
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.

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.

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.

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.

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.

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.

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.