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Creating an image costume examples of polygon role-playing games. Live action role-playing games. How to start playing. Life at a role-playing game

A live action game uses significantly fewer conventions and is closer to real life. All actions performed by the players are perceived as the actions of their characters. Ideally, there should be no offside situations, but this is usually unattainable due to various circumstances:

  • the need for actions that cannot be played “as is”, requiring the introduction of rules;
  • possible urgent life circumstances that may arise during the game;
  • non-game communication between players, including during night gatherings around the fire;
  • formal adherence to the rules, but lack of adherence to the logic of the world, as an example - munchkinism and other phenomena that interfere with the progress of the game.

Classification

Pavilion Role Playing Game

Pavilion role-playing games (another name is “cabinets”) are so named because they are held indoors, and the place of action is limited to its boundaries. In many ways they are similar to field ones, but smaller in scale (both in time and space). Most often, the number of participants in such a game is 10-25 people, and the duration is from 2 to 12 hours, but it can reach 24 hours. Almost any genre can be played at pavilion games, since, unlike field games, the requirements for material support are much lower. This is often achieved through word play. So, one master can play out all the technical capabilities of the world. Pavilion games are characterized by a high concentration of actions (tension), which is associated with the compressed timing of the game.

Based on the nature of the action, two extremes of pavilion games can be distinguished: purely image-based (the so-called “theatrical” or “mystery”) and purely informational, the so-called “information” or “languedo” (after the name of one of the most famous first pavilion games. In In the first, the emphasis is on the player to play his role most accurately, vividly and expressively. For “theatricals”, the plot of the game is strictly defined by the master. In “informational” games, the situation is the opposite - almost all the characters’ goals are achieved by searching for the necessary information and bringing it together, there is no strictly defined plot. In general, there will be a separate discussion about the dramatic and informational layers of the game. We believe that these two types of game should be combined in a good game. The same can be said not only about the “Languedocs”, but it is in them that this division occurs. reached such noticeable extremes that it became an independent species.

The following points are characteristic of the Languedocs:

  • All roles were created by the master.
  • Each character has goals and objectives defined by his role.
  • Each character can fully or partially complete their goals.
  • No character can complete their goals automatically.
  • Time to complete goals is limited.
  • Since the tension of the game is usually high and there are few players, the death of just one character can completely ruin the entire game.

A separate type of pavilion games are the so-called “camera” games, the number of participants of which can reach two hundred. By the nature of the action itself, they are closer to field games, but are held indoors. Of course, such large-scale events require large premises, for which holiday homes or other similar institutions can be rented. The usual duration of such games is from 24 hours to three days.

Field games

Field games are held on the ground, usually in a specially designated and sometimes equipped place - a training ground. They are the largest in terms of the number of players and the space they occupy. As a rule, these games require a certain surroundings (appropriate clothing, weapons, imitation of settlements, etc.), and in general, in appearance they have a lot of costume performance or staging. They last from one and a half to four days. The number of participants ranges from 10 to 2800 people, with an average of 100 to 300 people. Plots (worlds) can be taken from history, fiction, films, etc., or created directly by the masters themselves. Since at field games it is often necessary to build fortresses, cook food and prepare firewood, and also fight in an organized manner, people often go to field games not individually, but in teams.

Since 1995, a group of people involved in the technical support of the field game and not directly involved in the game process is usually called the field team.

Among the field games, based on the main surroundings used and the style of behavior of the players, several fairly common classes stood out:

  • medieval-fantasy, which are characterized by swords, armor and other medieval utensils;
  • historical, which are characterized by initial conditions corresponding to certain historical realities, up to the point that all the characters actually existed;
  • man-made, which are characterized by plots of science fiction, modern or recent past themes, man-made weapons;
  • “secular”, which are characterized by balls and social events, which determines the specifics of preparing players for such games - classes in Ancient Dance Schools and studios. They differ from other classes by prioritizing aesthetics in the surroundings, sometimes to the detriment of the functionality of equipment, game weapons and armor;
  • mixed, such as “techno-fantasy”, which is characterized by a mixture of genres.

The features include the following:

  • Theatricality (acting out). Participants in the field Game, like actors in a theater, identify themselves and their character and act based on the logic of the Game character, in accordance with the realities of the game world. Unlike pavilion and city games, the theatrical component of the game in the field requires the player to have a certain convention of perceiving the environment. For example, a tree can be the corner of a castle wall, a path can be a road, etc.;
  • Modeling conventions. Actions performed in the game are conditional - “murder” is played out by inflicting a light blow or another action specified in the rules, performed with a safe weapon (or imitation of poison - over-salted, excessively sour food, etc.), after which the person pretends to “death "; The economy of the Game is based on the circulation of in-game money, with which you can purchase in-game valuables, as well as eat in “taverns” or other public/game food outlets; you can use it to pay for in-game actions, for example, “repairing” weapons that were “broken” in battle, etc. d.
  • Scaling time and distances. It’s clear why this is being done - the polygon is not endless, and there are a lot of different important points that need to be placed. Note that scaling is typical, but not required, for field games. Unlike board games, for example, time scaling is practically not used in field games.
  • Teamwork. Typically, a field game is an interaction not only of individual people (characters), but also of organizations (teams). Depending on the game, the team can represent both the state and some small organization, for example, a reconnaissance squad of 4 people. Typically, each team has a leader who determines what the team will do. A player playing the role of leader is, as a rule, also responsible for non-game organizational aspects of his team. As a rule, the entire team camps in one camp and has a common household.
  • Battalion. The fighting in the field games is realistic, spectacular and massive. Therefore, the battle at such a game is much more interesting than at any other.
  • Tourist component. As the name suggests, field games take place in the “fields,” that is, in nature. It follows from this that players must bring with them not only the things necessary for the game (game clothes, weapons, etc.), but also the things necessary for life in nature (tents, sleeping bags, bowlers, etc.) . It also requires a minimal understanding of how to live outside the city.

City games

Among urban games, two classes of games can be distinguished - local games and real-time games.

Local games are essentially similar to regular field games, except that they are held in a city. This imposes certain restrictions on modeling, logistics, combat, etc. The duration of such games is 2-3 days, their number is comparable to the number of average field games - 100-200 people.

Balls, ballroom dancing

LARP In other countries

Everyone knows the English acronym LARP, but few people know what role-playing games are called in other countries:
Switzerland:LAJV
Denmark:Laiv
Ukraine:Role games
France:GN

Notes

see also

    Links

    • allrpg.info- Databases on players, workshop groups and training grounds. Issues of preparation and organization of role-playing games. Calendar of polygon games.
    • http://www.rpg.ru/ one of the largest sites in RuNet about live-action role-playing games
    • http://www.roleplay.ru/ - role-playing news agency, one of the largest portals on role-playing games
    • http://ru-lrpg.livejournal.com - LiveJournal community for polygon games
    • http://www.alexander6.ru/alexander6/a6_games_r - calendar of polygon games on the website of the Alexander VI workshop group
    • http://www.roleplay.ru/calendar - calendar of polygon games on roleplay.ru
    • Master. LARP: - materials on the theory and practice of organizing role-playing games
    • http://www.rolport.ru/ - ROLE PORTAL - a huge library of role-playing knowledge

    Wikimedia Foundation.

2010.

    See what “Field games” are in other dictionaries: Group max. common rock-forming minerals; amount to approx. 50% of the mass of the earth's crust. They are isomorphic mixtures of aluminosilicates K, Na and Ca; general phase M (Si, Al)4O8, where M is predominant. K+, Na+, Ca2+, less often Ba2+, sometimes (in traces... ...

    Chemical encyclopedia

    - (from the English Live action Role playing game, LARPG) a subsection of role-playing games in which players play out their roles through actions, and not through words. Contents 1 Features 2 Classification ... Wikipedia

    Live action role playing game (LARPG) is a subsection of role-playing games in which players play out their roles through actions rather than words. Contents 1 Features 2 Classification 2.1 ... Wikipedia Role-playing games - theatrical performances subordinated to certain plots based on the mythology of a specific historical era or literary work; their participants live the lives of their characters for some time. In the traditional understanding of R.I.... ...

Alternative culture. Encyclopedia

Live action role playing game (LARPG) is a subsection of role-playing games in which players play out their roles through actions rather than words. Contents 1 Features 2 Classification 2.1 ... Wikipedia

Brochure

· Introduction and Classification of Role Playing Games - Basic Concepts

· How to make a game

· Role-playing game theory

· Pre-game preparation

· Roleplaying Training

· Situation - element

· First Game. Rules for the pavilion game

· Master's Notes

· Role-playing games database

Introduction and classification of Role Playing Games

Basic Concepts

Below are some basic concepts that will help you better understand what...

role-playing games represent themselves.

Role-playing is a type of dramatic action in which participants

act within the framework of their chosen roles, guided by the nature of their

roles and the internal logic of the action environment, and not the external script

behavior. That is, how events will develop depends precisely on

player actions. Thus, the game process itself is

modeling of a particular situation by a group of people. Each of them leads

himself as he wants, playing for his character (what this is, see below).

Role-playing is not only a form of leisure, but also a full-fledged activity

creativity, so we can say that it is like a theater in which

actors play not according to the script, but the way they want, but all the same

comparisons will be inaccurate. So we hope that after reading this

material, you will understand what role-playing games are and why

they are needed.

Player

As you might guess, a player is a person who plays RI.

Masters

Masters are the people who created this game and are responsible for

modeling external (in relation to the characters) conditions, that is, for

the rest of the game world.

They are also responsible for giving the gameplay completeness and

integrity of a single work of art, maintaining interest

players to the game and role, conflict resolution, general

organization of gameplay, etc.



Game world

The world in which the game takes place, as a rule, is quite

a reliable model of the normal world. And not necessarily ours. Therefore,

that this world has its own laws of nature that affect everything and everyone in it. On

including you. And these laws may differ from those in force here.

life" and "by game". Lifelong actions are those that are performed in

reality, but have no place in the game. Actions "according to the game" take place in the world

Overview of main game types

Role-playing games can be classified in different ways: by the time spent on

their holding, according to the venue, according to the degree of beauty or virtuality and

etc. We will provide a well-established classification by place and time.

Usually there are four different types of games: field, pavilion (“Languedoc”,

ball, theater show), city (“clan girls”) and virtual (tabletop,

indoor, "danger", "driver", etc.). Each of them has its own specifics and

character traits. Below is a brief description of them.

For a more convenient description of different types of games, we introduce several concepts:

Virtuality

Virtuality is a RI parameter characterizing how often a player is in the game

imagines elements present in the game, but not

having real embodiment.

Tension

Tension is a characteristic of RI, indicating the number of game

events during the game.

Introductory

Information about the current situation in the game world that the master gives to the players.

For different characters, the introductions are different, which is due to their different

position in the game world.

Scaling

Scaling is when the real time period or distance in the game world

corresponds to another period of time or distance.

In the game there are 100 km between the cities, but in reality these camps are located at a distance

In an hour of real time, a week passes in the game world.

Field games

Field games are played on the ground, usually in a specially designated area -

training ground. They are the largest in terms of the number of players and occupied space.

space. As a rule, these games require a certain environment

(appropriate clothing, weapons, imitation of settlements, etc.), and in general, outwardly in

There are quite a few of them from a costume performance or dramatization. They last from

one and a half to four days. Usually the number of participants is at least 20-30 people. For

field games are typically characterized by an average degree of virtuality, since the game contains

symbols meaning certain entities: a rope stretched in front of the camp -

fortress wall; a man with a blue bandage is a rider on a horse, etc. Characteristic

genres for field games are historical reconstruction, fantasy and others,

which do not require extensive technical equipment. Field tension

games during the game changes from low to high depending on the game

The features include the following:

Scaling time and distances. It’s clear why this is being done - training ground

It’s not endless, but there are a lot of different important points that need to be placed. notice, that

scaling is common, but not required, for field games.

Teamwork. Typically, field play is the interaction of not only individual

people (characters), but also organizations (teams). Depending on the game the team

can personify both the state and some small organization,

for example, a reconnaissance squad of 4 people. Usually each team has

the leader who determines what the team will do. As a rule, all

the team camps together and has a common household.

Battalion. The fighting in the field games is realistic, spectacular and

massive. Therefore, the battle at such a game is much more interesting than at any other.

Tourist component. As the name suggests, field games take place in

"fields", that is, in nature. It follows from this that players must carry

not only the things necessary for the game (game clothing, weapons, etc.),

but also things necessary for life in nature (tents, sleeping bags, pots and

etc.). It also requires a minimal understanding of how to live outside the city.

What you need to play field RI:

First of all, you need a desire to play. Since it is needed for any

types of games, then we will not repeat this in the future.

Costume. At field games, the requirements for the surroundings are often quite

high. It is desirable that the costume corresponds to the world of the game and is made

at least it’s not clumsy (everyone has long been tired of raincoats made from curtains).

Time. Since field games last for several days, it’s a good idea to carve out in advance

have time to play in your schedule.

Minimum travel equipment (backpack, sleeping bag, travel

mat, etc.).

Pavilion Games

Pavilion RIs are so named because they are held indoors and the location of the action is

limited by its boundaries. In many ways they are similar to field ones, only smaller in size.

scales (both in time and space). Most often the number

There are 10-25 participants in such a game. They pass within a few hours.

Unlike field games, there are practically no collective games at pavilion games.

goals and input. But they can arise during the game, through agreements between

different characters. The virtuality of "pavilions" can be both low and high,

depending on the master's intention. Can be implemented at pavilion games

almost any genres, since, unlike field games, the requirements for

equipment is much lower. Thus, one master can play all technical

possibilities of the world. For example, there is a pavilion game on space negotiations.

stations. It is clear that within the framework of the game the characters can freely communicate with the outside world.

peace. Since there are few players and each one can be given attention, the master is quite

capable of playing an interlocutor for each character. For pavilion games

characterized by high tension, which is associated with the compressed timing of the game.

Since in a pavilion game all interactions between characters and practically

Since all significant actions take place live, your personal

skill, charm and intelligence. For example, attention to surrounding events,

ability to perceive new information (usually information from the introductory

enough to fully understand the situation), the ability to adapt to the situation,

ability to carry on a conversation.

Based on the nature of the action, two extremes of pavilion games can be distinguished: purely

image-based (so-called “balls” or “theater shows”) and purely informational (so-called

called "information" or "languedocs"). Firstly, the emphasis is on

the player played his role most accurately, vividly and expressively. Classic

an example would be a game depicting a Renaissance ball. Great importance

is given to the surroundings, and the intrigues and problems invented by the master are practically

are missing. In “information” the situation is the opposite - almost all goals

characters are achieved by finding the information you need and putting it together.

In general, there will be a separate discussion about the dramatic and informational layers of the game later.

talk. We believe that these two types of play should be combined in a good game. That

the same can be said not only about the "Languedocs", but it is in them that this division

reached such noticeable extremes that it became an independent species.

The following points are characteristic of the Languedocs:

All roles were created by the master.

Each character has goals and objectives defined by their role.

Each character can fully or partially complete their goals.

No character can complete their goals automatically.

Time to complete goals is limited.

The Languedoc also has an additional feature: since the intensity of the game

is usually high, and there are not many players, then the death of just one character can

completely ruin the whole game.

What will you not be able to play pavilion games without?:

Without premises, but usually the master takes care of this.

Just like at field games, it would be a good idea to have a suit.

Nothing else is required for a pavilion game.

Virtual role-playing games (VRGs)

The third type we are considering is virtual role-playing games. In different

cities they are called differently. We believe this is the name (VRI)

most accurately reflects their characteristic feature. Although in all RIs there is a certain

Some of the visual means exist in the imagination of the players, for example

VRI shows this most clearly. This type of RI is very common,

since it does not require anything specific for preparation and implementation.

A place where the players could sit, a piece of paper, a pen or

pencil. And of course, interest and desire to play. At the same time, wealth

There are no fewer possibilities, and a good game for 2-3 players can

prepare no less than field 100. Virtuality of this type of game

is high because all interactions with the world occur through the master.

Of all types of RI, virtual ones have the greatest degree of abstraction from

surrounding world (abstraction) and, as a consequence, the broadest

visual possibilities. They do not require special

surroundings, game costumes, etc. If the field game and the "Languedocs" are possible

compare with theatrical action, then VRI is more like a dialogue, in

in which the master describes the surrounding situation and the development of events, and

players say what their heroes do. In addition, VRI does not require players to

real mastery of the skills their character possesses. Although

it is advisable to have at least a general idea about them, otherwise incidents arise

like ace pilots who don’t know how to conduct air combat, or scientists

world class, not familiar with the basics of their science.

What do you need to start playing VRI? To begin with, absolutely

The presence of players is necessary - without them there is no game. Besides the players

you need a place where you can sit without being distracted by external

factors, free time and, of course, the master. It is worth mentioning separately

time. In general, a good developed plot takes from 30 to 300 hours

real time, so it is common practice to split the plot into

sessions of 3-6 hours at a pre-agreed time. Do one session

less than 3 hours makes little sense, since the player has time to do too little

in order to enjoy the game. Upper limit

due to the free time of the players and the master, so there were sessions and

for 8-12 hours straight.

So, if you have all the necessary components, you can get started. A little

We said earlier that the game takes place in the form of a dialogue between the master and

players, but in reality it looks a little more complicated. The fact is that

the master not only models the world around him and its reaction to actions

characters, but also plays for the inhabitants of this world. Players can

contact the master in different ways: and how to contact the master to find out

setting, and as one of the characters. At first it may seem

difficult, but during the game the difference is clearly visible. The master in turn

can answer both the player himself and his character, and this situation

requires precise separation.

City games

City games run parallel to real life, which is their main point

feature. As the name suggests, the scene of action is the entire surrounding

world. If we compare them with other types of radioactive sources, then in terms of the type of action they are somewhere

between the field and the "Languedocs", and closer to the latter. Number of participants from 10

up to 50, duration 1-6 weeks.

The degree of virtuality on “clan meetings” depends on the extent to which

character's capabilities differ from the player's capabilities. Most often, city games are in effect

their peculiarities are carried out in a world similar to ours. Tension on

urban games episodic: high in short periods of time and low during

All the rest of the time.

Most of the problems with clans are due to their peculiarity. In particular

Like other games, a lot of things are virtual, but here a person plays at the same time

role and acts throughout life. For example, you play a big businessman, but this

does not relieve you from the obligation to go to classes. From the point of view of the game world

Such situations look unnatural, and this can take the player out of character.

Many events also take place virtually, requiring frequent monitoring

masters But this is poorly feasible, and the game begins to accumulate

unresolved contradictions between players. Whereas in the field game and

"Languedoc" masters can constantly monitor the game.

Any interaction between players can be in life and in the game. Because of

this can (and does) cause disagreements on the topic, whether it’s about the game or

No. Especially when it comes to information received. Again, gaming

interactions from the outside look strange and do not always bring joy

ordinary people.

Thus, in our opinion, the optimal plots for urban games

are those where the characters must lead a normal life,

pretending to be ordinary people ("men in black", patrols, vampires, etc.).

Another difference between clan games is the duration of the game, which provides certain advantages.

As a rule, the player acts without strict time restrictions and can

plan your actions long ahead. On the one hand, this gives actions

plausibility, allows for some unexpected turns of the game. And on the other hand -

the game takes a lot of time, requires actions simultaneously with normal life,

due to which many experienced players are unable to participate in the game. Consequently,

There is a shortage of experienced players for strong roles.

They play out their roles through actions, not words.

Encyclopedic YouTube

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    Like any role-playing game, a live-action game is based on the fact that the game masters want to stage a situation (and see the results), and the players who apply for this game want to participate in this situation as one of the characters. But, unlike a tabletop role-playing game or a computer game, a live action game uses significantly fewer conventions and is closer to real life. All actions performed by the players are perceived as the actions of their characters. Ideally, there should be no offside situations, but this is usually unattainable due to various circumstances:

    • the need for actions that cannot be played “as is”, requiring the introduction of rules, for example, the use of magic;
    • possible urgent life circumstances that may arise during the game;
    • non-game communication between players, including during night gatherings around the fire;
    • formal adherence to the rules, but lack of adherence to the logic of the world, as an example - munchkinism and other phenomena that interfere with the progress of the game.

    The rules of the game are determined by the master (or workshop group) who puts on this game. Usually, the rules for violent physical influence on characters (combat rules), the rules for a player’s behavior in the event of the death of his character (sometimes called “death rules”), the rules for influencing character abilities that the player himself does not possess (for example, magic or psionics), are clearly defined. as well as the rules for the player’s interaction with simulated structures (economy, virtual squads, etc.).

    The player's character or role is usually agreed upon in advance with the masters. Most often, masters offer already written roles (also called “loading”, “introductory”, legend), but they fully approve of the player’s creative activity in modifying the introductory or creating his own (introductory, completely created by the player, is called “auto-introductory”, “personal legend” or "quenta") In any case, it is critical that the workshop group has information about all the inputs in order to be able to integrate as many characters as possible into the game reality.

    The character introduction can be schematically broken down into the following points:

    • The name of the character and his group of players/characters
    • Character goals and objectives.
    • Features of the character’s psychology, his special features, race.
    • The social status of the character, requirements for his game costume and ammunition.
    • The character’s biography, its key points and connections with other characters in the game (both explicit “He’s your brother, you hate him” and indirect “You have a twin, but you haven’t seen each other since birth, you’ve been looking for him for a long time”).
    • A list of literary sources in which this character is described in detail (most often attached to key roles).
    • Character performance characteristics

    Terminology

    Role-playing culture has its own terminology (slang) to describe characteristic objects, places, processes, etc.

    • Playing, by game- everything that happens within the game.
    • Lifetime, for life- actions or conversations performed outside the game world, in reality.
    • Cabinet- office role-playing game.
    • Camera- chamber role-playing game.
    • Polygonka- polygon role-playing game.
    • Quenta- a description of the character, which indicates his name, gender, age, origin, occupation, biography, abilities, equipment.
    • Combat- combat interaction.
    • Neshturmovka- conditionally modeled wall.
    • Kuluarka- a dagger that is easy to hide, also a throat cutter.
    • Picker- blade.
    • Deadman- a place for dead heroes.
    • Casting- creating a spell.
    • Heel, heal- treatment, usually with the help of magic or potions.
    • Hit- hitting the enemy. The areas where shots are allowed are called the hit zone.

    Classification

    Armchair role play

    Cabinet role-playing games(“offices”) are very similar to tabletop ones, but there is a significant difference between them. In the “office” the player is the character and the action takes place here and now, but in the “tabletop” the player remains a player, and the action takes place in another world. As a rule, such games are played with a small number of players (from three to fifteen, on average within ten). Often the game takes place as a dialogue at a common table, sometimes players can move around the room, but it is usually small, otherwise it will be a chamber game. In office games, personal interaction is minimized, and the group usually discusses everything together.

    Chamber role-playing game

    Chamber role-playing games(another name is “languedocs”, “langs”, “zalniki”, “pavilions”) are held indoors, and the place of action is limited to its boundaries. In many ways they are similar to polygons, but smaller in scale (both in terms of time and space). The number of participants in such a game ranges from several dozen to several hundred, but most often within fifty. As a rule, the game takes place over one period and players are not expected to spend the night. Almost any genre can be played at pavilion games, since, unlike field games, the requirements for material support are much lower. This is often achieved through word games. So, one master can play out all the technical capabilities of the world. Pavilion games are characterized by a high concentration of actions (tension), which is associated with the compressed timing of the game.

    The “cameras” are characterized by the following features:

    • The master has thought out all the key roles, but players can declare their own;
    • Each character has goals and objectives defined by his role;
    • Each character can fully or partially complete their goals;
    • No character can complete their goals automatically;
    • Time to complete goals is limited;
    • Since the game's tension is usually high and there are few players, the death of just one character can have serious consequences;
    • Sometimes, to limit time and encourage participants to take active action, masters introduce events that players can influence only by quickly developing the situation (persistently breaking down an oak door by indignant people, increasing the intensity of deadly ka-gamma radiation, etc.)

    Game on base

    Polygon RPG

    Polygon role-playing games(“ranges”, PRI) are held on the ground, usually in a specially designated and sometimes equipped place - a training ground. They are the largest in terms of the number of players and the space they occupy. As a rule, these games require a certain surroundings - authentic character costumes, weapons, interior and household items, artifacts, locations, fortresses. The duration of games can vary greatly - from several days to a week. The number of participants ranges from several dozen in small “one-day events” to several thousand in large projects. On average, games attract 100 to 300 participants. The theme of the game can be taken from history, fiction, film or computer game, or be created by the author. Since at training grounds it is often necessary to build fortresses, cook food and prepare firewood, and also fight in an organized manner, they often go to field games not individually, but in teams.

    A group of individuals involved in the technical support of the field game and not directly involved in the game process, since 1995, is usually called the field team.

    Among the field games, based on the main surroundings used and the style of behavior of the players, several fairly common classes stood out:

    • medieval-fantasy, which are characterized by swords, armor and other medieval utensils;
    • historical, which are characterized by initial conditions corresponding to certain historical realities, up to the point that all the characters actually existed;
    • man-made, which are characterized by plots of science fiction, modern or recent past themes, man-made weapons;
    • “secular”, which are characterized by balls and social events, which determines the specifics of preparing players for such games - classes in Ancient Dance Schools and studios. They differ from other classes by prioritizing aesthetics in the surroundings, sometimes to the detriment of the functionality of equipment, game weapons and armor;
    • mixed, such as “techno-fantasy”, which is characterized by a mixture of genres.

    The features include the following:

    • Theatricality (acting out). Participants in the field Game, like actors in a theater, identify themselves and their character and act based on the logic of the Game character, in accordance with the realities of the game world. Unlike pavilion and city games, the theatrical component of the game in the field requires the player to have a certain convention of perceiving the environment. For example, a tree can be the corner of a castle wall, a path can be a road, etc.;
    • Modeling conventions. Actions performed in the game are conditional - “murder” is played out by inflicting a light blow or another action specified in the rules, performed with a safe weapon (or imitation of poison - over-salted, excessively sour food, etc.), after which the person pretends to “death "; The economy of the Game is based on the circulation of in-game money, with which you can purchase in-game valuables, as well as eat in “taverns” or other public/game food outlets; you can use it to pay for in-game actions, for example, “repairing” weapons that were “broken” in battle, etc. d.
    • Scaling time and distances. It’s clear why this is being done - the polygon is not endless, and there are a lot of different important points that need to be placed. Note that scaling is typical, but not required, for field games. Unlike board games, for example, time scaling in a field game is used in a limited way: for example, in the form of “economic cycles” lasting several hours, at the end of each of which the player or team receives income from “property” or “produces” game values.
    • Teamwork. Typically, a field game is an interaction not only of individual people (characters), but also of organizations (teams). Depending on the game, the team can represent both the state and some small organization, for example, a reconnaissance squad of 4 people. Typically, each team has a leader who determines what the team will do. A player playing the role of leader is, as a rule, also responsible for non-game organizational aspects of his team. As a rule, the entire team camps in one camp and has a common household.
    • Battalion. The fighting in the field games is realistic, spectacular and massive. Therefore, the battle at such a game is much more interesting than at any other.
    • Tourist component. As the name suggests, field games take place in the “fields,” that is, in nature. It follows from this that players must bring with them not only the things necessary for the game (game clothes, weapons, etc.), but also the things necessary for life in nature (tents, sleeping bags, bowlers, etc.) . It also requires a minimal understanding of how to live outside the city.

    Urban RPG

    Among urban games, two classes of games can be distinguished - local games and real-time games.

    The degree of virtuality in such games depends on how much the character’s capabilities differ from the player’s capabilities. Most often, city games, due to their peculiarity, are played in a world similar to the real one. The tension at city games is uneven: high during short periods of time and low at all other times.

    Most problems with such games are due, in particular, to the following features:

    • As in other games, much is virtual, but here the player simultaneously plays a role and acts in life. For example, you play a big businessman, but this does not relieve you of the obligation to go to college or work. From the point of view of the game world, such situations look unnatural, and this can throw the player out of role;
    • Many events also take place virtually, requiring frequent supervision by the master. But this is poorly feasible, and unresolved contradictions between players begin to accumulate in the game. Whereas in the field game and the “camera” the masters can constantly monitor the game;
    • Any interaction between players can be “in life” and “in game”. Because of this, disagreements may arise on the topic “is it in the game or not.” Especially when it comes to information received. Again, game interactions look strange from the outside and do not always bring joy to ordinary people who are not involved in the gameplay;
    • The optimal plots for urban games are those where the characters must lead a normal life, pretending to be ordinary people (“Men in Black”, patrols (based on the works of Lukyanenko), vampires, “Highlander”, etc.);
    • Another difference between urban games - the length of the game - provides certain advantages. As a rule, the player acts without strict time restrictions and can plan his actions long in advance. On the one hand, this makes the actions believable and allows for some unexpected turns in the game. On the other hand, the game takes a lot of time and requires actions simultaneously with everyday life, which is why many experienced players cannot participate in the game. As a result, there is a shortage of experienced players in strong roles.

    Game-ball

    Within the role-playing community, thematic balls are often held, which can be either historical or based on the theme of fictional worlds. The main difference between ball games and regular balls is that the participant plays a certain role and, therefore, there is a plot component. As a rule, social communication, intrigue and secret negotiations are always given a special place.

    Player— as you might guess, this is a person who plays RI.

    Masters- game organizers, people who created this game and are responsible for modeling external (in relation to the characters) conditions, that is, for the rest of the game world. Masters are also responsible for giving the game process completeness and integrity of a single work of art, maintaining players’ interest in the game and role, resolving conflict situations, general organization of the game process, etc.

    Game world- the world in which the game takes place. What’s remarkable is that this is not necessarily our world. The game world has its own laws that apply to everything and everyone in it. Including you. And these laws may differ from those in force in the real world.

    Character is your hero living in the game world. He may differ significantly from you in his skills, qualities and even character. The character is usually not dependent on your actual skills and knowledge, although they may leave their mark. Thus, the character is separate from the player - he exists only in his imagination. But at the same time, during the game, your character is you. Inside the game world, the character is a full-fledged personality, like other inhabitants of the world. A good quality of a player is considered to be the ability to fully get used to his role during the game, to understand his character, to live with his affairs and problems. It is a form of acting that is accessible to almost everyone.

    “In life” and “in the game”— various types of player activities. “Lifetime” actions are performed in reality, but do not take place in the game. Actions “in the game” are performed in the game world.

    To play well, you need to understand the following things.

    The player and character exist in different worlds. If you like, these are your two different roles (hypostases), and at any moment you can act in only one of them. It is necessary to separate the actions of the player and the character. The transfer of events and relationships from the game to the real world and vice versa is especially undesirable.

    It is necessary to distinguish between information known to the player and the character. There are things that the character does not know or cannot know, but at the same time the player knows. These things are called non-game information. Using such information, as a rule, spoils the game or leads to absurdity. There are two types of non-game information. The first exists because the player's knowledge exceeds the character's knowledge (for example, in a game whose plot is based on the events of the ancient world, or a situation where the player is an expert in a field in which the character is a complete layman). This is how anachronisms appear, such as attempts to invent gunpowder in the 3rd century. BC (based on modern knowledge of chemistry!) or flirtatious aristocrats explaining to the hussar captain how to fight. However, this only poses a problem if it contradicts the spirit of the world or character. Simple common sense helps to avoid such situations. In other cases, this is not a problem and rarely raises objections from the master.

    For example, you want to make a pulley system to lift a heavy stone. Your character does not have knowledge of engineering, but you have a great idea how to do it. And if this knowledge is not something specific to the world of the game, it is unlikely that your master will object. But if engineering knowledge is the privilege of a closed Order of Grand Mechanics or is simply still unknown in this world, this will violate the logic of the game action.

    Another type of non-game information is much more dangerous for the game - it occurs when the player becomes aware, not through the game, of something about the game world that his character does not know. Using such information can seriously ruin the enjoyment of the game and even bring it to the brink of collapse. For example, the team is given the task of finding the main rebel and is sent to the outskirts. And suddenly one of the players learns from a non-game conversation that the main villain is the king’s advisor. After this, there will be no detective story, intrigue, revelation and corresponding emotional intensity.

    The best remedy for problems with non-game information is not knowing it. And if you find out by chance, don’t use it, which is a manifestation of basic decency.

    Loading, introductory— information about the current situation in the game world, about the character and his connections with other characters. It is given to the player by the master.

    Application— information about the player and the character that is required from the player in order to get a role in the game. Character information may include the character's character, his history (legend, quenta) and other information.

    What games are there?

    Role-playing games can be classified according to the time spent on them, by location, by the degree of beauty or virtuality, etc. We will provide a well-established classification by place and time. There are usually four types:

    — Field (range) games;

    — Pavilion (office) games;

    — City games;

    — Virtual games (board games, indoor games, “danger”, “driver”, “word game”, etc.).

    Each of them has its own specifics and characteristic features.

    Field games

    Field games are held on the ground, usually in a specially designated place - a training ground.

    Features of field games are:

    Entourage. As a rule, these games require more surroundings (appropriate clothing, weapons, imitation of settlements, etc.) than pavilion and city games.

    Scale. Field games last from several hours to several days. The number of participants varies from several dozen to several hundred and even thousands. Sometimes this includes features such as teamwork, time and distance scaling.

    Teamwork. The game becomes an interaction not only of individual players, but also of teams. Depending on the game, the team can represent either a state or a small group - for example, a reconnaissance squad or a family. Typically, each team has a leader who determines what the team will do. Usually the whole team camps in one camp and has a common household.

    Scaling time and distances. It is a characteristic, but not obligatory, element of field games. The polygon is not endless, and often there are a lot of important points that need to be placed. Therefore, everyone turns a blind eye to the fact that in the world of the game you can often walk from “Moscow” to “St. Petersburg” in fifteen minutes, since they are separated by hundreds of meters, and not hundreds of kilometers.

    Tourist component. As the name suggests, field games take place in “fields,” that is, in nature, usually in a forested area. It follows from this that players must bring with them not only things necessary for the game (game clothes, weapons, etc.), but also things necessary for life in nature (tents, sleeping bags, camping mats, bowler hats, etc. .P.). It also requires a minimal understanding of how to live outside the city.

    For large-scale field games (especially for “thousanders” - games with over a thousand participants), the following characteristic features can be distinguished:

    Characteristic genres— recreation of specific historical periods, fantasy, etc., which do not require a large amount of technical equipment.

    Battalion. Thousanders are characterized by realistic, spectacular and massive combat operations.

    What do you need to play field RI?

    Costume - at field games, the requirements for the surroundings are often high. The character's costume must match the world of the game. You can usually find specific costume requirements on the website or blog of the specific game you're attending.

    Time. Since field games take place over several days, it is a good idea to carve out time in your schedule for the game in advance.

    Minimum travel equipment (backpack, sleeping bag, travel mat, etc.).

    Pavilion games (office games)

    Pavilion and cabinet games differ solely in the number of participants; a cabinet game usually includes several dozen people, while pavilion games can sometimes involve more than a hundred.

    Pavilion RI are so named because they are held indoors, and the scene is limited within its boundaries. In many ways, they are similar to field ones, only smaller in scale (both in time and space).

    They take from several hours to several days. Unlike field games, pavilion games have virtually no collective goals or input. Although they can arise during the game through the conclusion of agreements between different characters. Almost any genre can be played at pavilion games, since, unlike field games, the requirements for equipment are much lower. Pavilion games are also characterized by a high level of event content, which is associated with the short duration of the game.

    Since in a pavilion game all interactions between characters and almost all significant actions take place not virtually (as in virtual games - see below), but “live”, your personal skills, charm and intelligence are of great importance. For example, attention to surrounding events, the ability to perceive new information (usually the information from the introduction is not enough to fully understand the situation), the ability to adapt to the situation, the ability to conduct a conversation.

    We can distinguish two extremes of pavilion games - purely image-based (the so-called “balls” or “theatrical events”) and purely informational (the so-called “information events” or “Languedocs”). In the first case, the emphasis is on ensuring that the player plays his role most accurately, vividly and expressively. A classic example is a game depicting a Renaissance ball. Great importance is attached to the costume and the external design of the room (entourage), and the intrigues and problems invented by the master are practically absent. In “information books” the situation is the opposite - almost all the characters’ goals are achieved by searching for the necessary information and bringing it together. A separate article will be devoted to the dramatic and informational layers of the game. It is believed that these two types of play should be combined in a good game.

    What can you not play pavilion games without?

    Without premises, but usually the master takes care of this.

    Just like field games, a suit will be required.

    Virtual role-playing games (VRGs)

    The third type we are considering is virtual role-playing games. In different cities they are called differently (board games, driving games, driving games, dungeon games). We believe that this name (VRI) most accurately reflects their characteristic feature. Although in all RI a certain part of the visual means lies in the imagination of the players, in VRI this is most clearly visible. This type of RI is very common, since it does not require anything specific for preparation and implementation. A place where the players could sit, paper for notes, a pen or pencil, cubes. And, of course, interest and desire to play. At the same time, the wealth of possibilities of such an event is no less, and a good game for 2-3 players can be prepared no less than a field game for 100. The virtuality of this type of game is high, because all interactions with the world occur through the master.

    Of all types of RIs, virtual ones have the greatest degree of abstraction from the environment (abstraction) and, as a consequence, the widest visual capabilities. They do not require special surroundings, play costumes, etc. If field play and Languedoc can be compared to theatrical action, then VRI is more like a dialogue in which the master describes the environment and the development of events, and the players say what their heroes are doing. In addition, VRIs do not require players to actually master the skills that their character possesses. Although it is advisable to have at least a general understanding of them, otherwise incidents arise such as ace pilots who do not know how to conduct air combat, or world-class scientists who are not familiar with the basics of their science.

    What do you need to start playing VRI? To begin with, the presence of players is absolutely necessary - without them there is no game. In addition to the players, you need a place where you can settle down without being distracted by external factors, free time and, of course, a master. Separately, it is worth mentioning time. In general, a good developed story takes from 30 to 300 hours of real time, so the common practice is to break the story into sessions of 3-6 hours at a pre-agreed time. Making one session less than 3 hours does not make sense, since the player has time to do too little to feel the pleasure of the game. The upper limit is determined by the free time of the players and the master, so there are sessions of 8-12 hours in a row.

    So, if you have all the necessary components, you can get started. A little earlier we said that the game takes place in the form of a dialogue between the master and the players, but in reality it looks a little more complicated. The fact is that the master not only models the world around him and its reaction to the actions of the characters, but also plays for the inhabitants of this world. Players can contact the master in different ways - both as a master to find out the situation, and as one of the characters. It may seem difficult at first, but as you play, the difference is clearly visible. The master, in turn, can respond to both the player himself and his character, and this situation requires a precise division.

    In a virtual game, such a seemingly trifle as communication in an indirect form seriously interferes. Let's take the following example: a character meets his employer. The master, playing the employer, asks: “John, how are you doing in marketing?” The player, instead of answering directly, says: “I tell him that everything is fine with me.” Addressing it from a third person looks even worse. For example, the player says "Well, he says he's fine." Third-person conversation constantly separates the character and the player, thereby knocking them out of the game world. The game begins to be perceived as if from the outside and greatly loses its emotionality. During the game, the character is you, not a stranger!

    City games

    The main distinguishing feature of city games is that they run parallel to real life. As the name suggests, the scene of action is the entire surrounding real world. If we compare them with other types of radiation sources, then in terms of the type of action they are somewhere between field and office, and closer to the latter. Number of participants from 10 to 100, duration 1-6 weeks.

    The degree of virtuality depends on how much the character's capabilities differ from the player's capabilities. Most often, city games, due to their peculiarity, are held in a world similar to ours. Tension at city games is episodic: high for short periods of time, and low for the rest of the time.

    Due to the fact that city games are very extended in time and run in parallel with the real life of the players, several problems arise that are unique to this type of game.

    As in other games, much is virtual, but here a person simultaneously plays a role and acts in life. For example, your character is a big businessman, but his type of activity does not free you in real life from the obligation to take classes at the university or work as a watchman at the entrance of a factory. From the point of view of the game world, such situations look unnatural and can knock the player out of the role, so think in advance about how you can play up such inconsistencies between reality and the game.

    Many events also take place virtually, requiring frequent supervision by the master. But this is poorly feasible, and unresolved contradictions between players begin to accumulate in the game. Whereas in field games and table games, masters can constantly monitor the game.

    Any interaction between players can be in life and in the game. Because of this, disagreements can (and do) arise about what was in the game and what was not. Especially when it comes to information received. Again, game interactions look strange from the outside and do not always bring joy to ordinary people who have no idea about role-playing games.

    Thus, the usual plots for urban games are those where the characters must lead a normal life, pretending to be ordinary people (Men in Black, Watches, Vampires, etc.).

    On the other hand, these same features - parallelism to real life and long-term duration - also provide certain advantages. As a rule, the player acts without strong time restrictions and can plan some of his actions long in advance, which makes the actions believable, and also allows for some unexpected turns in the game.

    What do you need to travel to the game?

    To prepare for the game, you will need to submit an application (write to the masters or fill out a special form) and think over your character, as well as stock up on the necessary equipment.

    Let's look at these two questions separately.

    How to prepare a role and apply

    1. Find out the theme of the game

    Find the rules (through friends, other players, from masters, on the Internet).

    2. Find out the date of the event.

    Determine the possibility of your appearance at the game. If you have the desire and opportunity, apply.

    3. Write and submit an application (based on the requirements published by the masters).

    Information about the player that the masters require is the name and/or nickname, contact information, place of residence, as well as medical contraindications and features that may be needed in the event of force majeure.

    Information about a character may include his character, values, needs and goals, relationships to the main forces and parties represented in the game, a short biography (legend, or quenta). Sometimes the player comes up with everything from scratch, sometimes the master gives out a ready-made role, sometimes the player and the master write a character together - the approach differs from game to game and within the same game from role to role.

    If you know that you want something specific from the game (certain experiences, adventures, the realization of specific goals), state your wishes to the master in as much detail and clearly as possible.

    If you don’t know what to write, it makes sense to talk to the master (preferably in person). Start a dialogue by sending him a letter or submitting an application, in which you must indicate that you are going to the game for the first time.

    As a rule, an application that has already been submitted must be agreed upon with the master (if you are not sure about something; if you have not described what you want, or what you want does not comply with the rules; if you submit an application at the last moment - suddenly the role you have chosen is already taken).

    4. Prepare for the game.

    It is highly advisable to communicate with the master live. To do this, the masters arrange pre-game meetings (“arrows”), which are announced on the game’s website or blog.

    Read the literature recommended by the masters, watch films related to the theme of the game, refresh your memory of computer and console games related to the polygon game being played. Try to make sure that this knowledge remains in your memory.

    Agree on joint gaming interaction with other players. Sometimes masters arrange “games” (small game sketches), in which players “play” with each other.

    Prepare a costume and other entourage items (game weapons, authentic lighting, dishes and other household items).

    Come up with an activity for yourself at the game, think through the strategy of the role.

    5. Come to the game.

    Find out the location of the training ground (on the website, in the game blog).

    Find out whether the check-in will be general or group.

    Find out the date and time of arrival.

    Take contact numbers of people who can meet you at the training ground.

    6. Find a master at the training ground and find out where to register.

    7. Be sure to notify the masters if for some reason you suddenly do not go to the game.

    Main mistakes and shortcomings when writing an application

    1. The past life of the character is not described, although he did not just appear in this world, but has already lived for quite a long time. Often the gender and family are not indicated. In most worlds played, a single person will NEVER SURVIVE. And masters really don’t like it when they apply for an orphan.

    2. The application is a cliché. Orphans, aliens from another world, robbers and mercenaries - such roles are constantly announced.

    3. The character’s attitude to the main conflicts of the game and to the parties to these conflicts (peoples, characters, religion, war) is not indicated.

    4. The reasons that led to the current situation in the character’s life are not listed.

    5. The created role is complete, that is, as the character’s story progresses, all tasks are completed, and nothing remains for the game. The character must have a need, a lack, a problem, a goal, an unresolved conflict.

    6. A name from famous texts, films, songs was chosen as the character’s name, or the name of a celebrity was taken, and it does not correspond to the role. For example, Captain Jack Sparrow, Paris Hilton, Alisa Selezneva, Agent Smith, Sylvester Stallone, Barbara Ann are very binding names, and calling a character in this way means either dooming yourself to fully correspond to the bearer of the name, or demonstrating bad taste in relation to those , who took the trouble to come up with an original name. It's one thing to play the role of Galadriel and logically be called Galadriel; pirate Britney Spears is another matter.

    Preparation: what to take with you?

    Unfortunately, not all players and masters are professionals in hiking or any other type of tourism.

    Our practical recommendations are addressed primarily to the players themselves, who want the despicable life not to prevent them from playing. If you are an experienced traveler, make sure that these simple and straightforward things come to the attention of the comrades with whom you are traveling.

    Following simple rules will protect you from such unpleasant things as colds and other much more serious diseases, and most importantly, from discomfort.

    About the weather

    Remember that the game will take place during a very specific season in a specific region.

    May. On the May Day holidays, during the widespread opening of the gaming season, night frosts on the soil most often occur, even if the sun is hot during the day. In the taiga regions, the daytime heat of May Day is most often complemented by cold winds, and snow is still hidden in the forest valleys. By the way, a sudden snowfall in early May is a disgusting phenomenon, but completely normal.

    June July. In June and July throughout the middle zone, in addition to the sweltering heat, you may be faced with thunderstorms and heavy rains, and this is very unpleasant even with warm nights.

    August. In August, in the same middle zone, even with daytime heat, the night temperature can drop to zero, and the rains risk becoming prolonged and cold.

    September no worse than August only in the southern regions (for example, in Ukraine), and in the same tired middle zone, meanwhile, autumn is already beginning in full swing, with our favorite night frosts and possible first snow.

    About clothes (game and non-game)

    You will need a costume to play the game - if you have respect for the organizers of this game and the people with whom you will play, and if you are going to get the most out of the impressive and adequate appearance of your character. Without a costume, you may simply not be allowed into the game, so creating game clothes is one of the first tasks that arises before you during preparation.

    A costume that matches the world of the game can be bought or ordered from one of the workshops, made yourself, or assembled from things at home if your wardrobe allows it.

    At the same time, your wonderful “outfit” should, if possible, correspond to the season. Super-historical clothes made of wool and cloth in the July heat will poison your life no worse than guipure and chiffon in the rain and snow. Chainmail, we note here, does not warm you up at all, but in the cold of night it can very successfully provide you with high-quality bronchitis, and here you need a solid chainmail not only for historicity and fencing safety.

    Since the weather can change dramatically even in the same season, it's worth counting on. Solution options: either a spare full suit (which can be financially burdensome), or, which is much more convenient, a composite suit consisting of several interchangeable items of clothing. A silk shirt or cotta made of fine fabric can be complemented by a more or less warm surcoat, tunic, vest or cloak. Under a dress or skirt (under pants, too, by the way), you can easily wear warm leggings; a thin turtleneck will not be noticeable at all even under a shirt, let alone under outerwear.

    Sports and military stores sell thermal underwear that is actively used by lovers of active outdoor activities - from skiers to ordinary tourists. It is made from a special fabric that removes moisture from the body and retains heat, while it is quite thin and can be worn like underwear under any suit. In addition, there is a rich arsenal of scarves, capes, shawls, ponchos, capes, amices and hoods that can be combined in any way convenient for you and your character. Here we note that woolen clothing warms even when wet through, and many synthetic fabrics are convenient because they dry instantly after a warm summer rain.

    If you are going to play at a time that is not the hottest, then it makes sense to take with you a set of warm underwear made of wool, fleece or other useful fabric - for a restful sleep. For those who are especially heat-loving, we also recommend taking a knitted hat and even woolen gloves. By the way, in any case, a spare set of clothes, well packed to prevent moisture, will be useful to you, even if you decide to leave the game - you need to return home in something. A warm sweater at a game is also never amiss.

    And a special magical artifact that every player should have with them, preferably not in a single copy - these are woolen or multi-layer trekking socks! You won’t get your feet hurt or frostbite in them, but I must say that the likelihood that you’ll be on your feet all day is very high.

    Shoes are a different matter. On muddy country roads and forest paths littered with windbreaks, both shoes and slippers and carefully reconstructed “historical” shoes can create the same difficulties for you, unless they are special hiking boots or shoes (which, we note, are not suitable for every role). So, when choosing shoes, in our opinion, it is better to give priority to reliability and comfort, even with a relatively neutral appearance (by the way, modern urban sneakers not only do not suit most gaming looks, but also, due to their technical properties, are not very suitable for the forest) . But even if you decide to completely match the image, you should definitely have spare shoes! You can put on your character’s shoes in any way you like, but if you want to return from the training ground on your own two feet, you should have with you ordinary, durable and reliable footwear for nature: hiking or military boots, leather or rubber boots. By the way, about rubber boots: they are a very useful item. When it rains, it’s better to sacrifice the aesthetics of your appearance, but keep your feet dry, especially if you have poor health, and rubber boots are the only shoes that can guarantee you this. Moreover, a subject thoroughly wet and shaking from the cold knocks any thoughts about aesthetics out of his head.

    Playsuits are almost never waterproof, and they can also, funnily enough, be quite expensive. Therefore, it may be very useful to have additional equipment to protect your suit - if, of course, you value your own health more than the selfless “beauty of the image.” A raincoat can be quickly put on and just as quickly taken off, and the most common amulet against rain - an umbrella - in many cases can only add color to your image (for the information of zealots of antiquity - umbrellas from rain and sun were invented by people not just a long time ago, but a very long time ago) .

    It just seems that all this junk requires exorbitant effort during transportation - in fact, all these useful things easily fit into the volume of a standard plastic bag. By the way, about bags: all the things that you put in your backpack need to be packed in them, then they will remain dry, even if you tumble into the river. With the help of additional items of clothing, you can insulate your suit so much that neither rain, nor snow, nor temperatures below zero will prevent you from playing.

    About life

    There must be at least one tent for three people. Romantics who are going to sleep by the fire, wrapped in a cloak, can expect the most unpleasant surprises - starting from banal rain and night frosts, and ending with the rolling of the sleeping body into the fire with all the ensuing consequences.

    If you value your kidneys, appendages and other delicate internal organs, then please take with you foam (aka a camping mat) or - if space and finances allow - an inflatable mattress! Not every training ground has coniferous spruce branches (which, by the way, one might simply regret), and sleeping on bare ground is risky even in the hot summer. Rest assured, a thin tent floor will not save you. A sleeping bag will also be very useful, and it is usually much lighter than any blanket.

    The tent must come with an awning! If it is not included in the standard kit of the tent itself, then it can be successfully replaced by a piece of polyethylene (bought for little money on the construction market and weighing absolutely nothing). The polyethylene awning should completely and generously cover the tent on all sides, preferably with enough space under it for things that, for one reason or another, would be inconvenient for you to keep inside the tent. If the bottom of your tent is not made of waterproof fabric, then you will need another piece of polyethylene under the bottom. Remember - there is no such thing as too much polyethylene! And one more detail: a tent made of modern synthetic fabric burns almost instantly. But dense polyethylene is not. Sparks from a fire are practically not scary for him.

    Check the equipment of your tent in advance, and if it suddenly does not come with pegs, poles and guy ropes, be prepared to get them separately in advance or make them on site from scrap materials. By the way, you need to have available materials such as rope with you in stock.

    More about awnings: if you are not too lazy to grab a separate awning or just an extra piece of polyethylene and stretch it on ropes over a fire or any other desired parking spot (at a height of about 2 m, on a slope, that is, one edge is higher, the other is lower) , then you can forget about the nonsense falling from the sky and play in any weather. The only inconvenience is that a crowd of unfortunate people who didn’t make it may crowd under your tent.

    About proper nutrition

    We will not touch upon team food supply here. Our task is to remind you what you yourself can do to insure yourself against surprises that will not allow you to partake of communal benefits. Let’s say, by the will of the game, just during dinner you were thrown to the opposite end of the training ground into a wild forest thicket, the team cook was killed and burned all the noodles, or the whole team, except for you, simply did not show up to the game in full. Or are you just an individual player. Anything can happen. Should this ruin your game? Nothing like this. For such cases, there is “autonomy”, also known as NZ - a personal supply of food, the most nutritious, light and does not require separate preparation and does not spoil without a refrigerator! You can decide for yourself what it includes, depending on your taste preferences and medical recommendations. The most convenient options to choose from: lard, hard smoked sausage, bread or biscuits, cheese, nuts, dried fruits, a flask of water or tea. This is something that will allow you to easily refresh yourself at any convenient time at any point on the training ground. Also, tactical stores, equipment stores or army market stalls sell army rations, full or small, usually packaged in one camouflage-colored box and filled with an already balanced ration. A full ration is enough for a full day of nutrition for one person, a small ration is lunch and an afternoon snack. The ration also comes with dry fuel for heating food, which increases its convenience. When purchasing rations, pay attention to the expiration date.

    Separately about intoxicating drinks - if you are not a convinced teetotaler and you have already reached the age required by law. In cold or damp weather, one or two sips of strong alcohol will certainly strengthen your strength and help prevent colds. But don’t overdo it: a drunk person freezes much faster than a sober one, especially if he has already fallen into a dirty ditch. However, if he fell into someone else’s fire, it wouldn’t make him any more pleasant. The usual supply of alcohol in the “autonomy” is 250 ml of vodka or cognac or 100 ml of medical alcohol. And it will hardly be useful for you to destroy the entire stock at once.

    It is often frustrating to spend time preparing food while playing. But if you are going to play for more than a day and you have your own personal parking lot, then a small pot and a supply of food will be very useful to you, because without normal hot food people get tired much faster, freeze and sleep poorly. When you are nervously and physically exhausted, you suddenly become uninterested in playing. Even an ordinary packet soup or instant noodles will save you from such trouble. Among the adventures and victories, please don’t forget to eat!

    If you don’t want to spend half the game sitting in the bushes, water from natural springs should be boiled, because nowadays it’s difficult to vouch even for springs. If boiling is not possible, use special tablets for water disinfection, they are sold at the pharmacy. Various filters are also useful: both military carbon syringe filters and full-fledged filters for field conditions are on sale. And it will be very good if you have an emergency supply of not only food, but also clean water in a plastic bottle - just for an emergency.

    Useful items

    A suit and food are very good, but behind these global things you shouldn’t forget about the little things, not only useful, but also necessary.

    At night the forest is very dark. And it’s even darker in the tent. If you value your hands, feet and eyes, a flashlight will really come in handy. Ordinary, electric. With a set of spare batteries, of course. If electrical appliances are prohibited at this particular game for the sake of greater “historical” authenticity, then no one will prohibit you from doing so in the tent. If only because, as already mentioned, the tent burns at a very high speed. Candles are great outdoors, as are torches, oil lanterns and kerosene lamps. By the way, so that the candle does not go out in the wind, it can be placed in a cut tin can or any convenient container. And if you want to be able to light a candle or make a fire in any weather, then matches and lighters should be carefully packed in something waterproof. In wet weather, special camp fire matches or dry fuel will help you a lot; You can buy these useful things at hardware stores or travel equipment stores.

    An individual first aid kit is a personal matter for everyone who cares about their own health. Remember that the team first aid kit may not contain the specific medications you need, they may run out, and in the end, at some point the general first aid kit may simply be out of reach. Rely only on yourself - take with you the minimum that you personally need to survive.

    Let's not forget about personal hygiene. You will thank yourself very much if you put washing supplies, toilet paper and even more intimate hygiene items (pads, condoms and sanitary napkins) in your backpack.

    Mosquitoes, horseflies, midges and ticks may be waiting for you in the forest. If insects bother you, take insect repellent spray or cream with you. If the game takes place in the eastern part of our vast Motherland, be especially careful about protecting yourself from ticks.

    There are other little things that can make your life a lot easier. If your beautiful suit is complemented by a wallet or bag for the necessary personal accessories, if in addition to a dagger licensed by a combat master, you also have an ordinary folding knife on your belt, if your bag contains needles and threads, rope, matches, writing utensils and plastic, just in case raincoat, then you can consider yourself reliably insured against minor troubles in life, and sometimes even in the game.

    The delights of forest life in themselves, of course, carry a certain romance, but they are also certainly not for everyone. For those who prefer not to remember these delights at all, these delights remind of themselves inevitably and most often painfully. Follow a simple rule: the more carefully you prepare your equipment, the less time and effort you will spend on creating basic comfort during the game. And the lower the risk that you will ruin the game for yourself and those around you.

    Cheat sheets

    Individual set-up (without a tent) for one person for a trip to the game lasting 5-7 days, middle zone, summer, t +30/+10.

    2. tourist mat (foam)

    3. sleeping bag

    4. plastic film

    5. clothes: pants, shirt, warm sweater, underwear, socks (3 pairs), woolen socks (1 2 pairs), work gloves, sleeping cap (for those who catch colds easily), jacket (storm jacket)

    6. spare set of clothes (pants, shirt)

    7. spare shoes (preferably waterproof)

    9. mug, spoon, bowl, knife

    10. comb, washing supplies and personal hygiene products (especially for girls), handkerchief and toilet paper

    11. matches/lighter in waterproof packaging, dry fuel/plexiglass

    12. threads, needles

    13. personal first aid kit (plus those medications that are necessary for personal reasons)

    14. flashlight (especially for those who do not have night vision)

    15. flask (contents to taste, preferably water)

    16. ax (preferably)

    17. ropes (preferably)

    18. food NZ (emergency supply) - see above

    19. writing instruments

    20. game suit and equipment

    21. for smokers: take care of yourself

    useful links

    http://kogda‑igra.ru/ — game calendar

    http://allrpg.info/ and http://rpgdb.ru/ - many workshop groups use these databases to accept applications for games, there is also a games calendar here