Hi,
I played a few games in a NERO Intl chapter a few years ago and was partially satisfied and partially dissatisfied. I now live close to the ALLIANCE HQ chapter and am wondering about some of the differences. I know I cannot transfer my character (and am not interested in doing so). In NERO a lot was not in the rulebook, so I'm asking before coming:
1) EXPIRATION:
Do items expire in ALLIANCE? E.g. weapons, armor, traps, alchemy, potions, etc? I see in the rulebook that magic items expire, but what about these others?
2) ROGUES:
In NERO Intl, it seemed that there were no traps, locks, etc. If someone had a lock, I'm not sure if picking it would have been allowed. On one event we actually found some boxes in the woods (battling skeletons under 2 rules marshalls' observation) and the first marshal I asked said they were not trapped; later the second marshal said I was dead because I carried it away without checking for traps. This was cleared up, but it demonstrates that not even the marshals were used to using traps. At any rate, the whole Rogue class seemed unusable (I tried!).
But in ALLIANCE there are two "half-rogue" classes (adept and scout). Are these useful? Are there many adventures involving traps? Is there somewhere to buy phys reps for traps?
3) FIRST DAY:
I have a sword and a bow. I plan to play an elf so the bow will be cheap regardless of class. For the sword, would I be allowed to use it as a "one hand blunt" weapon on my first day?
Do I need to have my own spell-book on the first game?
Is there a certain color for arrow packets? Thickness? Is a streamer needed? Can one go pick up the used arrows to use with an unused quiver tag?
I assume spell packets are "any color but orange" and otherwise the same as arrows?
4) CLASS:
To me LARPs are about magic, fighting, and sneaking. Naturally I can't be a triple-combination character, but I'm thinking either Templar or Adept (with Celestial primary). Any comments about their usability at ALLIANCE HQ? I plan to be an infrequent player, so perhaps perpetually low-level.
5) WOODS vs CITY:
I've played a few LARPs which involve a lot of traveling through forest, but the NERO Intl game I played stuck to one building and a few nearby paths.
6) LODGING:
In the NERO Intl games I played, everyone stayed in two bunkrooms. I see that at HQ there are some cabins, private rooms, bunk rooms, guild rooms. I'm thinking of just showing up as a "new to town" character who is looking for a place to stay. Is this appropriate? Or do I need some sort of room reservation?
7) REGISTRATION:
Not sure if I'll be able to commit far enough in advance. Can I register on-site? What time to HQ events start on Fridays?
8) FOOD:
Are meals available at HQ?
9) EQUIPMENT:
Does anyone make and sell LARP equipment at HQ?
10) Anything else I should know?
Thanks!
I played a few games in a NERO Intl chapter a few years ago and was partially satisfied and partially dissatisfied. I now live close to the ALLIANCE HQ chapter and am wondering about some of the differences. I know I cannot transfer my character (and am not interested in doing so). In NERO a lot was not in the rulebook, so I'm asking before coming:
1) EXPIRATION:
Do items expire in ALLIANCE? E.g. weapons, armor, traps, alchemy, potions, etc? I see in the rulebook that magic items expire, but what about these others?
2) ROGUES:
In NERO Intl, it seemed that there were no traps, locks, etc. If someone had a lock, I'm not sure if picking it would have been allowed. On one event we actually found some boxes in the woods (battling skeletons under 2 rules marshalls' observation) and the first marshal I asked said they were not trapped; later the second marshal said I was dead because I carried it away without checking for traps. This was cleared up, but it demonstrates that not even the marshals were used to using traps. At any rate, the whole Rogue class seemed unusable (I tried!).
But in ALLIANCE there are two "half-rogue" classes (adept and scout). Are these useful? Are there many adventures involving traps? Is there somewhere to buy phys reps for traps?
3) FIRST DAY:
I have a sword and a bow. I plan to play an elf so the bow will be cheap regardless of class. For the sword, would I be allowed to use it as a "one hand blunt" weapon on my first day?
Do I need to have my own spell-book on the first game?
Is there a certain color for arrow packets? Thickness? Is a streamer needed? Can one go pick up the used arrows to use with an unused quiver tag?
I assume spell packets are "any color but orange" and otherwise the same as arrows?
4) CLASS:
To me LARPs are about magic, fighting, and sneaking. Naturally I can't be a triple-combination character, but I'm thinking either Templar or Adept (with Celestial primary). Any comments about their usability at ALLIANCE HQ? I plan to be an infrequent player, so perhaps perpetually low-level.
5) WOODS vs CITY:
I've played a few LARPs which involve a lot of traveling through forest, but the NERO Intl game I played stuck to one building and a few nearby paths.
6) LODGING:
In the NERO Intl games I played, everyone stayed in two bunkrooms. I see that at HQ there are some cabins, private rooms, bunk rooms, guild rooms. I'm thinking of just showing up as a "new to town" character who is looking for a place to stay. Is this appropriate? Or do I need some sort of room reservation?
7) REGISTRATION:
Not sure if I'll be able to commit far enough in advance. Can I register on-site? What time to HQ events start on Fridays?
8) FOOD:
Are meals available at HQ?
9) EQUIPMENT:
Does anyone make and sell LARP equipment at HQ?
10) Anything else I should know?
Thanks!