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The Isles is a multi-genre Live Action Role-Playing game, building off of the Accelerent live action system. Your character can use magic rituals, psionic powers, fighting techniques, scholarly knowledge, crafting skills, and more to forge their place in the rugged frontier setting of Purgatory Station. Our unique system of racial advantages and disadvantages allows you to pick a race from a series of templates or to create a unique race of your own. The skill system allows you to create the character that you want to play, picking and choosing from many different kinds of skills to match your vision of your protagonist.
 
We have a staff that mixes vast experience and fresh perspectives. Our player-centric game model means that we listen to our players and craft the plot based on the directions they want to take it. And our innovative payment plans allow you to either be an adventurer, heading out for action and battle, or to remain in town as a townsperson, helping to drive our player-based economy without worrying about physical concerns or limitations

 

Most experienced staff in the business
Our staff includes some of the most experienced people in the business. Founded by Ford Ivey, founder of NERO andconsidered by many the "grandfather of American live action," we have a professional staff consisting of people that have been with live action since its beginnings. Weve run events of our own for years, and have spent time at events run by many of the other live action organizations out there. We know what can be done, what should be done, and what needs to be done better and were dedicated to making that happen.

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Play how you like to play
Its a fact Edifferent people enjoy live action for different reasons. For some its all about taking in the atmosphere and doing some improvisational acting. For others combat and going on quests have the highest entertainment value. We find that the majority of people like some of both. To address these varied desires, weve created zones within the game boundaries. Are you a role-playing enthusiast that wants to sit by the fire and tell old yarns all weekend, but never have to think twice about gaming aspects such as combat and adventuring? We can do that. Or are you the adventuring type that enjoys the physical challenge of combat and moduling? No problem Ehead out to the ruinsEand see how long you can survive. The end effect is that you can enjoy the event how you want, when you want.

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Innovative payment options
Our payment plans allow you to attend a partial event or a full event, and you may choose to be a Townsperson or an Adventurer. Townspeople have full characters with skills, but they do not leave town to go on adventures (perfect for those who love to role-play and develop a character, but arent interested in game mechanics, combat, and the like). Adventurers are similar to Townspeople in that they have full characters with skills, but Adventurers can head out into the wilds and go on modules.

For more details on our innovative payment options, click here.

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Player-centric game model
Our many years of experience running live action events has taught us that players enjoy plot lines that they are, to a large degree, creating themselves. Because of this, at our events you wont find plot lines that have defined conclusions before the event even starts. Instead, we focus our efforts on creating an environment that is full of potentially deep plot, but plot that is not locked in any given direction until the players take action. By allowing the players to take the lead in defining plot direction we create a far more enjoyable experience. Youll never be led along by the nose at an Isles event, and youll never be left out or penalized just because your response to a plot situation is different than what we predicted it might be.

Our plot staff is dedicated to taking feedback and direction from players regarding the types of plot theyd like to be involved in. Our attitude is that we are creating a world for you to enjoy the way you want to enjoy it, and our plot staff is there to ensure that you can.

In addition to player-centric plot, our rules system allows for great latitude in player-proposed skills, races, and more. Weve established a set of online tools that allow you to easily propose new skills, races, and plot so that you can make the game into the type of game that you want to play. Weve also created online feedback forms so you can give us your response to an event directly, and we are dedicated to paying attention to and responding to your feedback. For more on our online proposal tools and feedback forms, please click here.

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Cutting edge rules system
The rules system weve created is an excellent blend of depth and simplicity. The massive depth and breadth of our rules system allows for deeply defined characters and capabilities, yet the methods we have used to implement these rules allow you to learn only the rules that apply to your character directly. The AccelerantEsystem that we utilize allows you to quickly and easily understand the effect that a skill has without needing to understand the game mechanics behind the skill. For more complex skills, weve built in time delays, giving you time to reference a given skill and make sure you understand it fully before the effect takes place. The result is a game with massive possibilities, but extremely smooth and elegant game play Ethe best of both worlds.

Click here to view our rules system.

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Accelerant
We employ the AccelerantEsystem of skill calls, which allows for all players to understand the effects of every skill in the game without having intimate knowledge of that skill. Accelerant works by establishing a very simple vocabulary that players use to let one another know the effect of the skills they are using on one another. Once this vocabulary is learned, a player knows immediately how to react, without needing to question or understand the skill that he or she is being affected by.

The main philosophy of the Accelerant system is to keep the game flowing smoothly without interruption, and weve found it does just that. Almost everything you do you should attempt in game. There should be no reason to drop out of game, to consult an out of game personage during normal game play, or to describe out of game actions unless those actions may make others uncomfortable.

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Player-driven economy
Our in-depth resource production system allows for an entire in-game economy that is driven by the players themselves. Our production system is split into two main groups Eskills that allow players to produce raw materials, and skills that allow players to refine raw materials into finished products. Each and every player-produced material has a direct use in-game (in many cases, several uses), which makes production-based characters (such as merchants, craftsmen, and smiths) an integral and necessary part of the game. Instead of production-based characters being relegated to the sidelines, in The Isles youll find a production-based character to be a vital and lucrative part of the game. At the same time, those who are not interested in production skills dont need to understand the production system at all Ethey simply need to find a character that can supply them with what they need and then barter or trade with them for those goods.

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