|
NERO LARP MISSION STATEMENT
Recent
NERO LARP News
WHAT_NERO_LARP_HAS_DONE!
The_NERO_LARP_Vision
Chapter
Code of Conduct
Plot
Group Code of Conduct
Module Writing Template
RACE CULTURE TEMPLATE
GOBLIN POINT
AWARDS AND REDEMPTION
MARKETING NERO LARP
LOCAL CHAPTER ORGANIZATION SAMPLE
PLAYTEST
POLICY
ONLINE DB SR STAFF INSTRUCTIONS
National DB WALKTHROUGH - 9th Edition
NEWS MEDIA & REVIEWS
Chapter Questions FAQ
NERO LOGO PAGE
What We Each Do.
CONVENTIONs
ATTENDED
National Newsletter #1 Oct 1998
National
Newsletter #2 Jan 1999
LARP Magazine 2006
How to Read A Monster Card (In the National Monster Database)
NERO LARP
LEGAL
TRANSFORMS IN
2003
DRAGONS
DRAKES GRIFFINS ETC
the watchwords of LARP
more coming...
| |
NERO has been reviewed by many prominent news agencies.
Click on thier name to view thier statements.
The Boston Globe
The Christian
Science Monitor News Network radio
Renaissance magazine
Dragon magazine
LARP
Magazine I
LARP
Magazine II
Brooklyn Bridge Magazine
d8 Magazine
FW Weekly Newspaper
Metagame
Magazine
Cryptych magazine
Quest
Magazine
The Boston Globe newspaper
“Hey, who needs reality
all the time? Certainly not members of the New England Roleplaying Organization,
who believe that regular doses of fantasy, preferably large and colorful doses,
make the pressures of real life a lot more bearable."
"It’s a game with complex rules that blend elements of Robin Hood, classic
fantasy fiction such as “Lord of the Rings,” improvisational theatre, the epic
of King Arthur, table games like Dungeons & Dragons, a Renaissance fair and
maybe a little psychodrama. The game is propelled in unpredictable directions by
players ranging in age from 14 to 60 who create and act the roles of assorted
fantasy characters such as magicians, princesses, alien creatures, noblemen,
dwarfs, gypsy seeresses, knights and warriors.”
Renaissance
magazine
“NERO’s emphasis is on character interaction in a well-developed setting, with a
single, coherent world background which allows for more player initiative. You
can go as far as your imagination and your physical endurance are able to take
you.”
Quest
magazine
“NERO is a classic and the first American live action roleplaying game to set
major trends. NERO has a membership of around 5,000 nationwide and runs events
through numerous chapters throughout the country.”
The Christian Science
Monitor News Network radio
“Mortals who never set foot on a real stage are playing out a fantasy of
medieval life as they would prefer it to be. The action never stops!”
NERO basically leaves
us alone. No one told us to steal the Dagger of Morganna, nor did anyone follow
us around with clipboards and dice. We decided to do this on our own. As long as
we follow the rules, we have free will...
In the NERO world,
everyone is a player. For an entire weekend, over 300 players fill the town with
barons, knights, squires, wizards, thieves, healers, gypsies, merchants and
beggars - each with his own personal goals, quests and desires...
NERO games and
live-action games like them are certainly the next wave of roleplaying games. A
NERO event trusts and depends on the fairness of its players (those who cheat
are discovered and kicked out easily enough) and it is unlike any other live-roleplaying
game out there.
LARP magazine
“NERO is dedicated to running a game that is as realistic as possible while
still being easy to grasp.”
LARP Magazine II
One thing all live action games have in their favor is an
immediate emotional thrill; it's hard to really be scared as your character
sneaks through the woods while you're just sitting around a table eating potato
chips. To actually sneak through the woods and really feel scared, even though
you know that you aren't really going to get hurt, is the appeal of the LARP.
NERO was founded in 1989 with the idea that the less seen
of dungeon masters and dice the better. Free will is encouraged and nurtured and
a policy of "the more the merrier" rules its events.
NERO games (and other games based on the NERO system) are
dedicated to trying to portray realism as much as possible while still allowing
for character advancement. In NERO, no dice are rolled. If you want to hide in
shadows, you have to hide in shadows...
Each player is encouraged to create their own goals and
aspirations to encourage as many different plots to be going on all at the same
time. Some players want to pass the tests of the Court of Chivalry to become
knights, some want to join the thieves' guild and make their fortune that way,
some want to become powerful wizards - and there is no one there telling you
that you can't. Add to this the myriad other plots that are always going on and
it's a guarantee that the only reason for being bored at a NERO event is because
you aren't taking advantage of all that is going on around you...
There are people playing NPCs and monsters, but there is
absolutely nothing to prevent players from hunting each other, siding with the
monsters, or doing anything they want...
This dedication to making the feel of the game as realistic
as possible is that final step that other roleplaying games haven't made (or
can't make)...
Unlike many other games, NERO strives to present a game
that does not reflect the social prejudices of medieval society (or even much of
our society for that matter). There are women knights, guild leaders, and
fighters who are given the same respect as their male counterparts. The in-game
world of NERO has no religion, and discrimination based on sex, sexual
orientation, race, or other out-of-game factor is not allowed. This does not
mean that the characters in a NERO game live in an egalitarian paradise; there
are NPCs who discriminate. They are the bad guys...
Brooklyn
Bridge magazine
“Although there are no scripts and players have to improvise, the adventurers
are guided by plots devised by NERO’s plot committee; these include fighting
monsters, solving puzzles, and casting spells.”
d8 magazine
“NERO was founded in 1989 with the idea that the less seen of dungeon masters
and dice the better. Free will is encouraged and nurtured and a policy of “the
more the merrier” rules its events. Each player is encouraged to create their
own goals and aspirations to encourage as many different plots to be going on
all at the same time. Some players want to pass the tests of the Court of
Chivalry to become knights, some want to join the thieves’ guild and make their
fortune that way, some want to become powerful wizards—and there is no one there
telling you that you can’t. Add to this the myriad other plots that are always
going on and it’s a guarantee that the only reason for being bored at a NERO
event is because you aren’t taking advantage of all that is going on around
you.”
FW Weekly newspaper
“To the heart of the woods and in the dark of the night they come—chemists,
construction workers, and computer programmers—living out a fantasy full of
monsters and magic, heroes and villains. Armed with duct tape and foam rubber,
they gather to battle monsters, magic spells and the occasional tree stump.”
Metagame magazine
“In many game systems, the way to earn Experience Points is to kill monsters. In
fact, some games only allow you to use your real out-of-game skills when
fighting. This means that the biggest toughest athletes always get to be the
heroes in the game, while those of us who are of a more normal body type end up
merely being their followers."
"NERO is a fantasy game
which means that (as the slogan goes) you can “Be all that you can’t be.” Your
character can learn skills to make him or her a better fighter despite your
out-of-game skills (or lack thereof!). So you don’t have to only be a fighter to
advance in this truly roleplaying system. In fact, many of the most powerful
characters in the NERO game are the merchants, gamblers, and entertainers—and
the fact that NERO rewards this sort of playing adds greatly to the atmosphere
and feel of the game as a whole.”
Cryptych magazine
At low levels, characters' capabilities and skills tend to be predictable, but
the players are free to explore how they use their skills. At higher levels, the
distinction between classes becomes blurred, as characters grow in unforseen
directions and acquire skills uncommon to their class...
The experience of forty eight hours of constant roleplaying is one not easily
conveyed on paper. the live aspect has such far reaching effects that an entire
article could be dedicated to analyzing them alone. Tabletop players who are
used to knowing their character's percentage chances of hitting with a sword or
spell, picking a lock or sneaking up on someone: get ready for reality (sort
of)...
While the rules for NERO are simple, the game itself is immeasurably complex,
involving political intrigue, the amassing of coin or fame, or the pursuit of
just about any agenda you can conceive of...
"There is a saying that NERO that you can't be paranoid since everything is out
to get you. This is the last aspect of the game which you have to experience to
understand: the intensity. Adrenaline-induced exhilaration, rage, greed and fear
(always fear) are not common in tabletop games. A weekend in NERO will keep you
on your toes: you may not sleep, you'll run yourself ragged, you won't want to
put your sword down to eat, and when it's over you'll be eagerly waiting for the
next weekend to do it all again.
Metagame Magazine
NERO was the first major LARP fantasy game to move away
from the "module" idea of roleplaying where a marshal follows the players around
with a clipboard, directing the action, while everybody else plays the NPCs who
then sit around bored when the players aren't around. Under the NERO idea, each
player could create their own goals and aspirations and many different plots
could be going on all at the same time.
Other groups then came along and did much of the same
thing. Some came up with their own versions quite independently (Apparently, the
timing was just right for this sort of thing) and some were (and are) blatant
"tributes" to the NERO way of doing things...
Most games only run a few times a year, but with NERO, if
you have a weekend off, NERO is there for you...
In many game systems, the way to earn Experience Points is
to kill monsters. In fact, some games only allow you to use your real
out-of-game skills when fighting. This means that the biggest toughest athletes
always get to be the best heroes in the game, while those of us who are of a
more normal body type end up merely being their followers.
NERO is a fantasy game which means that (as the slogan
says) you can "Be all That You Can't Be." Your character can "learn" skills to
make him or her a better fighter despite your out-of-game skills (or lack
thereof)!
So you don't have to only be a fighter to advance in this
truly roleplaying system. In fact, many of the most powerful characters in the
NERO game are the merchants, gamblers, and entertainers - and the fact that NERO
rewards this sort of playing adds greatly to the atmosphere and feel of the game
as a whole...
NERO has chapters all over the United States and Canada,
and your character can visit these other chapters, each with their own separate
plots, histories, and backgrounds.
Players from other games often complain that they felt like
they were merely extras in someone else's story. Character histories in NERO are
acted upon and worked into the plot. The Plot Committee approves every module
and weekend plot and makes sure that not only do they work well with other plots
but they also are logical and fun...
Unlike most other similar games, NERO does not require its
players to play monsters and other NPCs. NERO's attitude is that requiring
paying customers to work for NERO is like going to McDonald's and being told
"You can't buy a hamburger until you come back here and make fries for a few
hours." Instead, NERO believes the way to get good NPCs is by giving them good
roles, costumes, weapons, armor, makeup, and respect...
Other games may have a lower annual fee but only run a few
events per year. With an event every weekend, you definitely get your money's
worth with NERO.
|