The Living System, as its name implies, is a constantly evolving system that can be changed, radically if needed, to suit the Live Action Game it is being used for. Unlike most other systems, the Living System is roleplay based, and is intended for games with a strong roleplay and theatrical influence, as opposed to games with a more real time pace in mind. Completely scalable, the Living System can be used for as few or as many players as the event calls for, and can be used for social-focused or action-focused games.
Usage of the Living System is as simple as adding, subtracting, and comparing numbers between 20. Both imagination and roleplay are rewarded in the Living System, allowing players to succeed where they normally would fail solely because they are roleplaying and immersing themselves in the Game World.
In Character (or IC) interaction is done as with any Live Action event with the player acting out their character, including the character's actions. For Out of Character (or OOC) actions, the player should communicate with the Event's Staff as to their action. In a truly immersive game environment, players should never go from IC to OOC (called 'breaking character') to each other. Only to Staff. The resolution of competing actions, called Feats, and the resolution of Combat should all be roleplayed. To reward roleplaying, Staff should award Power Points to players who roleplay in a scene. Power Points can be used while in a scene to boost and empower the Living Character.
You will notice, as you go through these pages and read up on the Living System, that there is a definite lack of a random element in the system's execution, unlike some systems that utilize anything from Rock-Scissors-Paper to Dice to Cards. This is intentional, as the Living System is designed to stress roleplaying over chance. However, for those who must have a random element cast in, we have included a 'Random Element' Module in the 'Other Rules' section.
As you read through the various pages of the Living System, keep in mind the intended Theatrical nature of the games this system is written for. There are many other systems better suited for games involving whimsical storylines or real time strategy. We make no presumptions over the Living System's focus, and clearly state that it is not for every single scenario. But we can and will say that when a Theatrical game with a story-centric focus is what you desire, the Living System is the best choice out there.