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ASPECTS

Introduction
Aims

Role-playing
The world
Events

Looking good
The Refs
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HOW TO LOOK GOOD

It is important that you look good, whatever genre you are playing. This adds to your enjoyment of the game - as you feel the part, and it helps you stay in character. It also adds greatly to the atmosphere when everyone has made the effort.

Generally, it is important that your props (known as a physical representations or phys reps) look as realistic as possible. The only exception to this are weapons, especially modern weapons. If we are playing on private land, with the police having been alerted, then the refs may allow for more realistic looking sidearms to be carried. However, at a regular time-in weapons must, in no way, be alarming to the public, or be mistaken for a real weapon. We are always happy to offer the players more advice on this.

(For safety, and credibility reasons all phys-reps have to be cleared by refs before the game starts.)

Although items have to be realistic, they can be so in a Hollywood fashion. Many items that people find exciting in films are mundane, smaller and less obvious in real life.

Thus body armour is less bulky than that worn by the action-movie stars. If you want to wear a phys-rep for body armour, you can go for a realistic look or even the ridiculous segmented one of Hollywood. The base line is: if other players and the refs know what it is then you can use it.

We don't expect that you should spend too much if you are playing for the first time, but we do have basic standards. These are laid out below, along with some hints on how to make/acquire phys-reps.

 

MODERN ASPECTS

Try to avoid merely wearing your ordinary clothes, for example, if you wear goth gear or rock and roll type clothing, don't just pick a character that allows you to turn up in this. Such an appearance usually gives off a warning signal that you haven't made an effort, and that you will be poor in game. (However, a good background will allow you to play such a character).

You may wish to take into account that the general public will see you and react accordingly.

Other than these points let your imagination run riot, and time-in looking as your character would. Suits can be bought from second hand stores,  masks can be bought from Halloween shops, and gadgets made from components found in your local electronics store.

FUTURISTIC ASPECTS

Much of what was said above, can be applied to this genre too. However, it does provide you with even more opportunities to get dressed up, and to use your imagination.

For clothing ideas, think Dr Who: second hand motorbike helmets, jump-suits, LEDs and Star-Trek style hand-held devices, all spray painted to your taste. One point, however, your phys-reps should not impair your actual abilities. You may look good with a heads-up-display-monocle covering your right eye, replete with a drawn on targeting reticule; however, if this prevents you from seeing properly it may not be worth the hassle. All items should also be safe and robust enough to stand up to Aspects combat.

FANTASY ASPECTS

As this is the genre with the least available off-the-shelf kit we have included a bit more detail.

When playing everybody must have the following kit for safety reasons (carried or worn at all times away from camp):

  • Ankle supporting boots (hiking or army boots, no trainers)
  • Water bottle(s) (full, amount depends on weather)
  • Pain killers, elastoplasts and a bandage
  • Penlight torch (mini Maglites are the minimum)
  • Sufficient warm kit (jacket, jumper and socks)
  • Waterproof layer (minimum of a waterproof jacket)
  • Emergency rations (two bars of chocolate and a kendal mint cake)
  • Mobile phone (if you own one, and it must be switched off)
  • Trousers must not be jeans. These tighten when wet, and will cause you to become cold and stay cold. Army lighweights/combat trousers are acceptable. Both jeans and camouflage trousers look terrible.

In the camping gear (carried for short distances only):

  • Decent tent (split between those sharing)
  • Good sleeping bag (roll-mat an advised extra)
  • Spare weapons/weapons repair kit
  • Sufficient food and water for the event
  • Spare, warm clothes
  • Comfort items

For shorter events, the refs, may authorise a less extensive equipment list.

The refs will also carry (where appropriate):

  • A more extensive medical kit.
  • A bivvie-bag/poncho shelter
  • Mobile phone
  • Radios
  • Night sights
  • Water in jerry cans (held in our cars)
  • Maps

For comfort and added atmosphere we recommend the following:

  • Electric lanterns for night (no gas or petrol as they can get knocked over during fighting)
  • Chemical light sticks for mages with illumination spells
  • A length of rope to help secure the camp's perimeter (against NPCs)
  • An entrenching tool/shovel (one per group, for digging a fire pit)
  • A poncho for the guard position
  • A small pen knife (to be carried in your backpack, and not used in game)
  • Chemical hand warmers

As for personal kit, this is as varied as your character. You could be in barbarian's furs (cut up old coats from second-hand shops), clad in leather armour (cut up leather jackets from the same source), or be a hideous troll (white make up and rags).

At the most basic level you must have the above safety kit, a tabard and a weapon. The safety kit can be carried in an army style harness (webbing). Old style is preferred, but if newer kit is used then ensure it is to be covered in rags or scraps, to make it less obviously modern. The same applies to rucksacks: they should be covered with sacking, leather, veils, or scraps of cloth. You should not have, on show, a bright pink sports bag with a logo on the side.

Trousers can be bought from either army surplus/hiking stores, or leggings from 'fat-ladies' shops. Under a tabard you can wear a collarless, plain T-Shirt, an army norwegian-shirt (black or green), a polo neck, or a Jacobean shirt.