Calls

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Breaking Worlds, like many LARP systems, uses a set of ‘calls’ as part of the operation of the game. All calls are out-of-character (OOC) - they are auditory cues to players, rather than being spoken or heard by the characters.

System calls

These calls are used to are used to tell the players (not the characters) what is going on, and in cases of emergency.

STOP THE GAME

The most important call in LARP. STOP THE GAME means there has been an real-life injury, someone has lost their glasses or there has been another OOC emergency. Anyone may call STOP THE GAME and should do so if needed. As soon as STOP THE GAME is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when STOP THE GAME was called, and TIME IN restarts the action.

MAN DOWN

This means exactly the same as STOP THE GAME. It is included here as an alternative because it is in common usage in many systems, so people may call this instead of STOP THE GAME. STOP THE GAME is preferred where possible because we’re not all men.

TOO HARD

Call this if you’ve been hit too hard by somebody. Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse! If it’s happening a lot, speak to a ref. If somebody says ‘Ow’ and acts in pain but doesn’t say this, usually they’re roleplaying the hit.

TIME IN

The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.

TIME OUT

The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.

TIME FAFF

The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick IC break. This may only be called by a Ref.

TIME FREEZE

The call to pause roleplaying. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.

Combat calls

These calls are used to indicate special effects, most often powerful attacks. They can be shouted by players, NPCs, or Refs.

There are several ways of indicating whom a combat call effects:

  • By blow: Shouting the call at the same time as making a blow with a weapon. The call affects the person struck.
  • By touch: Saying the call while close enough to touch the target - although you do not need to actually touch them. The call affects that person.
  • Ranged: Shouting the IC or OOC name or a description of the target, who can be up to five metres away, followed by the call. For example, “Ezra! SINGLE!” or “You in the hat! REPEL!” The call affects the person indicated.
  • Mass: Shouting MASS followed by the call. For example, “MASS DOUBLE!” You can indicate an area of effect with your arms. If you do, the call affects everyone in that arc within five metres; otherwise it affects everyone within five metres regardless of direction.
  • Wide: Shouting WIDE followed by the call. For example, “WIDE STRIKEDOWN!” You can indicate an area of effect with your arms. Outdoors, the call affects everyone within ten metres; indoors, it affects everyone in the room.