrictions. All weapons, including “impromptu” ones, must be physically and safely represented during the game. They must also work adequately in order that it will be clear to all concerned that the weapon is being used, for example guns must make a recognisable gunshot sound – preferable by firing blanks. Please also refer to the comments under “Combat” and “Safety” for guidance on safe weapons and the safe use of blank firing guns. In Dark Door games it is generally accepted that, as in real life, anyone may pick up a knife or gun and use it even though they have not previously selected the use of this weapon when generating their character. In the “real world” there would be nothing to prevent them from doing so and it would not then sense for us to do so in a Dark Door game. It will be assumed, however, that as no Weapon Use has been previously allocated the character will not be skilled or proficient in the use of the weapon in question and so any referee rulings on the characters use of the weapon will reflect this lack of skill and experience, e.g. many guns shots may simply miss their target. If should also be noted that the use of the weapon in these situations applies for the duration of the game in question only and therefore should the character survive they will not automatically be allowed to retain the use of the weapon for future games, unless they utilise their bonus Skill Tokens they are awarded for surviving to buy the use of the weapon (see Surviving Characters below). Many experienced role-players will note the absence of any system for
scoring damage. Instead the effects of any injury, however caused, is decided by
the referee and as usual fairness and balance will be their guide. It is also
worth noting that The Dark Door is not high fantasy, and injuries and their
effects are treated realistically. As such, serious incapacity or death can come
very quickly! Combat can take place using non-contact weapons such as blank firing
replica guns, or by using contact weapons such as "safe" foam
rubber/latex knives, swords and other implements. There may also be
circumstances where attacks are made using your own hands. Guidance on
appropriate safe combat is given under "Safety" below. As with all the referee's decisions it is essential that everyone accepts
any ruling given, even if they would have favoured another outcome, otherwise
the game will soon fall apart and be ruined for all concerned. By its very nature, taking part in an LARP game can involve intense physical activity and it is to be expected that there will be a fair bit of rushing around and jostling, especially during combat. As with contact sports (Rugby, Football, Basketball, etc) it is quite possible to do so without causing injury so long as everyone uses their common sense and keeps a level head. While a small amount of light "grappling" is acceptable during attacks by monsters, it is not appropriate to resist aggressively, nor for the attacker to respond in kind. If an attacker takes hold of a player it is to be assumed that any "in game" injury that can occur has done so instantly, so it is too late to resist. Additionally, it is also to be assumed that all non-human assailants are stronger than the player characters, so there is no point in "putting up a fight". If this principle is borne in mind then there is no risk to anyone. "Safe" foam rubber and latex weapons only may be used in combat. All blows must be "pulled" and only a light tap need be made to register a hit. No blows to the face, head or neck are allowed. Replica guns are allowed on Dark Door events, though if they fire "blanks" they must not exceed .22 calibre. It is important to understand that such guns can cause powder burns and permanent damage to hearing if not used responsibly. You should not fire them near to anyone's head, and ideally you should keep them at waist height. You must be conscious of where other participants are when using them to avoid any risk of injury. At the end of the day, safety is a matter of common sense and being aware of your own actions and those of others around you. We each have a duty of care to other game participants, and anyone else who may happen to wander into the area of play, and we must all therefore regulate our actions to ensure the game passes safely. As is appropriate for a game set in the Cthulhu Mythos, the deaths of
player characters are common. It is not completely unknown for games to end with
the demise of all the player characters, and certainly you will usually see only
a few survivors remaining when "Time Out" is called. If you are informed of your character's death you will be required to
retire to the "monster room" where the crew reside when not in the
area of play. You will then have the opportunity to "monster" should
you wish, adopting an appropriate costume and acting under the referee's
instructions. Alternatively you may prefer to sit out the remainder of the game
and perhaps have a cup of tea while discussing the events of the game with the
crew members and other "dead" players. A character may of course survive a game and they can then make reappearance at a future event. In this case the characters Skills, Sanity Score and Weapons Use will be carried over. Players will also be allocated skill bonuses by the referee that can then be used to increase their characters Skill Levels, or even to allocate a new weapon or additional ammunition as required. A characters end of game Sanity Score cannot be increased except where the referee has awarded a discretionary Sanity Bonus’, so it is often the case that your character will begin each new game with a somewhat weaker grip on their sanity. Having updated your character’s skills, weapons (and if appropriate their Sanity Score) your character will then be ready to face future challenges, perhaps a little bit wiser from their past experience – though next time they may not be so lucky as to survive!
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