From: dnaraghi@magnus.acs.ohio-state.edu (Dara Naraghi)
Newsgroups: rec.games.frp.misc,rec.games.frp.announce
Subject: LIVE Role Playing
Date: 26 Jan 93 14:49:41 GMT
Article-I.D.: magnus.1993Jan26.213808.10361
Distribution: usa
Organization: The Ohio State University
Originator: cwatters@top.magnus.acs.ohio-state.edu


	Hi!  The following is a post on one of the live role playing
organizations in the US.  If you are not interested in this topic,
please hit "n" now.  Otherwise, read on...
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			IFGS Information Summary

			    By Dara Naraghi,
		      Central Ohio IFGS President


	IFGS stands for International Fantasy Gaming Society, and it is based
on a group of the same name in the novels DREAMPARK, THE BARSOOM PROJECT,
and THE CALIFORNIA VOODOO GAME by Larry Niven and Steve Barnes.  This is a
non-profit organization that promotes, designs, and runs safe LIVE role
playing games, complete with rules for combat (with foam padded weapons) and
other fantasy elements (e.g. spell casting).  Safety is the key word, as
each chapter has a Safety Officer who checks weapons construction, fighting
styles, and game sites to make sure they are in accordance with the IFGS
safety guidelines.  In addition, before a game is run, it goes through a
sanctioning process by the chapter which checks game design, logistics,
and safety.  All players in an officially sanctioned IFGS game are also
covered by the society's insurance policy in case of an accident.  The IFGS
was started eleven years ago in Colorado.  It now has 14 chapters and
provisional chapters in Alabama, California, Colorado, Georgia, 
Massachusets, Ohio, Oklahoma, Texas, and Wisconsin.

	The IFGS has a complete Rules Book that covers all aspects of a game:
creating characters, costuming, fighting, magic, spell casting, and the eight
character classes.  Weapons are made from a bamboo or fiberglass tube core,
covered with closed cell foam.  Weapons that can catch limbs or other weapons
(e.g. tridents) are not allowed, and neither are weapons with chains
(e.g.  nunchakus).  Shields have to be covered with foam, on the face and the
edge, and we never fire any arrows or bolts of any kind.  Armor is represented
by a patch of cloth of a specific color (e.g brown patch = leather armor).  We
do not recommend wearing actual armor because it is not necessary as far as
safety goes; in fact, certain types of armor could be barred from a game by a
Game Safety Officer if they are deemed to be unsafe to the wearer or other
players.  Also, keep in mind that real metal armor can really wear you down
during a 6 or 7 hour game where you have to walk up to 2 miles, usually in the
glaring sun :)

	Combat rules are very simple.  Each weapon does a base amount of
damage, plus any bonuses from character level or magic.  It is your own skill
that determines whether you hit your opponent or not, but once you hit, you
call out the damage, and your opponent takes that amount of damage, minus
armor or any other protection.  Each character class has a base number of life 
points, and this goes up by level.  You also have limb points, so it's possible
to lose an arm or a leg.  You keep track of your own life points during a game,
but there are score keepers with each party who also record damage.

	Throwing stars, flasks of acid, oil, or holy water, and certain special
abilities are represented by a specific color of bean bag.  Once again, your
skill determines whether you hit someone or not, and the range is as far as you
can throw the beanbags.  Arrows and spells work on a system that is
based on costume color.  Each character's costume has to be 80% one color,
and players on the same party can't have the same color costume.  When a
player calls out "Arrow, red" the player wearing red is informed by the game
master if he was hit by an arrow or not, and how much damage he takes.  Spell
casting works the same way, the spell caster chants for the appropriate
amount of time, calls out the name of the spell, the color of the costume(s)
affected by the spell, and the damage (or other effect).

	Player characters have eight classes to choose from: Fighter, Ranger,
Knight, Magic User, Cleric, Druid, Thief (Rogue), and Monk.  Each character
class has distinct abilities which are gained at each level.  The IFGS Bank
keeps a record of all characters, including experience, level, gold, and
items found.  This way, you can play any of your characters in any IFGS
chapter.  You can also decide to play a Non Player Character in a game, or
help as a Game Master or Score Keeper and still get experience that you can
apply to any of your characters.  Above all, though, the emphasis of the
IFGS is on role-playing and having fun, not hoarding treasure or experience
points.

	You do have to become a member of the IFGS Society to be able to
play in games, although everyone is entitled to 2 trial games before
becoming a member.  Membership is $5 for one year, with an optional $5
for a subscription to the IFGS newsletter, THE CHAINMAIL.  Membership in
local chapters is not mandatory, but it is recommended because most chapters
give members discounts on games, and their newsletters contains info on
upcoming games and events.  Central Ohio chapter membership is $10 for
one year, and that gets you 10 issues of our newsletter, ARTIFACTS &
ARTIFICTION, and $1 discount on all games you play as a PC.

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If you are interested in learning more about the IFGS, write them at:

			IFGS
			P.O. Box 3577
			Boulder, CO 80307-3577

If you live in or around Ohio and want more information about the Central Ohio
Provisional Chapter of the IFGS, e-mail me (Dara Naraghi) at:

			dnaraghi@magnusug.acs.ohio-state.edu

or write us at:

			Central Ohio IFGS
			P.O. Box 14142
			Columbus, OH 43214-4142

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-- 
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| Dara Naraghi                         | "Love isn't really blind...just    |
| dnaraghi@magnusug.acs.ohio-state.edu | selectively nearsighted"--The Hulk |
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