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Q:
What is Amtgard?
A: Amtgard is a non-profit
educational corporation dedicated to the study and recreation of the
medieval and fantasy eras and genres. Amtgard is also a live action role
playing (LARP) game that endeavors to recreate individual and group
combat from the periods mentioned above.
Q:
How and where did it start?
A: Amtgard first formed in El
Paso, Texas in February of 1983. Since then it has grown to ten kingdoms
stretching from Oregon to New Hampshire with smaller groups in such
diverse areas as Croatia, Germany, Korea, Finland, Sweden, and even
Russia.
Q:
What does "AMTGARD" mean?
A: Contrary to popular myth,
Amtgard is not an acronym. The word is essentially Norse/Icelandic in
origin, and refers to a land between Midgard and Valhalla, a plain of
existence for heroes who are more than human but still less than the
'gods'.
Q:
Who owns the rights to Amtgard?
A: Amtgard, Incorporated is
owned and copyrighted by Amtgard, Kingdom of the Burning Lands in El
Paso, Texas (copyright 1983-1999). Kingdoms across the world are
semiautonomous groups bound together by the Amtgard contract and a
shared set of rules and bylaws.
Q:
Does Amtgard publish more information about itself?
A: Amtgard publishes a
variety of publications including the Rules of Play, Corpora of Bylaws,
the Amtgard Contract, Dor Un Avathar (the monster handbook), Talons of
the Phoenix (the interkingdom newsletter), and various newsletters
published locally by the many kingdoms, duchies, baronies, and shires of
Amtgard.
Q:
Who is allowed to participate?
A: Amtgard is available to
all. It is a non-sectarian organization that welcomes all participants.
However, combat activities are restricted to those 14 and older and
certain government offices are restricted to those 18 and older. All
Amtgard members must sign a waiver.
Q:
What kind of people participate in Amtgard?
A: Amtgard members (Amtgarders
or Amtgardians) come from all walks of life. Members have included
secretaries, housewives, college professors, professional writers,
anthropologists, students, officers in the military, police officers,
computer technicians, etc.
Q:
How is Amtgard unique from other LARPs?
A: Amtgard is unique on two
levels. Firstly, in the use of its class ability system and magic points
rules that allow diverse recreations of personas from history and
fantasy. Secondly, in the fast action combat that is both realistic and
safe.
Q:
Is Amtgard combat really safe?
A: Amtgard weapons are safe,
foam padded replicas of the real things. Weapons are checked regularly
by a guild of referees (Reeves) and there are strict rules on safety
(such as shots to the head are not allowed). However, Amtgard combat is
a sport (which is why waivers are required) and injuries, though rare,
can happen. Generally Amtgard combat is safe, fun recreation and
entertainment.
Q:
What are Amtgard battlegames like?
A: Amtgard battlegames range
from tournaments and duels (one on one combat), to quests versus
monsters and other fell folk, to grand melees and wars between kingdoms
that involve hundreds of individiduals. All battlegames and scenarios
are covered by a comprehensive set of rules.
Q:
Do I need to make a costume?
A: Costumes in Amtgard are
correctly refered to as 'garb'. In combat situations garb can range from
a simple T-tunic to a full set of armor. Garb for the feasts and quests
is more intricate and involved. New members are allowed a grace period,
but are eventually, with the aid of the Amtgard Garbers Guild, expected
to garb themselves with 'period' clothing.
Q:
What about the weapons?
A: Amtgard weapons are made
from a base of either bamboo, fiberglass, or PVC tubing covered with
layers of high impact foam such as ensolite or funoodle. Cloth covers
along with padded pommels and hiltguards produce functional and safe
weapons. Weapons that could leave bruises or break bones are
disqualified by the Reeves Guild.
Q:
How do I get weapons and armor?
A: Most Amtgarders eventually
build their own weapons and armor. Loaner equipment is often provided
for new members (i.e. 'newbies'). Most new members, after participating
in Amtgard for a few weeks, quickly learn to make equipment tailored for
their own specific styles and needs.
Q:
What about roleplaying?
A: Roleplaying is important
to Amtgard. Members choose a persona. Players roleplay their class,
especially in the quests and feasts, and it is this roleplaying that
adds color and depth to the overall Amtgard experience. Persona
histories and personal symbols are encouraged and may be registered with
the Guildmaster of Heraldry.
Q:
What persona classes can I play?
A: Fourteen specific
battlefield classes are provided at Amtgard (ranging from Archer and
Assassin to Monk and Wizard). Individuals can change their class between
battlegames and try out as many of the classes as they want. Those who
wish to participate in non-battlefield activities can play such
characters as Waterbearers, Artisans, Pages, etc.
Q:
How do I get started?
A: Getting started is easy.
Show up at the group nearest you, watch, and see if Amtgard is for you.
If you like it then go up to any Amtgard officer or member and ask to
get involved (Amtgard is people friendly). She or he will introduce you
to the Prime Minister or Monarch, and from there you may have embarked
on a lifetime of comradery and fun.
Q:
Can non-fighters participate?
A: Non-combat classes have
already been mentioned. But, Amtgard is much more than the battlegames.
In addition to the feasts and quests, Amtgard holds campouts, arts and
sciences competitions, live performances such as bardic singing and
belly dancing, gaming tournies, workshops (how to build armor, etc.) and
so on. Amtgard is a very diverse group with many interests among its
members.
Q:
Does Amtgard cost anything?
A: Amtgard participation is
free. Local groups, though, may ask for a six dollar donation every six
months. This confers voting rights in Amtgard government (the Althing),
a subscription to the local kingdom newsletter, and a copy of the
rulebook and corpora. Nominal fees may be asked for special events (such
as to pay for the food at feasts). However, there are no pay-for-play
rules.
Q:
How does Amtgard fit in with the 'real' world?
A: All Amtgarders are
expected to obey the laws of their country, state and local government
jurisdictions. Illegal activities are not condoned within Amtgard. The
Amtgard word for the 'real' world is 'mundania'. Amtgard endeavors to
maintain good relations with government and its agencies. Many Amtgard
groups participate in such activities as telethons, non-proft
fundraising, canned food drives, demonstrations for local schools and
groups such as the Boy Scouts of America, Christmas caroling for
children in hospitals, etc.
Q:
How does Amtgard fit in with other medieval and/or LARP groups (Such as
Dagorhir, IFGS, Nero, and SCA to name a few)?
A: Because of differences in
play and rules, Amtgard weapons, experience and titles are not valid or
legal in these groups and vise-versa with these groups as they relate to
Amtgard.
Q:
What about special events?
A: Most Amtgard groups run
battlegames every weekend. However, some special Amtgard events are held
annually. Attendance can range in the hundreds or even over a thousand.
Chief and most important of these events is the Gathering of the Clans
(usually called 'Clan') sponsored every July by the Kingdom of the
Burning Lands. It is a camping event that has been held every year since
1983 at the Sleepy Grass Campground in the Lincoln National Forest in
Cloudcroft, New Mexico. Other major annual events include Arakis
(sponsored by the Kingdom of the Iron Mountains in Denver), Spring War
(sponsored by the Celestial Kingdom in Austin), and the Interkingdom
Arts and Sciences Olympiad (rotated every year between the Amtgard
kingdoms).
"Amtgard, where your imagination is
'period'!"
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