Principles and Philosophy
When setting out to make Gethsemane there were a handful of concepts that we were excited to put forward. Gethsemane is a game that combines a Western Aesthetic with a Post Apocalyptic mindset, set to a backdrop of horror and Americana. We call this genre Post-Post Apocalyptic (Thanks Lorreina!), and this distinction is important as it is a world that doesn't overtly reference modern day memes, cultures or customs, while some games in the genre play with mis-understood references to the past, stop sign armor and football shoulderpads, we instead call on Post-post apocalypitc and western genres for thematics more than particular style notes. We have Pinterest pages for examples and when in doubt, we encourage you to ask!
Key Game Differences
One of the best ways to give you an idea quickly of what this game is and isn’t is to run through a quick list of bullet points. This section is intended for players who have participated in other LARPs before and seeks to add some clarity on things that differentiate Gethsemane. If you have questions or concerns about any of these, please refer to the full section or reach out to plot with questions:
- The powers and abilities in this game, generally, only modify natural abilities rather than broadly replacing them. That is to say, physical abilities require physicality and social skills require social grace. While we encourage you to play whatever kind of character interests you, we encourage you to keep in mind that the abilities of the game itself will only be minor boosts to your own natural abilities in these arenas.
- This game allows PvP, though it isn't PvP focused and PvP focused concepts will be denied (Reffered to as CvC generally everywhere else)
- Any item tags brought into the game MUST have phys-reps
- The crafting/gathering system generally involves activities, but require props and RP
- Hit location system that is generally light on combat calls
- Combat has significant consequences, ex. getting shot will have repercussions for the entire event
- A system of Conditions that apply narrative and mechanical effects to your character that replace most mechanical effects from other games
- A series of "Player Narrator" driven mods, called Vignettes, which replace a large number of staff driven mods during gameplay and act as the primary source of new supplies coming into town
- Character sheets that augment skills, not replace them - Ultimately most skills have components which the player will need to do to achieve them. We've outlined what those are in this game so players who have difficulty with certain aspects may avoid those areas of the game
- No XP Based System. You don't advance from attending game, you advance via accomplishing things at game
- Skill Achievement System - Doing things that fit your character, progress your character
- Hidden Mechanics - These rules only present the basic, common information people are aware of. There are more things to learn if you dig into the world
- Reward Success and Punish Failure - As part of the achievement/skill based aspect of the game, players will need to befriend NPCs and make hard choices, and those choices have consequences. If the characters make mistakes, they'll need to live with those mistakes
- Scarcity and Decision-making - This game is set up from the beginning to not have enough for all players, that will always be a thematic for the game. While there is room for growth and advancement, it will be an expensive and painful process to get there and you'll need to fight your way through PCs to do it
- No public OOC areas - Kitchens and mealtimes are all IC. The only OOC areas are inside tents/sleeping areas
Non-Combatant Characters
Any character may choose to wear an orange headband to denote being a non-combatant. Any character may point a weapon at them and assuming they are generally within combat range, they may call “I got you” to which the player may not call defenses. If used on another player, this would be considered a PvP activity and the normal rules apply here
Content Concerns
We will, generally speaking, try to give content concerns where possible. This will not always be possible, and given some of the darker themes of the game we encourage you to speak with the Player Liaison if there are specific concerns. For more information on the Player Liaison please check the Code of Conduct.
Extension of Skill / Scene Types
Just as boffer combat requires characters to be able to physically swing weapons augmenting a players abilities, certain skill types may have activities or checks which require certain player aspects to be successful. Those are listed here, and if you are unwilling or unable to participate in these kinds of activities we encourage you to not play these types of characters as you may find yourself unable to participate.
- Combat Skills - These skills encompass: being physically struck with boffers, running towards/away from your enemies, being fired at with Nerf Guns, being ambushed/surprised
- Impolite Skills - Acts of physical dexterity, acts of physical stealth, maneuvering obstacle courses/tripping hazards/etc
- Maker Skills - Manual dexterity/Repetitive Activity (Screwing/Unscrewing/Soldering. May require glasses/eyesight/reading IC schematics (Picking through things)
- Gathering Skills - May require physical exertion, walking long distances/walking in the heat. May also be exposed to stressful/dangerous situations and 'creepy western' vibes in Vignettes
- Medical Skills - May require RP with gore/blood/etc. Shouldn’t take if squeamish or uninterested in medical/visceral RP.
Character vs Character Conflict
In many games this type of conflict between characters is called PvP (player versus player) combat. We prefer the term Character vs Character to remind one another that as PLAYERS we are all on the same side, but from time to time our characters may want to do harm to one another.
Gethsemane is a game which has CvC in it primarily to drive player conflict and story. In an ideal world, it would be a game with intense amounts of player posturing, and very little actual player death, but we feel that the thread of CvC combat and conflict is a very important story driver in the game.
We have a way of separating players who wish to participate in this type of gameplay by wearing black armbands (This symbology up to change). Additionally all Marked and Magnate characters must wear black armbands, and characters who come into game with these allegiances are signing up to participate in CvC behavior
For players who wish to play members of the town who aren’t interested in this type of gameplay, the game is set up such that these players can participate without having to have conflict with other characters. These characters are generally interested in conflict with the monsters and creatures in the world, but not with other Player Characters.
If you are playing a CvC flagged character and find yourself at crossed paths with a player who hasn’t opted in for CvC we encourage you to use this opportunity to tell cool story. Think of in the movies when someone is “Not worth the bullet”. You can still roleplay with these characters but can’t directly act against them.
Lastly, there are many secrets in the world of Gethsemane and no matter how clever you think you might be in killing another player, we encourage you to be very aware that things may not work out as you hope. Players that choose to engage in CvC behavior at game will not be given any breaks for failing to understand these mechanics, sometimes hidden, of the world.
Don't Be A Dick / Escalation
Characters do not generally get double crossed by other characters casually, there is a back and forth of move and countermove with each person becoming more and more aggrieved with each action. If your character is starving and you steal food from someone who you hate, that is meaningful escalation. Stealing food from everyone just because you can and you want to see them suffer is inappropriate, even in a world filled with demons
As with everything the simple rule is “Don't be a dick”. If you have a problem with someone, turn it into good story. Shooting someone in the face ends the story and doesn’t allow for further roleplaying. When in doubt, think about whether or not your actions are creating interesting stories
Drinking At Game
Any players of legal age are permitted to drink at game, unless conditions at the site or law contradicts this rule. Players should take a break if they become intoxicated. Players who become problematic may be asked to leave game, or be banned from game. Please see the Code of Conduct for additional details
Item Tags and WYSIWYG
While an individual can have things to set the scene of their roleplaying (For example a doctor might have vials, bandages and medical equipment), in order to gain an in-game benefit for these items they should also have item tags to represent these items. These item tags are created via in-character methods and grant some kind of game benefit for having them.
On the other side, if a character has an item tag for medical equipment, in order to use this equipment in game they also must have something that physically represents this equipment. This prevents players from walking around with an unrealistic number of item cards representing far more than they could possibly carry.
In general, the game follows the principle of “What You See Is What You Get”. In this way, for example, if you want to denote that your character is wounded, you should wrap bloody bandages around your character. In the case that a storyteller has something too fantastic to represent, they will use the phrase “Holy Tarnation”, before explaining what they might see. For example a storyteller might say “Holy Tarnation, there’s an underground river flowing through the cave here” since we can’t actually create an underground river.
Holy Tarnation should NOT be used by players in lieu of a physrep.
Important Calls
Ampersand - This call means a player is being triggered or otherwise uncomfortable with the scene. After making this call the PLAYER should be allowed to exit the scene immediately and remove themselves from the source of their discomfort. The player should be allowed to leave immediately no questions asked, and if need be a Storyteller can be called upon to adjudicate the remainder of the character's behaviors for the scene.
Brake or Brake Check - This call means that a character is being potentially made uncomfortable by the direction your roleplaying is going. If a player uses this on you, you should consider fading to black, or otherwise being less graphic if possible.
Fade to Black -A followup to Brake Check, Fade to Black implies a player is comfortable with the direction a scene is going, but doesn't wish to roleplay out the remainder of the scene. While Brake Check is an invitation to continue roleplaying, with Fade to Black the scene should conclude, and as needed the players may negotiate out of character the scene's outcome.
Are You Ok?/Yes I am - This handsign is the universal “Ok” symbol. Index finger and thumb touching, with the other fingers extended. You should only use this if you’re worried someone is roleplaying being injured a little too well, or if another situation arises where it would be disruptive to roleplay to ask if someone is ok. Instead you can make the ok symbol to them while you continue roleplaying. If they make the ok symbol back you know everything is fine despite anything they might be saying. You may also preemptively use the OK hand signal during RP so that when people approach you they already know you're ok and roleplaying
Decorum - Each site will have an out of character area set up for it. Otherwise your character should remain in character as much as possible. This is a game deeply rooted in immersion, and hearing someone talk about out of character things in the middle of the game area can be very distracting. If you encounter someone who is talking about out of character things, in the play area, simply call “Decorum”.
If someone calls Decorum to you, then it means they are concerned you are acting out of character in play. Please drop your out of character conversation, or move to the out of character area. If there is no out of character conversation and someone simply misunderstood something you have said, you may nod or otherwise acknowledge their call and continue your conversation. There is no reason to engage someone in conversation about a decorum call. Either you did break decorum, and can correct the issue, or you didn’t and you may acknowledge the call and move on.
Hold - If you find yourself in a situation that presents imminent personal danger the intended course of action would be to call a “Hold,” remove yourself from the situation, and then find a member of staff to further adjudicate. All players are expected to stop what is going on until the player has removed themselves from the situation or the safety threat has been removed.
Caution - Caution is a call which requires no response, and is used to inform players of a real life danger, but doesn't pause the game. An example would be "Caution, you're backing up towards a hole"
Code Red - There is a real life medical emergency. All play should stop and you should echo a Code Red if you hear it, similar to a hold. If you are medically trained, please immediately head towards the site of a Code Red and don't worry about any combat/IC situation you were in.
Take Chances
Ultimately there's a reason we all got dressed up and came out into the woods to play pretend together. The reason that Gethsemane doesn't reward players for just showing up, and has limited character growth in general is we want to see characters grow via story. Your character's story shouldn't be one we can get at home. Why does this big beautiful character need to exist?
We hope that you'll take big chances on your character, and we're going to be taking chances on what we trust our players with. We also encourage players to Play to Lift and look for opportunities to have the other players in your scenes have their own moments to shine
Fateplay
Fateplay is a concept inherited from Nordic larping and it’s used to further the story. Fateplay tells you things that you just do/feel/happen. For example you might receive a piece of paper from the storyteller which says “Fateplay: You will make your way into the bar and order a drink”. If you can’t accomplish a fateplay action for some reason you should let the storyteller know. This is simply a tool utilized by the ST to drive story and does not represent compulsion or in-game magic, but rather just the winds of fate driving people in various directions.
Code of Conduct
Thanks for taking the time to read our rules. We also have a Code of Conduct that we ask all players to sign at game. Please take the opportunity to read the Code of Conduct so that you are not surprised by anything at game.