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Should you have any questions about any of the information provided below please feel free to contact us.  

 

            Introduction

            Referees

            Crew Members

            The Area of Play

            Game Calls

            Using Skills

            Using Sanity

            Weapons           

            Combat

            Safety

            Player Character Deaths

            Surviving Characters  

 

Introduction

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.

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Referees

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.

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Crew Members

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.

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The Area of Play

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!

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Game Calls

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.

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Using Skills

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.

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Using Sanity

Using Sanity

Sanity is a central part 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 encountering a nightmare creature, reading macabre books and parchments or taking part in an arcane ritual, 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.

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 Weapons

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 – and physically require reloading with “ammunition” (whether with caps or blanks, etc) to comply with rules concerning ammunition restrictions. 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).

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Combat

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.

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Safety

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.

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Player Character Deaths

As is appropriate for a game set in the Cthulhu Mythos, the deaths of player characters are common. In fact 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 by the referee 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. Any “dead” players must first report to the referee to seek instructions before joining the monster team and it is important for the smooth running of the event that those instructions are followed carefully.

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.

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Surviving Characters

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!