
Welcome to Epoch. These pages have been designed to answer common questions of new players and to give you a brief introduction to our club.
Getting Started
Your First Event
Players and Cast
Character and Roleplaying
Safety
Weapons and Armour
What to Read Next
Getting Started
First of all, DON'T PANIC!
It is fairly easy to get started - you don't have to have the rule book memorized to play. The orientation will show you how things are done. Every player or cast has a character sheet in their pocket, so if you forget something, you can look it up. And frankly, you won't start off as a powerful alchemist or archmage so you will likely only have to memorize your name, a few spells or psychic states, how much damage you do and how much you can take. If you forget, them you can look it up on your character sheet. As a last resort, a few OOG (out-of-game) words should straighten any problem out.
As you are new to Epoch, we will require you to undergo a "Rules Orientation" before playing a game. Contact the club president by e-mail to find out when the next orientation will be. An orientation will give you a chance to learn the basic game and safety rules before actually playing. We will try to schedule rules orientations in advance of our events, but to accomodate latecomers, we will reserve some time during a game for arriving beginners. It's important that you attend the orientation, because we can't let you play without it. You might be a danger to yourself or others without learning how we play.
Your First Event
For your very first Epoch game experience, we suggest one of the following options for your first few hours of play:
- As a "shadow", you would wear a yellow headband that signifies you are "Out of Game", and therefore don't exist. You could then wander around, observing the action around you. This is useful because you can actually see the game rules as they are played, and ask questions of the players during a game. Be certain not to interrupt during combat or roleplaying- you are a shadow, not an ogre!
- As an "apprentice", you would be partnered with another player who can help show you how things work. You would play a character of your own design, and would be considered "In Game". You may ask your partner questions about the game rules, but also have a character to act out as well. Your character's well-being would rely on your own actions, so be careful when observing the world around you. To select this option, speak to a Club Officer or Director in advance of the event.
- Ensure the club knows you're coming
- Read through the rulebook.
- Read the Logistics section of this web site. It contains a lot of important information.
- Learn about the Epoch World (From the Epoch Tronto web site, the Artistic Director or other Players).
- Make any costumes, weapons or props your character will need.
- 2 copies of your character sheet
- Your characters costumes, weapons and props
- Normal clothes
- Sleeping ware
- Sleeping bag and camping mattress
- Toiletries
- Dishes (bowl, cup, fork, knife, spoon etc.)
- Food (if you haven't arranged to be on a food plan)
- Sunscreen
- Bug spray
- Water bottle
- A watch
- Paper and pen
- Rulebook
- Duct tape
- Ear plugs
Players and Cast
After you have learned a bit about our game and our world, you have two options for playing in an Epoch game. You can be a cast member, or a player. Players generally create characters of their own choosing, and are given a certain amount of points to allocate to various abilities. Cast members are generally assigned one or more pre-generated characters with missions or roles related to the plot of the event. Players may do whatever they want within the scope of their chosen characters, whereas cast are under the guidance of the director of the game event. If you wish to be a player, you will be required to create your character in advance of an event. The Epoch Toronto club would be happy to help you with this.
If you wish to be a cast member, you will be required to inform the club so that the director of the event can reserve a role for you. It is up to the Event Director's discretion as to who will be casting for the event. However, the more notice you give of your availability, the more likely you will be accepted as a cast member for that event.
As cast, you might get to play some pretty exciting characters, or puppeteer some of our large monster props. On the flipside, you might be asked to play a character that you don't find very interesting, so be prepared for this possibility. As a cast member you might be asked to play a villager, a farmer, a powerful wizard, a slave-trader, or a mighty monster. Cast characters, especially villains or monsters, are often destined to be killed. Each character, whether it's a monster or a hero, has a certain goal. If your goal conflicts with the goals of other characters, there are going to be some In Game problems for you to solve. Don't be too disappointed if you don't achieve your goal. Sometimes the odds will be too overwhelming, but that's life. As cast, you can expect to spend some time waiting for the opportunity to execute your instructions. For example, if you're puppeteering a giant spider, you might have to lurk out in the woods for some time until the you see a chance to attack. As another example, you might have a secret message to deliver to a certain character - but he or she isn't around, causing you to have to guard your secret until the recipient shows up. Our advice for cast members is make the most of the role you have, try to achieve the mission at hand, and have fun! As a Player, you will be given twenty (20) experience points with which to create the character of your choice. It's possible to boost this starting amount by writing a good character history and/or doing some work for the Epoch Toronto club to earn "creation points."
When thinking about your player character, remember that you are just starting out, and are therefore a low power character. While you could easily call yourself "Thragg the Demon-Slayer" and consider yourself a powerful destroyer of evil, it's unlikely you'll live up to your own expectations. When considering the type of person you want to play, think about the potential friends and enemies you're likely to make. A rude, arrogant, intolerant, short-tempered character is far less likely to survive than a quiet, friendly character. Be prepared to make enemies even if you are friendly, heroic, and good. Be prepared to die. It will happen eventually, but in the Epoch world, everyone can come back from the dead at least twice before permanently retiring. After your first game as a player, you may completely re-build your character. This is to accomodate unfamiliarity with the game system, and to cut new players some slack.
Character and Roleplaying
Epoch is a roleplaying-oriented game. During an event we separate things into "In Game" and "Out of Game" (IG and OOG). Some live action games call this "In Character" and "Out of Character". Our goal is to have people be in character and In Game as much as possible throughout an event. If you have a question about a game rule, or you need to go to the bathroom, we would hope you wait until there is a definite break in the game to ask. If you ever have something to say that doesn't relate to IG activities, ask yourself if it's really necessary to say anything. The fewer people you disturb with OOG questions and comments, the better. When you are In Game, try not to use terms from the rules when you speak. For example, if you hear a combat in the distance, don't turn to your friend and say "I just heard someone calling for Eight Metal!" Instead, you should say "I hear the clang of steel in the distance!". If someone asks you how badly you're hurt, don't tell them "I have three Health left," tell them "I feel like I'm going to collapse." The more we keep things In Game, the more fun the game is.
Here are the most important issues related to being IG and OOG:
- If you are carrying on a conversation with someone OOG, keep the volume to a minimum.
- Don't interrupt IG activity with an OOG question unless there are safety issues involved.
- If you are getting tired of roleplaying, find somewhere quiet and take a break.
Safety
NOTE: Epoch is a game which simulates dangerous situations. Actual physical injuries are not common. Anyone who deliberately harms another person will be reported to the police and expelled from the club.
There are numerous safety rules which we require all of our members to follow in order to minimize the possibility of injury. However, there will always be a chance that you might get hurt. You might trip and sprain an ankle, get hit in the face by a padded weapon, or get smacked by a flailing limb - the same types of injuries you might expect from a jog through the forest or a soccer game. It's unlikely that you will be injured as long as you play by our rules, but, as always, accidents do happen. If you aren't prepared to deal with the possibility of getting injured, then you shouldn't play with Epoch Toronto. You will be required to fill our a waiver form before you are allowed to participate in Epoch Toronto events.
It's mandatory that you attend an Epoch Toronto orientation, because we can't let you play without it. You might be a danger to yourself or others without learning how we play.
Minors are not allowed to play Epoch. The reason for this is that it is too difficult for the club, and often the players, to arrange for legal guardianship. So, you must be eighteen (18) years of age or older to play.
We insist that new players let us know about their allergies or other special health considerations, as we will try our best to accomodate you. To this end, you will be required to fill out a Medical Information Form that will include your information as well as your Health Card number.
If you are interested in assisting the club with safety, and/or medical issues, please send us your credentials. We like to know if any of our players have first-aid or other emergency training, just in case.
The Don'ts
- Climbing cliffs.
- Climbing trees or roofs.
- Playing with fire.
- Using flammables in the woods (except at designated firepits).
- Fighting anywhere else unsafe.
- Consuming alcohol or narcotics is STRICTLY PROHIBITED on-site and will result in expulsion from the site as well as the club.
- Keep safety in mind at all times.
- Have fun.
- If you've gone off alone, make sure someone knows where you went.
- Carry a whistle for safety reasons.
- Always have a watch and a light source.
- Always have a quarter for a phone call.
- Running through the woods at night.
- Fighting in the water.
- Running across the water.
- Approaching a wild animal.
- Jumping from a great height.
- Deliberately scaring someone silly.
- Hiding underneath a building (animals poo down there).
- Attacking someone on the way to or from nature's call.
- Lying down in the swamp
- Hiding under straw.
- Touching poison ivy.
Campfires are only permited during Epoch Toronto events if the following rules are observed:
- No combat of any sort is permitted within 20 feet of open fire
- All fires must be kept small and may only be set in existing fire pits
- A fire bucket filled with water must be placed near all fires
- One person around the fire must be appointed the ‘Fire Monitor’ and will be required to attend the fire from the time it is lit until the time all coals are dead.
- Fire monitors must be briefed in the proper care of campfires to the satisfaction of the executive.
- A Fire Monitor may participate in game at the fire but must go OOG to attend the fire during an incident (such as combat) or exodus of characters from the area.
- The position of Fire Monitor for a given fire pit is transferable to another qualifies person providing that the fire pit is never left unattended to do so.
- Woodpiles must be kept up wind from the fire and a safe distance from the fire pit.
- If greasy food is being cooked, a box of baking soda must also be available for extinguishing grease fires.
Weapons and Armour
Whenever we talk about armour and weapons in Epoch, there is usually an overlap with at least one other aspect of the game. So fairly often when we start talking about the props that we use for weapons and armour we end up discussing safety, character, roleplaying, costumes and so on. Safety is our main concern. We aim to have fun but safety is what we worry the most about. There are a number combat specific issues such as "baseball-batting" and "machine-gunning" that will be covered during your orientation session. However, a good part of how we end up not hurting each other is due to our use of boffer weapons and safe armour and shields.
Epoch WeaponsWhat are boffer weapons?
Boffer weapons have two roles. First, they are physical representations or "phys reps" of weapons that are made out of foam rubber and lots and lots of duct tape. Second, they are what you use for physical combat in a demonstrative live action role playing game, like ours. You can make them yourself for a few dollars or you can have them made for you. The Big Book of Weapons details all the specifications. All weapons have to be inspected and tested for safety before they are allowed to enter the game.
There three types of boffer weapons used in Epoch: hand-held weapons, ranged weapons and foam "fists".
Hand-to-hand weapons
Hand-held weapons are probably the first thing that you think about. These include swords, axes, spears, polearms, maces and clubs. Hand-held weapons are based on a core of (minimum) 3/4 inch PVC (plastic plumbing pipe) covered with closed-cell foam and lots and lots of duct tape. At the ends, there is extra open cell foam to make the thrusting tip and the pommel.
Ranged or distance weapons
Throwing weapons do not have PVC piping as a core but are based on solid closed-cell foam such as pool noodle, electronics packaging, blue camping foam. These weapons include throwing daggers, throwing axes, shurikens, darts and arrows. Obviously, arrows are very well padded and are not made of wood due to the hazard of splintering. Bows can not have more than a thirty (30 lb.) pound pull.
Foam fists
The last type of weapon, one you might not think about, is the foam fist. In order not offend anyone’s person, we use the foam fist when throwing a punch or wrestling. A foam fist is made from foot-long pieces of pipe insulation.
All weapons must be checked for safety and tagged as an "Epoch Item". This means that it is part of the Epoch world. This means that it can be used, or lent or lost or stolen or destroyed or whatever. If you happen to lose In-Game an item that is your personal belonging, it will be returned to you no later than the end of the event - in short, you really won’t lose the bastard sword that you took four hours to make and remake, it just won't be available to your character until you can, In-Game, either buy one from a merchant, commission one from a smith, borrow one from a friend or steal one from your enemies. This may also make you realize what really is the driving force behind the economy of Epoch...
Metal, Wood, Silver and Magical Weapons
In Epoch, we use several different colours of duct tape to indicate different types of materials that make up a weapon. What a weapon is made up of directly relates to the types of damage that you can do. Some enemies will be totally resistant to some types of damage. For example, every once in a while you might run into something that can only be killed by something particular, say magic. Others may only be affected by wood. Grey or black duct tape represents metal. Brown duct tape is wood. White duct tape is silver and is particularly good for getting rid of those pesky werewolves and just about anything else. Red duct tape indicates that “magic” is built into the blade. Magical weapons are rare in game. On top of this, mauling damage is done by unarmed bar-room brawlers, roaming wrestlers, giant rats, and lots of things that go bump in the night.
Armour versus costume
The difference between armour and costume is that the armour, while being a part of your costume, also adds to your ability to withstand attacks. Your “armour point total” relates to the amount of damage you can survive when in battle. It is strongly recommended that you let roleplaying determine the types and amounts of armour that you wear. Ask yourself, "Would my elven pacifist really wear a full steel-plated suit of armour?"
Armour Quality
Both the amount and quality of your armour increases your overall number of armour points. Leather or heavy cloth is the lowest level (not counting no armour at all). The highest level of armour is full plate on chain mail on leather.
Armour Locations
There are eleven (11) locations to be covered; head, shoulders, upper and lower torso, upper and lower arms, pelvis, upper and lower legs, hands and feet. You use the point toal when calculating the damage that you have taken. In other words, the steel plated helm adds to your protection even though others cannot actually hit you in the head.
Armour Safety
Like weapons, all the armour has to be checked for safety and tagged as an Epoch item; which means that it can be stolen. In addition, the armour's point value will be assigned based upon the armour type, the locations covered and the quality.
Armour Encumberance
One of the disadvantages of live action role playing is that you can’t really fudge the emcumberance factor. In other words, if you cannot carry all this stuff, you will have to live (or die) without it. On the other hand, if you have enough armour points, the skill “wear armour” can increase your threshold such that only the more powerful opponents can do you any harm at all.
Shields
Shields in Epoch cannot be used in an attack. Shields come in four sizes: less then 1 foot, less then 2 feet, less then 3 feet and "tank". They must be safe, padded and the edges are very boffered.
What to Read Next
Now that you have learned a little bit about EPOCH Toronto, we hope you will consider coming and trying out our game. Here is a quick guide to the rest of the site to help you develop a character and understand our club better.
Navigate the site is divided into the following sections:
Contact Us - A section devoted to how to contact any of the officers of the club.
Links - A large group of links on Larp related topics
The World Of Epoch - This section contains information about the Epoch world.
Carreg Wynn - This section contains information about Carreg Wynn. Carreg Wynn is the in-game town in which most Epoch Toronto's games are set.
Galleries - Contains a large collection of photo's from our past events and poems, stories and artwork created by our members and set in the Epoch world.
The Member's Section - Contains a veriety of information for our members as well as logistics.
Message Boards - a link to our message boards and the rules that govern them.
The Newbie Guide - Our guide for new players who are entering the Epoch World.
Big Book of Weapons - Learn how to create any number of Epoch safe Weapons.

