Etiquette & Safety
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Rules of Etiquette
In an activity as fluid and full of unexpected circumstances as live action games, it is important that each player attempts to follow the spirit as well as the letter of the rules. Although we have tried to create a set of rules that is as cut and dry as possible, there are certain rules that are difficult or impossible to quantify that are necessary to promote atmosphere or safety. These rules are marked as Rules of Etiquette. These rules are difficult or impossible to quantify. We know this, and if players abuse them or become less than graceful when using them the game will suffer. We trust the player to follow the intent of the rules, and to be particularly careful to be graceful when dealing with Rules of Etiquette.
Rule of Etiquette
The first rule of etiquette is that abusive language or actions are not tolerated, whether they are in-game or not. Language or actions that are derogatory or that are deemed to be harassment are not allowed. References to explicit sexual behavior or concepts, particularly violent ones, are not allowed. In-game threats should be worded so they are clearly in-game.
Respect and Shared Play
Respect is the foundation of our play culture and the lens through which all in-game actions should be viewed. While characters may experience conflict, anger, rivalry, or even open hostility, those emotions never override our responsibility to treat one another with care and dignity out of game. Players, NPCs, and staff should always be treated with respect, regardless of character alignment, role, or circumstance. Even when portraying villains or engaging in intense roleplay, participants are expected to remain mindful of the real people involved and to separate in-character actions from out-of-character behavior. These rules apply to our LARP events, as well as online Numina spaces and official Numina non-LARP events. Our goal is to create a space where players feel safe taking emotional and narrative risks, knowing that respect for one another is the foundation that makes meaningful play possible.
The Lookdown
The Lookdown is a safety tool that allows a participant to immediately step away from a scene for personal well-being. It is intended for moments when a participant needs to disengage from play due to emotional discomfort, physical strain, or feeling unsafe, including during intense roleplay or combat situations.
The Lookdown is designed to be clear, respectful, and non-disruptive, allowing a participant to remove themselves from a situation without explanation or discussion.
How It Works
To perform a Lookdown, a participant places a flat hand above their eyes, as if shading them from the sun, lowers their gaze, and calmly exits the scene. This signals that they are stepping away for personal reasons and should not be stopped or questioned.
The Lookdown may be used at any time and for any reason.
Community Expectations
When someone uses the Lookdown:
- They should be allowed to leave the scene immediately and without comment.
- Other participants should not follow, question, or attempt to engage them.
- The choice to use the Lookdown should be respected without judgment or consequence.
A follow-up conversation may happen later only if the person who used the Lookdown chooses to engage. The purpose of such a conversation, if it occurs, should be support and understanding, not explanation or justification.
OK Check-In
The OK Check-In is a nonverbal safety tool that allows any participant to check in on another person’s well-being during play. It is designed to be quick, unobtrusive, and usable without breaking immersion, while ensuring that all players feel safe, supported, and respected.
The OK Check-In is especially important during emotionally intense roleplay, moments of heightened tension, or any situation where a participant may be unsure whether another player is comfortable.
Step One: The Check-In
A participant makes eye contact with the person they wish to check in on and touches two fingers to their own opposite shoulder at about chest height. This gesture asks, ‘Are you okay?’
This check-in may be used at any time, for any reason, even if there is no clear sign of distress.
Step Two: The Response
The person being checked on responds using one of the following hand signals:
- Thumbs up: ‘I’m okay. Please continue.’
- Flat, wavy hand: ‘I’m not sure / please ease up.’
- Thumbs down: ‘I’m not okay.’
Any response other than a thumbs up indicates that an adjustment is needed.
If, during a check-in, you realize that you are not okay, this is an appropriate time to call a Lookdown and step away from the situation to take care of yourself.
Step Three: The Adjustment
The person who initiated the check-in adjusts their behavior based on the response:
- Thumbs up: Continue the scene as normal.
- Flat, wavy hand: Continue the scene, but reduce intensity. This may include lowering emotional intensity, increasing physical distance, or softening the interaction.
- Thumbs down: Stop the specific roleplay interaction immediately and allow the participant space to disengage or step away as needed.
If no response is given, the situation should be treated as a thumbs down and de-escalated accordingly.
Additional Guidance
You may feel hesitant to respond with a flat hand or thumbs down because you don’t want to negatively impact someone else’s experience. During an OK Check-In, honest responses are essential, as the check-in only works if the other person can react appropriately to what you share.
It is always appropriate to check in after an intense roleplay scene, even if the moment has already passed. A brief follow-up can help ensure that everyone involved feels grounded, supported, and comfortable after an emotionally charged interaction.
It is also appropriate to check in if you observe an intense interaction between players and/or NPCs. When doing so, check-ins should be open, respectful, and focused on care rather than interpretation or judgment. Whenever possible, these check-ins should include all involved parties or be done with staff awareness, ensuring clarity, transparency, and shared understanding.
The goal of the OK Check-In is to create an environment where players feel safe to take emotional and creative risks, knowing they are supported by a community that values consent, communication, and mutual care.
Assume They Can
In Numina, players and NPCs may possess abilities, knowledge, or effects that are not immediately visible or obvious to others. If you see someone do something unexpected, assume that they are acting within the rules of the game.
It is important not to challenge or interrupt another player’s actions in the moment. Doing so can disrupt play and create unnecessary tension. If something seems confusing or concerning, you may bring it to staff after the scene or event so it can be reviewed calmly and appropriately.
This approach helps preserve immersion, mutual trust, and a respectful play environment for everyone involved.
How to Raise an Issue at an Event
Sometimes an issue may arise during play that feels important enough that it should not wait until after the event to be addressed. If something occurs that causes concern or discomfort and feels time-sensitive but does not rise to the level of an immediate emergency, there are appropriate ways to raise it during the event.
If you believe someone is in immediate danger or at risk of harm, follow the Emergency procedures.
If you feel a concern needs to be addressed during the event, you may do so in one of the following ways:
- Speak with a Player Representative. Player Representatives will be introduced at the beginning of the event and are available to listen and help determine next steps.
- Ask the Innkeeper for Assistance. You may ask the Innkeeper to connect you with a Director or General Manager if you need support or guidance.
- Go Directly to Staff. If the situation feels time-sensitive, you may go to Monster Camp and ask for Cindy Brock, Mike Miller, or Josh Rosenthol, who once found and available can help address concerns during the event.
A Note on Timing and Support
Not every concern needs to be addressed immediately during play. If an issue is not urgent or does not impact ongoing safety or gameplay, it may be more appropriate to raise it after the event, when there is more time and space to address it thoughtfully.
Our goal is to support players while also preserving the flow of the event. You are always encouraged to speak up when something feels important, and we will work with you to find the right time and way to address it.
Caution
To keep the game flowing as smoothly as possible, we have defined the following ways to deal with problems and interruptions.
This phrase indicates some condition that may threaten the health of a player. A caution should never last more than 10 seconds. It indicates that those people who are close to or involved in that problem should pause so someone can get clear, get up, or move away from a threat. Only those people nearby need pause until the problem resolves. Everyone involved in a caution is still responsible to the game, and should still be cautious of in-game threats. They may move away from the Caution or pause until the person has dealt with the problem.
Clarification
This phrase works like Caution, but it indicates that someone needs a quick explanation of what happened. People directly involved pause for up to three seconds while someone repeats a verbal or quickly indicates a condition or result of something. This should be used infrequently, if ever. It is present for new players who may be overwhelmed and confused during their first game or two.
Let Me Clarify
This phrase, which can only be used by plot approved non-player characters, indicates that any encounter information that follows should be considered true. There are times when your character may not trust another character. This phrase indicates that the information that the character, trustworthy or not, will impart is important and true information about how some specific encounter works. This phrase cannot be used unless the player has plot approval for that specific encounter, and the information imparted must be a clarification of some specific game effect or encounter.
Emergency
This phrase should come up rarely. This means that there is some medical emergency that needs attention. The game play stops, and everyone who hears the emergency should drop to a knee to indicate that a real problem exists. Emergency should only be called if there is a real problem and someone could be hurt.
What To Do in an Emergency
An emergency is any situation where someone’s safety or well-being may be at immediate risk. If you believe an emergency is occurring, act quickly and follow these steps.
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Call ‘Emergency.’ If you believe there is an emergency, clearly call out ‘Emergency’ so that everyone nearby is aware and gameplay immediately stops.
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Take or Assign Leadership. The person who calls the emergency should either take charge of the situation or clearly designate someone else to do so. This ensures that the response is coordinated and not chaotic.
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Assess and Seek Assistance. Determine what type of help is needed. If the situation involves injury, illness, or a medical concern, send someone to contact staff or emergency services as appropriate.
For example, a visible injury or loss of consciousness requires immediate medical attention, while a dropped prop or tripping hazard may simply require clearing the area.
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Contact Emergency Services if Needed. If the situation involves a medical emergency or serious risk, call emergency services immediately. Do not delay while seeking approval or confirmation.
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Clear the Area. Ask nearby participants to step back to give space for care and to prevent further injury. Once the situation is under control, staff will determine when and how play may resume.
Safety Restrictions
There are a number of basic safety restrictions in the Accelerant system to ensure the safety, comfort, and enjoyment of all.
No Physical Contact
You have no reason to touch another player in the Accelerant system. Physical contact is not allowed. You may contact another player with a boffer weapon in a legal attack area and you may contact another player by touching a packet to their arm or shoulder to deliver a “touch cast” effect. Violators will be asked to leave the game.
Touch by Consent
In Numina, physical contact between players by default is not allowed. Physical interaction in roleplay is only appropriate when clear and mutual consent has been given. While some players may choose to include physical interaction as part of their roleplay, others may not, and both choices are equally valid.
Consent must always be given freely and can be withdrawn at any time. It applies only to the specific interaction agreed upon and does not imply permission for future contact. Seeing others engage in physical contact does not mean the same consent is given to you.
Respect for personal boundaries is essential. When in doubt, roleplay without physical contact. If you believe physical contact may be appropriate, ask first and wait for a clear yes. If the answer is no, accept it without hesitation or judgment, recognizing that honoring boundaries is a fundamental part of maintaining a safe, welcoming, and respectful community.
Searching a Character
Because the game does not allow physical contact, you may not physically search someone else. Instead you approach within searching distance, role play the searching motion with both hands held out above their body, and tell them in a low voice “I am searching you.” You may have items in your off hand during this process, but you may not block with weapons. The player reveals items you have found. The player may make a pouch available for you to reach into and take items.
Search For…
Some skills can give you the ability to use a special searching effect on a dead or helpless creature after you have finished your normal search. This searching attempt is represented by the verbal “Search for
Example:
As an example, after you search an elemental you might have a skill that allows you to call out “With elemental harvesting, Search for True Elements.” That NPC might give up additional items, they might reply “You find nothing,” or they might even use a counter effect such as “Refresh 1 Fire.” If searching some creatures is dangerous, the creature might even reply with a detrimental search response.
It is also possible for games to create skills that let you use a defense against some or all search responses.
Carrying a Character
Because the game does not allow physical contact, you may not physically carry or drag another person. Instead you simply tell the person you are picking them up and role play carrying them along. They must get up and walk with you while you pretend to hold their shoulders. You cannot move faster than a walk while carrying someone else. If you are unable to move while being carried you walk with your head bowed and arms at your sides.
If you are carrying a character and that character is struck by an effect from a melee, missile, or packet attack that is not beneficial, you will also take that effect unless you “drop” the character immediately. If you are being carried and someone “drops” you then you role play falling to the ground. If you are being carried, you must role play an effect with a moan or grunt even if you are paralyzed or dead to indicate you have been struck. If you are carrying someone who role plays an effect, and you do not know what the effect was, you must drop them. You may pick up a body after dropping it as soon as that body stops moving.
Rule of Etiquette
Whenever you are required to role play an effect you must always do so in a safe manner. If you must adjust your role play or position slightly to make the game safer for you or another player we ask you to do so. You should take care before moving in crowded areas even if you must play out the effect in a slightly different manner. You are encouraged to take the extra step or two when playing out an effect if it removes you from an area that is detrimental to your health such as a puddle or an area with too many other players.
No Alcohol or Drugs
You cannot consume alcohol or drugs on the premises of the game unless the drugs are for medical use. You cannot be under the influence of these while on the premises of the game. Violators will be asked to leave the game. If any drug or substance appears to inhibit a player’s judgement a staff reserves the right to ask that player to rest, away from the action, or to leave the game.