Surviving The Zone
Rules and Safety is Our goal is to replicate the gameplay of STALKER. The event will not be constant gunfights and ammo wasting ventures where a bunch of cowboys get to blast at each other all weekend. Ammo is limited and expensive! Players must think tactically, coordinate, and plan. You are here to live the STALKER life, not waste 300 dollars in blanks. The focus of the event will be hunting for loot, listening to familiar music by the campfire, the thrill of hiding from Monolith patrols, running from terrifying mutants, eating a can of tourist's breakfast to try and cure your crushing hangover, or begging a bandit for a medkit after you stumble into an anomaly. We are Live Action Role Playing here, we are nerds. Act and pretend, there is no shame in it. That is literally what we are here to do. Do not be embarrassed to play your part.
Hits:
Call your hit. NEVER call others. Calling a hit is in the eyes of the person being shot at. If someone a hundred yards out doesn't seem to be reacting to you, LET IT GO, just pretend you missed. We are all here to have fun in the zone.
DEATH: THIS IS A MILITARY SIMULATION!
Again, our goal is to replicate the STALKER gameplay. When you shoot a bad guy in STALKER he does not turn around and walk away, or stand around yelling “HIT” with a rag on his head. When shot, take your hit and fall to the ground in a loud grotesque video game manner. Team mates must revive each other within 5 minutes using brought or provided A-1 medical kits, or you will have to walk back to your faction's nearest camp or base and wait another 5 minutes before respawning. This being said, there is NO NEED to sit on an area after you've killed someone and force them to lie there for countless minutes while you fuck around.
MEDKITS:
Each player will have one or more A-1 medical kits. These are used in two ways. Each kit provides you with one self-revive OR one teammate revive.
Self-Revive:
Inside the medkit is a syringe. Take it out of the kit, and simulate an injection. Inside the syringe is a wound card. It tells you what kind of wound you have and the resulting handicap, i.e., “femur is fractured, walk with a limp.” The Handicap remains until a medic can heal you. Not all medkits feature this. If there is no syringe, you will simply self-revive.
**This option is only used while exploring on your own. If you explore with a teammate, you are only allowed to use the teammate revive option.
Teammate Revive:
In order to revive a teammate, you must physically provide them with the kit. You may not simply toss them the kit to use on themselves. Take the syringe out of the kit, and simulate an injection on your teammate. Unlike the self-revive, the assigned handicap does not take effect when used for a teammate revive.
RESPAWN:
If no one is able to heal you in the allotted timeframe, or if your entire team is wiped out, you are dead. Act as such until enemy forces move on from the area. Once players have moved on, return to your base via direct route as swiftly as possible and do not interact with other players until the entire group has returned and revived. If possible, avoid active players to maintain realism. The respawn is the entrance of the AO, unless directed otherwise.
Armor:
Armor is subjective, and rough value assigned based on what you wear. If your equipment includes ballistic vest, ballistic helmets etc, tanking and reacting to an extra blank shot is appropriate. Over use or abuse will result in administrative response.
ZOMBIFICATION:
If you need to leave the AO at any time, for any reason after gameplay has begun you will return to the game as a zombie. THOSE RE-ENTERING THE AO MUST UTILIZE THE FRONT ENTRANCE ONLY!!! You will spend 25 minutes under the direct control of the mutant coordinator. Additionally, if a mutant with mind control abilities is in your vicinity when you die, you are zombified you for 10 minutes or until you are killed by another player.
**YOU ARE RESPONSIBLE FOR KEEPING TRACK. SET A TIMER!!!**
If you are caught in a sudden Psi Field (Remote Audio Played in hazardous areas, Opening a cache with a dangerous artifact) or caught out of cover during an Emission, you are zombified. You must move to the nearest player group, or point of interest and attack as a zombie.
Zombies in STALKER are mentally fried husks of their former selves forced by the zone to do harm when aggravated. They shuffle and fire from the hip. They call to their loved ones, friends and family. They ARE NOT brain eating flesh eating zombies from other franchises. Act appropriate for the universe.
Zombie way use their judgment and rise up repeatedly unless executed with a shot or by melee.
MELEE:
You are welcome to use rubber knives, foam weapons, or other approved weapons to simulate melee. Always be respectful of other players’ limits and boundaries and DO NOT let it get out of hand. If event staff feels you are behaving dangerously or might actually cause bodily harm, you will be asked to leave. Continued or overly serious violations will result in an IMMEDIATE ban from all future events.
**ALL MELEE WEAPONS MUST BE INSPECTED PRIOR TO THE START OF GAMEPLAY**
CQB:
When in close quarters or among tightly packed buildings and cars proper safe firing distance must be exercised! Be responsible. Do NOT fire at any players’ face. THIS APPLIES DOUBLY FOR GRENADE LAUNCHERS. FULL AUTO FIREARMS SHOULD ONLY BE UTILIZED IN SHORT BURSTS!!!
You may perform “Bang Kills” or simulate a melee attack with your weapon. DON'T ACTUALLY HIT THEM WITH YOUR WEAPON. Other players NEED to call these.
TAKE YOUR HITS!!! Do not force other players to practice unsafe firing distances. Due to the nature of indoor fighting, blind firing will not be tolerated. Failure to adhere to these guidelines will result in immediate reprimand, up to and including being banned from all future events.
**FACIAL AND HEARING PROTECTION ARE REQUIRED AT ALL TIMES!!! STAFF ARE NOT RESPONSIBLE FOR INJURIES INCURRED!!!**
FACTION PATCHES:
DO NOT LOOT PATCHES. It is 2025 and they are EXTREMELY expensive now.
You may loot their laminated faction badges (Issued at start and bought back at respawn) These can be sold back to bar or turned in for tasks.
MUTANTS:
When killing a mutant or a zombie, it is encouraged to switch to hands or a melee weapon. At a distance, mutants can be engaged with rifles and pistols.
As with zombies, it may require a melee execution when they are down to make sure they stay dead.
**ALL PREVIOUS GUIDELINES REGARDING WEAPON SAFTEY STILL APPLY**
AMMO:
Upon arrival to the game ALL AMMO MUST BE CHECKED IN WITH EVENT STAFF. Your magazines and blanks will be safely stored at the bar in a box bearing your name, and must be purchased with in-game currency. Barkeep is the only one with access to this ammo. This way you will start off in The Zone with a limited amount of ammo, adding significantly more tension and interest. You will have to think before wasting an entire squad of Bandits, taking down that rabid Snork, or causing problems with the peace-loving Duty Forces.
**USE OF LACHRYMATORY AGENTS (COMMONLY KNOWN AS TEAR GAS) IS LIMITED TO EVENT STAFF AND THEIR DESIGNEES**
FOOD:
You will be expected to provide your own, non-perishable food and beverage items. Some food and beverage items will be available at the Bar for purchase with USD and/or in-game currency, and different missions will allow factions to collect food as well. Food can be used to trade at the bar for ammo.
DO NOT RELY ON THIS TO BE FED.
**ADULTS MUST NOT PROVIDE UNDERAGE PLAYERS WITH CONTROLLED SUBSTANCES**
WEATHER:
Event staff do NOT control the weather. It is your responsibility to bring equipment that will sustain you through all weather conditions. The game continues no matter what the sky is doing. Pack tarps and ponchos for rain, warm clothes, hand warmers, sleeping bags, tents, water, fans, extra socks and boots, blankets or anything else you may need.
IN-GAME CURRENCY:
Soviet RU is the approved in-game currency. The in-game economy/prices will reflect the overall amount of capital at the event. Currency will be issued to you based off your registration level. In-game currency is marked and the serial numbers are listed. Do not bring your own RU. It will NOT be accepted and will be confiscated. Repeated attempts to disrupt the in-game economy will result in a reprimand, up to and including being banned from all future events.
REAL LIFE MONEY:
You will also need real money to purchase certain items from the bar. These items include, but are not limited to food, beverages, additional ammunition (if available), and game related souvenirs.
**REAL MONEY IS NOT TO BE LOOTED FROM PLAYERS FOR ANY REASON!!! VIOLATORS WILL BE PUNISHED TO THE FULL EXTENT OF THE LAW!!!**
STACHES AND ARTIFACTS:
These will be clearly marked and some are available to be found and kept. Those items which may be kept will be clearly marked. Additionally, the location of these items may be found and sold. NPCs may discover these locations but cannot keep any of the contents. They can then sell the location to Barkeep, STALKERs or faction leaders. All stashes will contain a description sheet which includes an inventory of what may be taken.
**ONLY TAKE THE CONTENTS!!! DO NOT MOVE THE STASH CONTAINER, I.E. BACKPACK, CRATE, CORPSE!!!**
DO NOT KEEP OR TAKE ANY ORANGE OR HIGH VIS MARKED ITEMS OR ARTIFACTS.
ANOMALIES: THESE WILL KILL YOU!
They consist of airsoft mines, pressure CO2 mines, mouse traps, stink traps, trip alarms, trip wires, fireworks, and even white powder. Keep a sharp look out STALKERs. Exact effects of anomalies on gameplay will be addressed on a case-by-case basis.
ANOMALY FIELDS:
Anomaly Fields are large clustered anomalies creating hazardous areas requiring protection to enter. They are marked via Yellow Ground Paint, and occasionally Flags in sandy areas. Anomalies are illuminated at night via various LEDs making them VERY visible. Entry into these fields requires full gas mask, gloves, and scanners. Without a scanner you may throw one of the 3d Printed bolts available at the bar, advance to it, then repeat. To pass through with a scanner you must stop every few feet and scan with the scanner.
BAR: THIS AREA IS A NO FIRE ZONE!!!
All firearms should be unloaded with safeties on in this area. There will be no robbing STALKERs at the bar, nor will there be any shooting. The bar will have its own militia. They have authorization to shoot or arrest anyone in violation of the Bar Peace Accords. Violations of these guidelines will result in a reprimand, up to and including being banned from all future events.
Scripted events can occur involving shooting and violence around the Bar and Rookie Village. These are NOT player initiated.
Fires & Mutant Attacks:
Fires MUST be maintained at night. Should a fire die in a burn barrel the immediate area around it is no longer safe from mutants.
Failure to maintain watch, and to keep the fires going can endanger the entire hub.
