me and a friend are considering joining another larp system we thought we would try one that was recommended to us by some friends that already go to the system Kenny and Kirk. but we don’t want to try a system we don’t know the rules to as its alot of money and effort to get there and back especially with a 2 year old kid.
So where playing it safe... we have looked on every web page we can find a single note on any rules, we might be looking in the wrong place but there isn’t any link on the main web site which is where I would expect to find it

am I wrong and being stupid?
Please send me the rule book asap as I need to plan
dlenvalcore@hotmail.com
Thanks
B
You're not being daft Baloo. My time of late has been stretched thin due to one thing or another and so the website proper has been a tad neglected! However I am now putting the rules of HMS (as the main system) as a priority job for the site. I can't promise it will get done soon, but it will be top of the list.
But lets see about the rules now....
You start off choosing your race: Vaagan (basically pagan Saxon/Viking mix); Mhainite (Norman/Roman mix); Kaldron (the Celts); Brohn (Christianised Saxon) ; Esi (Any race that gives it up to be "a bit of it all - the superior race)"; Elf; Dwarf etc.
You then choose two or three guilds (your choice). I can't think what they all are but my character, Nevyn, is in the Mercenaries; Adventurer and Explorers. There are such guilds as Mages; Healers; Artisans ad the like. Someone's bound to list them all on this thread, or I can find my rulebook sometime tomorrow LOL.
There are four levels to each race and guild: Apprentice; Journeyman; Master; Grand Master. Each level requires significantly more hours of roleplay to be spent to gain and there are a few rules as to which can go up and when but they'd be explained as you go.
There are special guilds too, but these can be explained once joined and when your character is being written up.
Hits. (I believe) Characters start with two hits per unless you are in a military guild then it's three hits per. (It's been ages since I did a new gen so this may now have changed!)
hmmm. ya know - I've just seen that you want the rule book..... I may still have that somewhere on my computer! Rather than write things out and probably badly at that, I'll have a hunt! If I can't find it then bear with seaxe a day or two and I'll make sure Gary - the group bossman - know of your request and he will be able to send it for sure.
Oh, and welcome to Seaxe!
Sam / Bifford / Nevyn
thanks pal, i have offered the rule book from three people now including you and one as yet has emailed me it.
would be great to get it
thanks
B
Here you are, i found it!
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attachment=30]
If you can not download the .pdf from here let me know and i shall email it - or add me on your msn "bifford@gotadsl.co.uk" with a note saying who you are (or i may ignore the friend request) and I shall send it that way.
Hope this gives you all the info you need!
Sam / Bifford / Nevyn
Greetings,
I'm the above mentioned friend of Baloo. We've looked over the rulebook and are quite confused in all honesty and are hoping you or someone else will be able to clarify things a bit.
Hits per location
There is no mention of a basic number of hits per location (with the exception of Ogres etc), which is further confused by a note in the Kruul racial section which mentions that noble Kuul "are 6 hits per instead of three".
The guild section notes that you get bonus hits (between +1 & +3) based on whether your in a magic-user, adventuring-type of warrior guild. There isn't any real clarification as to which each guild is (except for the magic users, which are nicely seperated).
Am I right in thinking a Mhainite member of the Army is only 3 hits per, while an Ogre/Kuul Noble Army members are 9 hits per?
Guilds
The rulebook seems to indicate that new apprentice characters have a guild profession and one ability from it.
However both Bifford & Kirk have mentioned characters having two-three.
My thanks in advance if you could help end our confusion, we'd rather not turn up and make mistakes which disrupt the game or whatever.
The Rule book is in the precess of being re-written . Unfortunatly it is taking time due to real life commitments affecting the plot team .
Wayne
Each person has 3 guild slots they can use if they wish.
Any magical guild takes up 2 slots so you cannot have 2 magical guilds.
Unfortunately we don't have a lot of Ogres etc so I don't know how Hits would work with them, but with the races that have no hits written on their page you are right. E.g, I am a Brohn noble Mage. I have 1 hit per loc
I' not sure if this is still the case but if you take 1 guild as a magic user (1 hit) and 1 guild as army (3 hits) then overall you have the difference (2 hits)
Apprentice members get 1 ability from the skill list, as you 'level up' you get you choose another for each rank you go up.
Races also have skills you choose from and ranks you go up in.
If you have any trouble with anything, e.g 'what does entangle do?' most people will be happy to explain. If you want to talk about anything else then there are plenty of people who would like to help and we want you to have a good time too. If you don't know what's going on then it disrupts your game experience. Feel free to interrupt at any point (even if it's just by poking the person next to you) and most people will be happy to explain
I'll be arriving on the Friday (I offered Kirk a lift as originally he was coming down by train, if you are coming on the train with him that lift also extends to you) so if you look out for me I'll be happy to go through anything with you.
Unfortunately the rulebook is currently being re-written so some spells wont be available and other things will need to be clarified by a ref
I hope this helps, otherwise feel free to email me or pm me and I'll get back as quick as posible
Emma
ahh brilliant!

we where just wanting to clarify a few things but im sure all will be ok when we get there.
im currrently giving us all a lift so where ok but thank you very much for the offer,
Just a quick warning that the entrance to the site can be quite hard to spot. If you can't see it then you can always stop in the circus tavern carpark or the petrol station opposite and phone someone. One of us should be able to come over and show you
Ah, I had a thought that being part of multiple guilds would explain the 2 hit per characters. *smiles* I can understand the trouble with a rulebook still being in progress, I've re-written the rules system for a smaller larp group in the past and know that it can take time.
Its likely that which has made me so careful about clarifying things.
Just to be certain then, apprentice characters begin with one racial skill and one skill from 2-3 guilds for a total of 3-4 skills in all? (with the exception of pure magic-user characters who have one racial, one guild skill and one spell unless they decide to also be part of a non-magic using guild?)
As Baloo mentioned, he is driving both himself, me & Kirk to the event. Its my hope that Kirk will be able to point out the entrance himself. *laughs*
Thanks again for your help everyone.
That sounds about right. Generally you will only initially be part of two guilds, plus your racial one. That is unless you take a "secret" guild (assassins for example) but in that case you wouldn't be telling anyone that so..... lol
BTW - in case you havn't read it elsewhere on the forum - if you have any thoughts or ideas on things to put on the site please feel free to put it in a thread (existing or new) or private message me or email me or speak to me over the weekend (kirk can point me out, or look for the guy with a blue hare woad on his face). I know it's basic atm and that will hopefully get sorted at some point [cough].
I need a second me to do all the tedious stuff in life. sheash.
Sam / Bifford / Nevyn
Apprentice magic users get 3 spells (and I *think* 3 magic points to use them with)
Another reason for a lot of 2 hit people walking about is the skill Endurance. This gives an extra hit per loc and can come in extremely useful
If the refs would like me and alex to help with character gen again then Alex will get there early with our tent and we can sort this for you like last time.
The rulebook mentioned new apprentices only having three spells and one magic point (spell per day) I think, but if its more than that I'm sure Baloo will be pleased as he is intending to be a caster.
Only thing I can think of at the moment that would of use on the site would be an image gallery, showing scenes from previous events and maybe a character in an example attire/dress for each race.
If anything else comes to mind, I'll suggest it to you.
Hmm, I suggest looking on flikr and doing a search for bifford. Can't think of any other than that.
I can't remember for sure so I'd go by the rulebook. What kind of caster is he looking at?
Hi, I'm Chris. I normally play Umbjeargen, one of the high-ups in the vaagen, but this event i'll mostly be helping to run things. As far as I was aware when you start you get one guild, plus the option of a secret guild. You could, through roleplay, join a guild purely IC, but not start your training (spend hours and get skills) till you have the hours to spend. For example, during the event you volunteer/ get pressganged into the army. For all intents and purposes, you would be a member of the army from that point on, but wouldn't get the skill for being apprentice until you had the hours.
I thought you could only start with one, but either way i would recommend only one (+secret if you want), at least until you get used to the system and setting.
My picture is an example of the basic vaagen look, but would normally have more leather and furs over this. Sam's overview of the races is pretty much spot on, but for look and kit use that as a guidline. You don't have to be historically accurate, and while they have they're preferances, most races live and trade together. Hope this helps!
Chris/ Umbjeargen/ Umby/ fishboy
I think we can sort most things out there, its not hard to come up with a basic idea on what you want to play and then pull out the rules and sort a sheet, the only thing we will miss out on is the 5 extra points from handing in a background.
as saigor said we have both rewritten larp systems rules before and we know it can take alot of time going back and forth making sure every rule fits with another and then rewriting them becuase one player has found away to make the rule so over powered its annoying and rule wise youc ant stop them
i have the basic idea of what i want so ill sort it out there