Fundamental Rules
The fundamental rules of the game cover the core concepts of how the game is played. Players should make sure they fully understand each of these rules before coming to a game as these rules explain the most critical parts of the game.
Age Requirements for Kingdoms of Novitas
Players under the age of 18 may be allowed to participate under specific circumstances which must be read in detail.
Those players between the ages of 15 and 18 require explicit approval by the First Marshal AND are allowed only if accompanied by a sibling, parent, or legal guardian who is over the age of twenty one. The accompanying adult must be a signed-in participant and must remain on-site at all times.
Any exceptions to these rules will be handled on a case by case basis by the marshals. The marshals have the final say in matters concerning the maturity of all participants.
If for any reason, someone under the age of 15 is present, they must be in the immediate vicinity of a sibling, parent, or legal guardian over the age of 21 at all times without exception.
The purpose of these rules is to ensure the safety of all participants (regardless of age) at KoN events.
The sibling, parent, or legal guardian, must also be aware that KoN may contain adult themes. KoN is intended for adults over the age of 18 and may contain adult themes dealing with violence and romance, among other things. It is the responsibility of the accompanying adult (relative or guardian) to monitor what is and is not appropriate for the minor. It is the sole responsibility of the accompanying adult to remove the minor from any scenes deemed inappropriate (without interrupting the game). As such it is not the responsibility of game masters, players, or NPCs to alter the game around your child.
For more information see this forum post.
First Game Expectations
Before their first event, players should at least skim the basic game mechanic rules. An introduction to the game will also be presented to all new players are the beginning of each event, which new players must attend at least once. At this 30 minute session essential safety rules, and the basics of the game will be gone over among other things.
It's critical that every player knows the safety rules and the code of conduct.
Beyond that over time you'll be expected to learn the game mechanic rules but as you do other players will work with you to teach you. We don't accept ignorance as an excuse for not knowing these rules, but the penalties for not knowing game rules are minimal, we try our best to be understanding about learning game mechanics. The most basic thing to remember is if you are in combat and you don't know a rule, you're always right taking the worst in-game wound you can take (this will be explained).
All players need to have read and understand the code of conduct (featured on this page).
Finally all players will need to fill out a waiver. This can be done from home by downloading, digitally filling it out, and emailing it to konwaivers@gmail.com before attending the game and is the preferred method.
If you have any questions about anything contact Brandon Febles or Michael Maneri.
Code of Conduct
Last updated: 7/20/2018
We do not tolerate harassment of people at our events in any form.
In order to take action, we need to know about any incident during the event.
Everyone is entitled to a harassment-free event experience, regardless of gender, sexual orientation, disability, or physical appearance.
Harassment includes, but is not limited to, inappropriate physical contact, unwelcome sexual attention, offensive verbal comments, deliberate out-of-game intimidation, stalking or following someone, making harassing photography or recordings, and disrupting talks or other events. Anyone asked to stop any unacceptable behavior is expected to comply immediately.
Furthermore, discussion of real-world religions or politics is never appropriate during a Kingdoms of Novitas event.
A request to “stop” or “leave me alone” means exactly that. If anyone engages in harassing behavior, the event staff may warn the offender, remove the offender from the area, or expel the offender from the event with no refund at the discretion of an MVGC, Inc. officer.
If you feel that you are being harassed, or if you notice someone violating event or camp policies, we respectfully suggest the following:
If you feel comfortable doing so, point out the inappropriate behavior to the persons involved. Often this will solve the problem immediately.
If you do not feel comfortable talking with the persons involved, or if talking to them does not resolve the issue, please report the situation, in person, immediately to ANY member of the Kingdoms of Novitas staff, who will take you immediately to a Marshal.
Try to provide a name and/or a physical description of the person or persons involved.
In order to take action, we need to know about any incident during the event.
Engaging in sexual activity inside public structures is strictly forbidden. A public structure is any building rented by the organization for communal use, to include lean-tos, A-frames, cabins, lodges, and pavilions.
When you engage in this behavior in public, you are making some other players deeply uncomfortable. It is not right that they should feel it necessary to leave a public space because of your behavior. No, constructing a blanket fort does not make where you are private. No, you may not assume - or even ask - if everyone present is okay with it and carry on. Just don't.
Please restrict your intimate relations with others to your own tents, or simply do not engage in this level of intimacy at KoN events.
Any updates to this policy can be found here: http://www.kingdomsofnovitas.net/forums/index.php?/topic/11067-mvgc-inc-and-kingdoms-of-novitas-code-of-conduct/&tab=comments#comment-124616
Fire Safety Guidlines
Understandably the Boy Scouts take fire safety very seriously, and as our hosts are a Boy Scout camp, we need to respect their requirements.
Small controlled flames (Candles) can be made by anyone but should never be left unattended. If the candle is on the ground, make sure to clear the area of dry leaves and kindling before lighting it, just in case it tips over.
Campfires have important requirements. They may only be made in designated fire pits, and must be lit by a member of Ops staff, or someone specifically designated by Chris Soukup or John Spencer. Once lit, the person who requested the fire is responsible for making sure that someone is attending it for as long as it remains lit.
Cheating and Rules Enforcement
Cheating whether intentional or not will be dealt with as quickly and efficiently as possible to ensure minimum disruption to the game. Should you suspect another individual of cheating you should promptly consult a game master to make them aware of the situation. Never confront another player directly, you should assume they have abilities or items that allow them to do whatever they are doing. If you think something is suspicious, report it at logistics in order to allow the game master (and the marshals) take the necessary steps to identify if there is a problem and if there is, to address the issue. Make sure you are calm and clear to convey information as accurately as possible. Remember the staff are volunteers working hard to make the best game they can, if you see something they don't, the best thing you can do is to share that information. If you continue to see a problem later, let the game master know again at that time.
When a game master or marshal gives you instructions follow it to the best of your ability. If the instructions don't make sense to you, ask questions, they are there to help.
Everyone makes mistakes and if it is discovered that you are accidentally cheating, the goal is to address what you were doing wrong and correct it as best as possible to ensure the best game possible. Learn from your mistakes and move on.
Violating safety rules and creating a hostile environment for other players are two of the most serious problems a player can create and will have more serious penalties than other issues.
It should be noted that real life crime is different than cheating and will be dealt with by the appropriate authorities if and as it comes up.
Safety and Physical Contact
Safety and Physical Contact
Safety is a paramount concern at Kingdoms of Novitas. Concerns about safety take priority over all other situations. Any player ignoring the safety rules will be dealt with more harshly than violation of other rules whether that violation is intentional or not.
All gear that will be used in combat must be inspected by an approved member of the rules workgroup before it can be brought into the game.
Real world weapons have no place at Kingdoms of Novitas. If you wish to carry a utility knife for camping purposes you MUST have it approved by Chris Soukup or John Spencer.
Physical contact is a very important subject that should be taken very seriously for the safety and comfort of all players. There is no physical contact allowed in combat ever. Contact with boffer weapons is different than physical contact for these purposes. Players are allowed to act as though they are physically fighting if all involved parties have given clear verbal consent in advance, these situations should be purely for theatrical purposes.
Other than weapon contact in combat situations, physical contact is permitted only when both players consent. Any rule that involves two players interacting where physical contact might get involved can be summarized by that last sentence.
Searching Other Players
Because not every player wants physical contact there are two methods to search other players for loot. These methods are referred to as "physical" and "detailed" searches. If the searcher has no wish to touch others they can by default do a detailed search. Physical searches only happen if both players allow it. When initiating a search, players can ask "Detailed or physical" or declare "I'm going to search you now" to the fallen character who should respond with their preferred method. Alternately a player can simply begin doing a detailed search right away "I search your pockets (etc)".
A detailed search is done by describing where on the other player you are going to search. Examples include: inside of pouches, pockets, boots, the character's mouth, hands, or inside of a skeleton's skull. It is often helpful to ask if anything on the target is glowing blue to distinguish if there are any magic items (which therefore are not garb and lootable). The player being searched is honor-bound to give up anything in the corresponding locations.
A physical search is exactly what it sounds like, you physically reach in pockets and other places to see what you find. The player being physically searched has no obligation to help you, but can't hinder you either. A player being physically searched can opt to go to a detailed search at any time if they don't wish to continue with the physical search.
Players also have an option to just hand over anything lootable on them when a search is declared.
After a NPC is searched it is common practice to drag the NPC's body off into the woods, indicating to other players the character has been searched, and indicating to the NPC that they can respawn or return to logistics as appropriate.
Restraining Other Players
At times in-game you will find that you wish to restrain another character. This can only be done to helpless or willing characters (there are no lassos in-game). An appropriate prop is always required to restrain a character.
You are only allowed to restrain another player if that player is willing to be physically restrained. If both parties agree to actual physical restraint then the bound player may attempt to break free if they are able and can then role-play accordingly.
If either party does not wish to do real physical restraint all involved should role-play the idea that the player is restrained but not physically restrain anyone. Players "restrained" in this fashion should NOT attempt to break free, though they can role-play failing attempts to do so.
Dragging Characters
In role-playing games there comes a time where despite every effort to avoid the situation... you have to get rid of the body. Or sometimes you're playing the sinister NPC who is out to steal the corpse of a player character for some foul necromantic ritual. Whatever the reason you are now in a circumstance where you need to drag the body of a character away.
Dragging a body can be done physically (actually drag the player) only when both players consent. If either player doesn't want to do physical contact then role-play dragging the character along. This should never be at full speed, you're supposed to be carrying a body after all. Be sure to make the player of the body know you are dragging them so they can follow along.
In and Out of Character Considerations
Game Status: In-Game and Out-Of-Game
In-game refers to people, objects, or places that can be interacted with in the game. That is to say things that are meant to be part of the game's world and setting. A player that is "in-character" can be interacted with as part of the game.
Out-of-game refers to anything that exists outside of the game, cars, real world conversations, your sleeping bag, etc. A player who is out-of-character is not at that moment a player character who can be interacted with and should be ignored by players who are in-character. At the end of an event, or during the overnight period between the end of one shift and the start of another, everyone and everything is out-of-game
Bright orange colors are reserved exclusively to be used to indicate items and people who are out-of-game. If you see someone with an orange hat on, they are out-of-character and should be ignored.
This is a game where in-game possessions can and sometimes do change hands from player to player. As a result it is important to designate what items are in-game and which are not. Taking someones out-of-game possessions is real world actual theft.
Your character's possessions can be in-game or out-of-game depending on circumstances. When those possessions are in-game they are subject to the possibility of in-game theft. As a result if a player is in-game and that player's character's in-game possessions are being stored in a designated out-of-game area (where they are safe), this is a form of cheating.
Non-player characters will often make wind sounds ("whoosh"), to indicate that they are not in-game. This is typically because they are headed to another location to enter character there, or headed back to logistics. When you see others out-of-game it is important that you remember not to use that information to benefit you in-game. For example it is unacceptable for a character to say I know there are npc's this way because I saw them headed that way out-of-character earlier.
As a player you can go out-of-game, with your possessions at any time as long as you are not doing it for a tactical advantage. So for example if you need to use the restroom that is fine. If you are overheating severely due to heavy armor, need to breath for a moment: you both can and should find somewhere quiet you can drink and recharge. Just don't do it in the middle of a combat situation (unless you feel its a medical emergency situation in which case you should call a "game hold" so you can take appropriate steps to alleviate the medical emergency).
Sleeping players are in-game unless they have marked themselves with orange. At the end of an event, everyone and everything is out-of-game.
Immersion
Immersion or as it is also called "atmosphere" is the idea of making the game as realistic as possible. Good immersion makes it easy to forget that you are playing a game and makes it easy to remain as the character you are playing. Because you can't just feel the atmosphere simply because you want to, rules can't be designed to make you be more immersed, instead they focus on preventing you from breaking the immersion of others.
To help improve the immersion of the game:
- Make sure you are always wearing appropriate garb
- Break character as rarely as possible.
- If you do need to break character try to do so in a location that is also out-of-game such as logistics.
- Call game holds and time stops only when absolutely necessary.
- Keep conversations in-character while you are in-character. Assume others are listening to you at all times.
- Try to re-frame real world conveniences as in-game fantasy like this?.
Role-playing
Role-playing is the term for anything your character does in the game. Talking to other characters is role-playing. Walking from the inn to a merchant's shop is role-playing. Anything done in character is role-playing.
When a game rule, make reference to a requirement to "role-play" out an action, it means that there is no single right way to do that action. Something in-character should be done to represent the task being performed. The goal of a rule requiring you to role-play a vaguely explained action is to give you the freedom to do that action however you see fit. What matters is that someone looking on who sees what you are doing clearly could reasonably guess what you are doing. And if you don't want people to guess what you are doing - then do it stealthily, but still do it.
For example if you want to put a poison in someones drink, there is no official way that you do this. However, you need to role-play the action of pouring the poison into the drink. You are not required to have witnesses, in fact you probably don't want any witnesses. So you could take the person's cup and put it below the table before pretending to pour your poison from it's container into the drink. Or you could create a distraction then turn your "poison" container upside down over the drink.
Looting Items
In-game theft is allowed but there are some rules to it. There are no skills that allow characters to steal, you must physically do it yourself if you wish to do it.
Only Coin, consumable items, and numbered items may be stolen. Non-lootable items (things that may not be stolen) can be moved away from a person, such as when you want to disarm a person as long as you don't take the item away with you.
Some very specific and special numbered items have special rules (Feb Feast Items) that prohibit them from staying stolen for more than a short period.
Each magic item or valuable object in the Kingdoms of Novitas is indelibly marked with one of these letters (followed by a number):
- "E": A Former Feb Feast Item - This item has lost its Feb Feast properties and is now keepable/ lootable (its easiest to turn an F into an E)
- "F": A Feb Feast item - Return it to its owner by the end of the event.
- "H": A hybrid item - a magic item that is also valuable
- "K": A keepable/ lootable item - This item can be looted. (The letter L is not used so it isn't mistaken for a 1)
- "N": A non-keepable/ lootable item - This item cannot be looted. Plagues are also listed with this letter.
- "Q": A quest item - Something that needs to be returned to logistics by the end of the event. It cannot be kept long term.
- "V": A Valuable item - This item needs estimate value to identify.
- None: Older items have no letter, some of these items are not on the magic item list, and are listed on the estimate value list.
When you search a NPC, if a magical lootable item has a value greater than 100 coin a visible blue glow will be created by the npc to represent the in-game glow that magic objects are meant to give off.
Items marked with orange ribbon/ tape or in designated out-of-game areas are off limits. Under bunks is always considered out of game for the storage of personal gear. It is cheating to intentionally keep in-game items that are out-of-game this way if you are currently in-game.
Props for stolen items that belong to another player must be negotiated for out-of-game after the event during which they were stolen. After-all they are often a player's real world personal property.
Props for stolen items that belong to the game must be returned to the game, at logistics, should you leave the game or should your character retire.
Non-Player Characters
A non-player character or npc is any character that is not a player character. These characters are sent out from logistics by game masters, such as townsfolk, bandits, and monsters.
During a shift various marshals will organize all players who are NPCing from logistics. NPCs will be given roles to play from the game master (GM) working that shift. A NPC will put on costuming based on that role, they will get make-up as needed, and be given loot that PCs might take or earn from them if appropriate. Generally each plot? will have a Lead NPC to organize it and answer any questions a NPC might have when out in play.
You may not use any of your player character's garb or other possessions while working as a npc. This could create a situation where you have lootable items that shouldn't be looted, and this should never happen. You also want your player character's garb to be easily recognizable as that belonging to that character.
When you are working as a non-player character you are allowed (and encouraged) to have a tote of your own NPC garb stashed in logistics. When you are done you should be sure to remove your stash immediately. After a player has been part of the game long enough (around a year) it is expected that they start bringing some amount of npc garb with them to improve their costuming options. Weapon props are especially important for the well prepared non-player character to bring.
While you are working as a npc you are expected to do any reasonable task asked of you by the game master, failure to do so could result in you not earning experience for the shift. Always make sure before you leave logistics that you have any required costuming or make up for the character you are playing.
Lead Non-Player Characters
Lead non-player characters (NPCs) are responsible for leading groups of NPCs in the field during the game. Their job is to make sure that plots? created by gamemasters (GMs) go according to plan, to answer any questions new NPCs might have, to report what happened back to the GM and if necessary to make minor adjustments to plans? if they go astray when a plot? makes contact with players.
Basics of Combat
About Combat and Combat Safety in Novitas
Combat in Novitas is a real life talent where character skill has only limited effect. Players over the course of an event will almost certainly find themselves in combat. There is no realistic way for a player to officially remain out of combat during an event. Ambush without prior warning is legal and fairly common. Should players have medical reasons to worry about these things they are the ones responsible for taking appropriate steps to safeguard themselves.
It is also a player's responsibility to respect other players. For example don't keep hitting someone who is down simply because you can. All players are there to have fun.
Combat and safety referees are always right. Failure to follow their instructions will result in immediate expulsion. Combat and safety referees have the right to inspect any weapon, shield, armor or tag bag at any time even if that item has already passed a previous inspection. Battle damage and wear happens. They have the right to have an item removed from the game for safety concerns.
Physical contact for combat purposes is never permitted. A player may not charge another player or do anything else that would force another player to move in order to avoid physical contact. Players may not grapple, wrestle, or otherwise entrap or impair limbs during combat. You may not grasp another player's weapon in combat. It is permissible to use a weapon to attempt to push or pull a shield or another weapon out of the way.
Players should never bring real world weapons into the game.
Game Hold Calls
A game hold is a special call reserved for situations where the real world could potentially endanger someone's safety. During a "game hold" the game effectively stops, no in-game actions of any kind can take place. This includes (and is not limited to) combat, conversation, using items or magic, travelling, etc.
The word "hold" should be avoided in normal conversation to ensure that the call "game hold" is something that players react to instantly and correctly.
When you hear someone yell "game hold" or "hold" you should loudly repeat it to ensure that others around you also hear it. Immediately stop what you are doing and if possible hold still. Once this has happened identify why the hold was called so you can determine if you are able to help (or if help is necessary).
Game holds should be called by the person who needs the hold unless that person is clearly incapable of doing so. Real world injury, broken glass that is about to be stepped on, other real world danger, or someone about to run into an actual spiked pit trap are all good reason to call "game hold".
It is important that you don't make this call without good reason so that it stays reserved for dangerous or serious situations. Bad reasons to call a "game hold" include when you fall but are not injured, you drop your weapon, you don’t agree with a rules matter, combat is going badly for you, or when there is no immediate danger to anyone.
After the situation that warranted the "game hold" is cleared up, everyone should return as close as possible to where they were when it was called, and then as a group call "game on". Everyone can then return to normal game play.
Time Stop Calls
The "time stop" call indicates that game play needs to pause briefly for in-game reasons. This call is distinctly different from "game hold" because a "game hold" call indicates that play must stop for emergency out-of-game safety reasons.
When you hear someone yell "time stop" you should immediately repeat the call by also yelling "time stop". After doing this, close your eyes, and babble, ramble, mumble or hum as you prefer to reduce the chances that players can hear whatever is happening. The goal is for whatever is going on to be as much of a surprise to players as possible.
Once the person who initially called the "time stop" has accomplished what they needed to do, they must loudly and clearly count down from 3 before calling "game on!" to indicate a return to normal game play.
No normal player ability allows for the calling of "time stop". This is almost always an ability game masters will instruct an npc to do in a specific circumstance.
Basic Gear
Choosing Appropriate Garb
In order to be the most immersive game possible it is important that players wear appropriate garb to maintain the proper atmosphere. It is a requirement that players who are in-game be wearing appropriate garb at all times. Players can and often should have pieces of garb reviewed by members of the props and atmosphere staff to determine if they are appropriate for the game.
As this is a fantasy game with no specific historical time period to draw on, there is a variety of acceptable garb. Often accurate garb is a matter of making sure certain modern features are not present.
The most basic set of garb a brand new player should bring to game is a tunic and black sweatpants or scrubs. This gives them something to wear under NPC garb that won't clash. After about a year of coming to game, you should have your own NPC garb to work with. Players will need additional different garb to wear for a player character.
This article has useful guidelines on how to build your initial wardrobe.
What to Bring to Game
"What should I bring to my first game?"
The answer is really contingent on whether or not you'll have a character ready by then. Newer players are encouraged to play a full event of NPC roles to rack up some experience and get a better feel for the game. In this case you'd need just some simple non-descriptive garb to last you two days. The props marshal has created this quick list of suggestions on amazon to give you an idea of what a basic npc kit should have.
If you have fun and want to build an even better NPC kit the props marshal's recommend these items here for a more comprehensive kit.
A guide to good footwear: 2021 guide to boots
Sample first timer’s kit
- PC garb.
- Includes: Boots, medieval trousers/skirt, tunic/blouse, belt, belt pouch, cloak.
- Only needed if you are going to play a PC
- NPC garb.
- Includes: Boots, neutral colored trousers, tunic.
- Can't be your PC garb (it's ok to use the same boots and pants, just look different)
- Electric lantern
- No brand-names showing
- Glowsticks are allowed at night as well.
- The site is very dark at night, you'll likely want something.
- Extra Food for the weekend
- Drink for the weekend
- Water is available on site
- The inn typically sells soda and an assortment of pre-made powdered drinks.
- If you want something more be sure to bring it.
- No alcohol is allowed at the game site, ever.
- Medications (if applicable)
- Boffer weapon (Weapons are available for NPCs)
- Sleeping bag/blankets/pillow
- Sign-in Fee ($30) cash (we don't have a way to easily take credit cards on site)
- mug/ goblet
- A feast kit: bowl, spoon, fork (Optional, game food aims to be finger food, players bring other things)
- Toiletries
- Towel (showers are available Spring, Summer and Fall)
- Seasonal gear: bug spray, thermal underwear, wool socks, gloves, hat, scarf, extra drink, firewood.
- An open mind and a good attitude!
- Later additions to your kit might involve things like armor, rucksacks, a trap kit, rope, canteen, extra weapons, magical treasures earned in the game, your coin and gems, a journal, quill and ink, chalk, candles, encampment props, etc. If you think you can use it, and you can carry it… go nuts.
- An ID to verify you meet the age requirement.
Things to Avoid
- Spending too much on armor that doesn't pass KoN armor rules and guidelines.
- Spending too much on weapons that won't pass KoN weapon rules and guidelines
- Expecting garb to be provided (it won't be, NPC's are provided accessories to augment existing garb)
- Real weapons
- Wandering around as just a spectator.
- Alcohol. The game site is always dry. We want to maintain a healthy relationship with our hosts and respect their rules.
Flags
Flags are strips of blue cloth that are tied to players or objects to indicate a spell is in effect on that target.
If a spell requires a flag and you cannot provide it then you cannot benefit from that spell. Flags must be put in place within a minute of the effect that created the flag or the effect will fail, doing nothing. An effect does not take place until any required flags are where they need to be.
Flags can be placed in the following locations:
- On a person, such as for the anti-magic shield spell.
- On armor, such as for the enchance armor spell.
- On a shield, such as for the enchant shield spell. Flags on a shield must be visible from the front of the shield.
- On a weapon, such as for the silvershine spell.
- Held above the head, such as for the dissipate spell.
- On the ground, such as for a the sanctuary spell.
- On a portal (door, window, etc) such as for a magic lock or the sanctify spell.