Roleplay Rules

When roleplaying in the game of Fayhaven, players agree to follow a code of conduct containing certain rules intended for the safety and comfort of all players. These guidelines are intended to help players navigate the social elements of the game with simple, straightforward rules about their interactions with other players. Disrespect or disregard toward the following rules is not tolerated and will result in administrative action against the perpetrating player.

Hand Signals

Different hand motions can be used in roleplay to signal a player’s out-of-game response to topics of conversation that may be occurring in an in-game space. For example, a fist placed on the head represents a player who is speaking out-of-game. At times, it can be difficult to draw another player to an out-of-game area to discuss something out-of-character. To signal to another player that you are speaking to them out-of-character, whether about information that is unknown to your character in-game or to do a check-in, place your fist on your head and proceed to speak. This helps other players around you who are in-character to know not to approach you with in-character roleplay during your out-of-character interaction.

To remove oneself from a roleplay interaction at any time, a player can cover their eyes with their hand and step aside. To do so implies that the character has simply departed the conversation without raising any questions. The player does not need to explain themselves and are excused from the conversation both in and out-of-character.

A check-in is a valuable tool to ensure safe and enjoyable gameplay for all. A check-in is a player asking another player whether they are comfortable with the emotionally elevated or intense roleplay that is occurring. A check-in can be initiated verbally or nonverbally, before or during a roleplay interaction. Verbally, a check-in can be initiated by a player with the fist placed on the head motion and asking the other player whether they are comfortable with the direction of this roleplay. They should receive a verbal affirmative in response before proceeding. Nonverbally, a check-in can be initiated by a player holding out their hand in a sideways thumbs-out motion. The other player can respond nonverbally by either giving a thumbs up (affirmative, roleplay may proceed) or thumbs down (negative, roleplay must change or cease).

Abusive Language

Abusive language constitutes any verbiage that is intended to belittle, shame, or degrade another player. Emotionally intense roleplay is not against the code of conduct, but must always follow certain rules to ensure that all players are able to have fun. In all roleplay that involves tense conflict or high emotionality, check-ins are required to ensure the comfort of all involved players. When entering into mutually consensual in-character conflict, certain universal ground-rules are expected to be followed. Players are not permitted to use harsh language or to insult aspects of another player’s person, particularly those that they carry with them out-of-game (i.e., physical attributes, gender, race, age, etc.).

Language utilized in in-character conflict should also aim to maintain immersion for all involved. For example, should a player wish to insult the cowardice of another character, saying “You fight without valour!” is very different from “You’re a @$#^& coward!” Using real-world accusatory/degrading language can be more uncomfortable to other players than addressing them in a distinctly in-character tone using in-world language. Additionally, conflict that occurs between characters in-game is just that- in-game. Conflict or abuse that proceeds out-of-character is inappropriate and evidence of unchecked character bleed.

Playing to Lift

“Playing to lift” is a concept in the LARP world that encourages uplifting, cooperative, and positive gameplay. In practice, playing to lift is considering what actions can be taken in-game to uplift other players and their stories. It is interacting with others in an inquisitive, encouraging, and inclusive way. When a player is interacting with another player, they would consider what questions, ideas, or opportunities would increase the level of positivity and fun for the other player and the community at large. This is to play in a way that ‘lifts’ others, and when all players embrace this philosophy, the resulting game is welcoming, community-oriented, and altogether enjoyable to be a part of.

Here at Fayhaven, we take this principle a step further with the maxim, “Be willing to sacrifice a personal win for the fun of others.” Our style of LARP is not a competitive sport. It is collaborative storytelling. In the adventure of LARP, there may be opportunities for a player to take the spotlight or seize an opportunity to better their own game. When presented with these opportunities, one should reflect not only on what would improve their game, but what would make for a memorable and enjoyable moment for others around them. A single moment of welcoming and uplifting gameplay can truly make a LARP for any player. 

When all players embrace the philosophies of playing to lift and sacrificing a personal win for the fun of others, a cooperative and welcoming community will be established. Attention-hogging, competitive, or egotistical gameplay will be at a minimum, and players will feel at home and able to play with others in a safe atmosphere.