User:Ceadeus Slayer/P.H.L.A.R.P.

P.H.L.A.R.P. (Park Hills Live Action Role Play, sometimes stylized as Phlarp) is a fantasy live-action role-play group based in Park Hills, Missouri.



History
P.H.L.A.R.P. (most commonly spelled without the acronymic full stops, i.e., PHLARP) was formed in early 2013 by Aaron Metcalf and Jason Smith, supposedly after watching the film Role Models. While watching the film, Metcalf recalled playing a game with some of his childhood friends similar to the game in the film; afterwards, they decided to emulate that same game at Columbia Park, in their hometown of Park Hills, Missouri.

The first few event days did not have a very large turnout; however, as the game's influence and player-base grew, the game grew more and more popular, to the point where in early 2014, the Daily Journal covered the group in their paper.

Players began to pour in from around the area, and by mid-2014, the group had over 200 "waivers" (players) signed and a well-written rulebook, Book of Abilities, and written lore.

PHLARP is quite unique in that its rulebook is primarily totally unique to itself; nothing is taken from other rulebooks, though some content is inspired by concepts found in popular culture and many rules and abilities incorporate both players' whims and popular media. An example of this is found in the ability called "Deku Nut"; this ability allows the caster to "stun" whomever is standing in front of him for three seconds, and is inspired and named after the The Legend of Zelda series' item of the same name.

As of early 2015, the group had split into two groups -- The REALM and the native Phlarp -- and Phlarp is re-acquiring players at a steady rate.

Ruleset and gameplay
PHLARP uses a completely original ruleset, and is full-contact, with simulated combat and emulated fantasy life playing a huge part in the game.

Character creation through Phlarp involves a template incorporating a character name, an original backstory (that must end in such a way that allows the unitary backstory of PHLARP -- namely, a player washing up on a mysterious shore -- to take place), a class (after passing through the Squire Quests), and the player's name. There is a simple class system, consisting of six classes (Rogue, Warrior, Wizard, Ranger, Healer, Priest/Paladin), each with different abilities. As of late 2014, each class is grouped into two "trees" which divides their "skills" or abilities. Players level up using a traditional experience (XP) system, wherein XP is awarded for various actions such as participating in events, slaying certain "monster" players and turning in reward tokens. After leveling up, the player is granted an amount of ability points proportionate to the new level (i.e., 4 points for level 4).

As the game is primarily combat-focused, few abilities exist allowing non-combat effects; however, a few passive skills (such as one that allows a light during dark or night events) can be exploited to allow ease of transportation even when not in combat. Non-combat "abilities" are primarily limited to the actual capacities of the players' imaginations and their physical abilities.

Emulated medieval/fantasy life plays a major role in the game as well. Every month, a gathering of players will occur at the playing grounds, a private property that the organization is allowed to use, and during this gathering, players limit themselves to very few unnecessary modern norms. While cell phones and typical camping equipment are still common, most players refrain from other forms of media, though outside of the roleplaying aspect there exists a Facebook page operated by the group, as well as a website,.

During "event weekends" that occur once monthly, food is typically served for small fees by an experienced member of the group, such as one of the founders or a trusted player. Water and washing stations are available free throughout.

The game is actually free-to-play, though players may (and are encouraged to) spend money to purchase weapons or materials to build them, either from P.H.L.A.R.P. itself or through trusted LARP providers.

The game is designed with a realistic damage system, with hits from a boffer or certain abilities doing certain proportionate damage to the receiving player; an example would be: a hit to the leg with a sword means a lost leg, and the player must acquire a limp or take one leg.

There are several classes of weapons in the game.

Waiver of damages
Before playing a game in PHLARP, players younger than 18 years young are required to have a legal guardian sign a waiver releasing the PHLARP organization from any damages acquired from playing the game. As of 2015, no major injuries have ever been reported from playing the game.

Setting
This is set in what is called the Kingdom of Phlarp, which consists of several defined regions, typically ruled in some way by a clan. The main city is called Jorrvaskr, located in the central area of what is referred to as the Battlegrounds. The area itself is geographically diverse and its boundaries are large, with hills and trees giving it the ability to be and feel like an open-world game, where battles can take place within the boundaries of a field or all across the world.

It should be noted that none of the setting is static, and anything can change at any time: the town offers a few plots of land for prospective townsmen, and any Clan can, in theory, build any kind of structure on their clan's territory. This makes returning to the game very interesting, much like in games wherein time continues ticking on even if a player isn't there to play: games like Virtual Villagers, or Fish Tycoon, for example.

Society
P.H.L.A.R.P. includes a cultural involvment, with in-battle roleplay and out-of-battle roleplay interconnecting to form a very realistic society within the game. Players in the game often create their own equipment and outfits to befit their chosen roleplay style. In addition, there are no established rules on how to roleplay or what you can and cannot do, meaning that players ultimately have to find a way to incorporate any unexpected involvements or changes; all of the aforementioned creates a very unique roleplaying experience with PHLARPers.

There are two major social classifications for players, which determine whether or not various rules and privileges apply to that player. These two classifications (or, rather, groups) are clans and mercenaries.

When in a clan, a player is grouped with multiple other players to fight alongside them during clan-based matches and matches wherein team balancing takes into account the clans present. A single clan typically includes a detailed backstory, occasionally incorporating elements of its leaders' or members' backstories, as well as some official clan colors. The clan is identified by a name chosen by the leader of it when it is made. Players in a clan cannot kill other clanmembers when in a clan-based battle.

On the other hand, mercenaries are not grouped with any players with any concrete connections, and they can serve as an extra player to any clan that does not have its entire clan present at a clan-based event. Mercenaries are given slightly more individual freedoms and can be slightly more creative with their weaponry and garb, due to the lack of restrictions on what they can and cannot wear to conform to a clan.

The game includes a currency system, known as Dragons, which works like a traditional scale-currency system; 1 Copper Dragon is the minimum amount, and would be comparable to an American dime (due to the value system); 1 Silver Dragon is the middle amount, and it would be comparable to the American dollar, as it is worth 10 Copper Dragons; and finally, a Gold Dragon is worth ten Silver Draggons (100 Copper Dragons) and is the highest amount. It is comparable to an American 10 dollars. Items in the game typically sell for rationally low prices, such as 1 or 2 Copper Dragons.

P.H.L.A.R.P.'s societal atmosphere contains mostly medieval influences, with construction, living style, and living roleplay all emulating common medieval traditions. It also incorporates fantasy elements; three in-game races are available to every player and these can determine how roleplay is done within the game as well as in battle, and much of the medieval living elements are slightly altered by a passive fantasy influence: for instance, players in the game will often reference -- through speech or actions -- various fantasy elements and objects, such as dragons, monsters, and even items in-game.