Professional Documents
Culture Documents
By
The Maestro of the Realm of Grond
1
Table of Contents
Dedication and Special Thanks
Chapter One-
Chapter Two-
Basic Footwork
Part 1- Footwork Advice
Part 2- Basic Footwork Actions
Part 3- Improving Quality
Part 4- Utilizing Footwork
Chapter Three-
Chapter Four-
9 Angles of Attack
Part 1- 1-9
Part 2- Body Angles
Chapter Five-
Basic Guard
Part 1- The A Frame
Chapter Six-
Wards
Part 1- Warding
Chapter Seven-
Blade Actions
Part 1- Unlimited Actions
Part 2- Parries
Part 3- Basic Parries
Part 4- Advanced Parries
Part 5- Parry Qualities
Part 6- Feinting
Chapter Eight-
Advanced Strikes
Part 1- Combo Shots
Part 2- Wraps
2
Chapter Nine-
Advanced Options
Part 1- Footwork
Part 2- Actions
Part 3- Controlling the Opponent
Part 4- The Long Haul
Part 5- Advanced Grips
Chapter Ten-
Shields
Part 1- Shield Types
Part 2- Shield Shapes
Part 3- Passive
Part 4- Dynamic
Chapter Eleven-
Chapter Twelve-
Chapter Thirteen-
Chapter Fourteen-
Chapter Fifteen-
Q&A
Chapter Sixteen-
Realm Crafting
Part 1- The Problems
Part 2- Things a Great Realm Has
3
Chapter Seventeen-
Training
Part 1- The Stages of Training
Part 2- Girls
Part 3- Using this Book
Chapter Eighteen-
Conclusion
Dedication
To my wife for feigning interest in this to spare my feelings, tolerating almost all of my crap, generally
being the love of my life, and giving me my beautiful children who fill me with indescribable joy.
Special Thanks
To compile this work in just three months was a monumental task.
This work would not have been possible without the help of those foam fighters who have at times
been my opponents, teachers, teammates, punching bags, sounding boards, weapon builders, students,
comrades, and always- friends.
Those who directly assisted with this work to varying degreesChris Nenharma Weir
James Volker Wagner
Mike Templehoff Apok Ingersoll
Paul Calediah Beckman
Maxwell Bluff Brook
The realms of
Grond
and
Wolfpack of the High Plains.
Preface
This work was conceived as a guide book for realms or individuals without access to interrealm support structures or teachers. The book is designed to challenge beginner to intermediate
players, and give all aspiring trainers and scholars a strong foundation on which to build. The
viewpoints and methods presented here are not at all the only valid ones, but were selected for their
ease of understanding and ability to prepare the fighter to grow and progress further at a later time.
Consequently, many of these principles and instructions are purposefully vague and general.
Care should be taken to read and reread the volume, as many points and concepts can only be
properly understood after much study and experience. Applying these tactics and techniques is not a
simple or straightforward matter, and the book will not yield a large change in your fighting skill
quickly. But if the lessons and principles are applied studiously, with care and purpose, slowly adding a
bit at a time, always paying for any gain in skill with equal value in sweat and blood, it is then that you
will begin to make progress and see a change in your game.
Reference this work often and seek other worthy works of martial instruction as well. What
seemed difficult or obscure to the beginner is familiar and comfortable to the veteran.
On training in general, always focus the majority of your efforts on the most basic techniques.
These yield the greatest result and profit.
Never stop searching for new knowledge. To do so or to foolishly believe that you know
everything you need to know already is to stagnate, damning yourself and your progress. Keep with the
training, continue learning, and walk in the way. Ill look for you on the field.
The Maestro
Something else to consider is the fire. The fire is an inner drive that forces you into action and
causes a deep and lasting love of the game. You either have it or you dont. Through training and desire
you can acquire it. It is the unseen factor in unlocking your true potential.
There is a story concerning a master and a student that illustrates this point rather well.
As the student was preparing to compete, he noticed a famous master of his art walk in and sit
among the spectators. Resolving that he would give the performance of his life and then try to get an
8
evaluation from this renowned master, the student stepped up and threw his whole heart and soul into
the action.
When it was over he approached the master and introduced himself, inquiring what the master
thought of his skill and potential. The master looked straight into the eyes of the student and said
simply, You lack the fire.
Crestfallen, the student soon after abandoned the art and pursued a successful life in business.
Years later he ran into the master again at a social function and approached him.
You probably dont remember me, said the former student, but you changed my life. When he
recounted for the master what had happened then and since, the master looked slightly embarrassed.
Oh, he said, I hardly watched you at all that day. I just say that to all my pupils when they ask me
for an evaluation.
The former student was shocked and then enraged. You completely discouraged me! I could
have been excellent! I might even have been the greatest someday!
Thats possible, said the master in a gentle reproach. But if you really had the fire my words
wouldnt have mattered to you, would they? No, no ones would have. You would have kept on going
anyway because you had an unquenchable fire in your heart driving you on.
Oh. said the former student before he walked quietly away.
1.
2.
10
This particular formula for the B.R.P. is based on fencing stance and footwork, and is not the
only way. But it is a simple and effective way, suitable for any beginner. It is from this position, or one
very like it, that you will find the balance point of all those qualities a fighter will need to bring to bear.
Whatever ready position you adopt it must be able to grant you solid footing while also
allowing for quick movements in any direction. It must simultaneously prepare you for action by
bracing the body and settle the mind providing a degree of flexibility only maintained through a relaxed
readiness.
11
When training in footwork always remember that its purpose is to deliver you wherever you
need to go at just the right time. In other words, it is freedom we strive for. The freedom to go where
you need to, when you need to. Whoever has the best footwork will control the distance; whoever
controls distance controls the battle.
When practicing the individual techniques of footwork, here are a few good lessons hard earned
by many trips through the gates of both victory and defeat.
1. Always return back into a ready position after every footwork action. The B.R.P. should be as
constant a state as possible.
2. Keep as balanced as possible, as low as necessary.
3. Small is fast, big is slow.
4. Use your position to give you advantage over your opponent.
5. Don't get caught flat footed.
6. Stay calm no matter the situation.
7. Footwork can be large and slow or small and fast, but it should always be appropriate to the
situation.
The Advance
2. Retreat- As advance, but reversed. Try to reach back with the rear leg and open the distance,
pulling yourself out of harms way.
3. Crossover- A passing step. Step rear foot forward to the toe of lead foot and then step forward
with the lead foot back into B.R.P. Be careful not to tangle the feet together.
12
The Crossover
4. Lunge- Take a large step with fore foot, pushing with rear foot, extending the rear leg. Stop
when rear leg is fully extended, and the front foot lands under the front knee. Recovery to
B.R.P. Can be made forwards, backwards, or centrally. Do not lean forward when lunging.
Make sure the arm goes first before the foot.
The Lunge
5. Slide- A lateral step, either side. Do not cross your feet and become tangled. Usually used in a
45 degree step in order to find openings in the opponents defense.
13
The Slide
6. Reassemble- To pull the forefoot back to the rear, usually avoiding an attack to the leg.
The Stalk
8. Void- A void is not an actual technique; it refers to dodging an attack by moving the target out
of the way. There are diverse ways and means of voiding.
14
Once the basic movements are learned, it is important for the fighter to practice them separately,
together, and in various combinations. This will teach the fighter how to move and alter his movement
at will.
It is important to maintain a dynamic ready position, as opposed to a static one. Never stand still
toe to toe with anyone and try to fight. While maintaining your position your foot work should be in
continuous motion. Even if you are not actually moving back, forth, or sideways, it is important that the
opponent be unsure. If you are holding position, keep a light active bounce on your toes, much as a
boxer would. Think Apollo or Ali, not Rocky or Tyson. When a fighters feet are still he is a stationary
target, and very easy to hit. By staying in constant, near random motion, you build deception into your
footwork and body placement and hide your intentions.
3. Agility- The importance of agility in fighting cannot be overstated. Your ability to move
well is necessary to back up and supplement both offense and defense. Do not limit your
training in this area to only a few specific movements. Explore the totality of possibilities
that exist for the human body in motion. A very simple training aid is an agility ladder,
readily available at many retailers and there are hundreds of examples of its varied uses
available online.*
*(Youtube.com search; ladder footwork drills)
16
When utilizing footwork, offensive and defensive techniques must be paired harmoniously with
footwork and distance. A competent fighter will always take the distance into account. It is basic and
essential to the way of strategy.
2. Natural- the ideal grip for 99% of situations. The handle is held more by the three last digits
while being manipulated by a thumb and forefinger lightly in contact with each other.
3. Saber- As the natural, but the thumb is opposite the fore finger and the blade is pinched between
them. This grip gives the most tip control, but it is also the weakest grip, as the tip is
manipulated solely by the first finger and thumb rocking it back and forth. The supporting digits
must be kept loose.
Hammer
Natural
Saber
When training begins, utilize the natural grip first and foremost. Secure the weapon to the hand
by primarily the last three digits, (pinkie, ring, and middle) and steer or guide the tip mainly by the
thumb and first finger. This balanced grip will allow the fighter to transfer the most power while
maintaining a good level of control. Do not crush the grip with much force until you are actively
striking. Try to hold the weapon lightly but firmly.
As you come to understand the grips better, as well as the situations and purposes they can best
be used for, you will be able to switch into and out of them as you fight, with hardly any conscious
effort on your part.
When beginning to make strikes, practice almost exclusively with strikes at a 45 degree angle or
less to the deltoids and lower on the opponent, avoiding the no mans land between his shoulders where
the head and face could be put at risk.
The Strike
A beginners strike will have a profile almost totally round in shape. The natural inclination is to
slash the blade, not to strike. As he improves his coordination and efficiency, the shape of his strike will
become more and more linear in nature.
20
Now, after everything that has just been said, return to simplicity. In the way of training one
must learn and forget, learn and forget. Return to simplicity. Just hit the target.
21
The Thrust
The thrust may be delivered with the hand in pronation (fingers up), or supine (fingers down).
When thrusting do not lock the elbow, keep it flexible. This allows the arm to collapse under enough
pressure, cushioning the thrust and protecting your weapon and body from damage. The thrust may be
accompanied by a lunge to allow for a greater reach. The thrust or stab should not be encouraged in
beginners.
Supine
Pronation
The Parry/Riposte, consists of a block or parry followed up by an immediate attack. The block
should stop the attacks energy and momentum, and the parry should be launched into the moment the
opponent begins to withdraw from his initial assault but before any renewed aggression or defense can
be established.
The Parry/Riposte
The Counter Attack is an attack in response to an attack. Counter Attacks have three timings;
before the opponents attack is fully realized, as the attack is coming in, or just after the attack has
played out. All counter attacks require anticipation of the attack, and highly fine tuned timing,
accuracy, and distance control. Counter attacks are most often to the arm.
The Time Attack, also known as a stop hit, is a variant counter attack made in response to a
slow, predictable, or delayed attack. It is an attack at a target such as the wrist of the attacking hand,
simultaneously halting the opponents motion and scoring a blow. Or it could be directed at the body,
by voiding the attack.
23
The Dig is an attack, usually delivered as a thrust, after the opponent blocks an initial attack.
The angle of the wrist is altered sharply in towards the target area and the attack is delivered around the
block. This has the advantage of usually controlling the opponents blade.
A Dig
24
1. One or Prime. The angle from the upper right, over the shoulder. The first instinctive strike of a
right handed fighter.
2. Two or Seconde. The angle 180 degrees around from Prime. From below on the left, target is
usually the opponents sword arm or flank.
25
5. Five or Quante. The central angle descending straight down. Targets pictured are the
chest/shoulder and the fore leg.
6. Six or Sixte. The angle from the upper left, over the shoulder.
7. Seven or Septime. The angle from below on the right. Target is usually wrist or inside of leg.
8. Eight or Octave. The angle ascending straight up, or an attack to the outside of the leg
26
that side instead. Be sure that the knuckles of the weapon hand are turned out slightly, so that any
attack will meet the weapon or knuckles first. This guard will cover the upper body almost completely
with very little motion required for blocking, while also allowing for quick offensive strikes in a variety
of angles.
Combined with excellent footwork this guard will prove sufficient for almost any basic
engagement. Attempt to master this guard as your default fallback position and your game will benefit
from the strong defensive advantage this gives. The A-Frame is also the basic ready position when
introducing a shield into training.
1. Ox- A highline ward with the tip threatening the opponent, keeping the arm extended and
the target area well back from the opponent.
Ox
2. Longpoint- A midline Ox. The tip held towards the opponent, forte being used to interfere
in any attacks or responses. This is the most common ward found in foam fighting.
Longpoint
3. Lowpoint- Also known as the fools guard, this low line variation has the tip pointed down
at the ground or the opponents toe. The threat comes from the potential parry riposte or time
attack.
Lowpoint
29
4. Dague- A high guard, with the sword chambered at the shoulder, the elbow held back.
Dague
5. Hidden- A high, mid, or low line, with the blade hidden behind the body. Very risky,
requiring advanced distance, timing, and nerve.
6. Boar- A ward with the off foot forwards, the sword held back, either behind the shield or
the off hand held up to be sacrificed for a counter stab or strike.
30
Boar
7. Nen- A ward similar to Ox, but with the arm across the chest, with the blade held in the high
Quarte line. The sword arm is offered as bait.
The Nen
1. Parry- To block an incoming attack with the sword. Also called a block.
2. Disengage- To deceive a parry by dropping the tip and avoiding any contact with the
blocking blade. This is a fine way of defeating the block of an opponent. Disengage
should always be done as small as possible, and driven primarily with the fingers. The
arm and wrist should not move.
The Disengage
3. Beat- A smack or spank to the opposing weapon, knocking it offline, directing the
opponents attention, or breaking the opponents concentration. Beats should usually be
against the weaker top half of the blade, rarely the lower, stronger half.
The Beat
4. Push- To force the opponents blade with sustained contact.
The Push
5. Bind- To lock up and control the opponents blade through the sustained use of a push.
32
The Bind
6. Coupe- To disengage by passing over the tip of the opponents blade.
7. Feint- To make a false opening, attack, or start. Simply make half the motion instead of
the full motion. (See part Six- Fienting)
8. Glissade- To push and then slide in along the blade for the attack.
The Glissade
9.
Winde- To rotate the blade quickly, by means of the wrist, usually in concert with a block or
parry. By winding, the opponents block or a bind can be circumvented, while maintaining control in the
situation. When winding, usually the contact of the blades is maintained as long as possible.
33
The Winde
their place as mainly fallback parries or as setups for an immediate counter attack or special
circumstance.
1. Prime (Preem)- Made by dropping the tip down on the inside, covering the first
angle of attack.
2. Seconde to drop the tip slightly below the level of the wrist on the outside.
3. Tierce- the standard parry as the A frame guard to the outside or sword side
4. Quarte (Cart)- standard parry as the A frame guard covering the inside line and the
chest
5. Quant (Cant)- covering descending angles of attack
6. Sixte- a more offensive parry to the high line sword side covering more of the
shoulder
7. Septime- a lowline inside block
8. Octave- a lowline outside block
9. Nuevime- an aggressive high line inside shoulder parry, swept up in the case of
thrusts to the chest.
Nen demonstrates the 9 advanced blocks
Prime
Seconde
Tierce
Quarte
Quant
Sixte
35
Septime
Octave
Nuevime
9a
9b
36
37
38
3. Flatwrap- similar to the shoulder, but the target is usually the weapon
hand wrist and sword arm of the opponent.
4. Inside- as the darkside, but targets the hip and flank of the shield side. Also
called the hip scoop.
5. Scorpion- A wrap at close range, from over your head to the chest or arm of
the opponent.
39
2. Glissade- To push open the line and slide the blade down onto the target while holding
the line open
Example Indirect Actions
1.
1,2- A false attack into one line or target, to draw the block or counter followed by an
immediate disengage and renewed attack into a new line or target.
2.
Winde- to rotate the blade around by means of the wrist, usually after a feint, control,
block or parry.
retreat and attack from a better angle later. Remember your goal is to win the war, not every battle. This
is done by seeing the big picture and going in for the long haul.
2. Pinch- Choke up on the grip, pinching the lowest part of the blade
between the finger and thumb. By pinching the blade in the heat
of battle you do not lose track of the blade edge and flat against
the target. Also, it gives less power but greater control as the
balance point is moved lower towards the hand.
3. Reverse- as the natural, but with the blade pointing down. This
grip is the most misused of all grips, to the point that some say it
is not practical or a product of Hollywood fantasy. Neither of
these is true however. This grip is one of the strongest defensive
oriented grips. It drastically cuts off many traditional avenues of
attack and alters most of the traditional and popular strategies. It
also opens up new lines of counter attack and specialized
42
43
Dynamic shielding is not for those who want to hold a piece of ground or other position. This
type of shielding does not seek to halt an attack but guide and redirect it through flexibility. Its
flexibility is best applied on the attack, being free to move as best confers advantage. Controls are an
integral part of this aggressive type of play.
45
A Pin
3. Edging- is to use the edge of the shield in similar manner.
Edging to the trap the wrist, and edging to lock the wrist outside
4. Levering- is to use the weapon, hand, foot, or shield against another shield, by hooking
the edge and forcing the shield out of line.
Levering
5. Shield Kick- is to shove the shield of the opponent with your foot, opening it, or halting
his momentum. Shield kicking against smaller shields is both more dangerous and less
practical. Avoid kicking any higher than about three feet off the ground.
46
Shield Kick
6. Shield Bash is to give a forceful shove to the opponent with the flat of your shield,
knocking him back or over.
47
Hip Throw, take the opponent down over and across your hip
Lay the Lady, as hip throw, but pushing them through to the ground
48
A good strategy for fighting flails is to target and fight against the weapon arm, not go for a
quick body shot and kill.
advocate making a habit of striking twice every time, so that when fighting armored opponents you are
better equipped to handle them.
Part Six- Advantage/Disadvantage
Sometimes you will be put into positions of inequality in the fight. Losing the use of legs or
arms may happen to one or both opponents. Perhaps you are facing more than one opponent working in
tandem.
When legging an opponent watch out! The moment of your strike is when they are most
dangerous on the field. They know they have little left to lose, and your weapon is busy striking a nonvital area. A popular tactic is to leg em and leave em. This is to take a limb and then withdraw,
leaving them impotent on the field and vulnerable to spears and arrows.
If you are legged or armed consider how best to utilize what you have left to offer the team.
Perhaps even your own death to assist a team mate. Try to band closer together with other teammates
who are also disadvantaged.
When facing two or more opponents, the main tactic to consider is to keep both of them on the
same side of you. Avoid being surrounded at all costs. By using good footwork and body positioning
you place the opponents in a single line of attack where their own attacks may inadvertently interfere
with one another. You may then isolate them individually and have an easier time dispatching them. For
a great example of this principle, watch Darth Maul take on Qui Gonn and Obi Wan.
51
In every line there are five parts or roles to play. These roles have an optimum weapon set, but
any weapon can actually be used in any role, it simply requires a bit more skill and effort, or simply
isnt practical.
No one will know your best choice as far as weapon set goes, because every person, fight, and
group is different with different goals. Try to experiment with as many different types and ways as you
can conceive. Eventually something will speak to you and feel right.
Conversely, you may have to train exclusively with a single weapons set to attain any kind of
proficiency with it. Either way, you are an individual and unique. Your weapons set will eventually
come to reflect that.
For the purposes of training there is a logical progression a fighter should follow to lower the
learning curve and make his progression smooth and simple.
-
Single sword- single handed weapons will teach focus and a reliance on footwork, leverage, and
body mechanics. Also stopping the beginner from developing bad habits such as head fear and
turning while promoting aggression, controls, bravery, physicality and endurance.
Sword and Shield- When it comes to the shield, learn passive shielding first, then if desired
switch to a dynamic style.
Spear- This limited polearm is functionally simple but technically deep, setting a solid
foundation for other large weapons. This is also one of the most potentially dangerous weapons
on the field as it concentrates so much force into so small an area.
Glaive- A spear with options.
Large Sword or Axe- When learning with small weapons, start small and get bigger. When
learning large weapons start bigger and get smaller.
Archery- Do not train for archery until a basic level of training is complete in single sword and
sword and shield. This is to give you a decent understanding of these very common weapons, so
that you may be effective against them and also not become a burden to your team.
Role
tank
controller
striker
overwatch
skirmisher
Composition
6/20
4/20
3/20
3/20
4/20
The Standard
53
This is the intuitive line formation, with a wall of tanks being supported by strikers and
controllers. The skirmishers are flanking and highly mobile, able to heed overwatches calls to shore up
any cracks in the line. Its strength is in its strong center and flexible flanks.
O
Sk
C
C
C
C
Sk
Sk St T T T St T T T St Sk
Soft Center
In this example the extra striker is placed on the right side of the line but could be put wherever
is needed to supplement the line. The soft center is best applied against an aggressive line, as opponents
are funneled into the killing area of the concave line.
O
O
O
St
C C T T C C
Sk T Sk St T
T St T Sk Sk
Retreating Tail
The retreating tail is an organized retreat to establish tactical advantage, best used against a
stable highly defensive concentrated group. There are three distinct areas of descending aggression, the
highest on the far right flank. If any members are tired or wounded they can fall back towards the tail
end, where aggression is lowest. The entire assembly must wheel to the right together, keeping the
enemy line from catching up to them.
O O
O
C Sk Sk
C
St C C Sk T
Sk T T St T T St T
These are just a few example of how complex line formations can become with a dedicated
team behind them. However, complex does not mean better. Complex formations require an enormous
amount of training, practice, discipline, and teamwork. Very few groups today have the luxury of the
time to dedicate to such a practice, nor the motivating factors to do so. Often a simpler strategy is far
more successful.
instinctive to execute. These are not set formations but follow the same principles of teamwork,
cooperation, and complementary styling.
1. Phalanx- In response to the threat of the advancing or larger opposition, the
group may gather into a concentrated force and fight as one large mass in as
small an area as possible. This gives great defensive coverage and multiplies
power.
2.
Mongul- To mongul is to break all formation and surround the opposition widely, forcing them
to turn and cover all sides at once. It is a tactic of hit and run; harries and harassment. By remaining
more mobile your group whittles away at the opposition not standing and giving fight, but taking out
one piece at a time until they are overrun. Usually it is a good idea to break the larger group into at least
pairs, so the individual fighters can have access to assistance.
1. Soresu- Two men with swords, one attacks five times, and then the
other attacks five times. When being attacked try only to block or
void the attacks. Go back and forth, slowly building the intensity.
2. Strike pads- Two men, one with sword, the other unarmed but
sporting safety protection on his hands. When he signals a hand the
sword man makes a strike against that target.
3. Hand and Foot- Single blue fight, one man can only score on legs, the
other only arms.
4. Double Tap- Single blue fight, one of the fighters must hit twice on
the same attack to score.
1.
2.
Two stabbed limbs wont kill me but two struck limbs will?
Yes this is simply a rule. A struck limb is considered amputated, a pierced limb
considered only inoperable. Blood loss from two amputations is almost a certainty of death. Piercings
do not bleed nearly as much or as quickly.
4.
8.
How do I avoid tennis elbow/ knee pain/ headaches/ sun burn/ some other thing?
Sorry to say, as an active activity where you are not sitting on the couch, Foam fighting
does carry some risks for injury both major and minor. All anyone can do is ensure they are taking
every precaution and planning ahead. Make sure you are stretching before you play. Ensure you stay
hydrated and use sun block. Wear a cup, padded gloves, and safety or support pads if you can. Take
care of yourself and remember its a game, dont kill yourself for it.
9.
Why cant I do that thing that is against the rules in the book of war?
Because the book of war is not a randomly typed up document full of fortune cookie
phrases and things someone thought would be nice to have in there. It is a collection of almost 40 years
of distilled experience in how not to get hurt from people who routinely try to hurt each other for fun.
This game has a high potential for injury even under the best of conditions, dont take unnecessary
risks.
11.
Is this LARPing?
No. Though foam fighting is an element of most LARPs, it is usually watered down.
This is pure combat more akin to boxing, kendo, or fencing than to LARPing. There is a fantasy
element to the game that is fun to include on the battlefield, but it isnt over stressed or even necessary
to foam fighting games. Of the three biggest Foam Fighting groups in North America, Belegarth,
Dagorhir, and Amtguard, only Amtguard comes close to focusing on those fantasy elements.
14.
conditioned to hit harder because after you fight for awhile or if you are just naturally bigger and more
enured to pain, lighter shots just arent cutting it anymore. They simply need to be reminded to readjust
their shot calibration for the situation and the person they are fighting.
If this is the case in your realm, dont panic. Change it up. Dont force the vets to fight newer or
weaker people full tilt. Have the vets take leadership roles in the battles, calling out formations and
plays. Maybe have that vet take off his armor once in a while? Open a dialogue if this is becoming a
problem. This is only a problem when people dont talk about it and try to ignore it or in extreme cases,
get indignant about it and take it personally. Be open and honest in as gentle a way as possible. Remind
everyone that this sport is supposed to be safe and fun. Those should be the two main priorities of any
successful group.
15.
My realm has too many newbs and not enough vets like me. It is so boring.
Youve got a lot of newbs? Congratulations! Newbs can be just as valuable a resource as
vets if used properly. They provide opportunities to try and broaden your skill set and step outside your
comfort zone. Want to learn off hand or maybe two sword style? If you think about it, why wouldnt
you first practice with newbs before taking on that vet?
1.
Goals.
Goals are the light at the end of the tunnel; the cool drink at the end of a long day. Goals
are why we do whatever it is we are doing. Even if you just want to get together and swing foam twice
a week thats still a goal. Decide on goals carefully and get input from everyone. With goals, try to
59
always have three active at any one time in your realm; a goal for the week, the month, and the year.
Individuals can and should set and achieve goals for themselves, publicly or privately.
2.
Rules.
These can be as tight or as loose as your individual realm prefers, but any organization
has to have at least some rules. Rules let you know whats going on and where you stand. Rules give
clear and relevant guidance in everything that a realm does. Some folks may balk at the idea of rules,
thinking they dont want to be tied down or held back. I like to remind them that even though the string
of a kite seems to be tying it down, it is actually what holds it up and lets it fly. Rules can seem
restrictive to some people, but they dont necessarily have to be.
3.
Work.
Rules need a committed force to apply them. Ideally, everyone in the realm should share
the majority of the responsibilities involved with running the realm. Realistically, this is rarely the case.
Regardless of who does it though, there is still that work that needs to be done. Look carefully at your
goals for your realm and find the best ways to accomplish them and then make it someones job to get
it done. Try not to give too much to any one person, and try to keep the tasks assigned to those who are
consistent in their attendance. Some people wont want to, and that can be okay, but someone still has
to do that work.
4.
Variety.
I mean this in every sense of the word. This is one of the most common problem causers
in almost every realm and group. When it comes to fighting, try lots of different games. If they suck,
then dont play them again, but at least try them out. Change weapons and goals. Mowing down
everyone is all well and good but at some point even the most dedicated will get mentally bored.
Great realms have a lot of different kinds of people in them. An open and accommodating realm
will thrive long after a closed off and insular elitist realm has petered out. One good barometer for the
health of a realm is the number of female and younger fighters, as well as weapon variety on the field.
5.
A Social Life.
As a realm, you can and should be at least casually social with other realms, groups or
individuals. Staying connected to the larger world outside of your own realm fosters camaraderie and
unity. Also, outsiders can bring their experience and expertise to your aid. Invite individuals and even
whole other realms to come out to one of your practices, or go to theirs. Be as open and inviting as you
can and your realm will grow because of it. Talk about your realm outside in your mundane life if you
are comfortable with it. The social media are an invaluable aid in this.
60
6.
Some plants are better served in shady spots, some thrive in full sun. A good garden has
sun and shade. All fighters need to be both nurtured at times and challenged at times. Without both, the
realm will not be balanced and will tilt to an extreme one way or the other. Extreme environments can
be good occasionally, but humans arent built for surviving them in the long term.
Nurturing in foam fighting means that there are helps and avenues of choice to explore at your
own pace, in your own way. It is a low pressure, accommodating type of help. Challenging is just the
opposite. A goal is set to test you against it in some way. The help comes from the difficulty of the task,
which when conquered gives a sense of true accomplishment and an increase in real skill.
some imbalance in life that may have nothing to do with the fighting or training at all. Sometimes a
shake up or recommitment can break through one of these plateaus, sometimes they must simply be
patiently endured until they pass. They are natural and everyone gets them sometimes.
Part Two- Girls
Many men have questions when it comes to training women. Training women in the beginning
is no different than training a man. Whether man or woman, treat each fighter as a unique individual
who will have strengths, weaknesses, talents and limitations that are all their own. To generalize
women or men is to do either a great disservice. Dont train Women. Dont train Men. Train Fighters.
grain, going with the woods flow, until after a long time the result is piece in the shape it desired to be
in, retaining all its beauty, uniqueness, and individuality. There will be no waste, and the wood will
glow with its own natural luster. This way is harder, and certainly not quick, and it is also wonderful.
63