Since the High Fantasy Society is a
medieval based fantasy game, all players are expected to clothe themselves in
appropriate clothing so as to lend to the ambiance of the game. To allow new
players the opportunity to join in and experience the game, there is some
leeway given to them. In most HFS kingdoms, any non-newcomer player who is not
wearing garb on a given day (even for part of the day) will not earn any class
credits. Newcomers should have some form of garb within a
month of beginning to play.
Garb is a
vital component to giving the game the proper mood and feel. Anything that
conceals the obvious mundane (modern-day) appearance of clothing is acceptable
as a minimum, and this usually takes the form of a tunic or tabard.
There are many people and places that sell quality garb (and some that sell
not-so-high quality garb), but the best garb is made specifically for you. Note
that all battlefield participants must be in "period" garb (tunic,
robe, armor, etc.).
The basic garb is quite easy and
cheap to make. The simplest garb is a plain tabard and a pair of sweatpants. A
tabard is a essentially a narrow section of cloth (covering from shoulder to
shoulder) with a neck hole cut in the middle, worn like a poncho and belted in
place. More advanced garb includes simple or fancy tunics, cloaks and capes,
breeches, mantles, and a huge variety of other garments. Every local library
will have books on costuming, and most veteran players have become masters at
taking common items and converting them to fine quality garb.
Discouraged Garments
Some items are discouraged from
being worn visibly. These garments include: (Exceptions are often made for
newcomers)
Any item
with obscene, offensive, lewd or banned symbols, pictures or words on them.
Common
Garb Restrictions:
medieval based fantasy game, all players are expected to clothe themselves in
appropriate clothing so as to lend to the ambiance of the game. To allow new
players the opportunity to join in and experience the game, there is some
leeway given to them. In most HFS kingdoms, any non-newcomer player who is not
wearing garb on a given day (even for part of the day) will not earn any class
credits. Newcomers should have some form of garb within a
month of beginning to play.
Garb is a
vital component to giving the game the proper mood and feel. Anything that
conceals the obvious mundane (modern-day) appearance of clothing is acceptable
as a minimum, and this usually takes the form of a tunic or tabard.
There are many people and places that sell quality garb (and some that sell
not-so-high quality garb), but the best garb is made specifically for you. Note
that all battlefield participants must be in "period" garb (tunic,
robe, armor, etc.).
The basic garb is quite easy and
cheap to make. The simplest garb is a plain tabard and a pair of sweatpants. A
tabard is a essentially a narrow section of cloth (covering from shoulder to
shoulder) with a neck hole cut in the middle, worn like a poncho and belted in
place. More advanced garb includes simple or fancy tunics, cloaks and capes,
breeches, mantles, and a huge variety of other garments. Every local library
will have books on costuming, and most veteran players have become masters at
taking common items and converting them to fine quality garb.
- Minimal
Garb should consist of a minimum
of upper body covering that appears to be period from a distance of 10
feet. No obviously modern or “mundane” clothing or accessories shall be
visible on the upper torso. Exceptions to this rule should only be made
for unusual circumstances. The rules will always allow any item required
by the player for health reasons (eyeglasses, knee braces, etc.) - Standard
Garb shall consist of upper and
lower body covering that appears to be period from a distance of 10 feet.
No modern or “mundane” clothing or accessories shall be visible. All
exposed items shall have a period look except for shoes and glasses. Shoes
should be leather or natural colored (black, brown, etc) and not of
blatantly modern design (example, leather combat boots would be allowed,
but silver running shoes should not). Shoe covers to hide modern shoes
will be appreciated. - Above Standard Garb consists of standard garb plus various
accessories such as belts, pouches, hats, period shoes, jewelry, etc.
These items are what make the difference between looking acceptable and
looking good. Above standard garb should also include garb pieces that are
more than just a “basic” tunic. Period trim, multi color, period fabrics,
etc can bump garb up to the next level. Individuals should also be
considered “above standard” if their clothing will stand up to the “period
looking” standard from a close inspection rather than 10 feet.
Discouraged Garments
Some items are discouraged from
being worn visibly. These garments include: (Exceptions are often made for
newcomers)
- T-shirts
that are brightly colored, white, have visible logos, collars or pockets. - Camouflage
or military issued cargo pants. - Modern
jeans of any color except black or White. - Modern
hats or other headgear. - Any
fabrics with blatantly modern prints.
Any item
with obscene, offensive, lewd or banned symbols, pictures or words on them.
Common
Garb Restrictions:
- · White belts are reserved for knights.
- · Red belts are reserved for squires.
- · Yellow belts are reserved for Pages (aka
Men-at-Arms or Armsmen). A non-fighting page must also wear a gold
"enchantment" strip if on the field. - · Unadorned large gold chains are reserved for
Masters. - · Unadorned large black chains are reserved for
Class Masters. - · Spurs are reserved for company Captains.
- · The Phoenix can only be worn by Paladins or
Anti-paladins or displayed as part of a kingdom's heraldry. - · The use of crowns and coronets is reserved for
royalty and nobility. - · Most companies and many individuals choose to
register their personal symbols and colors. Use of these personal symbols
by others are disallowed. Personal symbols and colors must be registered
to enjoy this protection.