Treasure Trap

Last updated

Peckforton Castle, the home of the original Treasure Trap Peckforton Castle 1.jpg
Peckforton Castle, the home of the original Treasure Trap

Treasure Trap was a live action role-playing game established at Peckforton Castle in Cheshire in April 1982. [1] Various splinter groups broke from the original system, some retaining the Treasure Trap name, and helped to shape the later British LARP scene. [2]

Contents

Peckforton Castle

The original Peckforton Castle game was a fantasy game run by business partners Peter Carey and Rob Donaldson. The group ran events mainly over weekends, but also some week-long adventures moving across the country and ending at the castle.

The venue gained fame when it appeared on the popular BBC television programme Blue Peter , with two of the show's presenters, Simon Groom and Peter Duncan, playing the game. Shields with the show's ship logo on them were made for the occasion. When working as a local news reporter, Ben Elton once also presented a programme from the castle and took part in an adventure. [3]

Cards & Stells used in the original Treasure Trap game Trapcards.jpg
Cards & Stells used in the original Treasure Trap game

As in most role-playing games, players would assume a new identity (or character) during the game, each character having certain skills and abilities which were recorded on cards. Characters might join a guild, which was essentially a character class, giving them access to a particular set of skills. Players could progress through the guild hierarchy as their skills developed. [1]

Players would play the game in costume, ranging from basic hessian tabards for novice players to armour such as chain mail for experienced players whose characters had gained game wealth (measured in Stells) in previous games to be able to afford its purchase. Conventional weaponry was restricted to padded or rubber weapons and wooden shields, although more unconventional weaponry was also allowed, such as tennis balls or dye-filled eggshells used to represent the spells thrown by a wizard character. [1]

The game scenarios were initiated by a "brief" who was in role and would explain the games' objectives, which might be such things as rescuing someone from a group of hostile monsters. Players would attempt to complete the objectives in small groups (parties). They would be followed by Referees (see below) who would call 'time out' at the end of the battle and adjudicate on the effects. Game play would continue until all the adventurers were killed or the objectives were achieved. [1] Irish author Conor Kostick, then a teenager, was one of the system's designers. [4] [5]

Health was measured in Life Points, both total and per each body location (head, chest, abdomen, legs and arms). Weapon damage affected both of these and armour reduced this damage. This system was heavily influenced by the RuneQuest table-top role-playing game. When describing a battle, the degree of a hit was often explained using the local jargon of dob (mild), twat (stronger) and smeg (strongest): "I twatted her but she smegged me back."

Peckforton Castle itself was built in Victorian times, which made it perfect for its new purpose because it looked like a newish castle. It had great halls, towers (one of which was burned out accidentally during a game), and tunnels, and was big enough so that several different adventures could be going on simultaneously, and players could play several adventures without getting to know the layout too well. The facilities were not great, however. Mice roamed freely, many of the dormitories had no beds in the early days, there was almost no water supply for washing and the toilets were famously dire.

Monstering

Monsters were drawn from the body of players at the castle at the time, usually requiring sign up in advance. Monstering often involved putting on basic costumes and makeup. Because the monster or monsters would be positioned in advance, if the party was slow-moving the monster might have to wait several hours for a party to show up. Monsters were instructed in how to attack adventurers "in character", including falling down "dead" if they were inflicted with a fatal injury. Hit count was the normal method of working out if the monster should be dead or not. After being killed, a monster would then be "reset" further along the adventure, sometimes needing to pass through the adventuring party during a "time out" i.e. when the game had been stopped, for example to measure monster damage. Monster damage went by colour starting with red and going up via blue and green to black damage. In time groups of players who regularly monstered together started to form clans such as II Orc, Three Skulls & Four Skins (which were Orc clans) and 1st Ogre. People would also specialise in doing Basics - the initial adventure that everybody took as their first adventure. Because monstering was free, people with low incomes could spend years doing nothing other than monstering.

Reffing

A single adventure would often have several refs. The referees organised the entire adventure, from monster sign up and placement to following the adventuring players at a discreet distance, carrying paper "Battle Boards" on which they would record combat scores between adventurers and monsters. Referees would count points based upon coloured markings left upon the adventurers' costumes, left by the monsters' weapons, which were coated in dye (actually poster paint) for this purpose, with different colours signifying different amounts of damage, or the presence of acid, poison, etc.

Descendant clubs

A group of Birmingham University Treasure Trap society members prepare to start an event in the Lickey Hills in 1997 Trap0002.jpg
A group of Birmingham University Treasure Trap society members prepare to start an event in the Lickey Hills in 1997

Although the original club closed in 1985 (as a result of financial problems as well as losing access to the Castle) many of its attendees formed their own games, clubs and societies around the UK, frequently adopting similar rules and settings, and sometimes bearing the same name of Treasure Trap.

Durham University Treasure Trap was founded in February 1983 with the aim of helping members travel to Peckforton Castle. When the original Treasure Trap folded, members began running day-long adventures in the woods around Durham using the original Treasure Trap system. The society remains active today, and celebrated its 40th anniversary in 2023. [6] It holds over sixty events a year and stakes claim to being the longest continuous running LARP and LARP world, with the world's history defined by over 40 years of role-play. Locations used by the society include Maiden Castle. [7] The rules system has undergone many profound changes since the society was formed, although it is still recognisable as a descendant of the original Treasure Trap. The society runs weekly 'Interactives' set in a medieval themed bar, in which plot is generally dispensed and characters interact in a largely combat free environment, these are followed by weekly 'Adventures' which are used to progress or conclude plot, but are generally more combat heavy than the Interactives. DUTT also runs large one off events such as the Third year goodbye (3ygb) in the summer and the Pre-banquet bash in February time, the 3ygb lasts for 3 days and includes many former regulars of the DUTT, who get a chance to influence the world and plot for the years to come. In 2010 DUTT launched Nerd East [8] a LARP/Gaming convention set within the Durham Students' Union, which attracted approximately 150 people in 2010 and close to 200 in 2011, the aim is to make a regular kit fare within the North East, due to its large LARP/Gaming population.

Cambridge University Treasure Trap was founded in 2002 by Jennifer Curtis and Toni Badnall, ex-members of Durham University Treasure Trap who had moved to Cambridge and wished to continue the hobby in the local area. After ten years it had diverged from DUTT in both rules and setting although remained recognisably the same game. CUTT ended in 2014, with the society renaming itself to Cambridge Larp Society.

Getting some practice in just before an adventure begins. c.Jan 1983 Chris and Mark treasure trap.jpg
Getting some practice in just before an adventure begins. c.Jan 1983

Birmingham University Treasure Trap was also originally formed to help students attend Treasure Trap at Peckforton Castle. When the original Treasure Trap closed, Birmingham Trap members continued to run their own games in the local area, adopting the same rules and some of the setting. Lacking the luxury of a castle, Birmingham Treasure Trap would typically run single-day events consisting of two adventures, often twice a weekend. Popular sites included the Lickey Hills, Kinver Edge, and the University campus. Due to declining membership, Birmingham Treasure Trap stopped running events in 2002, and the society was formally closed in 2005, although former members still occasionally get together to run events using the game system.

At the University of Sussex, SWATT was founded in 2012 by Stephen Begley, an ex-member of Cambridge University Treasure Trap.

Other spin-off organisations which existed to run live-action role-playing games included Spirit of Adventure, Labyrinthe and others.

Reception

Ian Livingstone reviewed Treasure Trap for White Dwarf #31, and stated that "I must admit that I thoroughly enjoyed myself on my three hour adventure which I managed to survive. I'm sure others will too, and I hope Messrs Carey and Donaldson manage to realise the full potential of Treasure Trap." [9]

Reviews

Related Research Articles

<span class="mw-page-title-main">Live action role-playing game</span> Form of role-playing game where participants act out the roles

A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters. The players pursue goals within a fictional setting represented by real-world environments while interacting with each other in character. The outcome of player actions may be mediated by game rules or determined by consensus among players. Event arrangers called gamemasters decide the setting and rules to be used and facilitate play.

<i>Tunnels & Trolls</i> Tabletop fantasy role-playing game

Tunnels & Trolls is a fantasy role-playing game designed by Ken St. Andre and first published in 1975 by Flying Buffalo. The second modern role-playing game published, it was written by Ken St. Andre to be a more accessible alternative to Dungeons & Dragons and is suitable for solitaire, group, and play-by-mail gameplay.

<span class="mw-page-title-main">Peckforton Castle</span> Grade I listed English country house in Cheshire East, United Kingdom

Peckforton Castle is a Victorian country house built in the style of a medieval castle. It stands in woodland at the north end of Peckforton Hills one mile (2 km) northwest of the village of Peckforton, Cheshire, England. It is recorded in the National Heritage List for England as a designated Grade I listed building. The house was built in the middle of the 19th century as a family home for John Tollemache, a wealthy Cheshire landowner, estate manager, and Member of Parliament. It was designed by Anthony Salvin in the Gothic style. During the Second World War it was used as a hostel for physically disabled children.

<i>HeroQuest</i> 1989 fantasy-RPG-themed board game (re-released 2021)

HeroQuest, is an adventure board game created by Milton Bradley in conjunction with the British company Games Workshop in 1989, and re-released in 2021. The game is loosely based around archetypes of fantasy role-playing games: the game itself was actually a game system, allowing the gamemaster to create dungeons of their own design using the provided game board, tiles, furnishings and figures. The game manual describes Morcar/Zargon as a former apprentice of Mentor, and the parchment text is read aloud from Mentor's perspective. Several expansions have been released, each adding new tiles, traps, artifacts, and monsters to the core system.

<i>Dungeonland</i> Dungeons & Dragons adventure module

Dungeonland (EX1) is a 1983 adventure module for the Dungeons & Dragons (D&D) roleplaying game, written by Gary Gygax for use with the First Edition Advanced Dungeons & Dragons (AD&D) rules. It is an adaptation of Lewis Carroll's 1865 novel Alice's Adventures in Wonderland, with the various characters from the book translated into AD&D terms.

<i>Eamon</i> (video game) 1980 video game

Eamon, sometimes known as The Wonderful World of Eamon, is a game creation system and a role-playing adventure game series created by Donald Brown and released for the Apple II in 1980. The game is a text adventure similar to other early titles like Adventure (1976) or Zork (1980) and to later text-based multi-user dungeons (MUDs), though with many role-playing elements not available in other interactive fiction. Eamon software is non-commercial and is freely available in the public domain.

<i>The Warlock of Firetop Mountain</i> Adventure gamebook

The Warlock of Firetop Mountain is a single-player adventure gamebook written by Steve Jackson and Ian Livingstone, and illustrated by Russ Nicholson. Originally published by Puffin Books in 1982, the title is the first gamebook in the Fighting Fantasy series. It was later republished by Wizard Books in 2002, and Scholastic Books in 2017. As well as launching the Fighting Fantasy series, the gamebook inspired two direct sequels and five novels, and has been adapted into a board game, an audio drama and a video game.

<span class="mw-page-title-main">D&D Adventurers League</span> Tabletop role-playing game association

D&D Adventurers League is the organized play association for the Dungeons & Dragons (D&D) roleplaying game which is officially administered by D&D's publisher, Wizards of the Coast. It was rebranded with the launch of D&D's 5th Edition in 2014. Prior to 2014, it was known as the Role Playing Game Association Network. The organization was originally established by D&D's previous publisher, TSR, Inc., in 1980.

<i>In Search of the Unknown</i> Dungeons & Dragons adventure module

In Search of the Unknown is a module for the Dungeons & Dragons roleplaying game, designed for use with the Basic Set of rules. It was written by game designer Mike Carr and was first published in 1978 by TSR, Inc. The module details a hidden complex known as the Caverns of Quasqueton. Reviewers considered it a good quality introduction to the game that was written in the so-called dungeon crawl style, where the primary goal of the players is the exploration of a dangerous labyrinth to battle monsters and obtain treasure.

<i>Dungeon Hack</i> 1993 video game

Dungeon Hack is a 1993 role-playing video game developed by DreamForge Intertainment and published by Strategic Simulations for DOS and NEC PC-9801.

<i>Tecmos Deception: Invitation to Darkness</i> 1996 video game

Tecmo's Deception: Invitation to Darkness is a role-playing video game released by Tecmo in 1996 for the original PlayStation. Although often referred to simply as "Deception", the game's official title is Tecmo's Deception. Tecmo's Deception was released as Kokumeikan (刻命館) in Japan, and as Devil's Deception in Europe. The game inverts the common tropes of role-playing video games by placing the player in the role of an evil lord who must use traps and monsters to kill the adventuring parties which invade his castle. As the story progresses, the player character learns he has been the victim of multiple deceptions, and must decide whether to proceed with his plan to revive the Devil or convert to the cause of good.

<span class="mw-page-title-main">History of live action role-playing games</span> Aspect of cultural history

Live action role-playing games, known as LARPs, are a form of role-playing game in which live players/actors assume roles as specific characters and play out a scenario in-character. Technically, many childhood games may be thought of as simple LARPs, as they often involve the assumption of character roles. However, the scope of this article concerns itself mainly with LARPing in a technical sense: the organized live-action role-playing games whose origins are closely related to the invention of tabletop role-playing games in America in the 1970s.

<i>Castle Adventure</i> Freeware adventure game

Castle Adventure is a freeware adventure game designed by Kevin Bales and released in 1984. It was also illegally included in Keypunch's Swords and Sorcery under the title Golden Wombat. It uses ASCII characters to display a castle map and moving creatures. It is compiled from Microsoft BASIC. The source code has never been released.

<i>The Lost Caverns of Tsojcanth</i> Role-playing game adventure

The Lost Caverns of Tsojcanth is an adventure module for the Dungeons & Dragons fantasy role-playing game. It was written by Gary Gygax and published by TSR in 1982 for the first edition Advanced Dungeons & Dragons (AD&D) rules. The 64-page adventure bears the code "S4" and is set in the Greyhawk campaign setting. It is divided into two parts, a 32-page adventure, and a 32-page booklet of monsters and magic items. The plot involves the player characters investigating rumors of lost treasure. After traversing a wilderness and two levels of dungeons, the players face Drelnza, the vampiric daughter of long-deceased archmage Iggwilv.

<i>Castle Caldwell and Beyond</i> Tabletop role-playing game adventure for Dungeons & Dragons

Castle Caldwell and Beyond is an adventure module published by TSR, Inc. in 1985, for the Basic Rules of the Dungeons & Dragons fantasy role-playing game. Its product designation was TSR 9143.

<i>Ghost of Lion Castle</i> Dungeons & Dragons adventure module

Ghost of Lion Castle is a 1984 adventure module for the Dungeons & Dragons fantasy roleplaying game. Its module code is BSOLO, and it was written by Merle M. Rasmussen with cover art by Bob Maurus.

<i>Dungeoneer</i> (game) Board game

Dungeoneer is a non-collectible card game designed by Thomas Denmark and released by Atlas Games. Denmark is also credited for many of the illustrations of the cards. During each game turn, players alternatively take on the role of the "dungeon lord", who unleashes monsters and traps on his opponents, and of the adventurer who explores the dungeon trying to solve his quests. The game is won either by a dungeon lord who defeats all of his opponents, or by an adventurer who successfully solves three quests.

<i>Deathmaze</i> Board game

Deathmaze is a fantasy board game published by Simulations Publications (SPI) in January 1980 that falls into the general category of dungeon crawls, more specifically, dungeon games in which players enter a dungeon, massacre the dungeon dwellers and steal their treasures.

NERO International is a live action role-playing game (LARP) played in the United States. The NERO name originally was an acronym for "New England Role playing Organization", but the game has expanded well beyond its original New England roots and thus simply adopted the acronym as part of the official name.

Fools and Heroes is a non-profit fantasy live-action role-playing game (LARP) which was started in the autumn of 1985 by John Naylor, who placed a small advertisement looking for players in TableTop Games, Daybrook Nottingham. The first events were run in 1986 and the rules system was written and published by John Naylor and Steve Bell in 1986, by which point the national branch structure had already been established. The Society is democratic in nature and has multiple branches around the country. Most branches contain 15–20 members who play at least once a month, though some have as many as thirty. Members can travel between branches allowing them to play in various areas and interact in different plotlines. There are also yearly gatherings which involve multiple branches simultaneously, the largest of which is the Summerfest.

References

  1. 1 2 3 4 Livingstone, Ian (1982). Dicing with Dragons. Routledge. pp. 194–196. ISBN   9780710094667.
  2. Barrell, Tony (26 October 2003). "The Land of Make-Believe". The Sunday Times . Times Newspapers Ltd.
  3. "Fantasy Games", South of Watford. London Weekend Television. 1984. https://www.youtube.com/watch?v=pLc9f_R-CSk
  4. "The Author Speaks : Conor Kostick answers questions about Epic". The O'Brien Press Ltd. Retrieved 21 April 2009.
  5. "Treasure Trap and LARP". Level Up Publishing. Retrieved 19 April 2022.
  6. "40th Anniversary Banquet @ Durham SU". Durham Student's Union. Archived from the original on 3 April 2024. Retrieved 14 February 2024.
  7. Dant, Gareth (18 June 2002). "Treasure Trails". The Northern Echo. Retrieved 17 April 2009.
  8. "Nerd East". Facebook .
  9. Livingstone, Ian (June–July 1982). "Treasure Trap". White Dwarf (31). Games Workshop: 25. ISSN   0265-8712.
  10. Brassinne, Michel (1 June 1983). "Treasure Trap". fr:Jeux et Stratégie (21): 18–19. ISSN   0247-1124 via fr.