As promised, we're giving you an early release of updates to systems affecting significant player purchase or build efforts. These decisions are based in data we've collected, both at the event and through our post-event survey. We give a huge thanks to everyone that responded!
Archery
Limited Arrow Types Allowed - To make it easier to spot noncompliant arrows and improve safety, only teardrop-shaped IDV-brand arrows will be allowed for both bows and crossbows at DrachenFest US. We understand this may disappoint those with other arrow types, but this decision comes after extensive testing, medical data review, and safety evaluations. You can read more about their technical qualifications here. IDV arrows are durable, safe with bows of 25-30 lbs draw weight, and meet strict quality standards, making them the best choice for our event.
IDV Arrows can be purchased from a variety of places including Calimacil, Medieval Collectibles (Arrows | Bolts), and Epic Armory (Arrows | Bolts).
Compliance Checks - All arrows must be inspected by a referee before use at DrachenFest. This inspection confirms that the arrow is IDV-brand, with a teardrop-shaped head. Bring your arrows to the referee desk in your camp or the bazaar for inspection and a green sticker. Uninspected arrows cannot be used, firing an arrow that does not have a green sticker may result in loss of bow privileges.
Firing Distance - New rule: When firing a bow at someone 10-20 feet away, you may not draw more than halfway. Firing at someone closer than 10' remains prohibited.
Large Monsters
We removed the distinction between "siege" and "combat" monsters--now any Large Monster can attack characters or gates. Large Monsters that don't have larp-safe attacks cannot attack characters, but can still damage gates and War Machines.
Monster Tiers have been updated with more specific criteria, which can be found on the Armament Evaluation Rubric.
Monster Evaluation will include these tests:
Safe Travel - Monster must navigate around an obstacle without tripping/falling
Safe Striking - Monster-player demonstrates ability to deliver hits safely against evaluator, and bump into evaluator. If the evaluator feels the force surpasses norms of DrachenFest weapon combat, the test fails.
Durability - Monster is struck several times with a larp weapon (simulating an enthusiastic opponent). The test fails if the monster costume or weapon are damaged.
Safety Protocol - Monster signals “tap out” to handler, handler responds appropriately
The monster team will receive the Large Monster Handler Handout.
War Machines
War Machine evaluation criteria can be found on the Armament Evaluation Rubric. Here's what we changed:
In previous years, a camp could only field 1 War Machine at a time. We have removed this limit; any number of War Machines can be fielded at once. (we'll re-evaluate after this year)
They’re slow. They must be reloaded after every shot - no automatic or “multi-shot” weapons are possible! New rule: They must be stationary while being fired or reloaded. While moving a War Machine, you cannot run.
The reload time is based on their tier:
Tier 1: 90 seconds
Tier 2: 60 seconds
Tier 3: 45 seconds
Tier 4: 30 seconds
War Machine Construction - War Machines can be created out of non-frangible materials, nothing that can break and become sharp or shatter should be used in its construction. Assume every part of the War Machine could get hit with a weapon or projectile. Sharp corners should be rounded, even a little. Avoid visible tubes, electronics, fasteners and modern parts. Ammunition must be made of larp safe materials or use purchased elements like foam dodgeballs. In all cases ammunition should not hurt when a human is hit by it or have enough weight to deliver a hard impact.
Tiers have been updated (see the the Armament Evaluation Rubric). Each tier has specific measurable criteria. There are now only three tiers of construction, but you can earn an extra tier by"embellishing" your War Machine.
War Machine Embellishment: Getting that +1 Tier
War Machines are characters in their own right and should have a short tale, a half-page story that describes its creation, its past use, and any unusual aspects of the machine. Beyond having a story, a War Machine needs at least two of the following embellishments to get +1 tier:
A dedicated crew, with some shared element of costume (like heraldry, equipment or uniform) roles and routines for the operation of the machine.
Special effects: sounds, smoke, light, etc.
+50% oversized beyond what is required.
War Machines in Roleplay
When it is assembled or repaired the engineer should have a process that lends realism to the functions and construction of their fantasy War Machine. Playing with War Machines should support their tale and function, If your machine uses magical ammunition for example this is a roleplay opportunity to engage magic users to enchant ammunition. Alchemists could be engaged to roleplay making black powder. The more you involve others in your camp in the success and operation of your War Machine the more others will share in the pride of your creation!
War Machine Evaluation will include these tests:
Soft Ammo - Ammunition must be squishy, “larp safe”. Each war machine attack can only release a single shot (no grapeshot/multishot).
Normal Firing Check - War Machine crew demonstrates their firing and reloading routine against a target at normal range. If the war machine breaks, or the routine could harm people in the vicinity (ie loose parts flying off the machine), the test fails.
Point Blank Safety Check - War Machine team demonstrates the ability to deliver hits safely against evaluators at short range (~15 feet). If an evaluator is hurt, or the force surpasses norms of DrachenFest weapon combat, the test fails.
Durability - War Machine is kicked firmly, shaken, or jostled, simulating being bumped in combat. The test fails if the machine rattles or falls apart.
War Machine Ammo
Ideal War machine ammunition should be clearly distinct in size or appearance from standard thrown weapons, orbs of power, or arrows. If your ammo looks too similar to these items, please be understanding if your opponents don’t react to them as war machine shots.
Camp Defense
We've updated the criteria for the camp defense rating, outlined on the Camp Defense Evaluation Rubric, making the tougher builds comparatively more rewarding.
Helmets
We want more people to wear helmets. They increase battle safety, and look great. In previous years, wearing a helmet gave you 1 extra armor point. This year we're buffing them. Here's the new rule:
Helmets (unlike hats) protect the head. Wearing a helmet grants +1 hp (instead of ap), which is lost first when struck. If removing the helmet would drop you to 0 hp, you stay at 1 hp instead. Once removed, no other helmet grants hp in that battle. Helmets do not count as "metal armor" for purposes of spellcasting.
The spirit of the rule is to encourage helmet use! With a helmet, many characters can survive a big attack like an Orb of Power or a War Machine hit. You gain no benefit from switching helmets (they don't get damaged or need repairs), but we don't want you to take them off just because you're out of armor. If you're headed to battle, there's never a reason to leave your helmet behind.
Player-Driven Transport Enterprises
We've gotten a few queries from people potentially interested in providing in-atmosphere shuttle services. We'll be playtesting a policy to create fair boundaries for dressing up golf carts or mini-busses to carry people between camps. Only a limited number of these will be approved as dedicated bazaar enterprises. These vehicles cannot be used for conflict or tactical play. More information (along with an application form) will be available in February.
All of these look like great additions and responses to concerns from last year! Good job DFUS team!