Heimr

Type of LARP
Heimr is a open source setting and rule system with which we play LARPs on a bi-monthly bases.
The LARPs are free, one day event that only last for a few hours (quick Dénouement) and usually begin after lunch and end before supper so the larps are very hassle free.

Genre
The genre is gritty realistic (as in "needing little willing suspension of disbelief") fantasy with an emphasis on immersion.

Conflict resolution, drama and story.
We aim to provide a believable scenario where entities (Both NPC's and Players) try their very best to achieve their (conflicting) goals and in which the story unfolds dynamically instead of it being scripted drama. Instead of artificially extending the drama of a certain conflict, the conflict is often resolutely and quickly resolved (Dénouement is often reached quickly, just like in small scale real life conflicts) making way for new conflicts (usually in the next event).

Combat
Combat is rare and almost always over in seconds but having long lasting effects. Combat is as dangerous to the NPC's as it is to the Players (unless the NPC's are dumb animals, don't mind dying or don't mind fighting against incredible odds, which happens from time to time) and is usually avoided because people don't want to die or even get wounded. Since magical healing is rare (and expensive) getting wounded has long lasting effects and is economically unappealing because you are probably bed-ridden for some time and thus unable to perform your profession.
There will be events without combat! (although most events will feature situations that have the potential to result in violent conflict) If you go to LARP solely for the combat Heimr events are probably not for you.

Gaming system
The open source rule system is designed so that players will need to learn very little rules by heart (everything they need to know by heart fits on 1 A4 paper) but has allot of different skills and customization options to consider. Every "domain" of skills features a different out-of-character skill that players need to be good at in order for their characters to be good at that profession. For example, fighters actually need to be good with their swords in order to pull of combat skills, priests need good social skills in order to gain followers for their gods (which in turn gives them more energy to cast blessings with), magicians need intellect in order to work with the complex magic system and traders will need an understanding of market mechanics in order to gain a larger profit.

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Informatie

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