What kind of weapons did hijackers use?
Choosing a weapon - a guide for beginners (and advanced)
Choosing the right equipment can be difficult, especially for newbies. The armament is particularly important, as it not only offers numerous advantages and disadvantages, but can also be very expensive. This guide offers help for beginners and for more experienced users.
If you start with Larp, you quickly have to decide whether and how to arm your character. Some are even so carried away by a certain weapon that they adapt their character concept accordingly. The choice of how to arm oneself affects anyone who larpt. Regardless of whether it is about the right table dagger for the courtier, the impressive sword for the nobleman or the most dangerous-looking army knife for the post-apocalyptic mugger. Any character who comes anywhere near being involved in violent interactions needs a way to protect themselves. The decision not to carry a weapon because you do not want to fight or because such overly ordinary and strenuous physical activity is beneath your dignity is also a decision as to which weapon to buy. In this case the answer is “none”. However, weapons are relatively expensive and the range is vast. It is therefore advisable to limit the selection in advance to certain types of weapons, from which one can choose specifically. This article is intended to be of assistance in this regard.
Table of Contents
Why the choice of weapon matters
In Larp, weapons are more than just overpriced opinion enhancers, with which you convince your counterpart of the correctness of your own opinion. The weapon you carry also represents the character you play. It allows far-reaching conclusions to be drawn quickly and directly about both the race and the class being played.
This certainly follows historical models. In the Middle Ages, for example, only the nobility were allowed to wield swords, which were considered a symbol of their worldly power. Which is why self-confident farmers soon came up with the idea of only sharpening swords on one side, which, from a legal perspective, was no longer swords, but long knives that they were then allowed to carry.
Even if strict rules as to who is allowed to wield which weapons are set at most by skill points in Larp, it is still advisable to pay attention to a certain plausibility with your own weapon. The problem here is that weapons are not only available from dealers across classes, but also across eras. A Roman with a dwarf ax causes quite a few frowns. A weapon that obviously does not fit the embodied character makes it seem implausible. If it happens to be a particularly powerful weapon, you will quickly have a reputation for prioritizing winning over fun.
If, on the other hand, you decide not to carry a weapon at all, you also make a statement about your own character in this way. You present yourself as a non-fighter who has a handyman for physical disputes or who, when in doubt, prefers to run away quickly. Both can underline the role played and influence which game offers you get.
Because those who are on the road without a weapon show their opponents that they are only suitable either as a helpless victim or as a valuable target, depending on their clothing. Conversely, carrying a weapon can be viewed as a subliminal game offer. After all, you don't drag this bulky and heavy latex-coated foam rod around with you for nothing.
In addition, there is one other point that makes it clear why you should choose your weapon wisely. A gun is usually quite expensive. Finding at a con that you bought the wrong weapon is annoying and should be avoided at all costs; especially since with some weapons there are also additional costs for storage and transport. Especially beginners who are short of money do not want to make a bad buy here.
How to choose the right weapon
Fortunately, there are enough tools to avoid this.
In general, before buying a weapon, you should calmly consider what you actually need and want.
Origin obliges - adapting the weapon to the character
To do this, you should first make it clear which character you are actually playing. This is followed by considerations as to which weapons might suit him. There are several questions that can be used as a rough guide: What is the technical standard of my world of origin? Can the character know firearms? Does he have a fantasy background that makes the use of orc, dwarf or elf weapons possible? Which social class does the character come from and which weapons did they most likely use? Is the weapon primarily used for representation or is it more or less a work tool? Has my character received extensive weapon training and can handle more complex ones?
With this approach one often rules out the worst mistakes. Because if you play a north German merchant, you don't need an elven sword that shines near orcs. Anyone who portrays a Viking does not have to worry about firearms either. His needs are weapons that penetrate chain mail and can be used in the confines of a shield wall. The same is not an issue for a pirate, however. In his world, firearms have mostly banned body armor to museums, so his close combat weapons focus on mobility or simple handling.
Style is not the end of a cutlass - how do I fight?
Once you've narrowed down the selection in this way, it's down to the details. Since mankind has unfortunately been very creative in every age to come up with new methods for killing each other, these details are also very detailed.
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