CONFLICT AND COMBAT

Elysium runs on tension and hard choices. Conflict and violence will happen, but this isn’t a larp you can win by winning fights. You win by playing along and creating stories, consequences and memories together.

PLAY TO LOSE

A principle in larp where you don’t play to win, protect your character, or secure the best outcome for them. Instead, choose what makes the best story, even if that means your character fails, suffers, loses something or is exposed. You create room for dialogue, escalation, hesitation and aftermath. This is a collaborative playstyle, not a competitive one.

 Two ways to play a violent conflict:

  • Use the escalation process below.
  • A scene planned off-game with a consenting player can include brawling, melee, or ranged combat.

TL;DR CONFLICT AND COMBAT

  • No real BBs, live ammo, nerf gun or other projectiles. You will be issued representative “ammo” for your guns at check-in
  • Only guns that make relevant “weapon sounds” without ammo (such as airsoft or toy powder cap) will be considered as working guns ingame.
  • Padded foam/latex melee weapons that are appropriate for the setting are allowed and can be used in fights. 
  • No grabbing, wrestling, brawling or forceful physical contact without explicit offgame consent.
  • Pre-planned scenes with consenting players may include brawling, melee or ranged combat as agreed.

TL;DR THE ESCALATION PROCESS

  • Always start with threats, insults and verbal escalation. 
  • Melee weapons can be used, but ranged always trumps melee.
  • Treat all ranged weapons as loaded and lethal.
  • Bigger force, and social and institutional response, wins.
  • Death or serious injuries only with player consent.

The escalation process

Step 1: Words

Every conflict starts with verbal confrontation, threats, bargaining and tension, even before weapons are drawn. Players cue each other to escalate, seek help or resolve. Either side can de-escalate or ramp up at any point.

Step 2: Melee

If escalation continues, padded melee weapons may be drawn and used. Keep it slow and readable. No head or crotch hits, no full force charging. A hit means you’re wounded, disarmed, or forced back, not dead. Offgame consent is still required for grabbing and wrestling.

Step 3: Guns

A drawn gun trumps melee weapons, even if outnumbered. Treat every gun as a loaded and lethal, regardless of known scarcity of ammo.

If fired, a gun must make a sound to be considered working. Play out taking cover, and decide for yourself if/where you’re hit. Be realistic! No one walks through a rain of bullets untouched. If you don’t want your character to get hurt, back down from a gun situation at an earlier stage.

The side with more guns is the most powerful one. This means that people may join or leave the conflict, and in this way change the balance.

Step 4: Aftermath 

Either side can yield at any time, even the one currently in control.  

There is no instant death loop. If you are defeated you may be injured, shaken, disgraced, or indebted. You retreat, seek medical help and deal with social consequences, and let it fuel further play.

Ending standoffs 

Standoffs should not last forever. If neither side backs down, one or more of the following can happen. This list are examples and is not exhaustive. 

Rule of law: Either side can demand resolution via a Main Street brawl or shootout duel or resolution by the Council.

Authority intervention: The Guard, Watch or Medical authority can try to step in. Guard/Watch can try to break up the fight and order weapons lowered, arrest, give fines, confine or force parties to appear before the council. Medical authority can try to calm down the situation.

Public consequences: Witnesses may intervene, take sides, call guards, refuse future trade and so on. Violence shapes reputation. Are you a hero, villain, bully, victim or just a survivor in the public eye?

Dont’s

  • Don’t join or interrupt a conflict scene without reading the cues first (e.g. “I could use some help!” vs. “Stay out of this”).
  • If two characters are fighting, assume the players have agreed and planned it. Enjoy the free show and don’t kill somebody’s scene by butting in.

Weapons

All weapons must look post-apocalyptic. No fantasy swords/orc daggers, no shiny revolvers. Don’t bring a personal arsenal. You can’t overwhelm the setting with a ton of guns.

Melee weapons must be padded and will be safety checked at check in.    

Approved ranged weapons are airsoft guns (gas/CO2/electric) or cap guns. Nerf style guns with sound effects may also work. Other weapon constructions that make a sound may be allowed.

No grenades. No weapons of mass destruction. No smoke.

No weapon may fire any kind of projectile in any way, and magazines must be empty.

Ammo is represented by pistol casings and issued at check in. You get a limited amount of ammo, and your character may only shoot as many times as you have ammo. After a gun fight you drop the casing on the ground. As an honor system, we trust you to respect it.

Guns are safety checked at check in.