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ITEMS AND STEALING

GENERAL ITEMS/PROPS RULES

All items/props must be physrepped.  This means that in order for you to use an item in roleplay, it must have a physical representaiton, or prop, that follows our immersion guidelines (it should look and feel realistic for a high fantasy medieval setting). Plot will supply all plot physreps, but players need to supply physreps for personal items. Items must be kept in an in-game space during game on. They may be kept hidden, buried, or locked in a chest, but all areas must be unquestionably in-play and not obscured by out of play items (like duffel bags or coolers).   

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​​Unless explicitly permitted, please do not destroy props. If you wish to attempt to destroy one in game to prevent it from being used, please notify plot, or the prop's owner, and we will remove the item from gameplay. If a prop seems damaged, please stop by the plot cabin (or the owner of the prop) and we will assess whether we need to fix it or not!  Some props are made to be interacted with or destroyed, and typically it will be obvious how to do so. If not, there will be a plot note nearby to help inform you, or you can check in with a plot member.

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Scrolls, bits of paper, and letters are special items that all players are allowed to do with as they will. Collect them in game to see what secrets you can learn, take them home, rip them up, put them in your larping scrapbook, burn them so no one can learn the blood magic.... feel free to use them as you wish. Keep in mind, scrolls and papers can sometimes be important in later games! Books are NOT included in this exception, and are treated as regular props.

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Story Items

A "Story Item" is a term that we use to represent a collaborative roleplay effect item that affects roleplay in some way, represented by the Story Item Symbol. Whether it's bread you can eat, a mysterious tablet you can trade, or a strange necklace that makes you feel uneasy. Anything with the Story Item symbol is available to be interacted with by everyone, which includes stealing.

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Players may create their own Story Items by placing the symbol somewhere obvious on their personal props!  Bake it into bread, write it inside the cover of a book, or carve it into your spoon. The symbol must be permanent and should be easily noticeable after a light inspection of the item.

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Plot Items

Plot items are props that are provided by the plot team.  The plain symbol denotes any item that you can keep between games (if you wish), as long as you are attending an Amnesty game. However, please return all props to the plot team if you foresee an extended absence from attending. We will discuss with you personally whether we can hold them for you to pick up again, the next time your character returns to play!

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If the Story Item Symbol is circled, the item must be returned to plot at the end of each game in order for us to maintain game quality (replacing handmade props can be difficult). However, your character will be noted as "owning" the item, and can pick up the physrep at the next game.  If you will not be attending next game, your character should transfer ownership to another player that will be attending (please let a plot team member know this), in order to help us keep important items in play and keep the story flowing for everyone!​

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STEALING

Stealing at Amnesty is performed with real-life skill; there are no in-game abilities that enhance stealing, aside from combat abilities. Stealing may only occur in in-game spaces, during active gameplay. You may only steal items with the Story Item Symbol, resource tags, or official currency (called "gold").  

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STEALABLE ITEMS/PROPS 

You may only steal items with the Story Item Symbol, resource tags, or official currency (called "gold").  A Story Item  is a plot OR player object that has a PLOT TAG and/or displays the STORY ITEM SYMBOL. Not all stealable items have tags, but they will ALWAYS have the Story Item Symbol (aside from currency and resource tags themselves).

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DO NOT STEAL

Things that do not have a tag or the Story Item Symbol may NOT be stolen or looted without the owner's previous express permission (we have an explanation below on how to negotiate stealing unmarked props).

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OFF-GAME NEGOTIATION

If you wish to steal an item that has no Story Item Symbol, you must speak with the owner of that item FIRST, whether it is plot or player. If you do not know who the owner is, time to get sneaky and find out through roleplay!

 

An off-game negotiation is an out of character conversation with another player. This is a special case of collaborative storytelling, and must be fully consensual. 

 

If you wish to steal a non-Story Item, first approach the item's owner in game, ask quietly if you could have an off game conversation with them about one of their props, and when agreed, go to an off game area (such as a cabin).  There, explicitly state that you wish to steal their item in order to create a cool story challenge for both of you.  Permission to steal can only be granted by the owner of the item. This conversation is an opportunity to discuss how the item should be treated, if it is delicate, if the owner wants it back after or during game, how long the item should be stolen, and where both of you want the story arc to go.  Allowing one player to steal a non-Story Item does NOT give permission for a different person to steal it, or for the same player to steal it a second time. 

 

EXAMPLE:

Player Steve wants to steal Player Rogers’ Tome of Evil, which is a personal item that Rogers made for his character that doesn't have the Story symbol. Steve would need to approach Rogers and tell him he wants his character to steal the Tome of Evil for a cool scene. Steve originally wanted to steal it for a few games to read through it, but Rogers definitely wants it back at the end of this game.  Rogers suggests that Steve steal it to read a few passages, and then go temporarily mad from the evil contain therein!  Steve and Rogers would continue to negotiate from there about how they want to collaborate for this, or maybe Rogers decides against the whole thing; Steve must respect his wishes.  We are here to tell a story together that we can all have fun with!

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