NERO Alliance
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The NERO Alliance is an organization that runs LARPs. NERO Alliance was founded by Michael Ventrella and has been running since 1998 when it split from NERO International. Mr. Ventrella was an original founder of Nero with Ford Ivey. The NERO split is still a sore spot with NERO International president Joe Valenti, who referred to NERO Alliance as "The False NERO" or "The false NERO alliance" some 48 times during the 2 hour radio interview with Ventrella and Valenti on RedHawk Radio'sRadio Free Amtgard program in 2004.
As of 2005, The Nero Alliance has 11 local campaigns across North America with thousands of players. For the remainder of this entry, the term NERO will be taken to mean "NERO Alliance".
NERO is a live-action fantasy roleplaying and boffer combat game. NERO is an acronym for "New England Role playing Organization."
[edit] Ruleset
While once very similar to those for D&D or other fantasy table-top RPGs, NERO rules have undergone significant modifications and improvements over the years to allow for live-action play. The rules are upheld without a "DM" of any kind; participants are expected to be self-policing. If the players involved can not resolve a dispute by themselves, marshalls are available to discuss the rules with them and render a verdict. This is discouraged however as this sort of mitigation takes away from the overall flow of the gameplay. Players are encouraged to come to their own resolutions with good sportsmanship and fair play.
The games are implemented by individual franchises called campaigns. Rules are made by a central organization with input from the individual campaigns. Game rules are published in a Rule Book, describing the system for boffer weapon combat, for example. Campaigns are also required to adhere to a set of by-laws, for example limiting how much treasure is given out per game. There is enough oversight among campaigns to provide
- Consistent rules.
- Conflict resolution between chapters (esp. regarding territory).
- A single game-wide currency and game-object system.
- Easy character transfers between campaigns.
- Reasonable game balance between campaigns.
The advantage of all this is that one can play your NERO character in any campaign, bring most of your possessions along, and know all the game rules clearly and completely in advance. However, the setting, plot and plot controlled characters (NPCs) of each campaign are unique and completely under the control of the management of the individual campaign. This allows each campaign to develop its own unique style and flavor.
Characters advance by a system of build points which are earned solely by attending events and contributing goods and labor to individual franchises. Robust limits are in place so players cannot simply buy powerful characters, at least not without having to wait for several years.