ALL attendees must have a valid waiver on file. This includes all new people that are giving it a try and may never come back.
ALL practice sites must have at least two people trained to be Weapon's Checkers. (A person can be trained by attending most official events or practices and asking a Weapon's Checker to teach what to look for with each type of weapon and how. While reading the MOA and Weapons Check Tutorial are helpful they should still be trained in person by a veteran Weapons Checker AND have a decent amoumt of hands-on experience.
ALL practice sites should have at least two people trained as Heralds. The Herald is our referee, garb checker and armor checker... heralds are also normally trained to know how to check weapons (the herald is generally who checks a weapon that is questioned during combat whereas weapons checkers do the job of checking them prior to battle). They must herald fairly and all players must follow the Herald's lead. The herald has final say. They are able to call kneel/freeze/hold during combat for safety or confusion reasons and they are the one to initiate battle with the yell of "Lay On!" Heralds normally wear a yellow tabbard, or at least a plain and bright yellow bandanna until a tabbard can be acquired. (A person can be trained to Herald at Ragnarok. We are also working on having a training process here which is intended to prepare newer people to run their own practices in a safe and dag-legal manner. The idea is that a Herald is supposed to know the MOA well and be knowledgable of all rules of combat and be able to put that info to use while watching a fast-paced game.)
ALL practice sites must record their attendance regularly. A public google spreadsheet will be sent to those running the practice for attendance to be recorded. Anyone attending practice has the ability to record attendance.
ALL attendees must follow the guidelines in our Chapter Contract, Chapter Bylaws and the MOA. There is no exception.
Weapons that fail are not to be used. If a weapon is questioned during combat it must be tested and passed before use can continue.
ALL practice sites / groups must notify the Realm Leader of their existence along with: Practice Location Practice date and time Names of people running the practices. Name(s) of weapon's checker(s) and who trained them/where they trained Name(s) of herald(s) and who trained them/where they trained Link to practice / group page or site Note: All Dagorhir practices and events must be open to the public.
All practice sites must keep the realm leader up to date with location, days, times, etc.
Location - Keep recruitment and decency in mind with location choices. Good things to look for: Parking, public transportation access, bathrooms, ease of access, flat open area.
Safety - Set regular weapons check days, no less than once per month. A person cannot check their own weapons. Note: All new weapons and shields must be checked (and passed) prior to use, no exceptions.
Rules - Make sure all participants understand the rules and that they are to follow what the Herald says. Heralds have final say on all matters.
Garb - Garb is part of the game and should be an important expectation. Encourage your members to acquire and wear garb to practices. Note: We recommend holding a monthly garb-required practice where lack of garb means you cannot fight on the field that day.
Beginner Scenarios / References
Kill Your Killer: Free for all battle. Pay attention to who kills you, when they die you are resurrected. The only way to win in to kill the whole field. *This is a good starting scenario to choose teams for the following battles. The last 2 people standing would be named team captains. Last person alive chooses first then it goes back and forth until the teams are formed.
King Battle: Set up a resurrection point for both teams. A person is chosen per team to be King/Queen. The King/Queen gets "full armor", are immune to projectiles and allows team members to be resurrected so long as the monarch is alive. The objective is to wipe out the opposing team (King first).
A variation of this is Nobles vs. Peasants. Two sides with Kings as per normal but there's a third team known as peasants. Peasants have infinite re-spawn so long as both of the kings are alive. If only one king is alive they have a limited number of re-spawns. Peasants re-spawn as a group, as in they cannot re-spawn until their whole group has been killed. To win, you must wipe out the opposing teams.
Juggernaut Battle: Smaller scenario. One person or small team of 3 or less act as juggernauts. They have "full armor" and 3 re-spawns. They go up against the rest of the field who do not re-spawn and keep their injuries between the juggernaut's lives. Juggernauts win by killing everyone on the field. The field wins by killing the juggernaut(s) 3 times. When the juggernaut(s) die the surviving field members back off and the juggernaut(s) calls "Lay On" again when ready. In the case of multiple juggernauts, they re-spawn as a unit - not separately.
Javelin Dodge-Ball: For every 3 people per side you need at least 1 javelin. Set up a boundary between two teams. Javelin-heads are considered poisoned, if they hit you anywhere you're out. If you catch a javelin by its shaft you get one team member back, in the order they went out. Killing the other team is the goal. *This is a more fun way to have javelin drills.
You can also play a variation where the javelin-heads aren't poisoned, you lose limbs as normal instead of being automatically out like in dodge-ball.
Duel-Lines: Have 2 lines of fighters facing each other, no more than 10 feet separating them. The 2 front fighters face each other to the death. The winner keeps their injuries, the loser gets to the back of the line. It goes until a fighter wipes out the line across from them, turns around and wipes out the line behind them.
Bear-Pit: Circle of fighters. 2 fighters enter, they duel. The loser leaves, the winner stays. When the loser gets back in the circle another fighter is sent in (can go clockwise around the circle, skipping those who've competed). It ends once everyone has competed or everyone gets tired and leaves.