about your favorite RPG video game, where you play the valliant warrior, the sneaky rogue, the resilient healer, or the furious wizard.  These games can be great fun at times, but have you ever wanted more?

What if you could live the life of the heroic knight or the evil necromancer? What if you could actually play out those video game experiences in real life?

WELL YOU CAN!

About Combat  -  Are You Ready?  -  Want to Attend?  -  Rulebook
We Are Roleplayers is a Live Action, Medieval Fantasy, Roleplaying Game in which YOU, the player, can LIVE the part of your character!  WAR is associated with the Boy Scouts of America's Explorer Scouts Post. We are proud to provide a clean, family friendly game where young and old adults alike can engage in an activity that is challenging to your imagination, creativity, intelligence and athleticism. So, who do you want to be?

The Valiant Fighter?  As a fighter (or warrior), you can choose from a range of weapons to use. The fighter's strength lies in their weapon skills. You can weild a longsword, a shortsword, a mace, a hammer, a polearm, a spear, a two-handed sword, a two-handed blunt weapon, an axe, or even a bow and arrow.  These NERO weapons are all soft padded weapons called "boffer weapons"  that are used to engage in REAL combat.   In addition to weilding your weapon, you may also weild a shield, or two weapons, if you choose.  Don't forget to wear plenty of armor! Fighters are known for their endurance in melee battles, and the more armor you wear, the more durable you become.  As a figher, you will strive to increase the amount of damage you can do with your weapon and also gain additional skills to help you compliment your abilities to become a great hero (or a stubborn enemy)! Most fighters at W.A.R. become Knights of the kingdom, soldiers of the kingdom's armies, mercenaries of fortune, defenders of their homeland, or simply wandering adventurers thirsty for their next taste of battle!  But the limit to your role at W.A.R. is only bound by your imagination!

The Idyllic Healer? As a healer, you will be challenged with the task of bringing life back to your fallen comrades and keeping them pure from poisons and ailments!  A healer can cast spells that are intended to restore the life of an injured or fallen friend, and they are able to cast spells that allow their foe to be rendered less efficient or immobile in battle.  Healers are also very well know for their effectiveness in combatting the notorious throngs of undead which plague certain areas of the kingdom.  Healers use "spell packets" to cast their spells in combination with a spell "incant".  Most healers at W.A.R. are guild leaders, nobles of title, life support for a battle group, or just roaming adventurers who fancy the more intellectual arts of magic.  But one thing is certain about healers: everyone loves to have you around in case things go bad. The healer will strive to increase the number of spells they can cast as well as the power of their spells.  They will also gain skills that allow them to cast different and more powerful magics that allow them to enchant items and imbue others with magical properties.

The Iniquitous Necromancer? Anyone who can cast healing spells, also may choose the darker, more verboten path of the Necromancer.  When the magic of healing is reversed, it can be used to hurt your enemy and raise undead minions to do your bidding.  This may sound like a powerful beat to follow, but beware, it is a quick way to make enemies or find yourself in the gallows!

The Conversant Wizard?  Everyone knows the powers a great wizard (or mage) can summon!  When the enemy is a distance away or too great a threat for most fighters, its the wizard's job to congure fire, ice and lighting to inflict damage upon the great adversary! Not only do wizards have the ability to deal great damage with a single spell, but they are also known for their aptitude in dispelling magic, creating protective barriers, and immobilizing enemies. Like healers, the wizard uses "spell packets" that are thrown in combination with a spell "incant" to hurl their magic of choice towards their target. Also, like a healer, the wizard will strive to increase the number of spells they can cast as well as the power of their spells.  They will also gain skills that allow them to cast different and more powerful magics that allow them to enchant items and imbue others with magical properties. Most wizards at W.A.R. become battle casters, shrewd scholars, wise masters of magical arts, nobles, or simply wary adventurers looking to explore the wonders of magic.

The Versatile Templar? The templar is a person who balances their skills between melee combat and magic.  The templar can serve a variety of roles.  One might wish to be a sort of Paladin, who is handy with a weapon, but also possesses healing magics like that of the healer. Perhaps you would like fight melee style, but also wish to congure the magics of the wizard? There are many combinations, but the templar strives to acheive a sort of balance in which he/she is well versed in many forms of combat roles.

The Cunning Rogue?  As a rogue, you will be able to learn a multitude of various skills much more easily than anyone else.  Rogues are known for being the jack-of-all-trades type, who will always be handy to have around.  The rogue can rely on his skills with a weapon to fight "strategically" by attacking his or her enemy from behind, doing twice the damage of the fighter of equal experience.  Not all rogues choose to fight with their weapons, though.  Rogues can be fantastic alchemists who can create gas globes that can be hurled at their foe or elixirs that can heal injuries and ailments.  Let's not forget that rogues are also well known for their abilities to disarm traps, pick locks, evaluate gems and items.  They can even learn an ability to dodge suddenly away from an enemies attack that may be detrimental to their safety.  The rogue strives to improve their skills in his or her expertise, or become the most versatile of all, learning as many different skills as they feel are useful.  Most rogues at W.A.R. become strategic fighters, merchants, great alchemical scholars, keen scouts, or even notorious theives and criminals.

Races: There are many different kinds of playable races available to help you bring even MORE color to your gaming experience.  The playable races are as follows and details can be found on these races HERE or in our PLAYER RULEBOOK: Human, Elf, Hobling, Drae (Dark Elf), Barbarian, Half-Orc, Half-Ogre, Gypsy, Mystic Wood Elf, Scavenger, Biata, Barbarian, Dwarf, and Sarr. To read more about races, see the NERO Rulebook, located on this website.

The previously mentioned examples are only a FEW of the infinite possibilities of character types you may choose to play at WAR.  Your imagination combined with the skill sets provided within the rules will determine TRULY what kind of character you want to be!

About Combat

Combat at W.A.R. is a large part of the LARPing experience.  In order to become a hero (or great villan), you must know how to thwart your foe.  Combat takes place in many different forms, depending on your choice of weapon. 

If you use "boffer weapons" then your goal will be to strike your opponent anywhere on the body, except for the head, groin or hand. Whenever you successfully hit your opponent, they will deduct a number of points from their given "hit points" according to the amount of damage you do.  Your damage will be determined by the appropriate skills that you have purchased with your "experience points".  When you swing your weapon, you will verbally call out the amount of damage you are doing; for example "4 Normal" means that you are doing 4 points of normal damage. When you or your opponent run out of hit points, you (or they) will fall down and will require a healer to heal your lost hit points.

If you cast magic, then you will be relying on "spell packets" as your primary weapon.  When you cast a spell, you must throw the spell packets at your target after you recite a short "incant" phrase. Each spell has a unique incant and must be spoken before the spell packet is thrown. The thrown spell packet must hit the target in order for the spell to take effect.  If the spell packet hits a different target than intended, THAT target will take effect to the spell.  If the packet misses all possible targets, then the spell is lost for the remainder of the game day.

Are You Ready?

Our game takes place at various outdoor camps and is a continuously running game throughout the weekend.  Typically the game begins on Friday evenings and will continue non-stop until late Sunday morning. Throughout the entirety of the weekend, everyone will be striving to build a medieval fantasy-like atmoshpere acting as their character would, and pursuing their character's goals. There are a few things to remember:
  • Dress comfortably with the weather as well as with "in-period" style clothing (see this link for ideas)
  • Never be afraid to ask questions... this is how we all learn!
  • Pack enough clothes and a sleeping back to prepare for a 2 night stay.
  • Snacks are handy!
  • Bring NERO safe boffer weapons or spell packets that you plan to use for your character.  (If you are somehow unable, WAR will supply you with weapons or packets at your FIRST EVENT only)
  • BRING YOUR IMAGINATION AND HAVE FUN! (it is a GAME, afterall!)

Want To Attend?

You may be asking: "How do I get there?".  Well, there are a few ways:
  1. Contact any number of WAR representatives via e-mail - e-mail addresses can be found here: (Contact E-mails)
  2. If you know someone who already attends WAR, then just ask them if you can go with them!
  3. Just show up!!  We welcome all new players at ANY time.  Click on the Events Link
A game day is a defined period of time in which limited skills can only be used once during that time. Currently, a game day is 12 hours long; from 6am til 6 pm, 6pm til 6am.
There are different types of damage, in which some enemies may take reduced or increased damage.
Experience points are awarded at the end of events, which give you the ability to acquire new skills for your character.
Hit Points indicate how much damage your character can be inflicted upon before they are "beaten down" or rendered incapacitated.
An Incant is a verbal phrase that is spoken previous to a spell, which describes the effect of the spell.
A spell packet is a piece of cloth that has been wrapped around a small amount of bird seed, which creates a safe object to be thrown at any intended target.
NERO is the New England Roleplaying Organization in which WAR is a participating chapter.
Boffer Weapons are weapons that are made from pvc pipe and foam insulated padding or latex foam and are constructed so that you may strike another person without pain or injury