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Chapter Code of Conduct

Plot Group Code of Conduct

Module Writing Template

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GOBLIN POINT AWARDS AND REDEMPTION

MARKETING NERO LARP

LOCAL CHAPTER ORGANIZATION SAMPLE

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ONLINE DB SR STAFF INSTRUCTIONS

National DB WALKTHROUGH - 9th Edition

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Chapter Questions FAQ

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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)

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TRANSFORMS IN 2003

DRAGONS DRAKES GRIFFINS ETC

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Plot Committee Code of Conduct©

  1. Do not use Rules and Effects that are not in the current NERO Rule Book or approved for play-test.

  2. Never change or re-write History. Many people worked very hard to write and build a realistic history for their plot lines.

  3. Acquire appropriate props as soon as possible.

  4. Write the entire years events before the start of the season whenever possible. 

  5. Do not run many "save the world" or ‘effect the whole world’ plot lines and only when you have the approval of the national senior staff. We must coordinate storylines that are this world affecting.

  6. Design villains to fit into the flow of the campaign plot. Villains should rarely make a sudden appearance, get defeated, and then vanish to never be heard from again.

  7. Do not run a plot-line that will force a player to change race, class, or skills in part or whole, even for a month or two. If a player desires this effect they can utilize the Formal Magic System.

  8. Do not use the abilities ‘Shadow Magic’ and ‘Dragon Magic’ against PCs. At best, such things should occur off-board or in tales of the old days.

  9. If any player(s) figure a way through your plots, let them do it. Do not to write around a clever idea from the players in order to keep a plotline alive and unchanged.

  10. If a plotline is not providing entertainment to the players try to wrap up the loose ends on it quickly and shelve it even if it has not yet reached its intended conclusion.

  11. Plot lines oriented toward a singular Race should be developed to allow the inclusion of characters not of that Race. There may be an occasional plot line that is directed and/or oriented toward a singular race, but players who want to be included should be allowed to participate unless in-game reasons warrant otherwise.

  12. Utilize the National Monster Manual as much as possible. New monsters and specific monsters at chapters should have statistics designed and approved prior to the event they will be used, never on the fly on a weekend or at an event. Do not use monster abilities that are not listed in the NERO Rule Book or approved for play-test.

  13. Do not use monsters that cannot be properly represented. Giants should be played by a Tall person with some large Shoulders, Skeletons should have bone-like tabards, non-corporeal should be represented by a solid white robe, with white face. Multi-NPC monsters should use a form of costume that holds them together properly such as rope.

  14. Adhere to the National monster Database. do not use monsters outside the monster database.


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NERO is the Registered Trademark of NERO International, Inc. US PTO Trademark Registration Number 2,270,409
    Use of the NERO Name, Logo, or Game System© is strictly prohibited.

The NERO Rule Book© is Copyrighted 1989-2003 by NERO International Holding Company, Inc., All Rights Reserved.

Copyright 1998-2011 NERO® LIVE ADVENTURES GAMES, LLC, All Rights Reserved
NERO is the Registered Trademark of  NERO
® LIVE ADVENTURES GAMES, LLC,  USPTO Trademark Registration Number 2,270,409
Use of the NERO
® Name, Logo, or NERO Game System© is strictly prohibited.
The NERO
® Rule Book© is Copyrighted 1989-2011 by NERO® LIVE ADVENTURES GAMES, LLC, All Rights Reserved.