The Darkon Wargaming Club: Difference between revisions

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''[[The Darkon Wargaming Club]]'' is a [[LARP]] [[Sword and Sorcery]] [[Fantasy]] game based around Baltimore, MD and Washington, DC. Founded in 1985 and built upon the rules of the now-defunct ''Emarthnguarth Outdoor Wargaming System'', Darkon grew from a handful of LARP enthusiasts to almost 2,000 members in 2005, with a small number of chapters dotting the country.
 
Much of Darkon’s''Darkon''{{'}}s rules were originally based around ''[[Dungeons and& Dragons|Advanced D&D]]'' rules. Now, however, they have taken off in another direction, attempting to find a happy compromise between styles of fantasy play.
 
''Darkon'' is divided into countries that take on historical or fantasy cultures as their premise.
 
Darkon shows examples of the following tropes:
 
{{tropelist}}
* [[Adventure-Friendly World]]: The Realm of Darkon is this, to the entertainment of its members.
* [[Back Stab]]: Thieves and Assassins have it.
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* [[Character Level]]: Gaining levels usually unlocks new abilities until about level 20-25.
* [[Charm Person]]: the mage spell Feeble Mind.
* [[Color -Coded for Your Convenience]]: Many of the “evil” countries wear primarily black. Most of the “good” countries wear bold primary colors.
* [[Combat Medic]]: Clerics.
* [[Crazy Prepared]]: If you’re a spellcaster, you need to have enough spell balls to be effective.
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* [[For the Evulz]]: Mordom’s motto: “Hate Without Reason”
* [[Genius Bruiser]]: It’s scary to think how many people in Darkon are doctors, lawyers, rocket scientists…
* [[Grappling Withwith Grappling Rules]]: Grappling rules had to be changed after characters in full-plate insisted on grappling unarmored players.
* [[Horny Vikings]]: The Forgotten Ones
* [[Human Sacrifice]]: Has been known to happen on more than one occasion.
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* [[Knight in Shining Armor]]: Cavaliers are required to wear metal-based armor like Plate and Chain, or no armor at all.
* [[La Résistance]]: The Republic of Harn.
* [[Law of Cartographical Elegance]]:{{context}}
* [[Made of Indestructium]]: The Shield of Deflection.
* [[Magic Missile]]: The Wand of Gartan fires three of these.
* [[Magic Pants]]: The spell “Giant Growth” affects everything worn by the caster.
* [[Malevolent Architecture]]: some adventures include a dungeon that may be full of traps, falling bridges, and more.
* [[Manly Gay]]: Arguably, Laconia. They of course were playing off of [[Three Hundred300]], so…
* [[No Conservation of Energy]]: Where does magic come from?
* [[One-Man Army]]: Some Darkonians could be considered this: Pain, Inox, and Slindar come to mind.
* [[Our Orcs Are Different]]: And yet they all fall back into the idiosyncrasies of [[Warhammer 40 K,000]] orks.
* [[Private Military Contractors]]: Bloody Axe mercenary Company, who adhere to a strict [[Honor Before Reason|honor code]].
* [[Puny Humans]]: Averted, because race makes no difference to your character’s stats or abilities.
* [[Putting Onon the Reich]]: The Teradox Imperium.
* [[Real Life Writes the Plot]]: Keldar handed over a lot of responsibility in ruling [[The Kingdom]] after his player, Kenyan Wells, injured his ankle very badly and could not attend fights for almost a year.
* [[Religion of Evil]]: Some of the religions in Darkon could be considered this. [[Giant Spider|Lolth]], anyone?
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* [[Weapon of Choice]]: Some players are known for certain weapon preferences.
* [[Weird Trade Union]]: Guild of Fighters, [[Magical Society|Guild of Mages]], Guild of Thieves, Guild of Druids…and lots of others…
* [[World Map]]: [http://darkon.org/LandMap.pdf here]{{Dead link}}.
 
{{reflist}}
[[Category:The Darkon Wargaming Club{{PAGENAME}}]]
[[Category:Pages needing more categoriesLARP]]
[[Category:Roleplaying Games]]
{{DEFAULTSORT:Darkon Wargaming Club, The}}