Garb proposal

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Garb proposal

Postby Azus » Fri Dec 04, 2015 8:04 pm

For those who haven't looked at Facebook:

Facebook Thread

For those who don't Facebook:
Link to proposal
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Re: Garb proposal

Postby thistledown » Sat Dec 05, 2015 10:03 am

Your links fail. Also, can't you just say what it's about?
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Re: Garb proposal

Postby Azus » Sat Dec 05, 2015 8:33 pm

Odd, link work for me...

Garb Requirements Update Proposal

Garb Revision Update v1.0.4

Last Updated 12-4-2015

A proposed update to the garb standards of Amtgard to more effectively define what our current requirement of “medieval-looking garb” (page 30 of the RoP) means in light of the strong expressed desire for more clarity. In the absence of a larger consensus, the duty of clarifying the definition of ‘medieval garb’ will fall to the Rules Organizer (Medryn).

This proposal would create a new section after “Weapon Types, Shields, and Equipment” (page 19) entitled “Garb” and an additional entry on the “Equipment Checking” section (page 20) for the “Garb” sub-heading which would summarize how to check garb and make it a standard part of reeve equipment checking.

Each item in the “Unacceptable Items” list is subject to an individual ratification; The CoM may choose to accept, prohibit, or modify any items on the list or add any additional items as they see fit at the time of ratification.

The new section would read as follows (with minor substitutions and modifications to language to allow for better integration into the rulebook or editorial oversight):

----------------------

Garb

Garb serves to promote the ambiance, identity, and flavor of Amtgard. Clothing in Amtgard can be from any time period before 1600AD or the swords and sorcery genre. The goal of garb is less one of authenticity, and more one of setting a tone and culture that represents our game well to potential new players and gives us pride in our own appearance. New players should work with their park officers to get a set of garb within a couple of months of starting.

Garb in Amtgard is also often used as part of the atmosphere of a monarch's reign or theme. In that case the monarch may choose to alter or adjust the typical garb standards to allow for garb which would normally be outside of the traditional setting of the game.

Given the large variation in materials, cultures, and the vast breadth of history and fantasy genres it would be impossible to create a finite list of acceptable garb. Rather, here is a list of items that are not allowed on the field of battle at kingdom events. Local groups may choose to enforce this garb standard at the discretion of the monarch, so check with your local parks regarding their standards.

Unacceptable Items

Baseball caps
Jeans of any color
Athletic shorts

Athletic shorts may be worn beneath wrap pants or similar garb provided they do not display visible neon colors or visible modern prints.

Neon-colored modern pants

Modern pants such as scrubs, tights, sweatpants, and track pants are acceptable in non-neon colors without modern prints

Neon-colored modern shoes

Sneakers, cleats, boots, and similar shoes are acceptable in non-neon colors without high-contrast logos or lettering

Neon-colored modern safety

Includes underarmor, sunglasses, goggles, braces, gloves, kneepads, etcetera

T-shirts

T-shirts may be worn underneath a tunic, tabard, or other similar garment provided they are not in neon colors or have visible modern prints

Fabrics containing prints depicting modern objects

Cartoon characters, vehicles, flaming skulls, etcetera

Feel free to experiment and express yourself through your garb using whatever swords and sorcery genre, historical culture, or appropriate time-period you see fit. Here is a style-guide to give you some direction on what constitutes minimum medieval garb and suggestions on achieving it. This style-guide is not a garb standard, but is intended as an educational aid and is not enforced as a garb standard.

Color and Style

The ancient world loved color as much as we do today; The medieval period is rife with examples of bright hues and peacock colors worn to display rank, prominence, or just as part of everyday fashion. When creating a kit you should choose a set of colors that work well together and naturally form a cohesive whole. Do a little research and find a time-period, culture, or swords and sorcery fantasy setting to use as the basis for your kit and build from there.

Prints and Patterns

Printed and patterned cloth has been around for thousands of years and isn’t unique to the modern world. Whether it’s tartan weave or wood-block printed chinese images, variety and patterns have been with us since at least 220AD. When choosing a print or pattern you should look for period or fantasy appropriate subjects; Bright yellow fleur-de-lis on a red background looks great, but bright yellow taxi cabs on a red background doesn’t make much sense and doesn’t contribute to the atmosphere of the game.

Tunics, Tabards, and other Tops

Amtgard is largely a European-based organization, so we tend to think of a tunic as the basic chest covering worn by players. However, picking an identity and kit from another culture is a great way to differentiate yourself from the crowd. Some of the endless variety of options available as a top are:

Tunic: The basic chest covering during much of the early medieval period. Comes in a variety of sleeve lengths and generally hangs from mid-thigh to just below the knees.
Tabard: Open at the sides, the tabard is simple to make and provides excellent airflow. It was often worn over another garment such as a linen shirt
Shirt: Shirts aren’t modern, although the cut has changed drastically over the centuries. Find a pattern you like from pre-1650AD or a swords and sorcery fantasy setting and run with it.
Vest: Largely unchanged from ancient times, a heavy cloth or light leather vest is a great accent to many types of garb and can often be readily found in stores.
Blouse: Essentially a type of shirt that has a fuller, more flowing cut. During the medieval period it was worn by both men and women and included any number of loose-fitting shirts similar to poets shirts.

Pants, Dresses, and Such

Cultures have developed a vast array of different coverings for the lower body based on their local climate, social mores, and available technologies. The most common lower coverings in Amtgard are

Wrap Pants: a fantasy-based type of pant open at the sides that overlaps and ties at the top of the waist. Wrap pants are widely available online and also very easy to make. You can also make shorter wrap pants (wrap shorts, essentially) for hotter seasons.
Rus Pants: A type of pant common during the Viking Age. These pants blouse over the knee and tie below the knee to provide an iconic and attractive look.
Peasant Dress: A basic period dress that is easy to make, widely available online, and solid looking. It consists of skirt and attached front-panel apron. It is generally worn over a shirt.
Kilts and Skirts: Shorter than dresses, kilts and skirt often come to just above or just below the knee. Kilts are notable for generally being patterned in plaid or tartan.

Accessories

Accessories can make a basic kit really come to life. Whether it’s a cloak, a hood, or a belt using contrasting and complementary colors can add impressive touches and layers that vastly increase the visual appeal of your kit with little effort. Here are some basic accessory ideas to get you started.

Belt: A classic item. Can be made from linked metal plates, macrame woven cord, leather, cloth, or almost anything else.
Mantle: A piece of cloth fitting over the head and covering the shoulders and upper chest. Adds excellent contrasting colors to a top and can add additional warmth for your neck when it’s cold.
Hood: Keep the rain or sun off your head, adds excellent style. Often combined with a mantle to be removable.
Surcoat: Similar to a tabard, a surcoat is intended to be worn on the outside of other garb to display your personal heraldry or coat of arms.
Winnigas: A type of leg wrapping used to secure the bottom of pants and keep out cold and moisture. Often made of wool or linen, they are easily made and very attractive.
Cloak: Cloaks are elegant and functional. They can be of a variety of different lengths and can serve as both practical garments and fashion statements.
Pouch: Can be made of heavy-duty cloth or leather. Available in a limitless variety of fashions, patterns, and colors. Often hung from a belt by a string or on loops.

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Re: Garb proposal

Postby Fiks » Sat Dec 05, 2015 10:03 pm

Azus wrote:Odd, link work for me...

You're welcome.
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Re: Garb proposal

Postby Laoric » Sun Dec 06, 2015 3:19 pm

thistledown wrote:Your links fail. Also, can't you just say what it's about?



Wow. Way to be polite, man.
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Re: Garb proposal

Postby Ka'a Acklie » Sun Dec 20, 2015 10:28 pm

Just scanning the list I have to say that not allowing kneepads is an issue. Amtgard causes knee issues and kneepads slow down the damage we do.
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Re: Garb proposal

Postby Azus » Tue Dec 22, 2015 11:32 am

Kneepads in this proposal are accepted, as long as they're not neon. Black, brown, leather, green etc kneepads are fine. (ie the vast majority of pads I've seen)
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Re: Garb proposal

Postby Collin the Red » Sun Jan 03, 2016 12:23 pm

I would like added a note that "medical or safety items" be allowed, while still discouraging attention grabbing colors or designs. Requiring them to be under other garb is acceptable when possible. I know most knee pads will blend in, but Black knee pads on white garb (or my legs when wearing shorts) will be an attention grabber. So choosing how we dress to blend in to the group and the only things standing out is the awesomeness of our garb, will do more for the game.

I personally think Denim should be allowed if it doesn't have the "blue jeans" look to them. Flat black or other colors do not draw attention and with a tunick covering the pocket stitching the sturdy cloth both protects the skin and withstands abuse.
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