Safety Rules
& Guidelines
The purpose of Darkwood Nights’s safety policies is to provide the safest environment for all participants to enjoy their LARP experience. Bumps, bruises, and sprained ankles are all natural parts of a combat LARP.
Our policies are designed to mitigate those instances as much as we reasonably can, and to do our utmost to prevent any and all actual injury at our events.
Definitions / Key
Safety ref/eree - A person who has been granted the authority to make game decisions about anything related to safety.
Head of safety - The safety referee in charge of all other safety refs, as well as the weapons safety check training of weapons martials.
Weapons martial - Any person designated by the head of safety as being allowed to perform safety checks on weapons, armor, and other phys-reps. All safety refs are safety marshals. At least one safety marshal should be at check in and one at plot camp.
Boffer safe - This term is taken to mean any LARP weapon that has sufficient core, padding, and covering so as to make it safe for use in the style of lightest touch LARP combat that is used at Darkwood Nights.
Boffer weapon - This is specifically a usually round or possibly shaped weapon that is not professionally manufactured. Often made from foam and covered with tape or cloth.
Latex weapon - A professionally manufactured LARP weapon which has a skin of latex as a cover.
Plastidip weapon - Plastidip is a plasticized paint that is used as a coating on shaped LARP weapons. They can be professionally manufactured, but may also be homemade. It lies somewhere between a boffer weapon and a latex weapon.
Safety Referees
Darkwood Nights has referees who are responsible for all safety related issues at our events. There is to be one Head of Safety, who is the final arbiter of all things related to safety. They will also have 1-2 refs that they manage. These refs must have a significant medical background that qualifies them for the position.
Safety refs are capable of training other refs to perform pre-event and ad hoc weapons safety checks. They are the first people to contact if there is a safety concern, whether it be a site issue, a complaint about a weapon, or a complaint about how another participant is behaving, in regards to safety rules.
Disciplinary action
Safety refs have the authority to apply disciplinary action to players who violate safety rules/policies.
Weapons violations
Any weapon that a safety ref determines to be in violation of safety policies must immediately be removed from the area of play. They cannot be stored in an OOG area, such as a bathroom or under a bunk but instead should be stored in a vehicle until after game. The argument that it will not be used anymore is not adequate to circumvent this policy.
Combat violations
Anyone who is found to be violating safety policies as it applies to combat is subject to disciplinary action.
This includes temporary or permanent suspension of combat privileges as well as other disciplinary action.
Site Safety
During each event that includes combat, a safety ref should walk the site prior to game and mark any hazards they note with a red ribbon and a tealight. It is requested that people avoid combat on stairways, as they are often slippery and a fall can result in injury.
Light sources: Participants are allowed to use non-period light sources when traveling in the dark, though period looking light sources are strongly preferred. A small, lower powered flashlight is recommended, and must be a red light flashlight instead of white light. Red light provides plenty of illumination to safely navigate in the dark but does not destroy night vision or cause pain the way white light can. Anyone using a flashlight in this manner should be cognizant of other participants and shine the light only at the ground.
Stand Down
Because of the physical nature of the game inherent in a LARP, hurt and injury does sometimes occur. If a player appears injured enough that they need to temporarily pause a scene in order to recover or receive medical attention, someone should clearly announce the phrase “Stand Down”. Everyone in the immediate vicinity should repeat the “stand down” call once and only once.
During a stand down the game is temporarily paused and all players in the area should crouch, kneel, sit, or otherwise lower themselves so as to visually alert anyone entering the scene that action has stopped. Anyone who cannot kneel or crouch may stand with either their weapon on their heads or their fist on their heads, to indicate being out of game. This also enables any Safety Referee approaching the area to quickly find the injured party.
During a stand down players should keep any conversation at a low volume; a quiet atmosphere is more conducive to allowing safety refs to perform their duties. All players MUST obey the orders of the safety ref during a stand down. Once the injured player has been attended to and action can commence, either the safety ref or the player that called the stand should announce “3, 2, 1, Lay On” to end the stand down and notify players that the scene can recommence.
If a safety ref asks you to do something during a stand down, comply. Do not argue with the ref. If you cannot do as they ask, respectfully inform them of that. Anyone who does not comply with a safety ref while they are providing aid will be subject to disciplinary action. Any person who materially hinders a safety ref while rendering aid will be immediately asked to leave site and will be subject to further disciplinary action.
LARP Weapon Requirements
Every weapon in the area of play (including plot camp) must be inspected and approved by a qualified weapons marshal each event, without exception. Failure to do so can result in the weapon being temporarily or permanently banned, loss of combat privileges, or other disciplinary action.
Core materials
Weapons cores for non-throwing weapons should be light, strong, and slightly flexible. Graphite, carbon fiber, and kite spar are good examples.
Wood and metal are not acceptable core materials.
Weapons cannot have too much “whip”. Meaning that when it is swung and hits a target, the blade / haft doesn’t flex overly much.
Any weapon with a multipart core or quillion must be referred to the head of safety.
Striking surfaces
The forward end of all weapons must have sufficient padding so as to make an accidental thrust reasonably safe. Staves must have this at both ends.
No non-throwing weapon may have a striking surface or body that is less than 8” from the hand to the tip.
Weapons, claws, etc. cannot be wielding with the striking surface away from the target. I.E. you cannot hold a mace at the head side and strike with the haft. This does not apply to staves.
Weapons bodies
Handles can be made of almost any material as long as it doesn’t have the potential to harm either the wielder or a target.
Quillons can be solid, but not too hard or sharp in any way.
Pommels can be somewhat solid but not made of a super hard material and cannot be sharp. They are not allowed to be used as a striking surface.
Pole arms
Must have adequate material on the striking surfaces to prevent the core from being felt and to cushion blows.
Any quillons or other protrusions near the striking surfaces must be boffer safe.
Staves must have padded tips at both ends.
The haft from the base of the striking surfaces downward toward the handle area must have some padding for a length of at least 24 inches from each striking area.
Thrown weapons
May have a soft, flexible core, such as Kevlar. The core cannot cause pain when thrown with force.
Can have something like millet or rice inside for weight and balance. The core cannot cause pain when thrown with force.
All surfaces of the weapon must be boffer safe.
Must be at least the size of a golf ball.
Cannot weigh more than a pound.
Thrown weapons cannot have any kind of launching device or mechanism.
Flails and other chain weapons
Only commercially made flails will be allowed at Darkwood Nights. Flails must be checked by a safety ref, not just a weapons marshal.
Shields
Shields can have any of the same core materials as weapons, or even none.
The edges should be softened in some way, though large padding is not required. This is similar to a quillion.
The forward facing surface may be made of a solid material, but any protrusions must be deemed safe by a weapons marshal.
Archery
Use of bows at Darkwood Nights is legal and encouraged. Any European bow of the period in which the game is set is preferred. Modern or compound bows are not allowed.
Only professionally made bows with a draw weight of no more than 35 lbs at 28 inches are allowed.
Only commercially made arrows are acceptable for use.
Crossbows are not legal at Darkwood Nights.
Armor
Armor should be inspected for safety by a weapons marshal the first time it is brought onsite to ensure there are no edges or protrusions that could be hazardous to the wearer or any other person. Parts that would be a threat to the safe structure of any weapon used against it should be removed.,
Any significant modifications after the fact require a recheck by a weapons marshal.
Wands
Wands at Darkwood Nights are not required to be boffer safe, though it is encouraged.
Wands may be no more than 16” in length
General phys-reps
Any phys-rep that has the potential to cause injury to a person or damage to LARP weapons must be inspected by a safety ref.
Combat Safety
Combat at Darkwood Nights is intended first and foremost to be safe. The manufacture of weapons and other objects alone cannot guarantee this. The way that combat happens at Darkwood Nights plays as much, if not more, of a part in ensuring safe play.
There are several actions or techniques that have been deemed too hazardous to be allowed at Darkwood Nights.
Illegal targets
The areas of the hands, feet, head, neck, and groin and off limits. These areas should not be targeted and no weapon hit to these locations counts. Packets that hit these areas do not take effect.
Thrusting
Thrusting as an intentional tactic is not legal.
Hug fighting
In combat, intentionally putting yourself Corps à corps (body to body) with another player and swinging a weapon at their flanks and back like a marching band drummer is discouraged.
Turtling
Turtling is the act of hiding all of your legal strike areas behind a shield or similar barrier. Anyone doing so should be informed that they are turtling. If the person does not stop doing so, a safety ref should be informed.
Failure to comply with a refs request to stop turtling will result in loss of shield, weapon, or combat privileges and possibly further disciplinary action.
Shield bashing
Using a shield or buckler as a weapon to strike at opponents, whether with the edges or with the face of the shield, is not legal at Darkwood Nights.
Charging
Charging is the act of running towards another participant so that they must either move back or to the side to prevent a collision. It is not legal at Darkwood Nights.
Binding weapons
Grabbing of weapons or shields with your hands during combat is illegal.
Pinning of weapons or shields against a wall, the ground, or similar using either another weapon or shield, or your own body, is illegal.
Kitchen areas
Kitchens are areas that represent an inherent danger and will be labeled as non-combat.
Non-combatant policy
Darkwood Nights does not have a separate rules set for those who cannot or do not wish to participate fully using our rules set. There is no mechanism for opting out of any effect or mechanic, with the notable exception of physical role-play.
Fires sources
No real flame light sources are allowed.
Fires can only be started in site approved firepits, wood stoves, or fireplaces. Anyone doing so is required to stay and tend to the fire either until it is out or until someone takes their place.
Anyone tending a fire source must have a means of quickly dousing it at hand; a bucket of water, bucket of sand, fire extinguisher, etc.
All combat must be suspended when within 10 feet of a fire source and people in combat should move away from the area as quickly as possible.
Physical role-play
Any physical contact between participants above and beyond a light touch to the shoulder or arm for the purposes of a counted action may only take place after being verbally approved by all parties involved.
Grappling
Light physical grappling outside of combat is allowed with verbal consent of all parties involved.
Grappling is not allowed during weapons combat.
Spell packets
Spell packets must be made from a piece of soft fabric no less than 6” in diameter. The packet end should be no less than 1” in diameter once formed.
The inside material must be millet or pearled barley only- no sunflower seeds, powder of any sort, etc.
The packet should be held together by a rubber band and should not be so tight that it is overly hard.
Medical Issues
Anyone with a medical condition which would impact their safety or the safety of others is strongly advised to make it known to the head of safety, who will share this information with other referees only as needed and only with the permission of the person involved.
It is possible that some medical conditions are of such a nature that the head of safety would require the sharing of this information to other refs. In this situation, the participant can refuse permission, in which case the head of safety can order that the person not be allowed to attend until they do so. If the head of safety strongly believes that the person cannot participate with a reasonable degree of safety, they can disallow the person from participating.
Persons attending events who are significantly ill either when they arrive or become so during the event should report this to the head safety referee. If the illness is such that you may be suffering from a communicable illness, you may be asked to go home. This is not meant in a pejorative way, but is intended to keep others from becoming ill themselves.
The taking of certain prescription medications should similarly be reported to safety, and the same policy will be applied as for other medical conditions.
Accommodations for medical necessity will be made if deemed safe and feasible within the framework of Darkwood Nights’s rules, policies, and aesthetic. Game breaking devices, such as CPAP machines, should be stored in out of game areas when not in active use.
Canes and staves are allowed if medically necessary and every attempt should be made to make them safe and immersive.
Priority for access to power in sleeping areas will be given to those who have a medical necessity if at all possible. This need should be communicated to the head of safety prior to arrival on site. Those who have a medical need to sleep out of game may be allowed to do so, at the discretion of the head of safety and must be approved prior to arrival on site.
Service Animals
Darkwood Nights is ADA compliant with State and Federal Law. If the site permits it, service animals will be allowed at game.
In accordance with the ADA the player will be asked:
is the dog a service animal required because of a disability
what work or task has the dog been trained to perform
The service animal must be on a leash and under control and with its handler at all times.
While at game the service animal may be subjected to and must be able to handle loud noises, crowds, sudden movement, simulated conflict and other stressful stimuli.
Pets, emotional support animals, therapy animals, comfort animals or service-animals-in-training will not be allowed at Darkwood Nights. These categories are not considered to be service animals under the ADA.
The following links may be helpful
If you would like to discuss bringing your service animal to Darkwood Nights email logistics@darkwoodnights.org
Real Weapons
For the purposes of engendering a safe environment, no real weapons are allowed in the area of play at any event. This includes but is not limited to firearms, stun guns, tasers, pepper spray, fixed blade knives, expandable batons, crossbows, bows over the poundage limit, real arrows, and any other weapon designated by the head of safety.
Participants may carry a small folding knife, such as a Swiss Army knife, with them at events. Kitchen knives should be kept in the kitchen.
Drugs & Alcohol
No alcohol, drugs, or other intoxicants are allowed anywhere in the area of play for any reason. Any person who is obviously intoxicated or smells of intoxicants will be required to leave immediately and not return until sober. Those with prescription medications that can cause altered states of consciousness should inform the head of safety to work out a safe plan.
Kitchen Use
Use of the kitchen areas requires possession of a current Washington State Food Worker Card. This requires completion of an online course and payment of a $10 fee. Do it Right, Serve it Safe! (wa.gov)