News
| :: What is Amtgard |
| :: How is it played? |
| :: Who Plays? |
| :: Where's Amtgard? |
| :: Why Participate? |
| :: When is it played? |
| :: Other LARPs |
|
[ About :: How is Amtgard Played ]
Fourteen specific battlefield classes, not including the monster classes, are provided at Amtgard (ranging from Archers to Wizards). Individuals can change their class between battle games and try out as many of the classes as they want. Those who wish to participate in non-battlefield activities can play such characters as Water bearers, Artisans, Pages, etc. Members can engage in battle games that range from tourneys and duels (one on one combat), to quests versus monsters and to grand melees & wars between kingdoms that involve hundreds of individuals. All battle games and scenarios are covered by a comprehensive set of rules. A copy of the Amtgard Handbook can be download here.
In combat, members go against each other using the weapons their character classes will allow. Generally, there are magic users, and non-magic users. Wizards and druids (and some other classes) can throw "magically charged" spellballs or use "symbol/verse magic"- tearing at the enemy using magic fireballs & lightning bolts, warping enemy shields, heating enemy weapons, and creating firewalls for better defense. Assassins, Paladins, barbarians, and warriors alike strike enemies with various weapons that can include swords, polearms, axes, javelins, etc.
Amtgard weapons are safe, foam-padded replicas of the real things. Amtgard weapons are made from a base of either fiberglass or PVC tubing covered with layers of high impact foam such as ensolite or even 'fun-noodle'. Kitespar is also an extremely popular base, another item used are golf club shafts, though not as often. Cloth covers along with padded pommels and hiltguards produce functional and safe weapons. Weapons that could leave bruises or break bones are disqualified by the Reeves Guild. For brief examples of weapons, see the craft section of the website.
Most Amtgarders eventually build their own weapons, clothing, and armor. Loaner equipment is often provided for new members (i.e. 'newbies'). Most new members, after participating in Amtgard for a few weeks, quickly learn how to make equipment tailored for their own specific styles and needs.
Costumes in Amtgard are correctly referred to as 'garb'. In combat situations garb can range from a simple T-tunic to a full set of armor. Garb for the feasts and quests is more intricate and involved. New members are allowed a grace period, but are eventually, with the aid of the Amtgard Garbers Guild, expected to garb themselves with 'period' clothing. These costumes, along with character classes and fighting weapons, help in role-playing. Roleplaying is important to Amtgard. Members can choose their own persona (Knight or Elf or Barbarian, for example). Players roleplay their class, especially in the quests and feasts, and it is this roleplaying that adds color and depth to the overall Amtgard experience. Persona histories and personal symbols are encouraged and may be registered with the Guildmaster of Heraldry.
Next: Who Plays Amtgard?
|