KOTR (Knights of the Round) LARP Rules Guide
KNIGHTS OF THE ROUND RULES GUIDE 1.2
STORY
Knights of the Round is a mix of Role Playing, Medieval Re-enactment, and Combat. The following information will provide you with the necessary tools to get into and begin the game with other players .
Who: The story revolves around the Kingdom of Camelot.
What: Re-Depictions of Arthurian Literature, both fictional and true.
Where: Great Britain
When: Takes place at the time of Lancelot's Betrayal to Arthur for his Lust with Gwenevere, and the uprising of Mordred, his Bastard Son.
Why: Camelot is in Civil War. Those still loyal to Camelot and part of the militia are considered a Knight of the Round table. Those that feel that Mordred's cause is just and are part of the militia are considered betrayers of the crown, or Knights of Rebellion.
How: The great war between the two has already ensued, leaving both unfit for battle, however they still hold their place in the throne rooms. The war has now been left up to the people. Your story takes place near the middle of Great Britain, in a simple village with resources untapped, and only known to those that find it. The village, therefore is uncontested, and is just waiting for one or many willing to build into a thriving kingdom. No matter who one fights for, their interest is ultimately for the benefit of the kingdom.
HOW TO PLAY
As this is a live fantasy combat game that does involve contact, only approved foam boffers (Roleplay-Safe Weapons) may be used. All weapons MUST be approved by a weapons specialist or the Game Master.
- All physical representations, including weapons, armor, and projectiles: You may NOT wear and/or wield any physical object that is sharp, protruding, or could possibly harm another player. Doing so can result in suspension, ban, and/or charges filed by the state and/or the organization.
BEGINNING YOUR JOURNEY
Everyone starts the game with 3 hits. If you are wearing any sort of medieval fantasy garb that properly fits the time period, you are awarded an additional starting 3 hits. Armor also counts as medieval fantasy garb. Not all creatures are limited to Arthurian Literature. In this game, you may find some Grecian, Christian, or otherwise Fantasy based Themes. Please read at your discretion. But more importantly, HAVE FUN!
COMBAT
No more than 4 players may attack an opposing player at the same time. If at any time a player is injured, draws blood, sees or shows safety concerns in any way, a "Game Stop" may be called. If a player at any time determines they are injured, a "Game Stop" or "Medic" may be called. "Game Stop" can commonly be used by a Quest Runner or Game Master to further articulate or narrate a quest or challenge as well.
DAMAGE
Wielding your weapon of choice deals a single hit of damage to another player. Make sure your strike is proper and true, enough for the opponent being struck to feel the impact but no so much that it would cause bodily harm. "Machine Gunning" and/or "Going to Town" is not tolerated and you will be asked to check your swings. If you are deemed to be unsafe in combat, you will be removed from combat. There are exceptions to faster swings, such as daggers. If the person wielding the weapon is not maintaining a sense of realism while wielding it, the damage does not count.
HEALING
Players may seek healers outside of combat, be it back behind danger or at town. Resting for one hour will rid a player of any ailments, brings any player that is dead back to life, and completely restores their starting hits. Armor is not included and must be repaired.
REPAIRING ARMOR
Players may seek Craftsman outside of combat to assist them in repairing their armor and/or weapons, even if broken.
KILLING BLOWS
When a player has reached 0 hits, they can no longer defend themselves and are subject to a killing blow. He or she must symbolize yielding to their opponent by doing any one of the following: take a knee, puts their weapon(s) over their head, sheaths their weapon(s), or places their weapon(s) in a non-aggressive manner. The player must also state "I Yield" if not obvious to the opposing player(s). The opposing player(s) may then initiate their killing blow. Killing blows, also called a "Coupe de Grace", or "Finisher". Any player that is executing a killing blow has the option to articulate how they want to kill their foe, be it a stabbing through the chest, a beheding, etc. Players may encounter many paths of death, as the world of Britannia is nothing short of stone turning medusas, man eating trolls, and fire burning dragons!
AFTER DEATH
Your players body withers away, but your spirit lives on! You must wear a white sash around your torso, arm, or head to symbolize you are a Ghost. Your weapon(s) are always sheathed as you may not engage in combat. You cannot directly interact with or pickup any object in a quest, however you may freely speak with other players, move between walls, float over water, breath without the need of air, and you take no damage as you have no hits. Your spirit can never be destroyed and lives forever, cannot be trapped, or controlled. You DO NOT drop ANY items, such as artifacts, coin, armor, weapons, or any other equipment your player is carrying. Only by finding a healer, or resting for 30 minutes at the INN can you be brought back to life.
QUESTS & UNITING PLAYERS
Each faction is tasked with quests that must be complete to help their town or kingdom flourish. A Designated Tent, Cabin, other location (also known as a War Room) is used to lay out a map on a table with known resource, ally, enemy, and key locations. The Diplomat(s) first hear of the quests, such as defeating a group of brigands at a nearby hideout, or retrieving a much needed resource, item, or location so the town can further prosper. They track what happens on the map as events unfold, be it a successful or a failed expedition, if another faction is occupying an area, etc. A player may only occupy one location at a time. Once occupied, players can go back to their INN or cabin, and the player may defend that location if any moves are made towards that location from an opposing faction.
After the diplomats decide who is tasked with each quest, they then consult knight(s) they would like to complete them. The Knights then Lead their party to the given destination to fight and conquer all enemies. Quests are simple: They have a required amount of Experience Points to Earn while on the quest (Also known as EXP). Experience points are earned by defeating enemies or performing other tasks, such as solving riddles, puzzles or given tasks by others asking for assistance. Once the area is liberated, conquered and clear of the enemy, The party then retrieves all spoils of war, or treasure, and as requested by the diplomat(s), return for their reward.
Players can also encounter staple characters from Arthurian Literature while on their journey to the chosen location. These characters are typically stronger than the waves of enemies they will encounter, and can also offer unique rewards or a large amount of Experience Points.
QUEST REWARDS
Quest Rewards are a specific amount of Gold & Resources that are handed out to the party or group at the end of the quest. The amount of resources are determined by the required amount of Experience Points that were required to complete the quest. One Experience Point earned on the quest is equivalent to one Resource Given. The Resource Type is usually determined by the location your party or group is conquering on the region map, which you can reference at end of these rules.
MODES OF PLAY
PLAYER(S) VERSUS ENVIRONMENT (PvE)
PvE is the more friendly way to play, if you prefer a more concentrated story-driven campaign, and engage players to work together to complete common goals. You may prohibit the players from attacking one another, except for sparring and duels, if you prefer to play this way. Knights of the Round by default begin the game in possession of the village, which is unnamed.
TOWN DEFENSE
This is an optional rule. The group of players (or chapter) may opt to play a Town Defense game mode. By using this rule, instead of players venturing out for resources and exploring the region, they instead defend their town as necessary while the game master spawns enemies, puzzles, and other encounters for the players to engage. This is especially useful for groups of players that do not wish to travel far from their cabin or INN. All resources are also earned in this way. The types of resources given are at the Game Masters' discretion.
PLAYER(S) VERSUS PLAYER(S) (PvP)
PvP is a more chaotic way to play, given the fact that there are always a minimum of two factions of players that could clash at any given point in time. All players can be attacked by players from other factions. It is highly suggested to have two separate locations designated for each faction to help each faction break and breath in-between adventures and combat. Knights of the Round by default begin the game in possession of the village, which is unnamed, while the Knights of the Rebellion begin the game on the outskirts of town. This is usually represented with physical buildings or tents. This game mode requires additional Quest Runners to be present for each faction.
The entire premise of PVP involves the battle over resources. There are no Experience Points given when two Factions are fighting over a given area. If one faction defeats another, and no other opponents are present, all gold, materials, and resources that defeated faction(s) collected while on that adventure are surrendered to the victor. Quest Runners must have approval from the Game Master before proceeding to a contested area or are planning on attacking a moving caravan or party while they are on their adventure. The Game Master reserves the right to deny any faction from attacking another faction for any reason.
TOWN SIEGES
This is an optional rule. Sieges against a factions' Town or Kingdom may only be done once per event and often takes place at the unnamed town. Whichever faction wins in the Siege then has the option to begin the next event in the same area, or in another area, leaving the town back up for grabs on opposing faction(s).
DUELS
Duels are Handled in a very traditional and respectful way. The Two combatants who wish to have a duel must do so by firstly clearing an area suitable for a one-on-one fight. Duels can have any number of restrictions, including requirements or limitations in relation to use of equipment, weapons, and armor. At any time your opponent yields to you,the duel is over, and you are the victor. There are a few variations of a duel: - King's Duel - If Combatants are hit in any one of the four limbs, you stop using that limb. For Example, if you get hit in the arm, you drop it to your side. If you get hit in the leg, you must hop on one foot. Should you be struck in the chest, you are defeated and must yield to your opponent. - Traditional Duel - Each combatant takes a number of hits, usually five. The first person to get hit five times must yield to his opponent.
- In a PVP setting for Duels, if a player is from another faction, he or she may deal a killing blow to their opponent.
CHOOSE YOUR PATH
There are four main paths that a player picks from. They are the Knight, Wizard, Diplomat (Politician), and Craftsman. Each path has its own predefined set of skills, strengths, and weaknesses. Depending on the path you choose as a player, you will help create a symbiotic circle that is crucial to assist in the development of the town or kingdom you represent. Pick one path after reviewing the list below:
KNIGHT
Description: Knights are natural leaders and work together with their party to complete a goal. They are sworn to uphold all laws and bring justice to Britannia wherever they may go. Trained in the art of war, they often wear armor that provides much needed protection for the front lines.
Limitations: Cannot Wield Any Spells.
Bonuses: Nobility, Rank: Knight. Equal to that of a Diplomat.
Skills: Wield any weapon or Shield, Move Heavy Objects, Survive in the Wild, and Wear Armor.
WIZARD
Description: Wizards are powerful sorcerers, devoted healers, and true staples of magic from within of Britannia. Always speaking in mysteries or riddles, they are proven invaluable, and their need is always praised by a knight in need of their support.
Limitations: Cannot wear Armor, may only wield staffs.
Bonuses: You may use any Spells granted by this path. Reference the Wizards Spells Section and Chart for further information. You may Identify Any Artifact Cards from your allies or opponents, and their hits granted. Identifying Artifacts Must be used before battle.
Skills: Reference the Wizard spells list found at the end of this book. You may only cast a spell before or outside of combat. Casting Wizard Spells while on a quest costs Spell Scrolls to used. Wizard Spells are found in the spells chart.
CRAFTSMAN
Description: Craftsman are the backbone of towns and cities. The kingdom relies on them as metal and wood workers, to create and repair all adventurers equipment and/or armor to make them fighting shape once again.
Limitations: May Only Benefit From Wearing Armor Totaling A Maximum Of 16 Armor Points, May not Wield Spells
Bonuses: Citizen, Rank: Cannot be charged by a knight unless warranted by law.
Skills: You may freely use any skills granted by this path. Reference the Craftsman Skills Section and Chart for further information. You may Identify Any Equipment Cards or Armor from your allies or opponents, and their hits granted. Identifying Equipment or Armor Must be used before battle.
DIPLOMAT (POLITICIAN)
Description: Diplomats are famous, notorious, loved, and feared. They assist in assigning the daily tasks handed down from the town, city, or kingdom. For doing so, they are often rewarded with riches and artifacts not commonly found in adventures.
Limitations: May Only Benefit From Wearing Armor Totaling A Maximum Of 16 Armor Points, May not Wield Spells
Bonuses: Nobility, Rank: Gentleman/Lady, cannot be charged by a knight unless warranted by law. Military Tactics: May Freely Engage in Strategizing via the Region Map with all other Diplomats. May Freely Engage in Politics Discussions and votes.
Skills: Persuade / Parley, Create Writ (30 Minutes), Obtain Warrant (1 Hour), Collect Taxes (At Will) *Taxes may only be collected FROM a player ONCE PER FACTION).
NOBILITY AND ROYALTY
Nobility is Ranked. Some players do not start as nobles, while others do, depending on their chosen path. Below are the following ranks, in Ascending Order:
Commoner - First Name or Path Name Only
Citizen - First & Last (Family) Name
Knight / Gentleman / Lady - Sir (Knight & Gentleman) or Dame (Lady), Then First & Last (Family) Name
Thane - Lord, Then First & Last (Family) Name
Baron - Lord, Then First & Last (Family) Name
Duke - Grace, Then First & Last (Family) Name
- Any player, through enough good deeds can achieve nobility by it being granted through a Duke. This is done ONLY at the Game Masters Discretion.
ARMOR BONUSES
The type of armor, how much armor you are wearing, and whether or not a player is wearing LARP made armor or real armor determines how many hits granted from armor a player has. Any weapons or armor that would grant a bonus to the player or a player would use must be physically represented in game, or it does not exist. There are six areas on the body that can be covered: Head, Torso, Left Arm, Right Arm, Left Leg, and Right Leg. If you are wearing LARP armor, follow the Base Armor Points (X1) granted depending on the armor type. If you are wearing Real Armor, double (X2) the amount of hits granted. If you are wearing Heavy Armor, double (X2) the amount of hits granted. If you are wearing both real and heavy armor, triple (X3) the amount of hits granted. There is a reference chart to assist with how armor grants additional hits below:
Once you have picked your path, and any armor, spells, and/or weapons have been decided, you begin the game with all selected options, and 10 coins.
GOLD, RESOURCES, QUALITY, MATERIALS, & EQUIPMENT
GOLD
Gold is a common currency regularly found while adventuring. It can also be made by healing, crafting/repairing weapons and armor, and engaging in politics.
RESOURCES
Resources are found from adventuring, fighting, and liberating nearby unclaimed locations, buildings, and mines. The more difficult the adventure, the more resources the party will yield. Resources are used in virtually every aspect from crafting new items to building new structures for the town or kingdom. All resources are considered Basic Quality. Resources can also be used to Improve Structures & Equipment, and create higher quality items. Some materials can also be refined for use by Wizards and Craftsman for use with spells and skills (See the Wizard's Spell or Craftsman Skill Chart as well as their sections below).
BELOW IS THE LIST OF RESOURCES ABLE TO BE OBTAINED ON QUESTS:
Wood
Ore
Metal (*Found as Raw Material, Must be Refined into Metal Ingots to Use*)
Magic (*Found as Raw Material, Must be Refined into Magic Scrolls to Use*)
QUALITY
Equipment, Structures, and Siege Weapons all are made of a specific Quality. The higher the quality, the more additional bonuses will be granted. There are four different tiers of Quality:
Basic
Expert
Master
Legendary
MATERIALS
Raw materials are obtained while on an adventure to be refined into Magic Scrolls or Metal Ingots, so that they can be used by the Wizards and Craftsman of the Town or Kingdom with their Spells and Skills. A Wizards Tower or Foundry is required to refine raw material into the same quality Magic Scroll or Metal Ingot. The cost of materials to refine into specific Qualities of Magic Scroll or Metal Ingot is shown below:
Quality - Material cost to Make:
Basic Quality Magic Scroll - 1 Magic Material
Expert Quality Magic Scroll - 10 Magic Materials
Master Quality Magic Scroll - 50 Magic Materials
Legendary Quality Magic Scroll - 100 Magic Materials
Basic Quality Metal Ingot - 1 Metal Materials
Expert Quality Metal Ingot - 10 Metal Materials
Master Quality Metal Ingot - 50 Metal Materials
Legendary Quality Metal Ingot - 100 Metal Materials
EQUIPMENT
Equipment is comprised of Weapons, Armor, Rings & Amulets, and grant the holder bonuses to their hits. Equipment is not required to physically wield or wear any Armor or Weapon. Players may only benefit from bonuses from each Equipment type once at any given time, regardless of Quality, Except for Rings, of which a maximum of two may be worn to benefit from. Greater Quality of Resources are required to create greater Quality of Equipment. *Use of a structure that is equal in quality and applies to crafting the desired item is required. See the Structures section further below for more information.
BELOW IS THE LIST OF ALL RESOURCES & EQUIPMENT IN THE GAME ABLE TO BE CRAFTED:
WIZARD SPELLS & CRAFTSMAN SKILLS
WIZARD SPELLS
Each Spell requires a an amount of Magic Scrolls to cast. Spells effects may also be enhanced, or even multiplied in terms depending on the type of spell that is cast. Some spells cast may even require the use of higher Quality Magic Scrolls. Wizards are each limited to casting a single spell before the start of each battle. Spells may also be cast at any time during a scene while not in or outside of combat, as long as they are not negatively effecting enemy players. *Counter Spells are not included, so that they may allow for articulating counter duels between opposing wizards.
BELOW IS THE LIST OF WIZARD SPELLS ABLE TO BE CAST:
CRAFTSMAN SKILLS
Each Skill has a Quality and an amount of Metal Components required to be used. Craftsman are limited to using skills on any group or faction targeting skill once before the start of each battle. Skills may also be used at any time during a scene while not in or outside of combat.
BELOW IS THE LIST OF CRAFTSMAN SKILLS ABLE TO BE USED:
BUILDING THE KINGDOM
STRUCTURES AND THEIR BENEFITS
The Gold, Materials, and Resources mined, found, or otherwise obtained are used to further build your kingdom to allow greater possibilities to the faction you fight for. Diplomats are responsible throughout the course of the game to decide what to build and when.
For example, if the Diplomats agree to build a foundry, by spending the necessary coin and resources and once built, the factions' player base will receive bonuses to the creation and repairing of armors and weapons. Examples include being able to house more craftsman to simultaneously repair for a greater amount of people, and creation and repair of better quality weapons and armor.
Most Players will stay or reside at the INN, and is a required before all other Structures can be built, including a Town Hall. All no other structures can be built before a Town Hall is made. Players have the option to make their INN their Town Hall, however the cost requirement is BOTH the Structures and their qualities combined (See Structures Chart for Resource Cost Details).
Structures built require only Raw Materials, and have the following Initial Benefits in a town or kingdom:
Town Hall - Invest Gold into the Town Hall through collecting taxes. You are awarded a percentage of materials from the kingdom, dependent on the amount of gold invested and the quality of your Town Hall (See Structures Chart for Details). A Higher Quality Town Hall Allows for the yielding of additonal gold and resources.
Tavern - Resting for 30 Minutes here Restores a Players Life and all Hits, Not Including Armor. Having a drink at the INN will give you 1 additional hit before your next battle, +1 more hit for every additional quality the INN has achieved.
Barracks - Allows Crafters to Create Armor and Weapons. A Higher Quality Barracks Allows for the creation of higher quality Armor and Weapons.
Mages Tower - Allows Wizards to break down and refine Raw Magic Materials into Magic Scrolls. A Higher Quality Wizards Tower Allows for the creation of higher quality Magic Scrolls.
Foundry - Allows Crafters to break down and refine Raw Metal Materials into Metal Ingots. A Higher Quality Foundry Allows for the creation of higher quality Metal Ingots.
Lumber Mill - Allows Crafters to Create Siege Weapons. A Higher Quality Lumber Mill Allows for the creation of higher quality Siege Weapons.
Artisan - Allows Crafters to create Rings and Amulets. A Higher Quality Artisan Allows for the creation of higher quality rings and Amulets.
IMPROVING STRUCTURES
Structures can continue to be improved upon once they have been built, and will also grant additional bonuses. Only Basic Quality and/or Raw Materials are required to upgrade structures already built (See Structure Chart).
STRUCTURES HIT POINTS
A Structures' Total Hits are Equal to that of the total amount of materials (also known as the total EXP) that it takes to build, multiplied by 10. A structures' total hits are completely scalable, depending on the number of players participating in the game.
- If the total amount of players in the game are over 10, Then add 10 percent for every additional player to the exp total, and multiply by 10 to get your adjusted hits total.
- Only Siege Weapons may Damage Structures as any other weapon is insufficient to damage them.
- You have the option not to play with structures hits and/or siege weapons as a rule, making them static and unable to be damaged.
SIEGE WEAPONS
Siege Weapons are only used to damage Structures, and cannot damage players. A Siege Weapons' hits granted are equal to that of the Quality material it was made out of (1-Basic, 2-Expert, 3-Master, 4-Legendary). The Siege weapon damage dealt is determined and begins before combat commences, but concludes when combat ends. For Every Hit a Structure Receives, the Structure takes 10 Hits of Damage, multiplied by the quality tier that the Siege Weapon and its ammo is made out of. Using a siege weapon requires four craftsman to be outside of combat and standing by the siege weapon. Reloading a siege weapons' ammo takes 5 minutes, and also requires four craftsman. Multiple Siege weapons may be used in this manner.
- For warring kingdoms at later progression, the goal of the game is moreover to conquer and liberate a kingdom, rather than to destroy it. The taper effect of a higher quality structures' hits granted exceeding that of a siege weapons ability to damage it is by design.
BELOW IS THE LIST OF BUILDINGS, THEIR MATERIAL COSTS, AND THE BENEFITS THEY PROVIDE TO THE TOWN OR KINGDOM:
ARTIFACTS
Artifacts are unique items found while adventuring. These artifacts provide something unique that could turn the tide of a Scene, Battle, or Challenge. They may also grant additional hits. Depending on the artifact, it can be a permanent bonus, hold a number of charges, or may only be able to be used once per event. If an artifact does not involve combat or grant additional hits to the player, it may not be used in combat. Players may only benefit from up to three artifacts at any given time. Artifacts are often given out randomly and are drawn from in a deck face down for the party or group to choose from, however can also be conditionally searched for at the discretion of the Game Master.
BELOW IS THE LIST OF SOME, BUT NOT ALL ARTIFACTS THAT CAN BE FOUND WHILE ADVENTURING:
ENEMIES, VILLAINS, & MONSTERS
Depending on the adventure or quality of materials, and artifacts your faction are after, the party will face challenges against Enemies, Villains & Monsters to match the level of difficulty required. Enemies will grant a specific amount of Experience Points, determined by their Name. Enemies are often either pooled together in groups, or fought in waves to total experience points.
All enemies may or may not be required to wear armor, and we do encourage any quest runner to do their best to bring what they are playing to life as much as possible. If an enemy is Non-Armored or Natural-Armored, the player is not required to wear armor to benefit from the enemy hits granted (See Enemy, Villains, and Monsters Chart).
BELOW IS THE LIST OF ENEMIES, VILLAINS & MONSTERS:
REGION MAP
BELOW IS THE REGION MAP AND ITS AVAILABLE RESOURCES:
TOWN MAP
BELOW IS THE TOWN MAP AND ITS AVAILABLE RESOURCES, BEGINNING AT BASIC QUALITY:
BELOW IS A REFERENCE OF BRITTANIA:
WELCOME TO THE WORLD OF BRITTANIA!