The
Alliance is
trying to recreate the Days of Legend as we would like them to be and not
how they actually were. The first Alliance chapter has been around since 1989 and is the oldest
live action fantasy medieval game in the Americas, so we must be
doing something right!
If the adventurous life is your calling, you may play the part of a
wanderer, meeting with some friends in the tavern. While swapping
tales, your party could get hired by a poor farmer in desperate straits and
spend the afternoon slaying a foul necromancer and his undead abominations.
If the epic life is not your style, then you can play the part
of a town merchant. You can make your money selling your wares (and
information for the right price).
Or perhaps you wish to be one who investigates the magical arts,
selling your scrolls and potions to earn the money you need to continue your
studies.
We have fierce warriors, crafty scouts,
powerful mages, loyal knights, and benevolent healers. There are
goblins, blood chilling specters, evil assassins and villain of every type
to do battle with. Come and create your very own legend!
What happens on an Alliance weekend event?
When you come to a typical Alliance weekend, you will come to our campsite that
we have decorated to be a fantasy medieval town. You will be given a bed in
a cabin. The game will begin Friday night. From that point on until the game
ends on Sunday afternoon, there is no stopping; not for dinner, not for
sleeping, not for anything short of an emergency. Adventuring will be going
on around you at all times, and sometimes something as simple as traveling
from your cabin to the tavern can be a matter of life and (game) death.
A typical Alliance weekend event
will have you in the thick of things in no time!
Does the Alliance
only do weekend events?
No, the Alliance also runs Faires, which are like weekend events but there is no
sleepover. You can also attend just one day of these events. It's much
easier on those with hectic schedules. Some campaigns also do set-alone
"modules." There are also Long Weekend Events (Thursday – Sunday) and the
occasional Week Long Event.
What is a module?
A "module"
has a definite objective and entry point. You and a few of your friends will
have several encounters along the way to your goal that will be necessary
for you to complete in order to achieve your quest. It sounds simple
explained in those terms, but when you are in the middle of a dungeon, with
shadowy shapes moving towards you and strange sounds echoing down the halls,
and you are trying to remember what that fellow in the tavern said a half
hour ago about how to get through this infernal door, your perspective on
the difficulty of the situation may change.
What is
the plot like?
The
plot is continuous and ever-changing, due partly to imaginative players! It
is open ended and runs from event to event, so if a plot thread isn't
resolved by the end of the event, it will be picked up at the start of the
next one.
Don't
worry if you are at a loss of ideas; there are always fearsome monsters
lurking just outside of town and plenty of political intrigue within. There
are mysteries to solve, battles to plan, friends to make and enemies to
break.
Remember
that the "R" in LARP stands for "role-playing." Although there are battles,
The Alliance is not a war game. Plots are intricate and logical. The "bad guys" have
real personalities and are not merely cartoonish cliched villains. Expect to
have your morals and perceptions challenged by Alliance plots.
Most importantly, your character will be an active participant in
every plot action! What your character does and says can affect the outcome
of the game tremendously. Take our
advice and
you will definitely be in the thick of things. Do not expect to just sit
back and watch what happens!
Are there sword fights?
Lots of them! Using Alliance approved padded
weapons (made
of PVC pipe and foam pipe insulation covered with duct tape or cloth), you
will test your swashbuckling skills against the mightiest in the Kingdom.
Each type of weapon is assigned a number based on the amount of damage that
weapon would do if it were real. In addition, each player can buy skills to
increase this number. You will have a certain number of "hit points" based
on your skills and the type of armor worn. As you attack, you will call out
that amount. As you are struck, you subtract the amount by which you have
been hit. When you reach zero, you are unconscious, and you'd better hope
there is someone nearby with a healing spell!
How safe
is the Alliance?
Combat in the Alliance is very safe. No one has ever been seriously injured using our padded
swords. The worst injuries we have ever had were caused by people running
into trees and tripping over stumps in the dark. Our insurance company has
commented that the Alliance has had less injuries than a little league softball
team.
Is there
Magic?
You
bet! Merlin himself would be proud. We represent magical spells with small
beanbags or "packets" filled with birdseed. To cast a spell, you say a short
phrase (such as "I call forth a Flame Bolt!") and throw the packet at your
target. If you say the words correctly and hit your target, the spell works.
If you miss with either, the spell fails. You are limited in how many spells
you can cast each day, so use them wisely! When you are more advanced, you
can learn "formal magic" spells and create magical weapons and perform other
amazing feats!
How do
you decide what skills my character can have?
We
don't - you do! You "buy" your own skills with Experience Points that you
earn at events. These skills allow you to improve your character's
abilities. Because each player picks skills based on his or her own desires,
no two characters are alike. Skills include magical spell-casting, alchemy,
magical potion and scroll creation, armorsmithing, trap disarming, and many
weapon skills.
How do I
earn Experience Points?
You
are automatically given a basic number of "XP" for each event based on your
current skill level and the length of the event. Unlike other similar games, we do not believe that experience should
only be given out for beating up monsters. We think that the bard in the
tavern contributes just as much (if not more) to the game than the "stick
jocks" and therefore we reward all players equally.
How good need my costume be?
The better your costume, the more respect you will get in-game and the more
fun you will have. We do not allow t-shirts with logos, baseball caps or other modern
clothing. Dark colored sweat suits are a good start, covered by a tabard or
armor. To get an idea of some of the costumes worn by our players, check
out our
photo gallery.
How do I write a character history?
Part of the fun of the Alliance is creating a history for your character which will
help you to play your character appropriately when confronted with game
situations. You cannot start off the game as nobility or with great wealth
or magic items (or anything else that would place your character above other
starting characters), but other than that, you are fairly free to create
your own personality. Be sure to get a
Rule Book
first, and read the chapter on creating a character history so that you
don't write one that would be rejected.
Can I be an elf?
Our world is mainly filled with humans, but there are many types of
elves, dwarves, barbarians, gypsies and other unusual
and interesting races to play. You
can see many of these races while browsing our
photo gallery.
Can I be
a monster?
Nonplayer characters (NPCs) such as monsters are controlled by a "Monster
Master." If you wish to play a monster on a weekend, you do not have to pay
to attend (although you do have to be a current member for insurance
reasons). In exchange, you must do what the Monster Master tells you and
play the parts he or she needs you to play. Brand new players are encouraged
to "NPC" their first event, as it is a great way to try many different
styles of combat, learn the rules quickly, have mentoring and training, and
get a good feel for what kind of character you would eventually like to
play.
What
about religion?
Although religion played a large role in actual medieval life, we do not
wish to offend anyone's beliefs. There is no religion in an Alliance game. There
are no fantasy gods or demons, and players are not allowed to create their
own.
How do
you do traps?
Traps
are usually electronic in nature. You will have to open the box (or door or
whatever) slowly and check for threads or wires or other methods of
releasing the trap. If you are able to cut a string, remove a battery clip,
or otherwise prevent the trap from buzzing, ringing, or making a noise, you
have disarmed it. It is imperative that you have some tools!
How do
you pick a lock?
With
your tools! We use simple locks on our doors and boxes and with the proper
tools and picks (available from certain shifty individuals in the game).
You
should, with practice, be able to become adept at getting past those pesky
locks. Note that if you haven't bought the proper skill with your Experience
Points, then you are not even allowed to try.
What's in the Rule Book and Player's Guide?
The
Rule Book
lists all the rules and spells you will need for playing the game as well as
lots of graphs, charts, photos,
advice
sections and more to make your game a fulfilling one. It is fairly certain
that all of your questions are answered in this comprehensive book. We
cannot overemphasize how important it is to spend the extra few bucks to
have read this book prior to playing if you want to get the most out of the
game.
Each
campaign has its own Player's Guide and it has sections describing the
fantasy world in which your character will live.
How much does an event or membership cost?
Membership in
Alliance
Traverse City is $20 a year.
A three month trial period is available
for $10.
Most of the other Alliance
campaigns have similar fees.
A typical Alliance Traverse weekend
costs
$30 if you pre-reg for the event and $45 if you do not. Not every
chapter has
these prices; it depends on the costs of the site they are renting.
Is there an age limit?
Yes; you must be at least 14 to play in the Alliance in most
campaigns.
Some require you to be 18. If you are under 16, you may attend only
if your parent or guardian (not an older sibling!) is also present and
playing. These underage players are called "pages" and are limited in what
they can do (no combat). The
Rule Book has
more information on pages (see, we told you the Rule Book would answer your questions!)