Injuries and Gameplay

Hey guys!  Sorry that we went a few days without posting! We just had an event this weekend over at Exile.  The event went well, but we had an injury during our main mod.

I chose this picture because the kitten’s expression is surprisingly close to our injured player’s.

The person in question is ok, but it made me think of how injuries are often handled at LARPs.  Thus, I would like to make a few recommendations.  (Note: this article is meant to discuss things like sprains, minor fractures, impact injuries, and the like.  If you have some sort of horrific injury, follow the first two suggestions, but use your judgment with the third.)

First of, and obviously, for big injuries, a Hold should be called.  Everyone knows this, and I have never seen a LARP ignore this one.

Next: if you are not qualified to assist: move.  My players did this amazingly well, with only two people crouched down next to the injured player. In the past I have seen a game’s medics called over only to find a crowd around the player, making it difficult to get close and assess the injury.  Usually people get out of the way, but you should not be there in the first place if you are unqualified.  One person can hang with the injured person to comfort them until help arrives: five people is unnecessary.

(It is also a little embarrassing, at least for me.  I feel weird with everyone paying attention to me because I am hurt.)

Finally: resume gameplay.  Stopping the entire game for an injury (barring life threatening injuries) is unnecessary, embarrassing, and sometimes annoying.

Unnecessary because it does not take an entire game to be sure that one person gets the medical attention that they need.  As soon as the medics get the injured party off of the field, you should feel free to resume gameplay.  It shouldn’t take ALL of your GMs to handle someone with an injury.  In fact, having ALL of your GMs there will only mess things up!  Too many people trying to assist or make decisions will only make medical assistance take longer.  One GM and one medic (or one GM if the GM is a medic) is all that is needed.

Embarrassing because then the injured person may feel guilty or uneasy because they have brought the game to a screeching halt.  No one likes to be the reason that their friends stopped having fun, and if you compound that with an injury, now they might feel really bad.  I know that I do.  I feel really weird when I know an entire mod has stopped because I rolled my ankle.  Even if no one is mad (and most of the time, no one is mad) it is still a little embarrassing.

Annoying because now you have a huge group of people, standing around, waiting for the game to continue.  This one feels a little heartless, but it is valid.  You have paid money to come play this game, and want to play and be involved.  If you have to stand around and be bored while all of the GMs run off to handle someone with an injury, you are going to get annoyed.  Especially since, as I just noted, it doesn’t take 10 people to handle one injury.

As soon as you get the injured party off of the field, call your Game On.  After the scene or fight is over, if people want to come check on their friend, they can.  This has the added benefit of not having 10 people hanging around getting in the way.  You have some time to assess the injury in peace, while the players finish their scene, and the injured person has time to calm down.  A lot of pain is exacerbated by stress, and having a lot of people hanging around panicking at you is going to make you start to panic as well, which is no good for an injury.

In conclusion: it is better for the game, and especially better for the injured party, for one or two people to help out, and for everyone else to go about the game.

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