Safety and Code of Conduct

What is an immersive, consent-based LARP?

So glad you asked! This is a LARP for those who want a truly immersive experience, with emotional and physical role play. When we design LARPs, we do so with the intention that they will be intense, both emotionally and sometimes physically. However, we also take important factors into account, such as people’s fears, phobias, triggers, and physical safety.

We define consent as: 

  • Ongoing – Anyone can change their mind about what they are interested in doing at any time. You have the right to remove consent and change your mind at any time. Same with reversing from No to Yes.
  • Freely given – Saying yes without pressure or manipulation. Consent can not be freely given if there are power dynamics at play. No gives yes meaning.
  • Specific – Saying yes to one act does not mean saying yes to others. You are allowed to have specific boundaries for specific situations.
  • Informed – Not deceiving or lying. Information allows us to give consent and to state our boundaries. 
  • Enthusiastic – Wanting to do something, not feeling like to have to or should do something. Grounded in the confidence that the boundaries established will keep you safe.

You may be in situations where, in character, you will not have access to many things that are otherwise available to you in your normal life. These could include medicines, electronics, and food/water that would not have been available at that time. Please note, this will be in character only. At all times you, the player, will have access to necessities. You have staff members to reach out to, and safety precautions in place. While we may toss in situations to challenge you and your character, we want you to win or lose on your terms. It is never ever our intention to “break” a player. An NPC may attempt to deceive your character in the context of roleplay, but the staff that portray these NPCs should never lie to you as a player outside of the game. There may be things our staff cannot tell you before or during the game. They may need to say, “I can’t tell you yet” or “That is something you may discover in the game,” but they should never intentionally mislead you in any out of character conversation. That distinction should always be clear and you are always allowed to ask for clarification if confused.

There may be several quests spread throughout the game. Everything is opt-in, and the world is yours to explore! There may be certain times your character is needed due to a skill, event, or simply knowledge. If that is the case, we will make sure you have the opportunity to be present at that time. However, if you ever feel uncomfortable of what is being asked of you/your character for any reason, you always have permission to opt-out. Your physical and emotional safety is more important than a game.

This LARP takes place in a fictional city in the late 1800s, which has evolved separately from the rest of the world due to its location and magical qualities. 

Although there are fantasy and science fiction elements, we strive to keep some realism in this game. Can you smash this? Ask! Can you tear this apart and make something new? Ask! We thrive on player choices, and honoring your creative and out-of-the-box ideas when it comes to problem solving. Audentes Fortuna Iuvat!

Safety Precautions

Auxientia takes the safety, health, and well-being of our participants very seriously. Even before our game begins, we are engaging experts in the fields of stage combat , intimacy design, and LARP to bring our participants an immersive, compelling, captivating, player character-driven story that is safe.

In addition to our pre-production measures, our site was selected with safety in mind. We have access to first aid on site, as well as a nearby urgent care clinic. Additionally, some of our staff are trained in First Aid and CPR:

  • Hilary Norton
  • Grace Ortman

In the spirit of a happy and healthy experience for all, we ask that participants disclose any significant or relevant medical needs such as injuries or chronic conditions, as well as food allergies. Your information will be kept confidential by staff. Shortly before the event, the Staff will publish a document containing a list of allergens to avoid for the sake of others’ health and well-being.

It should be noted that this game features dueling combat in addition to the possibility for a larger battle. A designated time/place will be announced for a dueling competition using pre-approved LARP-safe weapons. Dueling is permitted only under the supervision of an NPC or Plot Team Member (see Weapons, Fighting Mechanics, and Pre-Negotiated Scenes).

COVID-19

In order to best protect our staff and players that are most at risk by the SARs-CoV 2 outbreak, we are requiring that everyone who can should receive the vaccine prior to coming to Auxientia. If you are getting vaccinated now, make sure to keep the paperwork handy! Your information will be kept confidential.

Fully vaccinated individuals are not required to wear a mask, but may choose to do so according to their own personal comfort level. If you are having any symptoms concerning for COVID within 1 week prior to game, we ask that you bring a note from a healthcare provider.

Additionally, we will be requiring a negative COVID test prior to arriving on site. The link to submit an image of this negative test will be sent out 24-48 hours prior to game, so anyone traveling may access it before they leave. Anyone traveling is expected to do due diligence to keep themselves healthy while traveling and are able to retake a test upon arrival if desired. Tests will be available on site if someone begins presenting symptoms, but we do not have enough tests for everyone. If there are any questions, you may speak to Hilary Norton.

LARP Signals

Auxientia has decided to adopt the widespread use of universal LARP signals. Make sure to be aware at all times and prepared for what to do if you hear or see any of the following:

Hold: If at any moment someone yells, “HOLD!” you are required to immediately STOP. ECHO the call, TAKE a knee, and LOOK down. These guidelines are here for the safety and privacy of all parties. Calling HOLD is an immediate EMERGENCY. Only an NPC or PT can lift the hold. They will count down so you know when it is time to resume the game. 

Hand Signals: Since LARPs, especially emotional LARPs, are prone to highly intense and volatile situations, hand signals are an effective way to check in on Players while still remaining in the game and in scene. A breakdown of the hand signals we utilize will be included in the player packet at check-in, on social media in the weeks prior to game, and demonstrated during workshop.

Hit The Wall: If you hear any NPC or PT tell you to, “Hit the wall,” it means to step out of the way and make room. This means we either have a fight, an intense scene with props not intended for player use, or there is something or someone coming through the play area. In most instances, this is a staged fight between NPCs. You are not allowed to step in unless you hear the phrase, “Stand to! You may then use your LARP safe weapon to join in. If you do not want to fight, there are other ways you can help! That will be handled by Nathan Pease.

In the event of a real emergency, you may hear “9-1-1” shouted, followed by a brief description of the type of emergency such as “9-1-1! Medic!” or “9-1-1! Fire!” Everyone within earshot should immediately break character, repeat the shout, and go help if they can.

Hand Signals

Why use hand signals in LARP? LARP often deals with heightened emotions. While we want players to go as far as they are comfortable, it’s sometimes difficult for others in the game to distinguish between role-play and genuine emotional or physical distress. We want to present a shortlist of hand signals to communicate between participants so we may adjust the situation as needed without interrupting the flow of game play or player immersion.

Hand Signals:

Check-in Signal and various responses: 

  1. A concerned participant makes the thumbs up sign with their hand where it can be seen. Usually, on the chest.  
  2. The participant being checked on may respond in the following ways…

<participant makes the thumbs sign of their own.> Role-play continues uninterrupted.

<participant responds with thumbs down or not at all.> Role-play stops. Ask them if they’d like to be taken to an out of game area or Refuge Room. 

<participant responds with an alternate response.> Role-play adjusts or stops 

Alternate responses may include:

  1. The so-so sign: “I’m not sure if I’m okay”
  2. Two thumbs up: “This is great. Give me more!” 

Please note: 

  • a participant may opt to show a check-in response without being asked. Other participants should respond accordingly. 
  • Getting a thumbs up does not mean “no limits.” 
  • Signals should be abused or used for a character to avoid consequences for their actions. If you feel a participant is abusing hand signals do not confront them. Communicate your concerns to staff, out of character. 

Please Lower Your Intensity: 

A player feels the roleplay is painful to them as a player or bordering on something reminiscent of trauma irl and needs to communicate that their scene partner needs lower their intensity or change tactics/topic immediately.

<A hand is placed over their own heart. The player taps their heart three times.>

As an alternative, a player may simply say, “Stop” to pause the roleplay. From there, the player may choose any number of things up to and including talking to their scene partner(s) out of character to reset the intensity/ask for a change of tactics (or topic), to disengaging from the scene completely to go elsewhere / use the Refuge Room.

Either way, this allows you to set boundaries without having to wait for a check-in signal.

Out of Character signal:

A player has a question/comment and wants to ask it before proceeding with gameplay. 

<A fist is placed to the forehead and the question is asked.>

<The person responding, whether player or NPC, mimics the gesture to answer the question> Gameplay resumes where it left off

Please note:

  • This should not be used to “meta game” which is using outside knowledge that the character would not know to obtain an advantage in game. However if this is an out of character question about a scene, this gesture may also be used.

Passing Through signal:

A player needs to pass through a space where a scene is currently being held. 

<A hand is placed over the player’s eyes to “shield” them from what is happening>

Other players ignore this player and carry on with the scene.

Please note:

  • As above, this should not be abused or used for a character to avoid consequences for an action. If a player wishes to leave the scene because they feel unsafe, see the above hand signals.

Never Involved in the Scene signal:

A player needs to leave the scene immediately and would rather the scene does not feature in their LARP story.-

<Hands are placed on either side of their eyes like a horse’s blinders and the player leaves the scene>

Other players continue on with the scene and do not mention the character as ever being present.

Please note:

  • Although not required, feel free to step out of game after this and/or find staff to discuss any concerns.

Negotiate:

A player wants to involve another person in an intense scene or relationship involving romance, enemies, violence, or other highly emotionally intense scene. The player needs to first check the player’s lanyard color, then request the other person’s consent before discussing boundaries.

<A hand is raised, palm facing towards the person as if to say, “stop.”>

Using this signal for the player, say “Negotiate” followed by Violence, Romance, or Enemies. Then take a step back and wait for the response before moving forward.

For full description, see How to Negotiate Intense Scenes, Romantic Relations, Antagonistic Relations, or Violence.

Stay outside of this scene for safety:

Players and/or NPCs are engaged in a pre-negotiated scene. The staff want to signal to you that you are welcome to observe, but for the safety of the participants, we need everyone else to not interfere until it is over. The participants need everyone in the area to understand that things are okay and safe. This scene is supposed to be happening.

<A hand (NPC, PT, or PC) is raised, palm facing towards anyone not involved in the scene as if to say, “stop.”> Other players and/or NPCs continue on with the scene.

<The staff drop the hand signal to indicate you may now enter this scene if you wish.>

Intense Scene will happen soon:

Some players would prefer to know ahead of time if a known intense scene is about to occur so that they can decide for themselves whether to stay in the immediate area to move to somewhere else. While we cannot predict everything that will happen, when we are aware of an incoming intense scene, we will signal to players that have made this specific request.

The staff will get the attention of the player who wishes to be signaled and make direct eye contact.

<Both arms are crossed in front of the staff’s chest with closed fists. Both arms sweep downwards and away from the body, like a baseball umpire calling “safe.”>

<The player may indicate through hand signals that they are okay to stay (see check-in signal) or nod that they understand and simply walk away from the area. Once the player has made their choice and acted upon it, staff can then communicate to those involved in the intense scene that they may begin.>

Physical Roleplay Consent Lanyards

We will have visible consent lanyards which will help facilitate physical roleplay during Auxientia. They will be color coded and used as a visible system of basic consent to different levels of physical roleplay. By physical roleplay we simply mean permission to touch another player.

Out of Game Area

In the event that a player needs a break from the events unfolding at Auxientia, our team will have a special area marked off in our site. This “Refuge Room” is a safe zone: an out of game area available for any participants that might be feeling overwhelmed and need to take a break. Snacks, pillows, and de-stress items will be in place for you to use. We will also have staff members available to talk with you and support you if needed.

Post-game Talkback

Our final step in ensuring the safety, health, well-being, and enjoyment of our participants will be a brief “talkback” after the game wraps–essentially a debrief where the participants can voice questions, comments, suggestions, and complaints. We take player feedback very seriously, and we use criticism to bring better games to our future participants.

Code of Conduct

Participation in this event is entirely voluntary; as such, all participants are expected to conduct themselves in a manner befitting a modern, civilized adult. The rules laid out have been implemented for fair gameplay for the enjoyment of all. They have been created with the safety and security of participants and staff in mind. Staff and players are expected to read, understand, and abide by this code.

Misconduct:

General Misconduct: Defined as “vulgar, illegal, irresponsible, reckless, discriminatory, or toxic behaviors.” May include: overly explicit language, possession of contraband, excessive intoxication, assault, abuse, endangerment, harassment, indecent exposure, rule breaking, and disobeying direct instructions from PTs.

Discrimination: Defined as “bias against an individual based on Race, Gender, Religion, Age, Physical Appearance, Sexual Preference, Country of Origin, Occupation, or any category not previously mentioned.”

Harassment: Defined as “aggressive pressure, intimidation or coercion, either online or in person.” Harassment is further defined to include bullying, hazing, shaming, sexual advances, heckling, and slander; as well as any action taken toward an individual after express consent is revoked. When a boundary is expressed by a player or staff, it must be respected.

Assault: Defined as “a physical attack.” Assault is further defined as unwelcome physical contact in either an aggressive, sexual, or violent nature. An attack with any object besides an approved LARP weapon, or a LARP weapon used outside of its approved use, will be considered armed assault, and severely escalates the nature of the offense.

Theft: Defined as “taking any form of property that belongs to another individual without their express knowledge or consent.”

Contraband: Defined as “banned articles, substances or items.” Contraband is further defined as illegal, controlled substances; and weapons, including firearms.

Consequences:

Snooze (Time out) For minor offenses, a PT or NPC will pull offending parties aside and if found to be necessary, separate parties into different areas to cool off. Once parties are individually cooperative and PT agrees, they may rejoin the game. A snooze is the one and only warning. Further action may be taken.

Removal (Pulled from game) Egregious offenses may result in the instant removal of a participant from the game without refund. PT will escort the participant to their bedroom to collect their belongings and then off the premises. Further action may be taken.

Flagging (“Soft” ban – one game) In instances where participants are found to be in violation of our community standards or game rules without being dangerous or malicious, they may be “flagged,” or asked not to return to the next game. This can be for the participant in question’s sake or for the sake of other participants or staff. Participants flagged will be welcomed back in the future. People grow and change constantly, as will our company and community. We hope to mend bridges wherever possible.

Banishment (Blacklisted) In the event that a participant grossly, willfully, and/or maliciously violates our community standards or game rules, we reserve the right to ban them from ever participating in any of our events in the future. These decisions will not be made lightly, but when they are made, they are the irrefutable consensus of the company as a whole.

Criminal Pursuit (Pressing charges) If a participant violates our community standards or our games rules in such a way that participants, staff, facilities or property are harmed, we reserve the right to pursue criminal charges and/or to file a civil suit for damages. We would also encourage any victim to do so as well. To be perfectly clear: If you break the law, we will have you arrested.

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