2015 Event DatesMarch 25th, 2015
The following are the regularly scheduled weekend event dates for 2015!
- April 3-5
- May 1-3
- June 5-7
- August 7-9
- September 4-6
- October 2-4
- November 6-8
- December 4-6
We hope you'll join us!
Posted by Julie
Fall/Winter 2014 Event ScheduleNovember 4th, 2014
Even though it's cold, we still play this time of year! (For tips on staying warm in garb, check out our forums!)
Upcoming events:
- November 7-9, 2014
- December 5-7, 2014
- February Feast: February 20-22, 2015
We hope you'll join us!
Posted by Julie
Second Annual Summer Dungeon CrawlMay 27th, 2014
Kingdoms of Novitas is organizing a dungeon crawl event for Saturday, July 19, 2014. This event will give players a chance to experience an elaborate dungeon with obstacles, traps, puzzles, and monsters.
Date: July 19-20, 2014
Start time: Logistics opens at 10am (no earlier, but please be prompt!)
Location: Vanderkamp, the big red barn near Confirmation, same as last year!
Fee: Standard $25, includes full sign-in and a free level.
Pre-registration: Starts during the June KoN Event (7th). All attendees must pre-register and pre-pay for this event. You may not attend the event if you do not plan on participating in the Dungeon Crawl. The site fees are the dungeon crawl budget – we don't spend regular KON funds for this event. As such, this event, like the Feb Feast, is not eligible for the "first-time is free" promotion.
You can pre-pay at the June event, hand cash to Zach (Octavius) or Christina (Naidre), or use Paypal ( paypal@mvgc.net ). Pre-registration ends July 5, 2014.
Your pre-registration should include:
- Your real name (and the names of anyone else you are pre-registering)
- If PCing, include your PC name
- If you are with a group, which group you will be running the dungeon with (adventuring groups are capped at 10). If you are unable to find a group, please state you are an independent and we will pair you with a group(Please do your due-diligence and attempt to find a group before using this option)
There are only 60 PC slots, and we will only run up to 6 crawls on Saturday. This means there is a 10 player limit per dungeon crawl. This is first come, first served, so we recommend you pre-register early! We are accepting any number of all-day NPCs.
We reserve the right to combine groups or add independents onto crawls that are not at the 10 player cap. We can only run 6 dungeons and we want to make sure that everyone who wants to go, gets to go. Thank you for your cooperation in this matter.
Adventuring Groups: Dungeon adventuring groups will be between 6-10 people. If you have an adventuring party, please decide, as a group, if you will be participating in this dungeon. If you are not part of an adventuring group, either find one, or form your own! Generic dungeons will be available for random groups of independents, but we're asking PCs to organize themselves into groups. You must be part of a group to PC in the Dungeon crawl. Organize your groups early! No PC can go through the dungeon more than once.
NPCing: Everyone attending the event will be scheduled to work a minimum of three crawls and will have at least one break shift. Tasks will involve the usual monsters and hooks, as well as running traps and other obstacles in the dungeon and resetting the dungeon after a crawl is complete. We'll work out a schedule based on pre-registrations, and you will need to be present at your scheduled times. All players are required to attend all day. If a player PCs they must NPC for at least 3 of the dungeons. We may make exceptions on a limited basis with good reasons; talk to Zach (Octavius) before the event if you think you may need special arrangements.
Tentative Event Schedule:
Saturday, July 19
10am Logistics opens for sign-in
11am Game-on!
1pm Meal break – Potluck feast (watch for a potluck sign-up closer to the event).
2am Game off
Sunday, July 20
10am Cleanup
12pm Depart site
Logistics: We will manage Logistics out of a green GP tent that will be set up near the barn. Go there to sign-in. NPC supplies and food will also be staged there.
Parking: Please park along the side of the road near the barn. There are other events taking place at VK this weekend, so we cannot use the parking lot.
Sleeping: Participants can stay overnight Saturday in the cabins. Cabins will not be available until after our meal break.
Food: We will be organizing a potluck meal and snacks to feed people during the day. There will be one scheduled food break at 1:00 in the GP tent. We will ask for people to sign up to bring food items, drinks, and paper products closer to the event. There will be no standard Inn or Inn staff for this event. No feastware is required.
Alcohol: This is a dry event. No exceptions.
Early Arrival: Unfortunately there is no option to arrive Friday night or before 10am Saturday. Summer camp will be going on. Do not arrive Friday night or you'll be turned away due to health department rules regarding having adults on site who we haven't had background checks and sex offender checks. Sorry for any inconvenience this causes. If you have to travel far, we recommend making arrangements with friends who live more locally.
Special Event Rules: Still in the draft stages, so look for an update closer to the event.
- Anyone can walk out of the dungeon at any time, for any reason, while your character is still alive. This mechanic works effectively like a Ley Lines spell – when you decide to walk out, you are instantly out of game. If you choose to do so, your participation in the crawl is over. You cannot re-enter the crawl.
- Each dungeon crawl has a time limit. After the the time limit expires the group will experience a teleport/Ley Lines mechanic which will remove all living PCs from the dungeon, as well as any corpse a living PC is "carrying" (see more below). You have to choose how to prioritize your time within the dungeon and how long you are willing to spend on an individual obstacle, trap, or puzzle. (Unfortunately, we have an aggressive schedule to maintain in order to get six runs through the dungeon in one day.)
- Injury, death, and healing mechanics work the same way in the dungeon as they do in regular game play, but the dungeon creates a few unique challenges. Anyone left dead and unattended in the crawl will not be teleported out at the end of the time limit, and the corpse will not be retrievable later. (This means they will be permanently dead.) The counteraction for this is carrying the body, or a piece of the body, along with the party – if the corpse is with a living member of the party, it will teleport out with the party. If a person is revived from a piece of their body later, any of the items and equipment left on the corpse will remain in the dungeon and cannot be recovered. Please note: In the event of a total party kill (TPK), there is no way to recover.
- There will be no Convergence in the dungeon, regardless of what time it is in real life.
- Accidents may happen, but any player who deliberately breaks the dungeon, such as tearing down walls or otherwise damaging the site, whether out of frustration or in order to gain an advantage, will be kicked out of the dungeon and banned from future Kingdoms of Novitas events.
- No PC can go through the dungeon more than once.
Posted by Julie
Kingdoms of Novitas 10th Anniversary!April 23rd, 2014
The May 2014 event marks the 10th anniversary of the Kingdoms of Novitas LARP! Thanks to all our players and hardworking staff who made this possible!
We hope you'll join us for this special occasion! We're celebrating our anniversary by waiving the site fee for this event (but will give double XP for those that choose to pay a site fee) and by giving all our players:
- a free level
- extra loot
- double XP for cash donations
- personal plot for everyone!
Also expect to see the return of an enemy from the beginnings of Pinedale, and many throwback plots to highlights from the last ten years.
We will be taking pre-orders for T-shirts soon, too! (Thanks to Brett Marsh for the design!)
Posted by Julie
Worldbook!March 1st, 2014
We are happy to announce that the Kingdoms of Novitas World Book will *finally* be on sale in April!
It is a 90-page perfect-bound softcover book, with glossy color cover, that includes all of the fluff and flurb that was once published in the v.3.0 rulebook, all of the information from the Adventurer's Compendium, and lots more!
This book is the perfect resource for new players getting ready to make their first PC, veteran players looking for more flavor, and even Game Masters who may need inspiration for writing plot!
The World Book is available as a free, downloadable PDF at the following url: http://www.mvgc.net/larp/worldbook.pdf and also available for sale in $10 and $20 versions (for XP) at any game event from Logistics.
Big thanks to Christopher Tesorio, James Davis, Alex Richmond, and all the other volunteers who so generously donated their time and expertise to make this finally happen.
Posted by Julie
Dungeon Crawl and Fighter PracticeJune 11th, 2013
We want to announce that we will be organizing and running a dungeon crawl event – fighter practice combination event. The date is the weekend of July 27-28, 2013. The dungeon will begin at Noon on Saturday. We will be reserving the cabins to sleep in until Sunday morning. (You cannot arrive Friday night! So please arrive on time on Saturday.)
This event will be a series of dungeons designed for groups of adventuring PCs that will run all day Saturday mainly in big red barn near Confirmation Lodge. The price will be as regular sign-in ($25), which means full production and sign-in XP. Those that wish to participate in the dungeon crawl must NPC for the rest of the adventuring groups and assist with setup/cleanup of each dungeon. Those that do not wish to participate can participate in a Fighter Practice day and still partake in the sign in/production as per a normal practice.
If you are part of an adventuring group please decide as a group if you will be participating in this dungeon. If you are not part of an adventuring group, either find one, or form your own! Generic dungeons will be available for random groups of independents. You must be part of a group to PC in the dungeon crawl.
We will be requiring a preregistration for this event since it is an off season event. Please Preregister following the instructions below.
You can send your pre-registration to paypal@mvgc.net Pre-Registration ENDS July 1st. Your preregistration should include:
- Your name
- Whether or not you are participating in the dungeon
- PC or NPC? If PCing, include your PC name and which group you will be with
Tags: event
Posted by Julie
Garbing Up on the CheapApril 5th, 2013
Prioritizing your kit investments – If you're making stuff, where and what to scrounge
Written by Suzie (Delia)
Okay, so you've come to game, you've tried the system, you've drunk the Kool-aid, and you're hooked, but now you need garb and you're broke, so what do you wear?
First don't be put off by the people who bought zillion dollar Feb Feast belts, or ridiculously expensive suits of plate handmade by secret herds of genetically engineered elves. You do not need to spend a lot to look great.
Anything you wear comes from three things: skill, money, and time. Learn how to use more skill or more time and you can make excellent garb for cheap. As you experiment with taking most of the money out of the equation keep in mind four things.
1. Don't buy what you don't need.
The absolute minimum I would recommend for new players is: good boots, a tunic/top long enough to cover you to about mid-thigh, and some way to carry stuff (either a belt and pouch, or pockets in your pants). These things can get you by for a few games without pretty much anything else.
Pair these with a pair of nondescript pants, or a long skirt, and the tunic will cover the pockets and things at the top until you can make/buy a more period pair of pants or skirt. Then over time build up your kit by adding new items as you learn how to make them or become able to afford them. Even with years of practice, it still took me almost a year to completely finish Delia's garb. Be patient.
2. Don't buy junk.
Buying shoddy, ill-fitting, anachronistic or uncomfortable garb wastes your money. You'll just have to buy the same thing again when it breaks/ makes you miserable/ you decide you don't want to look terrible. If you don't waste your money, even someone with very limited skills or money can get great stuff by buying one piece at a time. Better to borrow for a game or two, then buy something that will last, than to buy the cheapest thing that will look terrible until it falls apart.
3. Design is important.
First, plan your outfit with your budget in mind. If you can't sew, don't do leatherwork, and have no money, keep that in mind when you start your costume. A peasant, in a simple loose-fitting tunic and pants, might be a better choice than an Evanendran noble with ten embroidered under-layers and curve-hugging studded leather armor.
Second, if you want your not-quite-right garb to look better, always make sure the silhouette is the same as or similar to the intended period garment. Picking a color scheme and sticking with it for every item in the costume, will also help the imperfections in some items blend into the rest of the outfit. (Not just neutrals though, because that won't look intentional enough as a color scheme.)
Strive for accuracy in the garments themselves if you want to mix and match colors or cultures; it keeps the whole thing from looking accidentally anachronistic instead of period but mismatched. Fairly plain items in a color that matches the rest of your garb will likely be the least noticeable. Because this is a costume, if it isn't right it shouldn't be there, so keep anything modern very simple, but you can sometimes get away with something generic in brown or black (or a matching color) if it's fairly simple and not too attention grabbing, and all the modern bits are covered by parts of the rest of your costume.
4. Invest in what matters.
After boots, your time and money should be budgeted in proportion to how noticeable things are. Your goal is to use color and detail to draw attention to the great parts of your costume, while the rest blends into the background.
So if you have a bright yellow patterned tunic and a belt of simple brown leather, the tunic will draw most of the attention. You should be spending most of your time and money on the tunic. On the other hand if you had a plain brown tunic, and a wide, flashy, bright yellow patterned belt, then you would expect much more attention to be on the belt than before. Most of your money and attention should be spent on the belt.
Size matters too; spend more of your resources on something that covers a lot of your body (and shows – hidden parts don't count for size here) than on pieces that only cover a small area.
Get good boots. They are the most important thing you can get. Good footwear keeps you happy and comfortable during all the moving and running LARP requires, and good-looking boots can help pull a mediocre or poor outfit together.
Tip for men: Your women's shoe size is generally your shoe size plus about two. Consider looking for women's boots. You can actually find many modern women's boots that would pass for period (in this case, period means no zippers, no modern embellishments, appropriate cut and style, etc.), and since they are carried by regular shoe stores, you can actually try them on. If they look lousy or hurt your feet, you'll know before you buy them, not after.
Where to Look for Inexpensive Materials
Now that that's done here's how to get supplies, but remember, be flexible. If you go to a thrift store expecting to find what you need for 'a midnight blue robe, grey brocade pantaloons, and a red silk shirt', you are going to be very disappointed. On the other hand, if you go looking for 'fancy clothes and fabric for a high elf' you'll be much more likely to end up with what you need, even if you end up with say green and white garb, and a cloak instead of grey garb with a robe.
There are three basic ways to get supplies: from stuff you already own, from places that sell used or discount goods, and from actual fabric and craft stores. Let’s start with…
Stuff you already own.
Pros: Free!
Cons: Little selection, takes up storage space, takes time to get a good supply.
Many things people get rid of have useful parts you can save if you set aside a small space in your home. Later, when you make costumes, you don't need to spend your hard earned money on them.
Things to save:
· Belt buckles. If your belt wears out consider saving the buckle for use on a new belt.
· Drawstrings. These can save you a couple bucks when making drawstring skirts or pants but take up very little space, and depending on what they look like might also be appropriate for lacing garments that need it.
· Buttons. Don't throw away any shirt (or other clothing) until after you've cut off the buttons. Even buttons that don't look period can be used as a base for constructed buttons.
· Unmatched Hook-Back Earrings. If you bend the hook into a loop you can attach them to chains and other jewelry, or cut the hook off and you can use the loop that attached the earring to the hook to sew them onto finery as embellishment.
· Rings and Hardware. Taken from worn purses, bags and backpacks, these can be used when attaching ties to cloaks or other gear.
· Chains or Charms From Broken Jewelry. Use as cords, in the same manner as unmatched earrings, or pair them together to make new jewelry pieces.
· If you have extra space you can also save garment leather from bags, clothes or furniture, and fabric from clothes, sheets or curtains that become stained in only one area, or tear from minor calamities instead of wear.
Places that sell used or discount goods.
Pros: Better selection, no storage.
Cons: Takes a while to find what you want, worse in winter
We're talking thrift stores, garage sales, rummage sales, and sometimes the internet. (Though you can also get things from friends and relatives if you let them know you're in the market for leftover stuff from any projects they do.) These are all great places to shop for materials as long as you are flexible and shop ahead of time (since it may take a couple trips to find what you want).
Tip for people with lots of choices: If you have more than one thrift store in your area, go to the one with the least fashionable clothes. The more trendy their stuff is the more likely the colors you find, if not the items they sell, are to read as modern in your garb, no matter how careful you are about creating accurate garments from it.
These are places you can get fabric for just a few dollars (if that) by buying sheets, curtains, or tablecloths that are in good repair. If it looks okay, hold it up to the light and look for any unevenness or brighter spots. These are a sign of worn fabric. Don't buy anything that has them.
Only buy woven fabrics. Anything knit, and anything with stretch in it are to be avoided, they will be much harder to rework and will not look period even if you do.
Denim isn't period, but can look okay provided you get colored denim (not blue or black, or khaki colored) and you check to ensure that the whatever you are getting the fabric from is the same color on the inside as the outside (this will prevent it from fading in the manner common to denim when worn).
Crushed velvet is period but is best avoided all the same because of how frequently cheap versions of it are used in bad Renaissance Halloween costumes and such. This means almost anything you make from it, without really exceptional levels of skill, will look tacky and cheap, just by association.
If you're lucky you can also make some modern garments look period with a little work. Your basic plan is to take a premade item that fits you and change it until you get rid of all the anachronisms. (Even if you don't have a lot of sewing skills, taking the time to get good with a seam ripper can be really helpful here). Start by finding something in the shape you are looking for in a period-appropriate fabric. For tunics this might mean a dress, instead of a shirt. If it looks okay and basically fits, then check out the trim, pockets, or anything else that needs to come off (or have something sewn over it). If it looks like it is sewn on top rather than being built into the seams, and if the fabric isn't darker under the edges of it, then you can probably remove it with a seam ripper at home and it could be worth buying. If not, then keep looking. You can also sometimes remove anachronistic trim if you shorten the sleeves or hemlines slightly. Pockets set invisibly in the seam can be sewn shut, but pockets elsewhere are usually too much of a pain to be fixable.
Aside from fabric and garments you can get great accessories. Check out the belts, hats, jewelry, and bags each time you go for other supplies. These are very hard to alter, and you may go many times before you find something usable, but if you keep looking you can sometimes find pieces that work for your garb.
Fabric and craft stores.
Pros: Great selection, really fast.
Cons: Most expensive.
These places can be a great last resort if you can't find what you need elsewhere, and often a small purchase here can be just what you need to finish off your outfit.
First, you're gonna need your basic fabric. This is where coupons are your friend. Sign up for whatever mailing list your local store has – they often send out coupons, which are well worth it when buying expensive fabrics like linen or wool (or brocade). Linen and wool are period, and great in poor weather, but expensive per yard. If you plan on using these fabrics, consider looking over the cheapest selection of wool or linen fabrics your store has before making a color choice. After all a green shirt might match your idea for a wood elf better than a brown one, but if the cheaper selection doesn't include a good green, that brown one can start to look mighty appealing.
Spend your money on what will draw attention. In solid colors you can get away with cheaper fabric, but for patterns (like anything embroidered, or brocade, or whatever) buy quality fabric. If you can't afford the good fabric, don't buy a pattern. Patterned fabrics also take more fabric to make the same garment, since you have to match the edges and make sure everything is right side up. For these reasons I advise against them when you're tight on money.
Some fabric is the same on both sides (mostly solid colors, in standard weaves), but many patterns have a cutting layout planned for fabrics that are not. If you buy fabric that is the same you can sometimes get away with using less by rearranging the pieces that have to be mirror images of each other. You can also consider going in with a friend to make two similar shirts together for less than the price of two individual shirts.
For example, let’s say Adam buys three yards of red fabric for a shirt, bias tape to trim his sleeves and edges, and white fabric for a Septon's star on the front. Then I buy three yards of white fabric, bias tape to trim my sleeves, and red fabric for a Septon's star. Instead we could each buy almost the same amount of fabric, then use the leftover pieces from each other’s fabric (all those weird narrow edge pieces and triangles and such) to trim our shirts. Or if we want exactly the same shirt, two people buying the same fabric as one cut make out way better on percentage coupons, since one can buy fabric at a discount then the other can buy trim at a discount making the most use of their two coupons.
Plan on investing in good trim. Since it isn't structurally necessary there's no reason to scrimp on it. Nice trim and quality fasteners can really make your garb stand out. While it's usually easier to add your trim at once when you're making your garb, if you can't afford it, you can always finish the item, then after a game or two with a plain tunic (or pants), buy and add your embellishments to them.
If you're willing to trade a lot of time for a little money, you can also consider braiding your own trim for use as embellishments or ties from narrow ribbon or smooth, non frizzy yarn. (Do not ever try this with that artificial junk that preschoolers use for art, or I will come in the night for horrid costume designer vengeance.) Doing a braid with more than three strands is the key to making it look professional.
Here's a good tutorial on how to start a braid with four strands and how to start a braid with five strands. The instructions for four work with all larger even amounts of string; the instructions for five work for all larger odd numbers. Finish your ends by beading or whipping (as well as a little judicious melting on synthetics) and your cording will look even more rich.
Sew a plain or braided cord on in a fancy way and you can make even simple trim look ornate. The ties on Delia's robe are all five strand braided cord made with cotton yarn, sewn on with loops instead of straight.
Other places to try.
Hardware Stores
Material for props and accessories can sometimes be found here. Good for cheap chain, many sorts of repurpose-able metal things, and dowels for rods and wands.
Dollar Stores
The dollar store often has deals on leftover colors of ribbon (white, beige, grey, or electric green anyone?), those glass blobs and plastic gemstones, and oddly colored shoelaces you can use as drawstrings. Keep an eye on their holiday merchandise. A lot of hideous items have good parts you can break off and use for cheap.
One last thing: Don't give up on your 'failures'. If your work isn't coming out how you want make something else. There may be a perfectly good cloak hiding in that ruined skirt, or robe in that ill-fitting tunic. If it's already unwearable and ruined, there's no reason not to try.
Posted by Julie