General Safety

Like any active activity, LARPing comes with a small amount of risk.  We do out best to mitigate this risk, but we need the help of the players to keep the game safe for everyone involved.


The main thing to remember when you hear “HOLD” is to stop, drop to a knee or sit down, and listen. This is a call that always needs to be listened to, the thing you should only use when needed for medical reasons, and the only thing that will stop the game in its tracks: “Hold!” Holds will only be used for Staff announcements or a medical emergency. Once the announcement or Staff reason has been made or solved, or the emergency has been dealt with or
cleared from the field, everyone will be asked to stand back up and retake their positions. At this point a “Lay-on” will be called which signals the continuance of whatever was happening.

A player should only call a “Hold” in the case of a medical emergency. No one should call a hold for someone else unless said person is incapable of doing it for themselves. In the case of medical holds, a call for “Medic” should be made immediately after the Hold is called if needed. In the case of Medical Holds all players should step back from the injured player and allow only medical personnel to handle the situation.


This term should never be used in-play. Clerics, field surgeons, doctors, and any other form of healer are acceptable in-play terms to be called for in-play healing. The term “Medic” is reserved for the out-of-play, real life medical emergencies. As stated above, the term “Medic” is not to be taken lightly and should only be called out by the player in need unless said person is unconscious. There are many in-depth and “hardcore” players that will shake off a real injury that others would not; let them make the call for themselves.


There are four different colored headbands that players need to keep an eye out for that represent different things. Headbands are an out-of-play thing, and to cut back on confusion it is asked that no character wear these four types of headbands. At Xadune you will encounter these following

White: This might be the most common of the headbands seen. White represents players that are out-of-play. As a courtesy, OOP players should stay away from in-game activities and do whatever they need to do to get back in game.

Orange: The most important of all the headbands is the orange one. People that wear these headbands are for one reason or another medically exempt from combat. Under no circumstances should these players be involved in combat. This does not make these players exempt from dangerous situations. If for some reason someone deems it purposeful they can approach these characters and tell them that they are killing them, and as cheesy and cruel as it is, it is a legal game action that the player must abide by. Players are highly discouraged of taking advantage of this. Anyone doing so should be pointed out to Staff immediately.

Light/Neon Blue: Next to the white headband, these might be the next most commonly seen headbands. Light Blue represents characters and creatures in the Twilight. Unless you are also in the Twilight, you are not allowed to interact in any way with these people. At night, if you are staying in the Twilight, you need to wear a blue glow band on your head.

Light/Neon Green: These rarer headbands represent creatures or players that are invisible to the naked eye. Creatures wearing this color headband cannot be seen, but they can be heard and interacted with. Though some might find it difficult to role-play not being able to see something they can interact with in real life and they can clearly see, it is very encouraged that players do their best to role-play the situation properly and not “cheese” the encounter. At night people that are invisible need to wear a green glow band on their head to represent their status.

Physical Combat

While at Xadune, physical contact of any sort is prohibited, plain and simple. The only way you can touch another player is via boffer, packet, or foam projectile. Violation of this rule will be dealt with swiftly and firmly. Warnings on this will be harsh.

However, sometimes a player will allow contact. If they do not offer up this small invitation you can ask, “Do you accept physical contact?” If the player says yes, then you may touch the person in an appropriate manner. This is not an invitation to beat someone up, or anything similar; it is an allowance to help enhance the role-play.