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Note: The rulebook takes presidence over what is on this site.

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New Players

The first step to becoming an Adventurer is to go someplace else. You can’t be a stalwart dungeoneer in your own back yard, where you can run home to mother when you scrape your knee. No, you need to go someplace else, someplace far away if at all possible. Even better if that place has just had a revolution, is under the control of a tyrannical dictator, recently overrun by some monstrous horde or the home to some ruins of an ancient civilization, long forgotten to the pages of history. If places like these and ones like them are unavailable, you can make do with something more trivial or mundane, a pirates cove perhaps or an area where the borders of several kingdoms or city states brush close together with gathering tensions. If you have none of these places readily available to you, then I suggest you travel farther until you do, oh and get a good pair of boots, you’ll need them.
-Kitar Flynn Vulphrim - Excerpt From "How to be an Adventurer"

Welcome to Twin Mask
Getting Started
Your First Game
Advice for new Players
Terminology 

Welcome to Twin Mask



Getting Started



Your First Game
What to bring and Expect!

Your first larp may seem an incredibly daunting experience, but remember, every last one of us were once in your shoes, and when we were, these same pieces of advice were handed down to us! Here are some solid basics to consider for your first game.

Tent:
While some of our commonly used sites feature onsite cabins and tents for sleeping in, it always a good idea to plan on bringing a tent of you own to crash in. Don't forget to bring a hammer to nail in your stakes! If you are feeling extra ambitions, you can also go ahead and decorate the space around your tent to make it feel more solidly a part of to town, though this is by no means mandatory.

Sleeping bag/ Pillow/Air-Mattress <-seriously, that last one keeps you off the cold ground!

Food and Water:
Enough food to get you from Friday night to Sunday morning, and keep in mind, a case of energy drinks and a bunch of sweet snacks, while certainly useful at larp, do not actually constitute as food when you are beaten and bedraggled at 4 in the morning! More then anything else REMEMBER TO DRINK WATER!! This is California, and while we certainly do have a number of games that take place in cold weather, high noon is pretty much always Hot, and you will find yourself with heat stroke if you aren't properly hydrating yourself.

Your Costume:
While we are on the topic of heat and dealing with it, another thing to keep in mind is dressing accordingly for the weather. While dark foreboding armor and Ominous enveloping robes make look super cool, on a hot day, they are far from comfortable, and depending on the time of year, the nights time temperature (especially in mountain games) can get tremendously cold. When Assembling your costume, take this into account, and plan to Dress in layers to adjust for the temperature! Another thing to note, is costume functionality, especially when it comes to footwear, invest in some durable hiking boots, and if we happen to catch either Snow or Rain at event (both have happened before) plan to wrap your feet in an extra pair of socks, and wrap those in plastic grocery bags before heading into game. Trust me, your dry feet will thank you for it!

A paper copy of your character sheet:
Seeing as every last one of us was new to larp at one point in our lives or another we know how daunting your first event can be! Having your character sheet on paper will do much and more to keep you emersed in game and you will never have to fumble wondering what your character theoretically has had a lifetime to learn.

Ingame and out of Game lighting:
One thing we strive for at twin mask is a seem-less breathing world, and to aid this, no super bright lanterns are allowed outside of your own personal tent while game is on. If you do bring a lantern into game, Please use some parchment paper to cover the light, and make it look more like diffused candlelight. Many other players use flickering tea lights, and various other small flickering LED lights for in game illumination, and it really does much and more to aid in the overall atmosphere for everyone at game.



Advice for new players

So you've managed to survived the drive to site, you've got your tent set up, hopped into costume and find yourself eagerly awaiting game in the tavern, when suddenly, you have absolutely no idea what it is that you've got yourself into!

Worry not friend! I too have been in your boots before, and have some advice to help you hit the ground running the second you come into game!

When you initially get on site,The first thing you are going to have to do is set up your tent. Somewhere on site will be an official area for PC's to pitch tents, and any of the staff members on site should be able to assist you in locating it. Once you've got your campsite established, the next thing to do will be to handle check in, which typically takes place in the Tavern, or sometimes NPC central, depending on the site.

Check in takes about 10 minutes, and is where you will pay for the game,and for returning PCs, where they can turn in their downtime actions (basically what their character was up to between games.)

After check-in, but before the start of game, There will be a safety talk for all new Players and NPC's to attend, just to make sure everyone is on the up and up with the rules. This is also whem you can have your weapon inspected by the safety marshals before the start of game. All Weapons Must be approved by a safety marshal before the start of game, otherwise they are not permitted for use. Once the Safety Marshals are done, New players are turned over to Staff members for their introduction mod.

Once you find yourself in Game, one of the best habits you can start yourself off with is adopting a policy to "make your own plot." The Twin Mask Staff team is here to facilitate game and roleplay for every participant involved, but in any given game the player base is very likely to outnumber our staff team at least 3 to one. If you should find yourself with some free time, utilize it to better familureize yourself with town, and the people that dwell within its walls, The entire game world is at your disposal, and believe you me the secret plots the PC's end up weaving are oftentimes some of the most astounding to witness at game.

While Twin Mask does Absolutely allows for and facilitates PvP, players should be well advised of the Laws put in place by the in game Council, and outright murder of another PC is generally just a hop skip and a jump to the executioners block. The PvP line is one of the most delicate to walk, but it oftentimes leads to some of the most thrilling and impassioned moments you can hope to expect out of a larp. Its very important for you and your nemesis to keep a good strong line of OOG communication open with one another. Emotions can get really heated over instances of PVP so good longtime friends often make the best candidates for starting such a relationship with, that way, you both have a good gauge of one another, and know where your various boundaries lay.

Be prepared to miss something, whenever the Twin Mask staff team sits down to plot out a game, we deliberately overlap our various plots and mods. Beyond that, we also have a robust player advocacy team comprised of some of our more seasoned PCs that take on the mantle of a storyteller to run mods of their own. In any given mod, you can expect at least 2 other mods to be going at the same time! Take this into account when you plan out your weekend, If you are the sort of person that prefers to go later into the evening, Maybe skip some of the afternoon battles, to save energy for when Darkness falls. No matter what is going on throughout the day, you can always expect late night Mods for the night owls.

Typically, heavy combat stops a bit after midnight, but small combat encounters and roleplay continue into the evening until the rest of the staff finally collapses from exhaustion, usually sometime between the hours 3:00 and 4:00 in the morning.

Last and MOST IMPORTANTLY, are the safety and Clarification Calls, which are strictly used in an out of game context. Whenever you use one of these calls, remember to raise a fist above your head to signify that you are speaking out of game (oftentimes referred to as OOG)

Clarify: If you should be confused by any skill call for any reason, this call will signify that you need further explanation of the effect.

Caution: Caution is used to alert your fellow larpers when they are placing themselves in a potentially dangerous position, usually in the heat of combat. A good time to call this out is if you notice someone backing up over a pile of wood or over a steep ledge!

HOLD: Hold is STRICTLY a safety term, used in times of emergency only, to stop all of game at once. If you should hear this call shouted out, loudly echo the call, if you can, drop to one knee, and hold a fist above your head to signify that your are out of game. A staff member will resolve the issue at hand as swiftly as possible, and will call the game back into play once the Hold has been resolved.

In addition to these three Out of Game calls, there are also 2 In game Calls you may hear.

Forsooth: Forsooth is oftentimes used to describe things we cannot feasibly represent at game. Hypothetically If you were to encounter a series of large flat stones, laid out across a path, a Staff Storyteller may call: FORSOOTH! The ground before you is made of Lava, if you should step anywhere but the stepping stones take 5 points of fire damage.

Time Freeze: A time freeze is Similar to a Hold, in that it halts Play, but this is usually for in game magical effects that appear suddenly and without warning. During a time freeze, every player must close their eyes, plug their ears, and hum loudly to themselves. Any given Time Freeze will typically last less then a minute.

For a list of other important call, please see the Call section


Terminology
 
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