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How do I make a character?
Player characters have eight classes to choose from: Fighter,
Ranger, Knight, Magic User, Cleric, Druid, Thief, and Monk. Each character
class has distinct abilities which are gained at each level. The IFGS Bank
keeps a record of all characters, including experience, level, gold, and
items found. This way, you can play any of your characters in any IFGS chapter.
You can also decide to play a Non Player Character in a game, or help as
a Game Master or Score Keeper and still get experience that you can apply
to any of your characters. Above all, though, the emphasis of the IFGS is
on role-playing and having fun, not hoarding treasure or experience
points.
How are games put together?
In addition, before a game is run, it goes through
a sanctioning process by the chapter which checks game design, logistics,
safety to maximize the chances that everyone has a good time. All players
in an officially sanctioned IFGS game are also covered by the society's insurance
policy in case of an accident. Safety is
a key word, as each chapter has a Safety Officer who checks weapons construction,
fighting styles, and game sites to make sure they are in accordance with
the IFGS safety guidelines.
What do you use to fight and how do you do it?
Weapons are made from a bamboo or fiberglass tube core,
covered with closed cell foam. Weapons intended to catch limbs or other weapons
are not allowed, and neither are weapons with chains (e.g. nunchakus). Shields
have to be covered with foam, on the face and the edge, and we never fire
any arrows or bolts of any kind during an adventure.
Armor is represented by a patch of cloth of a specific
colour (e.g. brown patch = leather armor). We do not recommend wearing actual
armor because it is not necessary as far as safety goes; in fact, certain
types of armor could be barred from a game by a Game Safety Officer if they
are deemed to be unsafe to the wearer or other players. Also, keep in mind
that actual metal armor can really wear you down during a 6 or 7 hour game
where you have to walk up to 2 miles, usually in the glaring sun.
Combat rules are very simple. Each weapon does a base amount
of damage, plus any bonuses from character level or magic. It is your own
skill that determines whether you hit your opponent or not, but once you
hit, you call out the damage, and your opponent takes that amount of damage,
minus armor or any other protection. Each character class has a base number
of life points, and this goes up by level. You also have limb points, so
it's possible to lose an arm or a leg. You keep track of your own life points
during a game, but there are score keepers with each party who also record
damage. Any touch is a hit, which encourages a finesse style of combat.
Throwing stars, flasks of acid, oil, or holy water,
and certain special abilities are represented by a specific color of bean
bag. Once again, your skill determines whether you hit someone or not, and
the range is as far as you can throw the beanbags. Arrows and spells work
on a system that is based on costume color. Each character's costume has
to be 80% one color, and players on the same party can't have the same color
costume. When a player calls out "Arrow, red" the player wearing red is informed
by the game master if he was hit by an arrow or not, and how much damage
he takes. Spell casting works the same way, the spell caster chants for the
appropriate amount of time, calls out the name of the spell, the color of
the costume(s) affected by the spell, and the damage (or other effect).
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