LARP in the Wild West.
LARP in the Wild West.
The town of Shingle Springs is the hub of everything in Flying Lead and is where the game lives and breathes. Here you will find eatin’ and drinkin’ houses, offices, the bank and many more in-game plot threads such as the Wanted Board.
The camp cannot be attacked and it is classed as a safe zone; all guns must be emptied or left outside camp in the shack whilst the town is ‘AT PEACE’. All Airsoft guns must be unloaded and put away during the social nights.
From time to time, plot will place the town ‘IN DANGER’. At those times, it will be goggles on until otherwise stated.
Blank firing pistols are allowed. Players being shot at with a blank firer are asked to roleplay the confrontation – if you’re dry gulched, play the hell out of the shootin’, and if it’s a long distance thing, rule 7 applies.
Outside of town, airsoft goggles must be worn at all times. Safety rules are runs through at the briefing at the beginning of every event.
There may be themed saloons and kitchens being run by players, so please make sure you support them as much as poss. Food and booze will be served in keeping with the setting…yeeehaw! Real world money as well as game currency will be needed for these, usually through use of honesty jars. We ask players to use the jars… honestly!
We ask players to be careful with drinking during game time and anyone out of order or out of hand will go home and not be allowed back so be sensible guys!
Flying Lead Timeline
• Sweetwater Trading Post founded by William Young (1808-1865), former sergeant in the Alabama State Militia.
• William Young appointed first mayor of Sweetwater.
• The Alcock brothers, Jacob, Moses and Joseph, arrive in Sweetwater.
• In early summer William Young dies, followed by his wife Mary, three months later.
• Young’s daughter, Annelie von Everdingen takes over Sweetwater Holdings.
• No new mayor is elected.
• In late spring, John Baxter and his sister Eliza arrive from New York and set up the ‘Baxter Saloon’.
• Peobody and Smythe arrive in Sweetwater and register two strikes.
• Northern Pacific Railroad starts to buy up small holdings in preparation for railroad construction.
• Dan McCall arrives and is elected Sheriff to keep the peace inside the outpost.
• After initial mine construction Peabody and Smythe start to work their strikes.
1878 (Present Day)
• Pinkertons arrive to secure railroad assets due to recent thefts.
• Lawdog Posse arrive from Clarkstown to help with bushwackers and break the rustlers hold on the low road.
CHARACTER AND CLASS:
As Flying Lead is a roleplaying game, most people write a character for themselves – but you only need to come up with a different name and a little back story to explain why you’re out in the Wild West.
It’s not essential to have full-bore back story, but anyone who does write a back story may find it incorporated into the main game further down the line. So if you write a story for yourself saying you were a bank robber from New York that ran West with all your money, you might just find some Federal Marshals coming your way further down the line…
As much as anything, it’s fun pretending to be someone else! If you’re a grizzled Civil War veteran, go ahead and act like one! Ham it up good and proper – no one here is trying to win an Oscar – so when players get into the swing of their role, it’s just about having fun; join in and act like the person you have made!
When picking a character, think about what type of game you want to play. Someone playing a Lawman will have to get round all the different factions and make sure they know exactly what’s going in and be able to solve disputes without turning to gun shooting. Well, not always. A miner will need to get themselves signed up to one of the Mining corporations and then earn money by getting paid by the company’s owner.
You probably want to know whether jobs entail any actual work – an the answer is no. Work in Flying Lead is all time based. For example, every hour a mine will produce one bar of gold. This bar of gold can then either be stored or escorted to the town bank and sold. The money goes to the strike owner, who will then pay you. How much? You need to work out that deal yourself.
Alternatively, if you play a character that can hunt, then every hour you will be able to go and gather pelts from the forest to return to the town bank. If you work for a security firm such as the Pinkertons, your work might come in the form of securing supply crates and returning them to your base camp, holding them for a period of time, then returning the goods to the town bank to collect your pay.
If you play a Free Agent – in other words, a character that has no particular job or affiliation – it’s up to you to wander the site and try to root out whatever work my need doing. Maybe you will eventually join a faction, or just work at what you find day to day – the choice is entirely yours.
There is plenty of flex in how you can shape your character, but broad classes have some initial resources.
Starts with 2 Pistol permits and $100.
Sharp Shooter – Cowboy/Rancher
Starts with a Rifle permit and $100
Soldier – Serving
Starts with a rifle Permit and $50
Gets an extra bandage/hit as they’re tough as nails.
Lawman – Badge wearer/ Government officials.
Starts with a rifle and pistol permit and $50
Can form a posse – whilst in a posse all members can ignore the first card draw if it ain’t perty!
Starts with $50 and three red bandages
Doc can carry red bandages on them in their medic bag; these bandages represent 1 healed wound. To heal a wound the medic takes off the white bandage of an injured player and hands it back to them, then replaces it with 1 of the red ones. Only a visit the Sutlers Store can replenish bandages at the cost of $5 each. By all means charge for your healin!. Only docs can take bandages off.
Starts with a Permit to use Dynamite, a Permit for a Spade/Pick Axe and either $50 or $100. This depends on the pull of a card; Black is an unlucky $50, Red is lucky $100.
Can take ore out of the ground, and can assess how much dynamite is needed to destroy things.
Have a Permit to use bow and arrows and $15 worth of trade goods.
War Paint – When wearing war paint Injuns can ignore the first bead draw if it ain’t perty!
Injun Medicine man
Can only use a knife or tomahawk, and starts with $20 worth of trade goods.
Life giver – by blowing smoke (needs a pipe) and chanting over a brave that has had a BAD card draw, meaning the injured player can ignore the bead draw. This can only be done once per wound and takes 2 minutes.
All Injun chiefs will be played by crew.
Starts with a permit for a shotgun, $150 worth of goods and $30 personal cash
The game economy is central to Flying Lead. It’s all about makin’ money! All players except Injuns have upkeep to meet every event (basically the cost of living), which is only $25 per event, but if they spend all their money and can’t pay it at the end of the event they will be run out of town. This upkeep MUST be paid to the town clerk or bank. If the game is set in a camp outside Shingle Springs, the money must be paid to the Camp office.
How do you make cash?
All players start with some money and can use it for personal gain, investing it with other players, or just for plain entertainment. Success and a win is when a player reaches $10,000 in wealth via cash or property deeds. If they reach that, they’re made! Trade, Work, or rob… there are all sorts of options open to you and many businesses in place looking for labour!
Keeping your money safe
The only way to keep your money safe other than to use the town bank is to stuff it in pillows (hide it!) and then get it sent to the main bank in Clarkston (the next settlement, out of game). To do this the money must be couriered or escorted out of game via IC methods.
Shingle Springs has a busy mercantile life – existing traders run general stores, bars, gambling dens and import businesses. There are several trades and occupations which have specific rules.
Cash is made through doing Jobs, working strikes, trade, deeds and of course gambling. All of these will be made available in the game for the taking. When you’re ready to cash up, the bank is always safe. The bank can’t be robbed, but that don’t mean other stashes of cash are safe from the clutches of Law Breakers. The bank has ledgers that can be used to OPEN accounts, to make moving large sums of money a lot easier and also means we can keep an eye on the money in the game.
This out of game office is IC and is where gold is exchanged for cash.
Charges may vary, but a telegram is normally $2-5 each way. The telegraph office is a way to deliver plot and IC story. Some characters have ways to influence the game from off map resources or NPCs (Non player characters) played by crew.
Strike Deeds are purchased or rented from the deed holder and then must be worked to produce gold. At least one IC player miner is required to oversee the operation and at least 4 labourers need to be employed to work it. The workers can either be IC players or hired from a labour exchange (usually crew). As long as the site has security it can’t be claim jumped. No mines produce more than four loads in a day.
There is a wooden box (The gold crate) with OC gold bags in it at every strike. These cannot be touched by anyone other than a Miner! Each mine has its own yield and you can only take X bags per load to represent the mine’s yield. If you claim jump, you can only take 1 bag per hour you jump it and MUST be a miner by trade.
Unless you have sorted out protection for yourself it can be a very long and dangerous journey to the Prospector’s office to exchange your gold for cash…
To increase your yield from your Mine you can use tools, hire in specialists or use dynamite.
Running and improving a mine isn’t free, though. Some basic costs and mechanisms are:
Miners cost $50 a day – essential as they allow you take out the colour!
Dynamite: $50 a stick – increases yield by 200%, but can damage the mine. If you use dynamite this way, you must draw a card… if it’s an ace, your mine collapses and no more yield can be made until next event.
Tools add 10% extra and cost $10 per day. A Pick Axe, Spade and Hammer each produce an the extra 10%.
Like gold but don’t like going underground?
You’ll get a red flag to show a panning area; like mining, you must spend an hour ‘working’ the area before returning to the bank and then make a card draw to see if you got anything. Red, ya got nothing, Black you get dollars to the value of 10x the card you pulled. 50% of that goes to the bank in taxes and running costs.
You get an area to hunt for skins, bringing in $15 a skin per hour. Areas are marked with a Green flag
You have a permit to harvest wood. That costs $50 a day and generates $50 for every 60 minutes your cut wood. You can get an extra 10% if you buy a quality axe and saw for $10 each.
These fixed business have many ways of making money… but the key one is drink, which generally goes for $1 a shot or $2 a beer. Gambling rules and profit is down to the house, as are the deals they do with anyone willing to work the upstairs rooms. Businesses must buy or lease their trading area, pay its upkeep and purchase the goods they sell, but the most important thing is to secure themselves permits and licenses from the town clerk or bank.
All Gambling must be done with in-game money, be it cards, dice or casino.
Players working together.
Groups will naturally form from friends and like-minded player, but everyone needs to take a slice and no one works for nothing! Posses can be made and broken but don’t make a habit of it of you’ll find no one will work with you.
A barrel of Whiskey takes 3 events to make, is worth $1000 dollars a barrel but costs 50% up front to make. Beer can be produced every game and makes $300 a barrel with $60 costs.
Moonshiners and illegal beer makers only have 20% costs but if caught can be hanged. All costs for Brewing MUST go through the town or black market.
Costs and Charges
The prices below are a guide to most of the common transactions – some are more fixed than others – cut a deal if you can!
Fixed Business upkeeps: all payable to the town clerk or bank after every game.
Drink Business- $100
Gambling Business – $100
‘Entertainment Business’- $100
Opium Business – $100
$5 for a bandage
$20 to heal a wound
Opium $10 and possible effect (may become addicted)
‘Entertainment’ $10 a go = possible effect
Take place at 10am, 1pm and 4pm.
Cost $1 per unite – a kilo or 6” cube in volume. Max 200 units.
$10 for 24 rounds. 50% cost if brought in from outside the town, and 25% cost if made on site but other costs will be incurred.
Art work and Antiquities
If art work is bought and displayed, each item will produce X extra income per event.
If ranchers are playing, there is a cattle action at 2pm every Saturday. The actions start at $10 an animal.
Wages for officials – no upkeep needs to be paid by these office holders.
Marshal $50 + any bounties.
Federal Agent $80 + funding
Mayor $50 or whatever they think fit.
Town Clerk $25 Administrative role, part time.
Labour can be hired from crew if no players want the job! Prices fluctuate depending on supply and demand.
Standard labour $10 per hour or negotiated day rate.
Skilled Miner $20 per hour or negotiated day rate.
Foreman $25 per hour or negotiated day rate.
Assay $50 per claim or negotiated day rate.
You MUST have a piece of land assayed to know its value and its cost. Land goes from around $3000 for a 10’x10’ plot in town to $1000 for a 10’x10’ plot out of town.
Weapon Permit costs:
Pistol – $30
Rifle – $50
Shotgun – $50
Bow – $25
Melee – Knife/Tomahawk up to 12inches long – no permit required.
Melee – up to 2ft – $15
Melee – up to 3ft – $20
Melee – over 3ft – $25
Kit and Camping
Kit should be appropriate to a late c19th American Frontier town, and we have plenty of loan kit for new players. The game is mainly set within our western village, and we encourage IC campaign, though an OC area is available if you wish. We also encourage cooking IC.
We use airsoft and blankfiring guns, larp weapons and larp bows. There are also explosives in play (damn miners always losing their dynamite…) which must be no more than a Mk5 and physrep a stick of dynamite. Firearms must be period correct. This mean no pump shotguns or automatic pistols, but there is some leeway with revolvers and bolt action rifles so long as effort is made to help them look the part.
All must fire under 350fps, and we would prefer under 300fps if possible.
You cannot carry a weapon (other than a blade less than 12 inches long) unless you have a permit for it. Most characters start with one of more permits, but additional documents can be purchased from the Banker.
Larp weapons must look period, will be checked for safety and you must not target players’ heads! Being hit with a larp weapon does the same damage the same as being hit with a bullet and the player ‘spang’d with a spade’ will fall to the ground calling for help or will need help back to the camp.
Every player starts the game with 20 shots, be they bullets or shells for shotgun. We use real steel limits on weapons – if the weapon would only hold six rounds in the real world, that’s all you can load in the gun. Ammo is for sale in Shingle Springs. You may not use speedloaders – all rounds must be loaded by hand.
It’s a rough, tough world out on the frontier. Fights are a fact of life, especially if you venture out of town. Combat is conducted through the EYELarp’s rules-lite system – react to everything!
If you get into a fight and are hit by a shot or a larp weapon, you must call out ‘I’M HIT’ and fall to the ground. Please try and role-play the location of the hit! You have five minutes to get bandaged before you bleed out and are considered KIA, and need to take a card draw to learn your fate. A hit is anywhere on the body or the gun and ricochets must also be taken.
Explosives also wound you! If a stick of dynamite goes off within a small structure (say 5m x5m) everyone in the building is wounded. In larger buildings you may find hard cover to shield you. Outside, explosives have a range of 5m and anyone nearer has to take a wound. Hard cover has some affect – but trees, shrubs and other players are not really protection against blast – so again, please take a hit if in any doubt.
DO NOT pick up and throw back a stick of dynamite that’s fizzing near you… for safety reasons and also because another player has just done something awesome to put you in peril!
When you’re shot, you have a few options.
Remember – if you are KIA and returning to camp, you cannot give in game information to other players. Dead men don’t do no talkin’!
Getting back in the action
All players start with one white bandage. The first time a player is hit by a shot or a larp weapon, they Just Winged Ya, and your bandage is enough to get you back in the game. On the second hit the player needs to be seen by a Doc (who can put an additional red Bandage on you if they are nearby) or you need to be taken back to shingle springs for a card draw to see if you’re going to die from your wounds.
Any player can bandage another by tying the injured player’s bandage to their arm. For in-game reasons some players may get more bandages to use before a card draw is needed. You cannot apply your own bandages!
All bandaging must be done whilst stationary, but it’s not an easy job! If the wounded player or the player applying the bandage is hit whilst patching you up, both must a wound! This will always put the originally wounded player into a card draw.
However, wounded players can be moved to a safer location to bandage them up. One player can use two hands or two players with one hand each can drag a wounded player to safety! Docs have specific rules for moving players.
Any player can return to the camp or visit a Doc to be fully restored to full hits and all bandages taken off… but that will be at a cost. Medicine ain’t charity.
KIA in the field? Blown up whilst trying to bandage up Ol’ Zeke? Not go cash to pay the Doc? You’re going to need to take a card Draw.
If you’re in that sorry state, you get a chance to pull a card from the deck at the Bank. Red, you’re dead, Black, you’re back!
If you’re lucky enough to draw back, you are still wounded, just not dying! You need to roleplay your injuries, but you’re able to get back in the game and start seekin’ vengeance.
If you DIE the bank appropriates all your wealth and you need to start again with a new player.
This is a rough town and justice is sometimes a ways away. If you wish to murder someone, it must be done right and have a point!.Anyone found indulging in pointless murder will not be playing in the spirit of the game!!!
If you can get your enemy alone, and incapacitated, you can murder them. It takes 30 seconds of ‘murdering time’ to kill another Player character. If this passes uninterrupted, that player does NOT get a card draw – they are considered to be automatically dead. If this time is interrupted they still get to take a card pull. Get em alone and end em – but don’t get caught.
THE TELEGRAM SYSTEM:
Ah, the Telegram. Miracle of the Modern age. Shingle Springs is a ways out in the wilds, so that twisted metal wire is crucial to keeping in touch with the modern world – for commerce, for bounties, and for finding out what’s riding towards you over the hills.
Often, jobs or information will come in the form of a telegram from somewhere. That somewhere could be your company’s head office, a character who is out of town on business, or maybe just a sweetheart who wants to know you’re alive/rich/coming back like you promised you would. Just keep an ear out as the crew will always call out your faction name or character name when they have a telegram for you.
And if you find yourself with nothing to do, you can send a telegram (for a price) to your company, your boss or your family and tell them what’s going on with you. Here’s an example of a telegram:
Telegram from Pinkerton Gang guarding National Rail Line to Pinkerton HQ.
“Rail Line secure all quiet in town no trouble with townsfolk all is well further orders needed.”
This telegram is then “sent” to your HQ and then within the hour you will receive a reply. What really happens is that the game organisers will think of a story twist or a mission for you and your faction to undertake to keep the game moving and keep you from sitting around feeling left out.
Now the reply might be “Pinkerton gang of the National Rail Line, the notorious gold thief ‘Jimmy the Hat’ has been seen in town, find him and collect the bounty on his head.”
You gang will then have to get around town and the other factions and look for ‘Jimmy the Hat’ and then bring him in, dead or alive.
BOUNTIES AND SPECIAL CHARACTERS:
In town there are usually Wanted posters nailed up outside the bank. Pay attention to the names on these posters. From time to time, one of the crew or someone who died in a gun fight may start to play as one of these special characters and they always have a Bounty on their head. Special characters can take a clot of capturing’, so if you plan to try and track them down, make sure you are well armed and ready for a fight.
The Special Characters are always dressed very differently from most people in game. They have a high dollar amount on their heads, so if you see someone you have not seen before, ask them their name, but be ready: they might just shoot first instead of talking to you.
Telegrapher. Speedy Confidential service offered; assured by gratuities. “Please don’t shoot the messenger”.
Failed gambler, failed marshall, failed brewer. There’s nothing Nate can’t fail. Currently, failing fur trapper.
A fur trapper who smells just as he looks, and doesn’t play well with others. Except, inexplicably, Nate.
Texan Civil war veteran. Lately, coffee-drinking loafer cowboy and shootist for hire.
Federal Marshal. Fond of hard justice by gun or spade.
James B. Grant
Professional assaying services. If you want to know what something is worth speak to me.