About Us
What makes Fantasy Alive different from other LARP games? This is difficult question to answer, there are many LARP games and systems, and most will share at least some similarities. Some of the most notable differences we have tried hard to implement are listed below:
* Character development A classless system, players can direct their characters growth in any direction, as well as countless opportunities for political and social growth not directed by rules and stats.
* Realism High-level characters do not become tanks capable of soaking large amounts of damage. Also, anything brought into game is based on mechanics available to characters. No mysterious plot items with powers that fall outside the rules.
* Working economics Gold and treasure has definite uses and is not just a system for accumulation, or experience rewards. Almost every aspect of the characters lives will require or earn coins in our fluctuating economy.
* Permanent Site Characters can own land, and (within guidelines) build their own structures, encampments even villages or dungeons.
* Balanced Mechanics Long time players do not end up with powers that create imbalances in game play. There is no need for complete restarts every couple of seasons; as high-leveled PC's become unstoppable.
* Low out of game Politics While in-game political battle is encouraged, out of game it is not tolerated. There is no "boy's club" of plot members who favor certain PC's or situations. New recruits have the same opportunities as old friends of the game presenters.
* Custom events If the site and a suitable number of NPC's are available, mini-adventures can be requested by PC's to play out modules unaffected by other players. (Raiding a passing merchant caravan, meeting with a foreign emissary, pillaging ancient ruins no one else has found.)
* Flexibility Our most important concern is the satisfaction of our members, when flaws in the rules are found they are fixed. When a problem arises, we will bend backwards to fix it.