Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Archery Clearance Document

From Esterrapedia

Archery is a fantasy staple, highly enjoyable, and expands LARP combat. However, archery is inherently dangerous. Even safe arrow shots can hurt people, often your friends. Broken arrows can become potentially lethal projectiles.

As such, a level of regulation is required to reduce both the potential and severity of injury.

At Concord LARP, Rules as written must never take precedence over safety. Safety controls in Concord must never be seen as onerous and/or unreasonable; if one can be ignored, so will the rest. Attempts to bend rules or argue over jargon and minutiae are not tolerated, and doing this should never take precedence over safety and enjoyment.

The aim of a specific Archery Clearance is to provide a streamlined archery experience, both in clearance and on the field, while maintaining (or improving) the current level of safety.

It is important to note that this is not a relaxing of the safety rules. At weekend games or at training events, immediate safety concerns may be raised on the field, and potential safety concerns raised with the organisers for followup rather than directly with the archer in question.

Archery Clearancy Guidelines

  • All Archers - someone who currently uses a bow at Concord LARP, or wants to in the future - must demonstrate full knowledge of this document.
  • Archers have been given significant responsibility. Be advised that every time you shoot a bow, you are taking responsibility for that arrow, and any injury caused by it.
  • Archers are under a high level of scrutiny, and will be observed on the field for safe reactions to combat situations (e.g. handling of the bow when in melee, reaction to surprises).
  • Archers must also accept that negative feedback may be received even when acting safely.
  • Archery is a privilege, not a right. Organisers may grant or revoke clearance at their discretion regardless of the contents of this document.

Testing Arrows

All arrows must be manually checked by the archer between uses, especially when being picked off the ground, and are the sole responsibility of the archer firing the arrow. Do not insert arrows directly into another player’s quiver, and conversely, do not assume an arrow that you have been handed has been checked.

To Test an arrow:

  • Pinch the nock to confirm it will not snap, pull gently to confirm attachment to the shaft.
  • Make sure the fletching is not torn or broken, or has sharp edges
  • Grip the shaft above the fletching and below the head, bend and twist the shaft in a circular motion and listen for any crunching, snapping or cracking noises that may indicate a broken shaft. This is the most dangerous type of failure, and is commonplace.
  • Press and examine the head (both the striking face and the neck) to check the integrity of the foam, looking for splits, cracks, and sun damage. Ensure the head is securely attached to the shaft and does not unscrew or rotate.

Targeting others with Arrows

The following does not take precedence over any other safety rules.

  • Archers must not shoot if the target is within 5m (“minimum distance”). This has been set as a buffer to avoid the potential for panicked and unsafe shots in melee.
  • Archers must ensure their shots are not hard enough to cause damage, and alter their draw strength to achieve this.
  • Archers must ensure their shots are aimed to hit below the target player’s shoulders, and not intentionally aimed at the groin or extended weapons. All other non-hit locations apply as per the Player Brief. The position of the target may vary both due to height and action (e.g. kneeling). It is better to shoot lower and hit the ground than to shoot higher and hit the head; head hits carry a high risk of injury and will result in penalties.
  • The archer is responsible for any injury resulting from a player moving into the flight path of the arrow (e.g. head hit), though the organisers will acknowledge that movements in combat can be unpredictable if/when penalties are issued. Check the area around the target and flight path before shooting, and avoid shooting near or past the heads of other players.
  • Players must not be shot over.
  • Archers must not shoot after dark.

Practical Test

A practical test is undertaken by anyone who wants to use a Bow and Arrow at Concord and this test MUST be taken before doing so.

This is not a test of skill but a confirmation of the demonstrable ability needed to perform archery (can/cannot rather than pass/fail). Previous archery experience is not required for clearance.

  • This must be performed with the bow you intend to use at game.
  • A volunteer will hold a large shield at torso level 10m away. The archer may attempt 10 shots, and must hit the shield at least 7 times without shooting over the shield.
  • Once the archer is ready, the volunteer will then walk forward, with the archer telling them to stop once they have reached 5-6m from the archer.

Equipment

Equipment Specifics are out of scope of this document, if you are unsure please reach out to the Concord team or speak to them at a Training Event.

Generally accepted guidelines for bows and arrows are:

  • Bow - Maximum 28 pound draw (26 pound preferred), with bows being tested via bow scale at the start of every event and upon any changes being made to the bow.
  • Arrows - Only non screw-in IDV arrows (both round and flat) are permitted for use at the present time.

Equipment Maintenance

  • To avoid damaging your bow, do not shoot it without an arrow (“dry-firing”), leave it strung for long periods of time without use, or leave it in a wet environment or on the ground.
  • Always warm up your bow before use to ensure consistent results. If nothing else, this is good practice for yourself.
  • It is recommended that arrows not be left tightly packed in a quiver for long periods of time as this will cause the fletching to warp.