Little Brother
close enough to someone to fight, you play a quick couple rounds of rock-paper-scissors, with modifiers based on your experience, armaments, and condition. The referees mediate disputes. It's quite civilized, and a little weird. You go running after someone through the woods, catch up with him, bare your teeth, and sit down to play a little roshambo. But it works — and it keeps everything safe and fun.
Charles couldn't really get the hang of this. I think he was perfectly capable of understanding that the rule was no contact, but he was simultaneously capable of deciding that the rule didn't matter, and that he wasn't going to abide by it. The refs called him on it a bunch of times over the weekend, and he kept on promising to stick by it, and kept on going back. He was one of the bigger kids there already, and he was fond of "accidentally" tackling you at the end of a chase. Not fun when you get tackled into the rocky forest floor.
I had just mightily smote Darryl in a little clearing where he'd been treasure-hunting, and we were having a little laugh over my extreme sneakiness. He was going to go monstering — killed players could switch to playing monsters, which meant that the longer the game wore on, the more monsters there were coming after you, meaning that everyone got to keep on playing and the game's battles just got more and more epic.
That was when Charles came out of the woods behind me and tackled me, throwing me to the ground so hard that I couldn't breathe for a moment. "Gotcha!" he yelled. I only knew him slightly before this, and I'd never thought much of him, but now I was ready for murder. I climbed slowly to my feet and looked at him, his chest heaving, grinning. "You're so dead," he said. "I totally got you."
I smiled and something felt wrong and sore in my face. I touched my upper lip. It was bloody. My nose was bleeding and my lip was split, cut on a root I'd face-planted into when he tackled me.
I wiped the blood on my pants-leg and smiled. I made like I thought that it was all in fun. I laughed a little. I moved towards him.
Charles wasn't fooled. He was already backing away, trying to fade into the woods. Darryl moved to flank him. I took the other flank. Abruptly, he turned and ran. Darryl's foot hooked his ankle and sent him sprawling. We rushed him, just in time to hear a ref's whistle.
The ref hadn't seen Charles foul me, but he'd seen Charles's play that weekend. He sent Charles back to the camp entrance and told him he was out of the game. Charles complained mightily, but to our satisfaction, the ref wasn't having any of it. Once Charles had gone, he gave us both a lecture, too, telling us that our retaliation was no more justified than Charles's attack.
It was OK. That night, once the games had ended, we all got hot showers in the scout dorms. Darryl and I stole Charles's clothes and towel. We tied them in knots and dropped them in the urinal. A lot of the boys were happy to contribute to the effort of soaking them. Charles had been very enthusiastic about his tackles.
I wish I could have watched him when he got out of his shower and discovered his clothes. It's a hard decision: do you run naked across the camp, or pick apart the tight, piss-soaked knots in your clothes and then put them on?
He chose nudity. I probably would have chosen the same. We lined up along the route from the showers to the shed where the packs were stored and applauded him. I was at the front of the line, leading the applause.
The Scout Camp weekends only came three or four times a year, which left Darryl and me — and lots of other LARPers — with a serious LARP deficiency in our lives.
Luckily, there were the Wretched Daylight games in the city hotels. Wretched Daylight is another LARP, rival vampire clans and vampire hunters, and it's got its own quirky rules. Players get cards to help them resolve combat skirmishes, so each skirmish involves playing a little hand of a strategic card game. Vampires can become invisible by cloaking themselves, crossing their arms over their chests, and all the other players have to pretend they don't see them, continuing on with their conversations about their plans and so on. The true test of a good player is whether you're honest enough to go on spilling your secrets in front of an "invisible" rival without acting as though he was in the room.
There were a couple of big Wretched Daylight games every month. The organizers of the games had a good
Weitere Kostenlose Bücher