INTRODUCTION So you're interested in running your own Dagorhir practice site, school club, etc.
Please note: Dagorhir Chapters tie groups together, connect them to each other and to the national game. It's a connection to their local chapter that makes them part of Dagorhir.
Guilds, units, etc. are optional groups within Dagorhir, usually groups of friends.
Practices: Practices are generally weekly meetings of Dagorhirrim within a chosen area. Both combatants and non-coms are encouraged to attend and practices are generally open to all interested parties regardless of their personal unit, chapter, club, guild, etc. or the afflliations of those running the practices.
School Clubs: Any larping club/practice should be a separate entity from the unit groups attending or associated with it.
Clubs should have their own officers, as directed by the school they're connected to. While each unit should have their own officer/leader, completely independent from the organization of a school club or practice site.
There should be a welcoming environment where club members are encouraged and able to form or join whatever unit they feel connected to/comfortable with. Or have no unit at all should they choose.
Let's Get You Set Up!
First and foremost lets mention the requirements.
Any site/group that actively holds regular (not private) practices needs to have a PRACTICE RUNNER. Whether it's one person or a small group, the practice runner(s) will be acting as local officers (wardens) for their area.
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/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 or sash until a tabbard can be acquired. (A person can be trained to Herald at Ragnarok and can work with/shadow Heralds at events. The idea is intended to give people hands-on experience and help prepare them to run their own practices or events and battles in a safe and dag-legal manner. 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 and controlling a fast-paced game.)
ALL practice sites must record their attendance regularly. A public google spreadsheet is recommended with the setting that anyone with the link can edit it. The spreadaheet can then be linked to the Attendance Keeping doc we have. This way, anyone attending the practice has the ability to record attendance.
ALL attendees must follow the guidelines in our Chapter Contract, Chapter Bylaws, Code of Conduct 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 Angaron Admin Team 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 chapter admin team 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 weapons check and 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.