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MUTANT: LAJV - RULES

MUTANT: Lajv - Rules and tips for old-school inspired nordic live action roleplaying in Scandinavia long, long after the end of days! 

 

The next campaign from the Mutantzone organizers begins this summer with "Kampen om Kuserud", an adventure and exploration event where fortune- seekers explore and exploit a rare junk- find in an abandoned settlement on the edge of the zone.  

Part 1: 19:th- 21:st of August 2022

Part 2: August 2023

Part 3: August 2024

Part 4: August 2025

Come build a crazy junk-digger settlement with us! 

This RULES section includes rules for safety, conflict and an FAQ. Rules for Mutations are coming son!

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CONFLICT RULES

Rules for confrontations of the hostile kind

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Context


Conflict in the world of Mutant is direct, honest and often has serious consequences. Advanced healthcare is mostly a remnant of the past. With enemies lurking everywhere and the very environment presenting dangers like the ever-growing, ever-hungry rot, entering a fight means taking a major risk. Running away or surrendering when faced with a stronger enemy is often the best choice. 


In MUTANT: Lajv, if you face a group with more guns than you, you are generally screwed and it’s best just to do as the team with the most guns says!

RULE: The Mexican Standoff - Most Guns Win! ​Compare this to the many “mexican stand off”’s in popular tv / movies. Most guns win. One side comes in with two guns, telling their foes to “get on the ground, now!” only to face three guns and a shotgun! The teams yell at each other, but in the end the first group (with the fewest guns) gives up and lays down their weapons. Alternatively, you start blasting away and a lot of Mutants will get hurt or defeated before (most probably) the same result is reached. Combat is fun, but in many situations (inside a dangerous ruin, where fighting would be a bad idea or in a bar full of civilians) just playing the “mexican standoff” is a great alternative to fighting it out!

 

RULE: Relic Weapons in standoffs always rule! In a standoff situation, the side with the most guns dictate what happens to the losing side as if they would have won the fight. In a standoff, if one side has a Relic Weapon (a menacing weapon from the old world, with laser- sights, attached flashlight etc.) that side automatically wins.  


Non-lethal combat and conflict resolution

There are plenty of alternatives to lethal combat when it comes to solving conflicts, especially between members of the same group or culture. Examples: ritualized dueling, shouting matches, wrestling, competitions, negotiating in devious ways. Losing a conflict might not always have physical consequences, but the social and emotional scars can be almost as bad as the infected wound from a raider’s blade.


Rule: Lethal combat uses weapons

When you pull a weapon and threaten or attack someone with it you are in lethal combat. Prepare to hurt or get hurt. And remember have fun, to give it your all, make it look awesome and stay safe!

 

Rule: Weapons are either rubber replicas or guns that make a loud bang but fire no bullets. Any cool-looking and safely padded close-combat weapon is allowed. Knives, glaives and short blades, rapiers and rusted pipes. Most firearms hundreds of years after the fall are newly made breech- loaders or junk guns firing black powder. The relic guns that are left are feared both for their power and unreliability. Zone dwellers tend towards weird weapons made from ancient junk, clubs, shields made from traffic-signs and similar, as well as ancient or scrap-built guns.


Guns never fire projectiles but always make a loud-ass sound of some kind. The best are blank-firing replicas, or single shot muskets made from scrap, firing black-powder of some sort. But these kinds of larger “knallskott” are also great. If you use the type of soft airgun that makes a loud sound and ejects a cartridge, but ensures it does not actually shoot projectiles, that’s ok.

Guns have EXTREMELY limited ammo, almost no one has more than 10 rounds for their gun.


Rule: Relic guns kill! A shot from a Relic Weapon (see above) instantly defeats you, no matter cover, dodging or distance. If someone spots you and shoots you with a Relic Gun you’re down! Same thing with a Relic melee weapon - one hit and you’re out! 


Rule: Pause after each hit before resuming battle A hit is a blow that connects solidly and is felt. Glancing blows don’t count. Blows against the head never count and should always be avoided. Any shot fired in your general direction also counts as a hit. One hit from an ancient weapon and you’re out cold! Boom and you’re hit. Guns are dangerous shit.


Always back off after scoring a good hit - giving your opponent some space and a chance to have fun playing out their injury, flee, surrender or launch a counterattack with redoubled fury!


In reverse, when you get hit or shot - always make a big show of it, screaming and clutching your wound and so on. This lets your opponent see you are hit and allows them to follow this rule and back off a bit.


Rule: Three hits and you’re Defeated

If you choose to fight on to the bitter end, you’ve been defeated when you get hit for the third time. When you are defeated, you fall to the ground, crawl up in a safe corner or fall from your watercraft into the sea. When the dust (or waves) settles, the defeated losers are at the mercy of the winners. It’s too late to run away when you get hit the third time.


Rule: Defeat means you have Trauma and can’t fight until it’s healed

Based on how the battle went down, the wounded party decides what kind of Trauma they have suffered. A Mutant needs to heal from their Trauma before they can fight and be fully functional again. As a general rule, you can’t enter a new fight or duel while you are suffering Trauma. Even if you are not Defeated in a fight in which you got hit, you should still play out the consequences of the wound or other trauma you suffered. As a rule of thumb it takes an hour or more to recover from Trauma. 


Fun with Trauma, Death and healing!


Playing Traumatized is a collective effort. If a fellow player wants to play out a leg injury, accept it as real. If you need to take the cripple anywhere, help them walk. If someone has gotten hurt, bind their wounds or get them something to eat. Ask, if it isn’t clear, how hurt they are.


Examples of Trauma and how to heal it:

 

Physical: You were wounded and need care, food and rest. Playing out medical care is great fun and makes the danger of the setting palpable to all players witnessing it. Bring some fake blood. Use a hacksaw. Make it a show! Have a solid meal and then you’re back in action!

Doubt: You weren’t really hit badly, but scared into submission. Now you’re an emotional wreck, perhaps you are shaking or retreat into a silent daze of self-loathing. To help you, your group might make a fire to keep you warm, taking turns listening to your anguish and stroking your snout tenderly. Perhaps they make a toast to your bravery. Or a stranger shares a meal with you and swears bloody vengeance against your enemies.

 

Other examples: You could be confused, blind, disoriented, or poisoned and heal through a shamanoid ritual on top of the Ark as the sun rises.

 

Personal need: Each character has a deep need, something they miss and crave to get. It might not be a nice thing, but it’s at the core of your being. You can almost always heal Trauma by fulfilling your need.


Rule: The winners of a fight dominate the scene. When a battle has ended and one of the parties has been defeated or surrendered, the winner decides what happens next. They could take the losers as prisoners or slaves, interrogate them for information, take their stash and ammo or move into the building they were defending, and so on. Winning means the story is yours to progress. This is a privilege and a responsibility to those you have defeated.


Example: Quick victory. If you’re in a hurry and feel you can’t give your victims the attention they deserve, simply leave them where they lie, believing them to be dead/defeated. This gives them a chance to slowly wake up, shout for help or hobble back to their camp.

 

Example: Prisoners. If you choose to take your enemies prisoner, you are responsible for making sure they are fed and have a good time. A good time does not mean a nice time; playing the victim of torture is great fun for many. But being left in a cage all night isn’t fun for most people. So if you can’t give your prisoners lots of attention, make sure they can easily escape with their gear, take back their weapons and go back to their own group.


Rule: You may ONLY plunder player gear from their marked loot bag. These include any item stored in another player’s stash, their ammo and items provided by the event. You may never dig through or steal from another player’s private costume, weapons or equipment without their prior consent. Weapons may be temporarily confiscated, but must always be stored where the owner can see them.

Rule: How to die Only you can decide to die, and serious trauma is the default alternative. Should you choose to die, make sure to make it obvious to your co-players. After your death scene, wait for people to leave your deathbed, then get up and go to the organizer-area. Here you can get help to get a new character, mod your costume and jump straight back in. Or rest up and chill with the crew behind the scenes; play a monster for a while.


You will not be able to get your character back, once they have died.


Follows: If you’ve played out a death scene with someone and they’ve died in a very populated part of the Island, it’s always a good idea to get some help to carry them to a more secluded area. It’s good for camp sanitation and death scenes are just cooler if no one has to see the corpse walk away.

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SAFETY

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F.A.Q.

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All MUTANT events are inclusive and co-created (we welcome all, and help each other as a community, both in- and outside of the fiction). We look beyond our private differences when creating the weird wild future together. 


Lend a hand when you can, trust your fellow players to know what they're doing and keep a clear head. We trust our players to be careful and only risks they are somewhat comfortable with.

There is a medic on site for emergencies and always an organizer to talk to in our hut.

For emergency game- stop (at least locally) we use the good old “OFF LIVE” followed by a descriptor of the issue. For instance shout “OFF LIVE real injury!” or whisper “can you get me my off-game bag that I dopped in the fight before I crawl off to my camp?”

Be attentive and never afraid to discreetly check in with other players. It's always cool to break character (by saying "RED") or gently slowing down a scene (by saying “YELLOW”). It's also encouraged to signal that you want fellow players to go harder (by saying “GREEN)

We also use the OK check- in sign. Use the OK sign if you’re anxious weather someone has been hurt or are just playing that they are in pain. Assume that they will tell you if they need help, but it’s nice to be able to check in on each other sometimes without breaking character. The person you ask will respond with thumbs up or down.

You should bring all the vital supplies you need daily (medicine, lotion, ear plugs etc.) and keep in an off-game bag (marked with a red o) with your characters name on it. As soon as you find an off-game bag, try to help it get to its owner and never, ever steal it from someone.

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Questions and Answers

Q. Do I have to be familiar with Mutant to participate?

A. No. We build on the universe of Mutant, but you don’t need any pre-existing knowledge of that particular universe to be a part of a Mutant event. We’ll make sure you get all the information you need to be able to play.

Q. Do I have to be there for every event?

A. No. Each event can be experienced on its own. Think of the events like different short stories taking place sequentially in the same universe, with some reoccurring characters. Or like Donald Duck cartoons, if Donald was the descendent of a long line of slowly mutating-humans and Duckburg a last well-guarded bastion in a deserted civilization.

Q. What do you mean by “doing things for real”?

A. We mean that if your mutant character spews green foam, so should you. If your mutant is a junkdigger, you can expect to find, drag out, clean and sell real rusted machinery. You may interact with everything and make it your own. We want to feel the junk of Kuserud with our bodies, and we like when things look and feel real or close-to-real. The joy of lugging a treasure of an intact toilet- seat down a rickety stairs, only to be greeted by the barrel of a gun belonging to a famously hygiene- obsessed cat- mutant. We like to do things when we larp, and we make physical work and true discovery a core part of the experience.

So, for the most part, we just do what we want our characters to do and they see what we see. Some representation techniques will come into play, though. We’ll tell you more about those closer to the events.


Q. What's the Mutantzone policy on drinking?


A. We do trust you to take responsibility for yourselves and each other, and to use your own best judgment. But we play in some fairly unsafe environments, so when exploring the zone, carrying junk, jumping down chutes, and especially if fighting, all participants are expected to be sober. 

Q. I want to write my own character or bring a pre-existing one. Can I get some help making sure it fits into the larp?

A. Yes! In fact making your own character is the default at Mutant larps. We'll be making a character questionnaires you can use if you're starting from scratch, and you're always welcome to write us with questions.

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