INFO and FAQ for Winter Haven
•Winter Haven Larp History
•New Player Info
•Combat
•What To Bring
•Cross Chapter Info
•Character Creation and Background Advice
•Event Dates
•Prices
First,
some history about the game.
Winter Haven is the first spin off chapter of another LARP called Final
Haven (Not so Final, eh? *chuckle*). The designers of
the Final Haven LARP rules have been in the LARP gaming industry for over a
decade, and it is their second creation. They, and a few others, originally
founded another game called C.A.R.P.S. (Central Action Role Playing System)
which was also set in Phantera just like Final Haven
is, but set in a time prior to the great Cataclysm that tore Phantera apart. For various reasons, after creating Carps
they left the project and new leaders took that game over taking it in new
directions, and it is still running today though the two games are no longer
officially connected (http://www.CarpsGame.com/).
back to top
The Final Haven "founders" then returned and picked up from their
roots creating Final Haven as a game going back to their original concept
system, and keying into the ideal of a system that is quick, easy, and on the
lower end of the power spectrum. A game that urges players to look to each
other for strength and safety, and where newer players don't feel drastically
outmatched compared to longer running characters. They recreated the world of Phantera after a magical apocalypse had destroyed most of
the existence, and the world as a whole was not a pleasant place to live.
Except for the Final Haven, the last semi-stable and semi-safe place to survive
(For more Phantera lore visit: www.FinalHavenLarp.com)
Adventurers arrived from different lands, and different worlds, starting to
call the 'Haven' home finding unending drama, comedy, and adventure. Six years
later Winter Haven was born/discovered.
A magical portal that allows "safer" travel magically
from one Haven to the other links the two lands of Winter Haven and Final
Haven. Winter Haven is a strange land that was once a thriving
civilization set against a major trading port, but now has been decimated. The city now naught but ruins and a few standing structures.
The ruins are in places illuminated by mysterious magical devices that seem
almost alien to the rest of the surviving structures. The ground is
crisscrossed with strange tunnels that appear to have been dug, but not by the
hands of any humanoid creature. The great bay that Winter Haven sits next to is
always warm even in the dead of winter and is clogged in places with the debris
of numerous ships destroyed in the great Cataclysm. Strange beasts, and strange
people, not native to these lands roam everywhere making life difficult for the
last few surviving inhabitants.
New
Player Info:
Welcome to Winter Haven LARP. As a new player you probably have many
questions, and we will do our best to answer most of them here. At any point,
if you have questions NOT answered here, or would like further clarification, please contact us on the Winter Haven forums,
or directly at winterhavenlarp@gmail.com. back to top
Combat:
Winter Haven and Final Haven are both light contact LARPs that pride
themselves on trying to be as safe as possible. That means that while we do use
padded swords and shields for combat only a light touch or tap is required to
score a legal hit, and hard swings are illegal. This can be hard to keep track
of when in the heat of battle and your adrenalin gets pumping, you yourself
have thick skinned or a high tolerance, but generally keep in mind if someone
says 'ow' you are probably swinging too hard. Just
stay aware of yourself and be considerate of others around you. Players should
also avoid swinging in a way that is likely to hit a person in the face or head
(For example: overhead down at a person's shoulders). Any blows to the head,
groin, hands below the wrist, and feet below the ankles are illegal and should
not be counted.
We also give an option for players that do not want to be hit at all. By
wearing a white sash, you become what is commonly
referred to as a "non-com" or non-combative player. These players are
not to be attacked physically. To harm a non-combative player all you need to
do is walk within weapon's reach and announce, I FELL YOU. while
pointing your weapon at them. They instantly drop to zero life and start
bleeding to death (1 min).
You absolutely may NOT bash opponents with a shield. And, you must possess a
discipline that gives you the ability in order to wield a weapon in both hands
at once (Also known as "Dual Wielding" or "Florentine").
When coming into the game as a new player you should be aware that the game
setting is a hostile environment. Most players will be very open to your
character and supportive of him/her, but there are plenty of situations in the
game that bad things can and will seek them out to do them harm for little or
no directly visible reason, even other players. Not to say every attack will be
senseless or without obvious reason. But the game the world of Phantera has all but ended, and survival itself is a core
theme of the setting and there are villains out there who do not care who they
hurt to get what they want. We want to be sure that players are prepared for
the bad as well as good, and can be 'good sports' even in the face of the worst
thing(s) that could happen to their characters. First and foremost this is just
a game, and everyone is there to enjoy him or herself. Nothing in game is worth
a serious argument.
Winter Haven and Final Haven both encourage PVP conflict (Player Vs. Player) environments, and people should be ready if it
happens to them. Try to live in the spirit of the game even if something tragic
happens to your character. Many players enjoy playing up personal tragedies.
There is no shame in losing a character, if you enjoyed playing him it might
sting but for every beginning there is an end. Some characters try creating
backup character concepts so they always have something to look forward to in
case something bad happens.
You are considered to be in character at all times as soon as the game is
started and you are checked-in. Out of character narrations may be given when
it is necessary by the game staff, however asking questions out of character
does not mean you are safe unless a 'game stop' is called beforehand. If you
require special considerations to be out of game for some reason (For example: laying down in bed for the night due to illness or injury),
please discuss it with the GM staff ahead of time.
Everyone has a different style when playing a character, and coming into the
game for the first time it may be difficult to know what you'll like and
dislike. Many gamers enjoy the feeling of being a loner out for himself ready
to prove his Independence and heroism going against the grain of the
established characters (For Example: Wolverine or Drizzt).
This can be very fun, but possibly lonely. We encourage careful thought about
creating an anti-social character before you actually bring it in. A LARP is a
social gathering, and some people can find that what looked good on paper is
not so appealing when the other characters are actually rejecting them. Things
like playing a distrusted race (For Example: Drow
Elves or Monsters), an evil/sinister/dishonest character, or etc. They can be
as tough as they are rewarding. Even something so
innocuous as being overly careful, or suspicious, can have a segregating
effect, and wind you up waiting for others to get you involved. The best advice
is to be proactive your first event(s) and get yourself involved in things at
your own pace. In general it is often better to be a doer, not a reactor. You
might be shy, but the simple act of exploring and asking people their names can
be a wealth of role playing experience.
Like "Highlander", the bathroom is holy ground. You may not attack
someone who is in the bathroom(s). However, those on their way there or back
are free game. On the other hand, you also may not hide in the bathroom to get
away from someone.
The cabins at the site represent ruined buildings. Therefore you may not
actually 'lock' or 'bar' the doors with a tag unless you take the time to make
the building a real structure with resources. You should NEVER actually
physically lock or block a door for safety reasons. You may fight in the
cabins. You may not fight on steps, stairs or bridges. Be careful when fighting
to check out the terrain around you for your safety and that of others.
There is a two hour game break on Saturday afternoon, usually from 4-6. During
this time there will be no plots run by the game staff. This does not mean the
game stops totally if you feel like role-playing, and yes you can still engage
in combat or could die. Most people use this time to take an out of character
break. You are encouraged to role-play with the other players, or use this time
to nap, have dinner at a restaurant in town, shower, or run to the store. The
time is yours to use. back to top
What
to bring
You may be asking what you need to bring to the game. We recommend some
sleeping stuff. The camp has cots available, but pillows, blankets, and etc are
not provided. It is good to bring food to snack on, or for meals if you don't
plan to leave at game break. If you bring food items to share, be sure you know
what is in it so people with food allergies will be safe. The cabins have
electrical outlets available, but space heaters are not allowed in the cabins
for fire safety (They also blow the circuit breakers). Candles, torches, and
lanterns are allowed so long as they are kept fifty(50)
feet from any building. The camp provides firewood free of charge. There are
shower facilities available so bring a towel and shampoo if you like.
A costume is highly recommended for new players, and necessary for experienced
players. If a new player cannot find something semi-period to wear (For
example: a bed sheet toga) we ask to try and wear clothes that don't stand out
as blatantly modern. Try to wear a plain t-shirt and sweatpants as opposed to
something like a anime print shirt and blue jeans. The
GM staff may have some spare costumes available so feel free to ask.
Comfortable footwear and especially leather walking boots that protect the
ankles and lower legs from brush that will let you spend lots of time on your
feet are very useful.
Know your own limits. We do not want to see people hurt themselves at any event
by being careless. That includes overexertion. Know when you need to take a
break, and don't feel like your obligated to push past
your personal limits (Especially in the summer heat.).
Use of the lake is prohibited without the supervision of a licensed lifeguard. back to top
Cross
Chapter Info:
For characters that travel between chapters there can be some confusion,
and we hope to ease that.
Winter Haven and Final Haven are run concurrently and are cannon with each
other. What happens at one chapter does indeed effect
characters in the other chapter. This includes things like trade, plots,
character advancement, death, and etc.
Your characters typically travel between sites through magical portals. The portals have gate keepers, but unless we on staff are specifically
told otherwise in game at an event where players have a chance to react and
interface with the gatekeeper/problem the portal allows anyone who
wishes passage through it. This is to prevent cheesiness, and so people don't
arrive at the game and are met with notice that their character isn't available
for that game after a long drive and preparation time because something
happened on the forums or over email.
The magical trip through the portal is very taxing on characters. Once they
pass through the portal going from one chapter to another going back through to
another land before their essence can restabilize is
dangerous and can lead to hazardous complications. This prevents characters
from making trips back and forth over the course of an event.
Currently here is no limit to the number of resource tags a character can bring
with them from one chapter to another, however it is encouraged to only bring
what your character could bring through the portal on them with the aid of a
conveyance they possess, or what they have stored in character at that site.
Characters can bring all their gear from their home chapter to another.
However, a player must have the legal tags and a character sheet including
written descriptions of all special items, and abilities, not found in the
printed rule book to be submitted to the Winter Haven staff at check in. This
information is confidential, but we need to have it before it can be used in
the game.
No one has yet tried travel to Winter Haven over land or other more traditional
means, and no one is sure it is even possible or not yet. In
fact, while Winter Haven is assumed to be west of Final Haven the exact
distance and relative location is yet unknown.
You gain levels for your character as you would at any event, and may pledge
your allegiance points as you would at your normal game to any character or
organization they wish in that game.
Allegiance may not be spent on institutions in any other game sites at this
time. An RPO or bureaucrat may send Military-points to effect things in other
chapters, but those points cannot also be spent again until that entity's next
event at the chapter they where they were spent from. back
to top
Character
Creation, and Background Advice:
Some suggestions to creating an interesting character that works well in
Winter Haven.
The greatest advice I can offer on how to write a great background for the LARP
is to work with the Game Masters to direct you in ways that will work with the
game's plot and not against it. Come to the table with a loose concept, but be
willing to make alterations and concessions. In the history of gaming players
have always seen great things for their characters and written grand epics
telling of how they came to be. In a LARP you have to remember that there are
many other players out there who all need the same consideration and to fit
into one story. Not everyone should be a dethroned king, or a vagabond prince,
and without the Game Master's support for your story ahead of time you will
just be another person with a tale to tell that may or may not be true. You may
find that your grand sweeping saga that looked so good on paper, doesn't mesh
well with the game-world and leaves your character holding the reigns of a
story that is just that: fiction. By working with the GMs you allow the world
to interact with you on a deeper level. Things from your past can seek you out,
you can impact the world in more profound a way, and it allows for greater
development for your character.
The least productive thing a player can do when writing a background is create
something that doesn't mesh with the world's history,
and then spring it in game without corroboration. Another thing you may want to
avoid is sounding like your character has been everywhere and done everything.
Often giving your character overly grandiose exploits in their past can seem
like overcompensation, or someone will ask them to prove their claims. For
example, a character claims to be a dragon slayer or a Fae
hunter. In Phantera Fae and
Dragons are powerful beings with the power to change reality almost at will,
characters might have a hard time swallowing a zero level character
accomplishing such a feat, and it might come looking for someone making such claims
and turn him into a toaster by pointing at him.
Often in LARP being a character from humble origins can make more of an impact
than a stereotypical fantasy character, and be easier for Game Masters to
incorporate into a preexisting story arc. ; The world has been destroyed and
many of the people left alive are the hardy commoners and warriors of the land.
A tale of personal hardship and drama can often win the attention/respect of
players, and role-playing personal weakness is more uncommon than the macho
bravado of the undaunted warrior of unwavering duty. Don't be afraid to fill
your character with some soul, and make them more than yourself in a
mask.
If you have an idea that goes beyond the norm, please talk with the GMs. You
never know, they may already have something in mind. Like maybe an angle you
didn't think of, or information that isn't yet available to the general player
base but fits your concept well. In the end, taking the time to talk with the
GMs during the character background process will save you both time and
heartache. back to top
Prices:
If your a new player to Winter Haven/Final Haven your
first event is always FREE.
Winter Haven events cost $25 to attend. This charge covers your activities and
use of the Winter Haven campsite. The camp has cabins with sturdy twin sized
bunks, and in the warmer months there are circles of large tents with cots. You
are welcome to bring your own tents or other erectable shelter so long as you
know it is your responsibility, and you leave the site as it was when you got
there. It is possible for the players to request additional areas of the camp
that the staff has not planned on renting, but these are the player's
responsibility and expense (The GM staff have a listing of costs for cabin
groups, Tent groups, and separate buildings.).
•Winter Haven is also offering a four event punch card for a discounted price.
The cards are $80 and give you four events per card ($5 savings per event), but
are not usable for any Final Haven events.
•The Winter Haven staff is also offering $5 incentive coupons for bringing a
new player(s) to their first event. Only one coupon can be claimed per event.
•For a limited time, married couples can double up on savings. Married couples
can both participate for only $40 (That's a ten dollar savings.)
•Are you broke and still want to play? You could try NPCing.
If you NPC an entire event, you get your levels for attending and either that
event or the next event is FREE! Spaces are limited, and subject to game master
approval. back to top