Safety


Since our larps contain quite a few dark themes, it is important that we all feel safe with each other. Sometimes it can be difficult to tell if another player is uncomfortable in a certain situation. It could also be that you feel uncomfortable and don't want to continue a scene. That's why we at go:night have a few different security systems that exist so that we all feel as safe as possible.

Safety word - GBYR


The safety words (Green, Blue, Yellow and Red) we use in go:night are there so that we can coordinate with each other during the party without having to break character. But they also exist so that we can quickly stop a scene completely if necessary.

Green

Used to check or confirm that a player is comfortable with the current scene.


Example: A player is about to do something that can be perceived as unpleasant. The player asks somewhat discreetly "Green?" to make sure the co-player is okay to continue with the scene and gets a response of "Green" and now both know the scene can continue.


Green can also be used by someone who is the victim in an unpleasant/intense scene. By saying "green" to the fellow player who acts against the person, he knows that everything is okay and that the scene can continue.


Means: Everything is ok with me / The scene is ok / It's going well / Let's go!

Blue

Used to encourage more intense play and to signal to fellow players that tougher play is okay. This can be used by players in situations where they act as the perpetrator as well as the victim.


Example: A player is about to do something that can be perceived as unpleasant. The player asks “Green?” to make sure it's okay to continue playing in the scene. Gets the answer "Blue" and can then choose to intensify the scene even more.


Blue can also be used by someone exposed to something potentially unpleasant to encourage more intense play so that the fellow player exposing the person can be assured that it is okay to push even further.


Blue does not mean that the other person needs or is required to intensify anything. If you are not okay with intensifying you can answer “Yellow”.


Means: Drive more / I want us to step up the scene / BRING IT ON!!!

Yellow

Works as the exact opposite of blue. Instead of intensifying a scene, yellow is used to slow down a scene that is becoming too intense/difficult. Yellow does not break the scene completely, but signals to fellow players that you want to take things a little more calmly.


Example: A player performs an unpleasant ritual on a fellow player and discreetly asks "Green?" to check that everything is ok. The answer he gets is "Yellow", which means that it is time to take things a little more calmly as the opposite player feels that the scene is getting a little too difficult.


Meaning: Here but no further / I want you to take it easy.

Red

Used to stop a scene completely. It should be used if a scene becomes so intense or stressful that the player does not want or cannot continue with the scene.


The word must be said clearly and distinctly so that all the players involved in the scene can hear. The scene must be interrupted temporarily to check with the person what went too far, how it can be resolved and if an organizer needs to intervene.


Other players do not have to interrupt their ongoing scenes if they hear the safeword being used. However, if the incident is serious enough, an organizer will temporarily pause the event until the situation is resolved and the event can continue.

Red can be used if a scene becomes too psychologically but also physically intense, and since the game contains the risk of both types of games, this is the most important safety word.


Red is also used if a player is hurt for real, or is having a medical emergency. In such cases the larp is paused until the situation is under control. 


It's always ok to break a scene. Regardless of whether it's that an intense interrogation scene was too mentally taxing, or that someone was really injured during a fight scene, it's always ok to say Red. If players ignore this safety word, they will result in consequences ranging from suspension from future leagues to police reports.


Example: A player is pushed up against a wall in a physically intense scene. By mistake, however, it was a bit too heavy-handed and the player really hit his head on the wall and is now both dizzy and scared. The player says out loud the word “Red!” and the co-player immediately lets go and breaks the scene. After a quick check that everything is ok and a short water break, the game can continue when both players feel ready.


Meaning: This has passed my limit / I've hurt myself / I want us to cut the scene.

Physical larping


Physical larping (also called phys-larp) can mean anything from braving a fight (stage fighting), to putting a hand on someone's shoulder. All of this involves some type of physical interaction and of course we have rules for how this should be handled so that we can all feel safe.



Typer of phys-larp


Since phys-lajv is such a broad term, we have chosen to break down the most common types of phys-lajv so that you can get a more comprehensive picture of what everything is and if it is something you want to participate in.


General physical larping

This type of phys-larp is most simply described as touch that is not aggressive or overly intense. General phys-larp can be used both in a friendly way to convey a greeting, loss or support. But it can also be played more menacingly and unpleasantly as long as the physical part of the scene is not too heated.


Examples: Taking someone's hand / Putting you hand on someone's shoulder/ Poking someone to disturb them / Taking someone's hand and giving them an object


Intensive physical larping

When a scene contains more aggressive or purely violent actions, it is classified as Intense physical-larping. This type of game is usually intense, exciting, but can also be experienced as stressful and unpleasant for other players, depending on what kind of game you prefer.


Examples: Pushing someone up against a wall / pretending to drink blood from another vampire / Holding someone trying to escape / Force someone to their knees


Stage fighting

Intense scenes usually escalate quickly and it is not unusual for a fight to break out. Stage fighting is most simply described as a theater fight. No real punches or kicks are used, but you react just as if it were real. The goal is to make the battle feel as real as possible for both you who are fighting but also for the rest of the crowd watching.


Example: You lose control to the beast and fly at one of your best friends / After you leave the rooms, two other characters jump on you and a fight breaks out in the hallway

Consent


Being able to give or deny consent to physical larping is something that you should always be able to do no matter what. This is one of the most important rules we have in this game so that we can all feel safe and secure with our fellow players.


Therefore, in order to start a scene that will contain phys-larping, you must clearly show a "thumbs up" towards the player you intend to intensify the scene with. If the player answers "thumbs up", it's fine to intensify the scene. If the player responds "thumbs down", then try to play around the whole thing by talking or acting without physically touching the player. If you don't get a response from the player, a "thumbs down" is automatically assumed.


There are of course those who want to avoid phys-larping altogether, but also larpers who don't want to give their consent every time it's time for physical play as it can break their immersion. We fully understand this and therefore have 3 different levels for which types of phys-larp you must provide consent for before they can be started. No level is right or wrong, you simply choose the level that suits you best.

Foto: go:night

No phys-larp - (Reflex bracelet around the arm)

For those of you who are not looking for any type of phys-larping, the “No phys-larp” level is for you. 


A reflective armband around the arm signals that the player runs at this level, and this means that the player must not be interacted with physically. 


At this level, assume that the player will always answer “Thumbs Down”. 

Keep in mind that players who choose this level may have very good reasons for doing so. The reason could be anything from physical injuries to panic attacks that could be aggravated or triggered by physical contact. Always assume that they do not wish for any physical contact, and do not ask them why unless they volunteer that information. 

Standard

Do you feel like you are okay with some forms of physical larping, but would like to always be asked before taking part in more intensive scenes? Then Standard sounds like the right level for you. No bracelet or other detail is needed to signal the Standard level to your opponents, you just play your character exactly as it is.


This signals that you allow your fellow players to engage in friendly touch (such as what is explicitly stated in the “General physical larping” section), but as soon as it comes to starting Intensive Phys larp or a Stage fighting scene, your consent must be given before such a scene can start. This consent is given by exchanging the “thumbs up” signal, as defined above. You are at this level always allowed to deny your consent if you so wish.

Intensive - (White band around the wrist)

If it's full immersion you're after and you don't have any problems with things getting intense very quickly, you should drive with the Intensive level. A white band around the wrist signals that a player runs with this level and it corresponds in practice to a constant "thumbs up" from the player, which signals that he is open to all types of phys-larp that go:night allows.


However, that is not an excuse to constantly attack players who run with this system with some excuse like "yes, but they ask for it". It just means you don't need to get the "Thumbs Up" to initiate combat or more physically intense scenes.


(NOTE) Just because you play with the Standard or Intensive system, it does not mean that the play allows any type of sexual approaches or abuse. Just because you consent to feigned violence and certain types of touching does not give someone the right to try to exploit this. All sexual overstepping that is not planned/pre-arranged between players in advance will be reported to the police.


Of course, it is also allowed to change the level of consent during the session. The most important thing is that you follow the armband/nothing/bracelet rule so others know.

IN and OFF


The concept of in and off is actually very simple. When you are "IN" you are in-character and open for play, when you are "OFF" you are off-character which means you are not in play. Here below we explain how to quickly go "OFF" to ask things or break the game but also how to handle objects that should not be part of the game but can still be carried in game.


OFF sign (Timeout sign)

Just like it's always okay to stop a scene if it gets too much, it's also okay to go OFF if you need to. This means that you temporarily go out of character for various reasons.


In this game, the "Time-out" character is used to show that you are OFF and not your character. You make the "time-out sign" by pointing one hand with the fingers straight up and placing your other hand, palm down, on top of your fingertips so that the shape of a "T" is formed.


You can use the OFF sign to discreetly ask organizers or fellow players something during the ongoing live. The sign can also be used if you need to go a distance OFF without anyone interacting with your character.


Example: You show the OFF sign and discreetly ask "OFF, what does Celerity 1 mean again?"


Or you've just changed to your character and are about to go into larp, but want to start outside the larp room and then move with the OFF sign to start outside in the corridor instead.

OFF rune - (OFF sign for item)

The OFF character for items is used for something that is included with the game, but contains off things and that the player does not want others to rummage through or play on. The symbol can, for example, be placed on the outside of a bag containing necessary medicines. Or if a player has injured himself and has a bandage around his arm, the off rune can be used to mark that the injury is off-larp and not an in-larp injury for others to play on.


The OFF room - (Room or area outside of play)

At our larps, there is always a place in the larp area called the off-room. This is a place where you always have the opportunity to go if you need a break, drink some water or maybe discuss something important with another player or an organizer. It is extremely important to be able to feel safe both in and out of the room, this means that in the off room it is not allowed to continue to be in-character there as it is a place where people should be able to let go of the game for a while. Of course, you can talk about what's going on at the bar and the like, but if someone in the room feels uncomfortable, we must all respect that. After all, we are here to have fun and nothing else! The off room is almost always the kitchen area of a larp area. 

Local rules and safety


After the larp is over, the organizers will start to take down everything that we brought to the party. It is deeply appreciated if we get help with this as it means that we all get ready faster and can leave the premises as clean and nice as we borrowed it.


Important things to keep in mind regarding the venue are:

No nuts, almonds or pets may be brought into the premises due to allergy


Do not allow unauthorized persons into the premises


No candles!


Close all windows when leaving a room


If you leave the larp, notify someone so we know you've gone home.


Drug free!


All events organized are alcohol-free/drug-free. People who participate in our activities must also not be under the influence of alcohol. Smoking is only permitted outside the plot the venue is located at (outside the stone wall).


Weapons and props


All types of boffer/stunt/prop weapons must be shown to an organizer before they can be used in games. We do not allow replicas of firearms at the moment as there is too much risk that people outside the venue may get the wrong idea of ​​what is going on and call the police, but if you are unsure about a weapon or other type of props, just contact the organizers before the party.


Safety information in case of fire


There are fire extinguishers and fire blankets

If a fire alarm goes off, the assembly point is outside St. Mary's Church


HLR


Defibrillator is in the kitchen, it is self-instructing.

Portions of the materials are the copyrights and trademarks of White Wolf Entertainment AB, a Paradox Interactive AB company, and are used with permission.

All rights reserved. For more information please visit white-wolf.com


Any other material not produced by White Wolf Entertainment AB, a Paradox Interactive AB company including but not limited to photos, characters and story elements is owned

by go:night and it’s creators.