These rules take precedence over any other rules.
The acting out of a medieval fantasy game and world. Players create medieval fantasy characters through the use of costume and role-playing. To simulate combat and magic, Safety Constructed Weapons are built and used according to the weapon construction and combat rules of THE KEEP LIVE FANTASY ROLE-PLAYING SYSTEM.
ARMOUR: Used to protect players from pretend injury during combat. Players cannot wear metal and/or leather replica armour while participating in Live Fantasy Events.
CANTRIPS: Pretend magical workings used to add flavor to role-playing.
CHARACTER: A pretend medieval fantasy world person, invented and acted out by participants.
COUNT: A 'Count' is a role-played effect in which the player must count by 'ones' i.e., 1,2,3,4,5 ect out loud to one hundred (100).
CREDITS: Used by players to purchase Skills, Traps, Potions, Spell Bolts, Weapons, Armour, Shields and Bucklers.
HOLD: To stop combat, do so by calling out "HOLD". Monitors or players may call a HOLD on any combat when necessary. Players say "Lay on when ready." to continue combat.
THE KEEP LIVE FANTASY ROLE-PLAYING SYSTEM: Set of game rules used by players during Live Fantasy Events. The Keep rules are a basic building block, players are encouraged to add to the game as they wish. All changes must be made with common sense, fairness and SAFETY in mind for all players.
LIVE FANTASY EVENT: A meeting of Keep participates to play in Live Fantasy games.
MUNDANE: People in the area not participating in the Live Fantasy event.
POTIONS: Herbal/Magical liquids and ointments whose effects are role-played.
ROLE-PLAYING: The acting out of events and characters in a Live Fantasy game.
SPELL BOLTS: Pretend magical workings, role-played by players during Live Fantasy Events.
SKILLS: Special abilities which are role-played by players during Live Fantasy Events.
TRAPS: Skills representing pretend snares, pit falls ect. for the entrapment of other players.
WEAPON: A replica of a medieval weapon, made of PVC pipe and foam padding for safety. Only Safety Constructed Weapons shown in these rules can be used for combat no substitution of materials can be made.
1) Participants should be at least sixteen (16) years of age. Participants under eighteen (18) must have a signed disclaimer by their legal guardians. NOTE: DISCLAIMER FORM IS INCLUDED IN THIS BOOK. All participants should sign a disclaimer before each event.
2) Provide Safety Constructed Weapons.
3) Obey all Local, State and Federal laws while playing. Obey Playing Rules outlined in The Keep Live Fantasy Role Playing System. Obey any rulings made by any official in charge of an event.
4) Attempts made to cause physical harm and/or use of abusive/obscene language is strictly prohibited. Those participating in such activity will be asked to leave immediately.
5) Disregard of an official's order during a crisis or an accident is not allowed.
6) Attendance of any event under the influence of, or in possession of illegal drugs and/or alcohol is not allowed.
7) During Live Fantasy Events players are required to yield the right of way and show courtesy to all Mundanes. PARTICIPANTS SHOULD PROMOTE THE KEEP AS BEING FUN, SAVE, LAW ABIDING AND FRIENDLY.
One member is elected by majority vote in favor as MONITOR, at the beginning of each event. The Monitor oversees that all participants sign the Disclaimer before they play, and conduct themselves safely and by these rules during the event. The Monitor can call a HOLD on any combat or game when necessary. The Monitor may suspend a participant for a game or entire event for infractions of The Keep Live Fantasy Role Playing System.
Your chapter may be organized in any way suitable to the needs of your participants that up holds the basic tenets of The Keep Live Fantasy Role-Playing System as found in this book. We suggest you obtain permission to play on any property public or private in writing. Use any organizational format that suits your needs. PARTICIPANTS SHOULD PROMOTE THE KEEP AS BEING FUN, SAFE, LAW ABIDING AND FRIENDLY.
All participants are Knights, and are addressed as SIR (MALE) or MADAME (FEMALE) by others during Live Fantasy Events. A Character is a person of the player's imagination, and may be any race or type of person that the player wishes. No character is given extra Skills, Potions, Traps, Spell Bolts, Weapons, Armour, Shield/Buckler or Credits due to their race history or status in the chapter. Any actions taken during a Live Fantasy Event are for role-playing purposes only. The Character Sheet provided with this book may be photocopied by players and used to create and record their character. Players can be many different characters, but may role-play only one (1) character per game.
Part of the enjoyment of The Keep Live Fantasy Role-Playing System is costuming. The minimum amount of costuming any participant should have is a tunic or T-Shirt (with no Iron-Ons or Logos), jogging pants or jeans. Costumes should be acceptable in public. Imagination is the real key. We recommend the Butterick Renaissance Pattern, Number 5749 which is suitable for both male and female costumes.
STARTING CREDITS: All new characters begin with six (6) credits.
EARNING CREDITS: Players gain one (1) credit for each Live Fantasy Event they attend.
BONUS CREDITS: Can be awarded by majority vote in favor to players who contribute significantly to their chapter.
USING CREDITS: Players use credits to buy Skills, Potions, Traps, Spell Bolts, Weapons, Armour and/or Shield or Buckler before a game begins, and cannot be exchanged during play. The cost of each is shown on the Cost List. A player cannot spend more than their total credits. EXAMPLE: Rath has six (6) credits. He chooses to spend his credits thus: two (2) credits on Heal Skill, two (2) credits on Leather Armour and two (2) credits on Basic Trap Skill for a total of six (6) credits spent. Rath can use his Heal Skill once (1), his Basic Trap once (1), and his armour until destroyed.
RULES OF PLAY: Armour protects players from being "WOUNDED" or "KILLED". Armour protects the entire body. Each time a player receives a hit their armour is reduced by one (1) point. Players must reveal their armour points before combat, and remaining armour points after each hit is scored. EXAMPLE: "My armour is three points after that hit." Points are lost for the remainder of a game unless repaired using the Battle Repair skill. When the armour reaches zero (0) points the player can be "wounded" or "killed" normally. Players can wear only one (1) type of armour per game. NOTE: REPLICA ARMOUR MADE OF METAL AND/OR LEATHER, OR ARMOUR WHICH PREVENTS THE PLAYER FROM FEELING THEIR HITS CANNOT BE USED. THE MONITOR WILL DECIDE WHETHER ARMOUR IS SUITABLE FOR PLAY.
SHIELDS AND BUCKLERS: Protect players from hits like armour. Players can carry one (1) Shield or Buckler per game. Shields and Bucklers are never destroyed. Players must carry the Shield or Buckler in front of them for protection. Only blows that land on the Shield or Buckler are deflected.
WEAPONS: Players can choose any two (2) weapon types to use at no cost. Each extra weapon thereafter must be bought with credits.
| ARMOUR | POINTS | CREDIT COST |
|---|---|---|
| LEATHER | 2 | 2 |
| CHAINMAIL | 3 | 3 |
| PLATEMAIL | 4 | 4 |
| SHIELD/BUCKLER | - | 3 |
| EXTRA WEAPON | - | 2 |
All can be used once (1) for each time they are purchased. If a player is interrupted trying to use a skill they can reuse that skill.
Are effective in a thirty foot (30ft) radius around their ribbon. To trap an area, the player must stay in one place, without being interrupted or take any other actions for a one hundred (100) count. Traps cannot be tied to props, weapons, or players. Traps cannot be used to protect objects or people by being placed in the trap radius. After finishing the one hundred (100) count, the player must tie a ribbon of the correct color for the type of trap being set where it can be seen from at least three (3) directions. Traps cannot be overlaid with each other. If there are no bushes or trees near the trapped site the ribbon can be tied in a loop and placed on the ground. Each time a player steps into a trapped area they take full effect of the trap. Once an area is trapped it remains so for the rest of the game unless disarmed. Players can disarm their own traps by untying them. Once a trap is set the skill has been used and cannot be reused by disarming the trap.
BASIC TRAPS: Basic traps are marked by a GREEN ribbon. Any player entering this area is trapped for a one hundred (100) count. While trapped, the player can take no actions and cannot be attacked. CREDITS: 2
MEDIUM TRAPS: Medium traps are marked by a YELLOW ribbon. Any player entering this area receives a WOUND. Armour does not prevent this effect. CREDITS: 3
ADVANCED TRAPS: Advanced traps are marked by a RED ribbon. Any player entering this area is KILLED. Armour does not prevent this effect. CREDITS: 4
DISARM TRAPS: The player using this skill must call out "I AM DISARMING THIS TRAP" after a one hundred (100) count. The player cannot take any other actions during this count. The player can walk to the trap untying the ribbon and hand the ribbon back over to the owner. The area is no longer trapped. CREDITS: 3
Cannot be placed on spell bolts. Players must write down the type of potion on the ribbon when tying ribbons onto weapons or props. Players take the effect of one (1) potion at a time. If a player touches a Prop with a potion on it, the player takes the full effect of the potion no hit is taken by the victim. Armour does not protect against the effect of potions. The user of the potion must call out the effect the potion has on the opponent. Players are not affected by their own potions which are tied to props or weapons. Potions effect only the first victim to touch the treated prop or weapon.
AMNESIA POTION: When touched by a treated weapon or prop the player suffers from the effects of amnesia for a one hundred (100) count. Players can still use their Skills, Traps, Potions, Spell Bolts and Weapons while under Amnesia Potion. A WHITE RIBBON must be tied on the prop or weapon being treated. CREDITS: 2
ANTIDOTE POTION: Players take Antidote Potion at the start of the game and do not take the effect of the first potion they come into contact with. Players can use Antidote Potion once (1) per game. Antidote potion can be role-played by drinking water from a potion bottle, this is optional. CREDITS: 2
FLIGHT POTION: For a one hundred (100) count the player cannot be attacked or attack others. Players role-play flying for the duration of the count. Flight potion can be role-played by drinking from a potion bottle, this is optional. CREDITS: 3
POISON POTION: When touched by a treated weapon or prop the player is KILLED. A WHITE RIBBON must be tied to the prop or weapon being treated. CREDITS: 4
SLEEPING POTION: When touched by a treated weapon or prop the player falls asleep for a one hundred (100) count. The player may not be attacked. A WHITE RIBBON must be tied upon the prop or weapon being treated. CREDITS: 2
AVOID: When player is hit by a throwing weapon they call out "AVOID" and the hit is not taken. CREDIT: 1
BATTLE REPAIR: Players can repair their armour to full point value. During repairs the player must be seated for a one hundred (100) count without interruption. CREDITS: 2
BATTLE SURGERY: The player can heal themselves or one (1) other person of a killing hit. Players cannot be attacked while using Battle Surgery on themselves. During Battle Surgery the player must be seated for a one hundred (100) count. If using Battle Surgery on another player the player must be touching the patient while making a one hundred (100) count. CREDITS: 4
BREAK WEAPON: The player calls out to the opponent "I break (state oppontents' name and weapon type)" before combat. Any hit on the opponent will destroy the weapon stated; no other effect or hit is received. This skill may not be used against spell bolts. CREDITS: 2
REPAIR WEAPON: Players can repair a broken weapon with this skill. During repairs the player must be seated for a one hundred (100) count without interruption. CREDIT: 1
CAPTURE: The player calls out to their opponent "I will use CAPTURE on (state opponent's name)" before combat. A hit on the indicated opponent results in the victim being disarmed and made prisoner; no other effect or hit is received. A rope is tied to one of the prisoner's wrists. They will remain a prisoner until the player using Capture is killed or releases their prisoner; prisoners are released at the end of the game. CREDITS: 3
SLIP BONDS: A player escapes Capture Skill by calling out "SLIP BONDS" when the attacker calls out "CAPTURE". CREDITS: 2
COUP DE GRACE: The player calls out to their opponent "I will use COUP DE GRACE on (state opponent's name)". The player using this skill inflicts two (2) points of damage to stated opponent's armour with each hit. Once the armour is destroyed the opponent will receive hits normally. CREDITS: 3
EN GARDE: Players call out "EN GARDE" and Coup De Grace has no effect on them. Player must call out "En Garde" when the attacker calls out "Coup De Grace". CREDITS: 3
DODGE: When hit by a spell bolt the player calls out "DODGE" and the spell bolt has no effect. CREDITS: 3
HEAL: The players can heal themselves or one (1) other person of a WOUND. During healing the player must be seated for a one hundred (100) count without interruption. Heal cannot be used on killing hits. If healing another player, the healer must be touching the patient while making this count. CREDITS: 2
PICKPOCKET: The player must touch the victim with their hand and call out "PICKPOCKET (State object to be stolen)." The victim must give the player using Pickpocket the stated object. THE OBJECT MUST RELATE TO THE GAME AND BE WITHIN REASON! The victim cannot pursue or attack the pickpocket for a one hundred (100) count unless the player using Pickpocket skill attacks the victim. If the player using pickpocket is killed the stolen item must be returned. At the end of each game all objects must be returned to their owners. CREDITS: 2
DETECT: The victim of Pickpocket calling out "Detect" does not take the effect of the Pickpocket Skill. CREDIT: 1
Players throw a Spell Bolt of the correct color; making a hit on either the victim, or the victim's shield/buckler, weapon(s) or anything they are wearing. Armour has no effect on Spell Bolts. The first player to be struck by the Spell Bolt takes it's full effect. If the Spell Bolt misses, it cannot be reused. Each Spell Bolt is described below:
100 COUNT SPELL BOLT (GREEN): The victim believes they are being attacked by a great dragon and will fight this illusion for the one hundred (100) count. The victim can take no other action(s) nor be attacked until the one hundred (100) count is over. CREDITS: 2
WOUND SPELL BOLT (YELLOW): The victim is struck by a lightning bolt and receives a WOUND. CREDITS: 3
DISPELL SPELL BOLT (WHITE): The victim when struck by the bolt looses one (1) Spell Bolt of the attacker's choice. Players take the effect of Dispell once (1) per game. CREDITS: 3
DEATH SPELL BOLT (RED): The victim is struck with a fire ball and is KILLED. CREDITS: 4
Magical workings players can use to add flavor to their role playing. Cantrips cost no credits to have. Players can use props to help role-play the use of the Cantrip.
CAMPFIRE: The player magically creates a campfire without fuel. The fire will burn as long as the player wishes.
SPRING: The player can magically fill any container with water. This can be role-played with wine skins or other containers for this Cantrip.
FOOD: The player can magically create food. Small snacks, fruit or crackers can be used to role-play this Cantrip.
CHEST: From the belt line to the shoulder.
BACK: From the base of the spine to the shoulder blades.
HITS on the CHEST OR BACK is an automatic KILL and you can no longer play in that game. Role-play your death! Players must call out "DEAD" when hit.
ARM (Left and Right): From the upper portion of the shoulder to the wrist.
LEG (Left and Right): From the buttocks to the ankle.
HITS on the player's ARMS or LEGS are WOUNDS. Players have full use of the wounded arm or leg. The next hit including another arm or leg and the player is considered killed. Player must call out "WOUNDED" when hit.
See armour rules for protection from hits.
ILLEGAL HITS/TACTICS: No hits on HECK, HEAD, GROIN, HAND OR FOOT is allowed. The player hit in an illegal place must call out to let the other player know that the shot was invalid. A player hit in an illegal place would call out: "hand hit!", "head hit!" or "foot hit!". Illegal hits, if the result of deliberate actions or carelessness, will cause you to be expelled from that game or the event and loss of credit. Such hits, if genuine accidents, are ignored after your apology. Players cannot "SHIELD BASH"; i.e. ram other players with their shield or buckler. Players cannot strike with the weapon's pommel. Players cannot deliberately knock another player down, or strike a player who has fallen down. Players cannot use falling down as a defense against attack. PLAYERS CANNOT STRIKE ANY HARDER THAN IS NECESSARY TO MAKE THE OPPENENT FEEL THE HIT, NEVER HARD ENOUGH TO CAUSE BRUISING. No HAND-TO-HAND BLOWS, KICKS OR GRAPPLING of any kind are allowed. Players cannot call HOLD to escape combat or the effects of Skills, Potions, Traps or Spell Bolts.
HONOR DUEL: Players can challenge each other to a duel by stating to their opponent "I challenge thee to a duel." Only these players may fight each other to death or surrender.
NOTICE: CREATORS OF THE KEEP LIVE FANTASY ROLE PLAYING SYSTEM ARE NOT RESPONSIBLE FOR INJURY OR ACCIDENT AS A RESULT OF THE USE, CONSTRUCTION, PLAYING OR MISUSE OF THESE RULES OR WEAPONS.
You will need the following construction materials for The Keep Safety Constructed Weapons. No substitution of materials can be made.
1) Half inch (1/2") or three quarter inch (3/4") Polyvinyl Chloride (PVC) Pipe.
2) Foam Pipe Insulation with a half inch (1/2") or three quarter inch (3/4") hole, depending on the size of PVC pipe used. PVC and Insulation can be bought at hardware stores from their plumbing department.
3) A length of Closed Cell packing foam. Enough Closed Cell packing foam to cover each weapon blade and pommel. Closed Cell foam can be bought at Packing/Mailing stores.
4) Two inch (2") thick Open Cell foam padding (generally used for cushions) are used for thrusting tips on each weapon blade. Half inch (1/2") Open Cell foam padding for Shields and Bucklers. Open Cell foam can be bought at Fabric stores.
5) Polycotton broad cloth for the sleeves of weapons: blade/pommel, and for shields, and bucklers. For Blade and Pommel cloth cannot be Dark Blue, Dark Green, Brown, Gray or Black. Cloth can be bought at Fabric stores.
6) Sand paper to bevel ends of PVC pipe. Sand paper can be bought at Hardware stores. Vegetable Oil to clean and slicken PVC pipe. Oil can be bought at grocery stores.
7) Clear light packing tape to tape foam together. Black electrical and/or athletic grip tape to be used on the handle of weapons. Tape can be bought at Sporting and Hardware stores.
8) Optional: Plastic Trash can or Paint/Spackle bucket lids for shields or bucklers. Lids can be bought at Hardware stores. Leather shoelaces, can be bought at grocery stores.
1) Cut the polycotton fabric to four inches (4") longer than the blade length. Note: Use enough material that when folded in half will fit over the blade's foam and thrusting tip.
2) Fold the fabric lengthwise in half. Sew double seams down the side and one (1) end of the sleeve. Leave one end open to slide down blade with. Use double seams. Turn the sleeve inside out so that rough seam edges are inside the sleeve.
3) Slide the completed sleeve down the length of the blade. Tape sleeve to handle with black electrical and/or athletic tape. Make sure sleeve is tight enough to hold the thrusting tip and foam together.
4) Use the same procedure for pommel sleeve. NOTE: Sleeve is intended to hold together the foam Blade/Pommel not packing tape. Use only enough packing tape to hold foam Blade/Pommel together while sleeve is put into place.
5) Use sleeves to cover blades/pommel of Swords, Daggers and Staves. Sleeve covers entire Flail.
1) Measure out three inches (3") of pipe insulation.
2) Place cut pipe insulation on end of weapon to make a pommel. NOTE: PLACE PIPE INSULATION ONE INCH (1") ABOVE THE END OF THE PVC PIPE.
3) Tape a length of closed cell packing foam to the thickness of one half inch (1/2") thick to the pipe insulation.
4) Place Sleeve over pommel the tape to the PVC pipe with electrical and/or athletic grip tape. NOTE: SEW SLEEVE ACCORDING TO INSTRUCTIONS GIVEN.
1) Swords have a blade length of at least twenty one inches (21") and a maximum of forty two inches (42"). Daggers may have a blade length of eighteen inches (18").
2) Cut PVC Pipe to desired length, include blade, pommel and handle in measurement. Bevel the ends of the PVC Pipe so the edges are rounded and will not cut through the pipe insulation. Wipe PVC Pipe with vegetable oil to clean and slicken the pipe surface.
3) Cut pipe insulation to desired blade length. Slide the insulation over the PVC Pipe. NOTE: PLACE PIPE INSULATION ONE INCH (1") ABOVE THE END OF THE PVC PIPE.
4) Roll Closed Cell packing foam around the pipe insulation. Start the roll by taping the Closed Cell packing foam to the pipe insulation. Tape the edge of the Closed Cell packing foam when the required thickness has been reached, with a length of packing tape. All blades must be three (3") to five (5") inches thick.
5) Cut a piece of Open Cell foam padding to the size of the end of the blade. Tape this foam down to the sides of the blade for the thrusting tip. The blade has been built.
6) Place Sleeve over the blade then tape to the PVC pipe with electrical and/or athletic grip tape. NOTE: SEW SLEEVE ACCORDING TO INSTRUCTIONS GIVEN.
1) Staves may be either five feet (5') or six feet (6') in total length when completed. Cut PVC pipe to desired length. Bevel the ends of the pipe so the edges are rounded and will not cut through the pipe insulation. Wipe PVC pipe with vegetable oil to clean and slicken the pipe surface.
2) Fit lengths of pipe insulation down the entire PVC pipe. NOTE: PLACE PIPE INSULATION ONE INCH (1") ABOVE THE END OF THE PVC PIPE.
3) Roll Closed Cell packing foam around the pipe insulation. Start the roll by taping the Closed Cell packing foam to the pipe insulation. Tape the edge of the Closed Cell packing foam when required thickness has been reached, with a length of packing tape. All blades must be three (3") to five (5") inches thick.
4) Follow step three (3) for both blade ends of the staff. Blades must be fifteen inches (15") long for five foot (5') staves, and twenty one inches (21") long for six foot (6') staves.
5) Place a Sleeve over each blade then tape down to pipe insulation with electrical and/or athletic grip tape. NOTE: SEW SLEEVES ACCORDING TO INSTRUCTIONS GIVEN.
1) Cut a length of PVC pipe to desired length include a handle and two (2) pommels in measurement. Bevel the ends of the PVC pipe so ends do not cut the pipe insulation pommels. Wipe with vegetable oil to clean and slicken surface. Place two (2) pommels on either end of the handle. NOTE: PLACE PIPE INSULATION ONE INCH (1") ABOVE THE END OF THE PVC PIPE.
2) Cut a polycotton sleeve, allow for handle and pommels, and a blade length of eighteen inches (18"), as shown in Sleeve construction.
3) Cut seven (7) two inch (2") pieces of pipe insulation for the chain.
4) Stuff Open Cell foam padding into the four inch (4") tip of the sleeve. After you have placed the Open Cell foam padding into the tip, tie the tip down with yarn or a strip of fabric. Place each length of pipe insulation into the sleeve tying each down with yarn or a strip of fabric.
5) Draw the remaining length of sleeve over the handle and pommels sewing the end of the sleeve shut. Tape handle with electrical tape and/or athletic grip tape. NOTE: SEW SLEEVE ACCORDING TO INSTRUCTIONS GIVEN.
1) Cut a polycotton sleeve, minimum of six inches (6") by six inches (6") or a maximum of twelve inches (12") by twelve inches (12") square.
2) Sew sleeve shut on three (3) sides. Turn sleeve inside out so rough seam edges are inside of sleeve. Stuff as old sock into the open end of sleeve. Make sure the sock will pad and weight the Throwing Weapon/Spell Bolt. Sew open end of sleeve closed.
3) You may wish to sew a brightly colored tail onto the Throwing Weapon/Spell Bolt so it can be seen at night. The tail does not need to be the same color as the bolt. Tails are optional.
4) Throwing Weapons cannot be the same color as Spell Bolts i.e. red, yellow, green or white.
1) Use a plastic trash can lid with no handle in the center of the lid for a shield. Use a plastic paint bucket or spackle bucket lid for a buckler.
2) Use aluminum hammer rivets to affix a metal garage door handle to back of lid. For a Shield punch two (2) small holes into the trash can lid. Thread leather shoelace through the holes and tie together at the back of the trash can lid, knot on same side as handle. Shoelace is an arm hold.
3) Cut a piece of half inch (1/2") Open Cell foam padding the diameter of lid. Place pipe insulation around the edge of the lid. Tie down Sleeve around Open Cell foam padding and pipe insulation.
1) Cut polycotton fabric to five inches (5") larger than diameter of trash or bucket lid. Fold two inches (2") of the edge over and sew the edge to create a small tube around the edge of the sleeve. Sew edge down with double seams. Cut a notch in the fabric to be used to insert draw string.
2) Tie a paper clip to a six (6') to seven (7') foot piece of string for sheilds and four (4') to five (5') for bucklers. Pass the string through the sleeve and knot the string so it does not slip into the sleeve. The sleeve is complete.
3) Place the completed sleeve on the front of the shield or buckler and draw the string till tight.
4) Players can sew onto the Sleeve their Heraldry. This is optional.
1) Cut a piece of polycotton fabric one foot (1') long by three inches (3") thick for ribbons.
2) Use small plastic liquor bottles, like those used by airlines for Potion Bottles. A small cork can be used for a lid. Tie a small loop of string around the bottle to carry it on your belt while playing. These bottles are optional.
Below are three (3) games that can be played during a Live Fantasy Event. These game examples are outlines to help you create games.
BACKGROUND: Last night prisoner(s) escaped from the jail. The town Mayor is hiring bounty hunters to hunt the fugitives down and bring them back: DEAD OR ALIVE.
GAME PLAY: The bounty hunter(s) must give the fugitive(s) at least three (3) minutes to leave the group and hide. The fugitive(s) will win if they cannot be found in an allotted amount of time (say sixty (60) minutes). The bounty hunters win if they find the fugitive(s) in the allotted time.
Minimum number of players: Two (2).
Maximum number of players: Any number can play.
MONSTERS: No monsters needed.
VARIATIONS: The fugitives may be given certain tasks to complete and get back to the "town" or home base, before they are caught to win. A monster might be used to hunt down both fugitive(s) and bounty hunter(s).
BACKGROUND: A dragon has been terrorizing the barony and the Baron wants to hire adventurer(s) to bring the dragon's head to him.
GAME PLAY: After the dragon and all of his minion's (if any) are ready the adventurers must give the monster(s) at least three (3) minutes to find a lair (hiding place). The adventurers need to find and destroy the dragon, and raid the dragon's lair. Use prop money and jewels for the dragon's horde.
Minimum number of players: Three (3).
Maximum number of players: Any number can play.
BACKGROUND: Two (2) or more warring armies are contesting each other for the land. To win one (1) army will have to gain all enemy flags.
Minimum number of players: Six (6).
Maximum number of players: Any number can play.
VARIATIONS: All armies should have roughly equal number of players. A Captain should be picked to lead each army, Captains pick their army members. All armies MUST have one or more flags or piece of cloth which can be seen from three (3) directions and can be easily reached and grabbed. The winning army is the one in possession of all the flags.
The participant that creates then referees their game for other players. The Game Master will set up all props, monsters and special effects ect. for their game. The Game Master will decide the effects of all players actions in the game. The Game Master may appoint Referees, participants that guide one (1) group of players, while the Game Master guides another. Referee(s) must have complete understanding of the game, and can decide the effect of their group's actions during play.
Start by answering these questions:
1) How many players will be needed?
2) How long will the game last?
3) How many monsters will be needed?
4) What is the goal of the characters to win?
5) What is the goal of the monsters to win?
6) What is the game situation: Background, ect.?
7) What props, special effects (if any) will be needed?
8) What do the 'dead' players do while the game continues?
Create GAME BALANCE by trying to create a game in which all players have equal playing time. Create monsters that will not over power the players in ability or number. Game Masters should write down in outline form their game and then use this outline to guide players through the game. Copies of the outline should be given to all Referees.
Are Dragons, Henchmen, Thugs, Vampires, Wraiths ect. and are the 'extras' or bad guys which try to thwart our stalwart heroes.
Monster(s) are given a number of credits, this can be any amount from one (1) to whatever is needed. With these credits buy the Monster(s) any Skills, Potions, Traps, Spell Bolt, Armour and/or Shield or Buckler. Monsters are used only on a game by game basis. Participants who play monsters during a Live Fantasy Event still gain credit(s) for attendance. Use a Character Sheet to create and record each monster, a copy must be given to the player which will be playing that monster and all Referees.
Create a game by using your imagination and common sense.
Players can display their Heraldry on Banners, Playing or Display Shields, or Costumes. Display Shields cannot be used for Live Fantasy Role-Playing Games.
No Heraldry can have any religious Device, Symbol, Words or Names within the Heraldry. This includes but is not limited to: CROSSES OF ANY TYPE, PENTAGRAMS, PENTACLES, ANKHS, STAR OF DAVID, PRAYERS OR ANY GODS, GODDESS OR RELIGIOUS FIGURES AND/OR NAME.
No Heraldry can have any part of copyright material of any nature within the Heraldry.
No Heraldry can include any Symbol, Device, Words or Names which deemed by the Chapter to be publicly offensive.
No player can copy any other chapter approved Heraldry.
Heraldry must be presented complete and in full color all Symbols, Devices, Words and Names which will appear upon the Heraldry to the Chapter. With a majority vote in favor the Heraldry is permitted to be displayed.
Player do not need to recognize the rules of European or Asian Heraldry.
All the information needed to create fun Live Fantasy Events are here just open your imagination. Remember that this is a game and not life or death, ego should play little part in your enjoyment of the game. If these rules do not work for what you need in a game or they do not cover a situation use your common sense and be fair in your decision to all players. Treat the place you hold your meetings at as wondrous and magical realm(s) where anything can and does happen. The use of costume and role-playing will help to create the illusion. ROLE-PLAY, ROLE-PLAY, ROLE-PLAY! Act out your character, become that person for one afternoon a week or so and let the world take care of itself for that time! In the end your enjoyment is based on your and everyone else's ability to suspend disbelief.
The Keep Live Fantasy Role-Playing System is a unique idea in Live Fantasy Role-Playing. There is no 'over site' committee(s). Some group of people you'll never meet, who will tell you how to play and run your chapter. No pay for play rules! Take this book and start playing. Form a chapter! Start by asking friends to play, and find a location to play. Next, pass out copies of these rules in hobby and book stores along with directions to your location, and schedule of events. Visit gaming conventions, and pass the book out there as well. Build extra swords for new players to borrow for their first game or two. Our web site is a good resource to find people, just create your own site for your chapter and we'll place a link to The Keep home page. This second edition of The Keep Live Fantasy Role-Playing System takes precedence over all earlier editions.
Christopher P.S. Coyne (Author)
aka Sir Shadowtalon Du Gris Wulf/Farron Elf 1997
I dedicate this final version to my friends: Those left standing, and still helped. Diana Baer: Editor, Brandon Busit: the other half of The Keep, Sean Mady last of the Hell Rats. Thanks.
Chris Coyne: Aka Sir Shadowtalon, has played live fantasy for ten years. A member of many different groups and founder of two of his own. He now owns his own business and lives with his two cats in Denver, Colorado.
Click here to see the DISCLAIMER form.
Click here to see a table of the ARMOUR, TRAPS, POTIONS, SKILLS and SPELL BOLTS.
Click here to see the CHARACTER CREATION SHEET.