Festival of Seeds


Festival of Seeds

In early spring, frost still rimes the window and doors in the morning, but we can feel the promise of a new season in each passing day. Almost imperceptibly, the sun warms, the day lengthens, and the air seems pure and thin as it takes on the scent of freshly turned soil, emerging green, and soft rains. Spring is a time of awakening, of healing and renewal, of the dawning and planting of new ideas. The world seems young and virgin again. Continue reading Festival of Seeds

Character vs Character Actions

  Stories of protagonists vying against each other, competing against one another, and on rare occasion fighting against one another are a staple of Arthurian mythology, the source material Brittanis based upon. From challenges and duels of honor to fighting the Red Knight who blocks the bridge, and finding out the Red Knight was actually a fellow Knight, such actions and deeds are part of the world our game is drawn from. In game, characters have different goals, aims, ambitions and priorities. Especially as the game grows, it’s inevitable that these different character aspects rub up against one another and conflict. Houses, too, have their own beliefs and goals that can cross purposes. Continue reading Character vs Character Actions

Bows & Crossbows

You'll quickly notice that these guidelines are written with lots of room for a staff member to make a judgement call on whether a weapon is safe or not. This is intentional, to allow the Safety staff member the authority to determine a weapon's safety. A Safety staff member is completely within their authority to disallow any weapon for criteria not in this list. If a player wishes to appeal a Safety decision, the Director holds final decision authority.
  • NERF-style weapons that approximate the shape of a bow or crossbow are not restricted by these rules.
  • No compound bows or compound-crossbows.
  • The maximum poundage allowed on a bow is 35 lbs pull at 28 inches of draw.
  • The maximum poundage allowed on a crossbow is 25 lbs at its loaded draw.
  • A draw stop is required on all arrows to prevent an arrow from being drawn more than 28 inches.
  • Arrow striking surfaces may not easily pass more than 0.5 inches through a 2.0 inch diameter ring.
  • No part of the arrow striking surface may be less than 2 inches in any direction.
  • All arrows must contain a perpendicular penny (or similar rigid metallic or hard plastic stopper) secured at the end of the shaft.
  • The arrow's striking surface must be constructed of open-cell foam or equivalent density closed-cell foam.
  • All arrows must have at least 2 fully secured fletching.
  • Arrowhead cannot have excessive axial or lateral movement.
  • Arrow shafts must be made of fiberglass, graphite, or carbon fiber. Wooden and aluminum arrow shafts are NOT permitted.
  • Bows CANNOT be used as parrying devices unless the character has purchased the skill in-game to do so. Bows used by characters with the skill for parrying must adhere to all melee weapon rules for padding and safety.
  • Crossbows can NEVER be used for parrying.
  • Neither bows nor crossbows can ever be used for melee attacks. They can only deal damage with
  • their projectiles.
Many thanks to Belegarth.com for clear, concise base to build our Archery rules from.

Thrown Weapon & Shield Props

You'll quickly notice that these guidelines are written with lots of room for a staff member to make a judgement call on whether a weapon is safe or not. This is intentional, to allow the Safety staff member the authority to determine a weapon's safety. A Safety staff member is completely within their authority to disallow any weapon for criteria not in this list. If a player wishes to appeal a Safety decision, the Directors hold final decision authority.

Throwing Weapons

  • Throwing Weapons must weigh less than 1 pound and be less than 14 inches in the longest axis.
    • Javelins must be less than 2 pounds.
  • Throwing weapons (except Javelins) must be made entirely of foam. No solid core is allowed.
  • Weights must be made with loose materials (plastic beads, LOOSELY-packed birdseed, etc) and must not be solid within the throwing weapon.
  • Striking surface of throwing weapons must have at least 2 inches of closed-cell foam.
  • Boffer throwing weapons must use the the least amount of tape as possible to allow airflow and compression.


  • The minimum dimension on the face of a shield is 12 inches.
  • A Buckler is a defensive instrument with the largest measurement between 12 and 18 inches.
  • A Shield is a defensive instrument with the largest measurement greater than 18 inches.
  • Shield must be padded on the edges and face so as not to cause injury when struck with a forceful blow of an arm/hand.
  • Shields are restricted to a maximum of 9 square feet total. Curved shields are measured along the convex axis.
  • Shield spikes and protruding decorations are allowed, but must be made 100% from foam.
  • A prop is either a Shield/Buckler and follows these rules, or a weapon and follows those rules. No hybrid items will be permitted. Nothing shield-LIKE can be used as a striking implement.

Melee Weapon Safety (inc. Thrusting Tip)

You'll quickly notice that these guidelines are written with lots of room for the Safety Staff member to make a judgement call on whether a weapon is safe or not. This is intentional, to allow the Safety staff member the authority to determine a weapon's safety. A Safety staff member is completely within their authority to disallow any weapon for criteria not in this list. If a player wishes to appeal a Safety decision, the Directors hold final decision authority.

General Foam Weapon Construction

  • ONLY permitted core materials are:  PVC, graphite rod, fiberglass, and carbon fiber. All other materials are forbidden.
  • The core of a weapon may NOT be felt during a swing.
  • All striking surfaces must be padded adequately to prevent personal injury when striking an opponent with strong force on that surface.
  • If the striking surface of a weapon is shaped (flat of a sword, side of an axe blade, etc), the flat side must also have sufficient closed cell padding to remain safe during a swing.
  • If the striking surface of a weapon is NOT shaped (fun-noodle shape, etc), the striking edge must be designated with contrasting-color tape or fabric.
  • All non-striking surfaces must be padded adequately to prevent personal injury from incidental contact.
  • Foam density must be such that it can flex with easy pressure from the Safety's hand.
  • No weapon, regardless of size or construction, may flex more than 30 degrees from true during a strong-contact swing.
  • Handles and grips do not require padding, so long as they are not in danger of striking a target (subject to safety approval).
  • Hafted weapons must be at least 80% covered in closed cell foam. Handgrips must be far enough away from the striking surface to not pose an immediate danger of hitting the target.
  • Any significant variance in foam density of the same kind renders a weapon unsafe for combat. This rule is speaking about "weak spots" or "soft spots" in an otherwise-uniform piece of foam. It also applies to gaps in the foam at connection points.
  • Flail and hinged style weapons will be evaluated on a case by case basis. The flexible/rope/chain section of a flail-type weapon cannot exceed 8", not including the striking head.
  • Striking head of a flail-type weapon must be made entirely of foam.

Boffer Weapon Notes

Some specific rules apply to boffer-style weapons. Because there is no uniformity of manufacture, boffer weapons will be subject to particular scrutiny in regards to safety. Brittanis suggests that home-made boffer weapon makers build their weapons carefully and with safety in mind at all times. Brittanis highly recommends that boffer makers work hard to shape, decorate and construct their weapons to LOOK like the real thing as much as possible. Bonus Character Points are awarded to weapons with greater aesthetic appeal.
  • Weapons wrapped in a spiral fashion are forbidden. Foam density and hardness will be checked carefully.
  • Metallic tapes of all kinds are forbidden. This applies to materials actually MADE from metal, not gold or shiny silver COLORED tape.
  • Duct, electrical, cloth, and strapping tapes are approved for use in weapon construction.
  • It is HIGHLY recommended that boffer weapon makers GLUE the foam to their cores with contact cement rather than secure with tape. This method is far more secure and results in less foam slippage along the core, and preserves weapon durability for much longer.
  • All surfaces of a boffer weapon must be covered in tape. No exposed core is permitted.

Latex and Urethane Foam Notes

Because of the typically-higher density foam used in these weapons, it is easy to swing too hard and potentially bruise or injure a target. Staff will not hesitate to remove a player's permission to use latex weapons if they are found to be fighting irresponsibly. Only Staff can permit the use of these kind of weapons, and it will be noted in your Player File. Bottom Line: SWING WITH LESS FORCE THAN YOU THINK YOU SHOULD.
  • Use of Latex and Polyfoam weapons in Brittanis is a PRIVILEGE. It is not a right. It can and will be revoked by the Directors for unsafe fighting.
  • These weapons will almost NEVER have a Thrusting Tip (see below).
  • Because of the variance in construction between companies, each weapon will be evaluated individually. Just because one of your buddies bought the exact same sword, and his sword passed Safety, DO NOT ASSUME yours will pass too. You know what happens when you assume...

Thrusting Tips

Most polyfoam and latex weapons (in the US, anyway...) are made with the core FAR too close to the tip for a thrusting tip to be safe. Please be aware of this before trying to get a latex/urethane weapon to pass.
  • Thrusting tips will be judged on a case by case basis. If approved, thrusting legal weapons will get a second, differently-colored tag from Safety.
  • Boffer thrusting tips must secure the core tip with a piece of penny-sized hard metal or hard plastic to prevent core puncture.
  • Amount of tape on striking surface of a thrusting tip must be kept to a minimum to allow air movement during compression. Cloth tape is HIGHLY recommended.
  • Boffer thrusting tips must consist of a majority of open-cell foam.
  • All other thrusting tips must have a minimum of 2 inches of foam between the end of the core and the end of the weapon striking surface.

Updated Skills

This page will be the list of skills that are updated, as we continue to strive to make Brittanis a better game.  As of 2/16/2016 Skill Source
  • Resilience
  • Swift Strikes
  • BFR: Armor
  • Riposte
  • Suck It Up: Maim
  • Assemble On Me
  • Assault
  • Victorious Praise
  • Guardian Formation
  • Stonewall Stance
  • Cloak of Bravery
  • Call to Arms
  • Commander’s Resolve
  • Lead from the Front
  • Turn the Tide
  • Break the Line
  • Stand the Fallen
  • Pressing Assault
  • Takedown Attack
  • Ready for Inspection
  • Armor Mastery
  • Armor Renewal
  • I Remain Defiant
  • Relentless Blade
  • Like a Second Skin
  • Chargebreaker
  • Brutal Strike
  • Debilitating Strike
  • Cleave
  • Driving Attack
  • Hack & Hew
  • Dazing Strike
  • Unstoppable Advance
  • Swing for the Knees
  • Armor-Piercing Strike
  • Disarming Shot
  • Staggering Shot
  • Sever The Snake’s Head
  • Bait Attack
  • Sneak Strike
  • Warrior’s Resolve
  • Disabling Strike
  • Eagle Eye
  • Healing Herbs
  • Nature’s Shield
  • Ravage
  • Primal Strike
Ancestral Weapon
  • Battle Spirit Blessing
  • Howling Strike
  • Ancestors of Earth and Stone
  • Rending Strike
  • Shadow Spirit Renewal
  • Savage Steel
  • Spirit Infusion
  • Call of the Ancestral Defender
  • Extreme Resilience
  • Revitalizing Strike
  • Devastating Strike
  • Cyclone
  • Nature’s Mending
Green Knight
  • Defiler’s Doom
  • Storm Spike
  • Renewing Shower
  • Reap the Harvest
  • Wyld Strike
  • Strength of Stone
  • Sudden Strike
  • Hunter’s Resilience
  • Steal Life
  • Arcane Fury
  • Evocation
Battle Mage
  • Mighty Strike
  • Swift Strike
Hearth Mage
  • Uh… pretty much everything.
  • Shardburst
  • Quick Stabilize
  • Regenerative Trance
Grave Knight
  • Smite Undead
  • Pain of Death
  • Stolen Life
  • Reaper’s Harvest
  • Frozen Land
  • Foreseen Doom
Witch Hunter
  • Mind over Magic
  • Sweeping Strikes
  • Crushing Strike
  • Strike of Hope
  • Healing Word
  • Binding Strike
Questing Knight
  • Guardian Light
  • Enfeebling Strike
  • Paladin’s Judgement
  • Staggering Smite
  • Blade of Light
  • Lady’s Glorious Rebuke

Landsworn (Non-Combatant)

Landsworn (0 CP, SPECIAL)

  “I swear by sky with sun I greet, I swear by earth below my feet, I swear by sea with tidal roll, I swear by fire within my soul. For as I live and as I breathe, My blade I never shall unsheathe. A true and healing hand I lend, The wounds of heroes I shall mend, And by Brittanis’ watchful eye, I keep my oath, or may I die.” Oath of the Landsworn   “From the land we spring forth. With the land we are sustained. To the land we return in the end. The land guides us from cradle, to grave. If we seek to hear Her voice as we hear the leaves rustling in the wind, or the cry of a newborn babe, we shall be greeted with silence. If however, we live worthy, harmonious lives and we are completely at peace, Brittanis will speak to us. For Her ultimate desire is that peace and harmony should reign over all the land, and that those who would embrace Her should prosper. In Her court the heroes of ages past stand as witnesses to her glory. This I have seen in visions and dreams. Perhaps it is they--the heroes of ages past-- who whisper the Oath of the Landsworn directly to the hearts of the worthy. Perhaps it is they who are the source of our heroic abilities. Yet what does the voice of Brittanis herself tell us? For it is well known that…” –Text of the only known fragment of ‘The Call of Brittanis’ written in the year 1720 Augustan, by Olondus the White, Landsworn.   The Landsworn protect the land of Brittanis and those who strive to live free and well upon it. The heroes who walk this difficult path come from many different races and cultures, they worship various gods and hold different things sacred, but they all share in common some things of great significance. The Landsworn are all bound by a deep and magical oath to the land of Brittanis itself. The oath is shrouded in mystery, and its origin unknown even by those who have sworn it. Though all Landsworn know it by heart and can recite it easily, none can tell you where they first heard it, nor by what means they came by it. Each Landsworn remembers only that they took the oath willingly and accepted the burdens and boons which came with it. Some say that an apparition of Brittanis herself administers the oath, sealing the occasion with a kiss so powerful and alive with magic that mortal mind--even the minds of Heroes-- cannot bear the remembrance of the occasion. Others believe that the heroes of ages past, who defended the land in their own age, now watch the current generation. Should they find one worthy of the oath who is willing to accept it, they whisper it to the fledgling Landsworn in a dream or vision which defies attempts to define or recall it. Whatever the truth of the matter, those who take the oath and become Landsworn soon find themselves tapping into an incredible source of power derived from their devotion to Brittanis Herself. The Landsworn’s power is tied to the fact that they eschew violence entirely (no matter how justified it would seem), and embrace wholeheartedly the natural tenets of peace. So intrinsic is the link between their abilities and the peace of the land that the powers they wield cease to function even when combat is within their line of sight. The Landsworn embody and represent the end of strife and war that the Heroes struggle to achieve. While a peaceful nature is necessary for the Landsworn, it does not put them at enmity with those who would take up sword, axe and shield to defend the land. Far from it-- the Landsworn support and aid the Heroes of their age in their endeavors. Their nonviolent nature is a beacon of hope, a shining example of what could be if only the evil forces of the world were defeated once and for all. Those who mistake the Landsworn for weak or an easy target however, do so at their own peril. While the Landsworn will not themselves draw the blade, their abilities often earn them mighty friends who are only too happy to protect the Landsworn in turn. The Landsworn are not often found on the front lines of combat, but they are no less valuable than those who bear the brunt of the battle. The Landsworn are the healing hands that mend the warrior’s wounds. They are the sages that solve the great mysteries of Brittanis. The kind word, the watchful eye, the friendly hand that tends the fire; wherever they go the heroes they walk among soon find them utterly indispensable.

Landsworn Notes

  • This is a BETA TEST CLASS. It is likely to be tweaked/changed/overhauled as live play give Staff more data. 
  • Landsworn is the class for non-combatants, those who cannot or choose not to engage in foam weapon combat. Landsworn players cannot hold or wield a weapon, wear physical armor, or engage in foam weapon combat.
  • Characters who choose to have the possibility of engaging in foam weapon combat CANNOT purchase skills from this list. 
  • The bright, safety-orange Landsworn collar must be worn at all times in character as a Landsworn.
    • If an enemy combatant comes within melee weapon reach of a Landsworn, the Landsworn immediately falls to the ground (as medical condition allows), and take a Stun effect.
  • Players who are normally standard combatants may, at medical need, choose to have their character become Seasonsworn, a kind of Landsworn, for their recovery. All previously-spent CP is converted to Landsworn skills, and the character reverts back to non-Landsworn status once their OOC medical need resolves. These “temporary Landsworn” are referred to as Seasonsworn, for their oaths are for a specific time. Seasonsworn MAY NOT CHOOSE CRAFTING SKILLS that they do not have access to already on their sheet. Example: a Seasonsworn who already has access to the Alchemy class may purchase freely form that class while Seasonsworn. A character who has no Crafting skills may not acquire them when they become Seasonsworn.
  • Landsworn DO NOT choose a Source at character creation.
  • Landsworn begin play with 2 Vitality. 

Landsworn Skills

Because of their special nature, many Landsworn skills come from other lists and Sources.  The Lists are linked here, and the skills the Landsworn has access to are identical in all respects to the skills on those other lists. Example: The Heroic Healing skill is 2 CP, and costs 0 Stamina no the General Skills list. If a Landsworn buys this skill, it costs and functions exactly the same as it would if any other Hero bought it.
  • If a Landsworn gains a skill (through Background, Allegiance, or some other means) that creates an attack effect, they do not gain that skill. Instead, their maximum Stamina goes up by +1 per skill they lose in this manner.
  • Landsworn can ONLY choose skills from this class list, except as defined below.
General Skills List:
  • Diagnose
  • First Aid
  • Income
  • Knowledge (all)
  • Speak Language
  • Write A Letter
  • Heroic Healing
  • Heroic Endurance
Blooded Class List:
  • Attend Me
  • Courier
  • Intercept
  • Maintain Decorum
  • Gossip
  • Noble Accolade
  • Patronage
  • Room & Board
Champion Class List:
  • Empathy
  • Free The Mind
  • Not Dead Yet
  • Rouse
  • Snap Out Of It
  • Tale of Bravery
  • Tale of Restoration
  • Tale of Encouragement
Scholar Class List:
  • Knowledge For All
  • Portable Illumination
  • Always Prepared
  • Copy Text
  • Requires Language (Modern)
  • Language(Obscure)
  • Language (Magical)
  • Linguist
  • Extended Research
  • Combat Medic
  • Set & Splint
  • Efficient Treatment
  • Medical Care
  • Field Surgery
  • Resuscitate
  • Surgery
  • Triage
  • Perfect Recall
  • Professional Discourse
Alchemist, Artificer, & Enchanter Crafting Class Lists:
  • All skills available
  • A Landsworn can not use any item that creates a harmful effect, except when that item is paired with a beneficial effect (a potion that causes Heal + Agony is useable, an engram that adds Agony to a spell is not). They can, however, create such items and provide them to those who can use the item.
Skirmisher Class List:
  • Now You See It, Now You Don’t
  • Unassuming
  • Skeleton Key
  • Pick Locks
  • Wary of the Trap
Primal Source List:
  • Detect Corruption
  • Healing Herbs
  • Kingsfoil
  • Omens & Portents
  • Precognition
  • Speak with Beast or Plant
  • Forseen Action
Arcane Source List:
  • Sense Magic
  • Dispel Magic
  • Speak With Elemental
Otherworld Source List:
  • ALL Skills in this section have Empowerment as a Requirement.
  • Aura of Healing
  • Augury
  • Curing Touch
  • Blessings of the Faithful


Because of their special nature, the Landsworn have slightly different access to the Spell Lists than normal spell casters. The spells available for a Landsworn to purchase are strictly limited, and as such their skills work a little differently. Otherwise their spells and spellcasting work identically according to the standard Spellcasting rules. A Spellcasting Landsworn can purchase only ONE of the skills below. Arcane Landsworn Magic (6 CP) You can purchase ANY of the Landsworn spells from the Air, Earth, Fire, and Water lists with Major access per the normal spellcasting rules. This skill counts as Magical Art for purposes of Requirements.     Otherworld Landsworn Magic (4, 3 CP) Requires Empowerment. You can purchase ANY of the Landsworn spells from the Major lists of your patron god with Major access per normal spellcasting rules.This skill counts as Magic of the Master for purposes of Requirements.  
  • 2nd Purchase: You can purchase ANY of the Landsworn spells from the Minor lists of your patron god with Major access.
  Primal Landsworn Magic (6 CP) You can purchase ANY of the Landsworn spells from the Autumn, Spring, Summer, and Winter lists with Major access per normal spellcasting rules.   Landsworn Spell Lists AIR
  • Abundant Ammunition, Clairvoyance, Eagle’s Will, Freedom of Wind, Foresight, Revitalizing Breeze
  • Bull’s Endurance, Cat’s Agility, Endure Earth, Natural Healing, Protection from Arrows, Purification, Regenerating Vigor, Stonegrip, Stoneskin, Stone Speak
  • Efreet’s Blessing, Energizing Spell, Inner Fire, Revitalizing Flames, Torchlight
  • All spells EXCEPT Heroism & Searing Radiance
  • NONE; the magic of Shadow is not purchasable by Landsworn
  • Energizing Waters, Pureblood, Quench, Refreshing Waters
  • Death & Decay, Wyld Touch, Winter Is Coming, Relentless Seasons
  • Freedom’s Cry, New Growth, Spring Cleaning, Abundant Life, Renewed Spirit, One With Nature, Awaken the Sleeping Beast, Joy of Spring, Warm the Cold Heart, Spirit of Joy
  • Cleansing Breeze, Summer’s Golden Glow, Touch of the Sun, Reign of the Sun, Shield of the Sun, Infusing Heat
  • Frost Ward, Frozen Heart, Ice Armor


from the Pendragon 5th Edition RPG.
  Lo there do I see my father; Lo there do I see my mother and my sisters and my brothers; Lo there do I see the line of my people, back to the beginning. Lo, they do call me, they bid me take my place among them, in the halls of Valhalla, where the brave may live forever.” --13th Warrior   “Galahad, you have been long enough with your father Lancelot, therefore leave that ship and start upon this horse, and go on the quest of the Holy Grail.' So Galahad went to his father and kissed him, saying, 'Fair sweet father, I know not if I shall see you more till I have beheld the Holy Grail.' Then they heard a voice which said, 'The one shall never see the other till the day of doom.' 'Now, Galahad,' said Lancelot, 'since we are to bid farewell for ever now, I pray to the great Father to preserve me and you both.' 'Sir,' answered Galahad, I no prayer availeth so much as yours.” --The Quest of the Holy Grail   “Hello. My name is Inigo Montoya. You killed my father. Prepare to die.” --Inigo Montoya, The Princess Bride   Brittanis is an explicitly Arthurian game-- it’s in the name, in the story and history of our shared world. We’re not bound to any particular version of the legends, but there are many recurring themes that travel through nearly every iteration of the Arthurian story. One in particular I’m talking about today, and the beginning of our plan to accomplish those story themes. In short, Brittanis Chapter 1 ends in Winter 2017. From that ending,  Chapter 2 will begin Spring 2018, telling the story of a new generation of Heroes as they are called to defend Brittanis.

Don’t freak out.


It’s gonna be okay. In fact, it’s gonna be AWESOME.

Why Chapter Two?

If you haven’t read through the rest of the Design Diaries, I recommend you do so before continuing forward. (NOTE: the game acknowledges the inherently sexist nature of the source material. Our examples from the legends may be misogynist, but the LARP we run most certainly is not. Ask around among our players if it concerns you.)  

The Arthurian Cycle

What you’ll notice throughout all those blog posts--other than “Jason loves bullet points”-- is that our game design strives to look back toward our source material; this is no different. The Arthurian tales are a generation-spanning series of myths and tales. It is literally an epic legend that, despite the name, is vastly larger than just the personal tales of King Arthur. From a purely chronological tale, it starts with his father King Uther and continues through Arthur’s lifetime and into that of (depending on version) his son and sometimes beyond. It spans at least 3 generations, and in many tales 4 generations. If an average human generation is about 20 years, that’s at least 50 years of in game time, far more than that if we assume periods where things just aren’t happening. Bottom line: many of us would be dead if we intended on playing through our version of Arthurian legends year by year. We’ll never make it to the end. Assuming the game itself would last for 50 real world seasons is nice to consider, but impossible. However, breaking up our version of the Arthurian Cycle into discrete pieces that cover the most dramatically pivotal years of the tale breaks the story up into smaller, much more manageable pieces both logistically and thematically. The idea is to break up the entire Arthurian narrative into several Chapters of 5ish years each, then make a clean break and tell the next Chapter of the Story with the next generation of Heroes called to defend Brittanis, and eventually Camelot as well. As I write this, we are sitting at the beginning of Season 3, which if you count our Playtest Season 0, is actually our 4th year of playing through this Chapter. We’re approaching the end of Chapter 1. Everything is beginning to come to a climax and then the spotlight will go out on these Heroes and the next Story will be told.  

Long-Range Storytelling

 In the source material, over and over again a protagonist tries at a task... and fails. Sometimes they are completely unable to complete a goal, but far more often they are able to fulfill part of the quest but not complete it fully. Perhaps they don’t have the right magic item, but their son manages to find it and complete his father’s quest. Or the father isn’t worthy--but his son is. Or the grandfather made a deal with a faerie that binds his children down to the 7th generation, and so forth. Progressing into generational stories allows the game to live and breathe these kind of stories. To be clear: there are going to be a lot of un-resolved story threads in Chapter 1. This is deliberate, so that many quests and heroic journeys become themes that follow that Heroic Lineage through the entire Story. It also lets us not be forced into contrived timelines that don’t make sense for the Story itself.  

Address Power Creep

Long term gamers, especially tabletop and LARP, understand that phrase intimately. Any time you have a rule set that allows for character improvement, the characters who have been in-game and earning that advancement steadily will eventually overshadow new characters to the point that there is a significant power gap, and ultimately a “Fun Gap” as well restricting the ability of new players to really plug into the game and community. The Chapter break addresses this in an even-handed and clean way. Every character is retired, and every player starts anew on equal footing with everybody else. Resetting the game in this way also allows the “new player” and “old guard” dynamics to shift and change over time, instead of stratifying the player culture in a way that causes resentment and stagnation. Note that the plan IS NOT to kill off all the characters; rather, their time in the spotlight of history comes to an end and they retire from the world-shaking events of history.  

See LARP In A New Way 

This is something new among LARP--especially in the USA. Generational storytelling emphasizes a whole different kind of game culture, decision making, and perspective than any other game. Will your decisions change knowing your descendants will carry your name, for good or ill? What stories will be told of your deeds when your children and grandchildren are the ones recounting those deeds round the Y Seeth Perry fire? Will it affect your goals, your priorities, your choices in the critical moment? It should--and that allows players to participate in storytelling that is different in feel, theme, and scale than any other.  

What’s the Plan?

Keep in mind this is a very macro scale post. We’re working on the details, and we want to get this right, so I’m going to be talking in very broad strokes here and not getting nitty-gritty.

You're Setting Up Chapter 2 Right Now 

We’ve got two years of Chapter 1 still left, and a TON of the way Chapter 2 functions will depend on how the last 2 years of Chapter 1 play out. Staff genuinely doesn’t know what’s gonna happen too far in the future, but we do know that some Chapter 1 themes are going to influence how Chapter 1 ends, and the situation of the world as Chapter 2 opens many years later.
  • The Chosen One: who wins the race for the Treasures? What are the circumstances of the Summoning? Who accomplishes it? Which Treasures are used? Who tries to stop it from happening at all, and are they successful?
  • The Fomorian Invasion
  • The Silurian War
  • Religious Unrest
All these things and many more will influence Chapter 2. However, regardless of where these plotlines are developed at in 2017, when that Season ends, so does Chapter 1. We’re working on an organized way for players to be able to continue the quests of the Ancestor Heroes, and this all ties together. What a Chapter 1 Hero cannot accomplish, her descendant may be able to continue or complete in Chapter 2. The greatest glory may take more than one lifetime to achieve.

Ancestor and Legacy Heroes

 Again-- breathe. Don’t freak out. These are big ideas-- we’re working on the details and won’t be releasing a lot of data on until next season. For now, however, here are some concepts we’re working on:
  • The Basics: midway through 2017, all existing Heroes will be asked to write a Heroic Legacy for their character--basically a short bio including identifying information about their Chapter 1 hero, quests the hero was pursuing, major character traits, favored weapons/fighting style, etc. This ALSO includes deceased/inactive Heroes. The Heroic Legacies will be listed, along with pictures of the hero in kit where able, on the website.
  • All players will generate new starting Heroes using the Brittanis 2.0 rules (more about that in another blog post) for Chapter 2. All CP totals, Reserve Points, etc start over equally. Everybody begins as a new Hero, telling a new piece of the Story.
  • In Chapter 2 and beyond, players are encouraged and incentivized to play the descendant of a Chapter 1 Hero. Depending on how far we decide to advance the world’s timeline, descendant could include any of the following:
    • Child/grandchild/other genetic descendant
    • Adopted, niece/nephew, cousin, other familial relationship
    • mentor/student relationship
    • heard tales of the Chapter 1 Hero and strives to emulate their “ancestor”
    • Other options are possible, but the most important part of the Legacy Hero is that they take up the unfinished quests and business of their ancestor.
  • Chapter 2 Heroes will be required to be significantly different from their Ancestor. Emulation is great, but outright copying the previous character will be forbidden.
  • Playing the Legacy of a different player’s Hero will be a statistically-advantageous option to playing the Legacy of your own Chapter 1 Hero.
  • Signature Items can be passed down from Ancestor to Legacy Hero, with a possible option for the Ancestor to add a power to the item that symbolizes/represents their own influence on the magic of the Signature Item.
  • Ancestor Heroes will all go through a random “how the intervening years treated you” process, and the players of Ancestors who survive into the timeline of Chapter 2 will, as dictated by plot needs of current players, come onscreen in the role of their Ancestor Hero aged appropriately to the new timeline.  Special Ancestor Events may even be possible as a kind of “flashback” to previously-undiscovered chronicles of the Heroes’ deeds are discovered that influence the current Chapter’s action.

What Do I Do Now?

BREATHE. Calm down a bit. Resist freaking out, let the adrenaline subside, and then breathe some more. It’s gonna be okay.

You Are Already An Ancestor

 Start thinking of your character as the next generation’s Ancestor--because they very well may be. What short term goals does your character have? What about long term goals? It’s important to remember that many of the long term goals might not be complete-able before the end of the Chapter, but making progress on those goals is always possible. Perhaps Lancelot couldn’t claim the Grail, but he located the castle and understood what was required to achieve it, and passed that knowledge on. King Uther fought to unite all Britain under his rule, but ultimately only his son could finish the job. Even Merlin couldn’t accompany Arthur through his entire kingship, and passed the responsibility on to a host of other magical advisors (depending on your version of the tale).  

You Don’t Have To Do It All 

Generational gaming means that not everything is going to get finished by the time the curtain closes on Chapter 1. It means plot threads are going to be left hanging, and that is explicitly intentional in the design. It means there will be disappointments to go along with the triumph, as well as joy to accompany the sorrow. It means there will be evil left unvanquished, deeds left undone, and valor left unclaimed, and that’s okay. It means your descendants will be busy. It also means you have the chance to focus and really shine a light on what you want to accomplish in the short and long term.  

Family, Relationships, and the Future 

This is vitally important for Generational Storytelling. Does your character have a lover or spouse, whether they are onscreen or not? Children already? Brothers, sisters, nieces and nephews? What is your view of them? If not, are you seeking to pass on your family name yourself, through your House or Clan, or in some other way? How will you build your Allegiance so it survives till Chapter 2 and beyond.  

Pass It On 

Take notes. Record your adventures, both the success and failure. Write to your descendants NOW. Write down your thoughts, and discoveries; let not the memory of your deeds pass into the night, but keep them shining in the hearts of your descendants. Think about what quests and advice you want to pass on to your descendants, and WRITE IT DOWN.   That’s all for now; more next time on the Brittanis 2.0 rule set!