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The goal of Riverbend Combat Association is to create a safe and fun sport that recreates medieval combat. The rules of Riverbend reflect this, and are balanced by four factors.
Riverbend's rules are based on:
1) Safety - Riverbend is a sport, and as with any sport there will always be a risk of injury. Our rules are designed to minimize that risk. Much can be done on your own part to reduce the chance of suffering an injury. For more information, check out the recommended safety equipment page.
2) Playability - This is a close second in terms of importance to safety. The rules are intended to be balanced, so that there is always a choice. For example, longer swords must be heavier, so you have the choice of weilding shorter (but faster swords) or using a longer weapon (that will be slower) and killing your foes safely from a distance. The rules are constantly revised to meet the needs of changing technology and construction techniques so that the game remains balanced and fun to play.
3) Realism - This is the third priority in the heirarchy of the rules principles. This ranks behind safety because if we were 100% realistic, there would be very few people who would ever make it to a second meeting, as they would be dead. Also, some of the weapons are not realistically weighted and even the means of "killing" is not realistic, and is not meant to be. Realism is intended to be a guide, a place to start. Our rules deviate from realism in order to create a safer, more enjoyable sport.
4) Aesthetics - The fourth principle is very important, even if it is the last on the list. Ultimately, the only thing separating us from a bunch of people beating on each other with foam sticks is that we attempt to recreate medieval combat. As such, there is a minimum aesthetic requirement that everyone must meet in order to add to the medieval atmosphere. This last principle is where the fantasy aspect of our sport comes in. It is not required that your garb and character name/history be lifted from Earth history. Alternate or fantasy medieval worlds provide an excellent source for ideas for garb, character name and histories, and even race types. Riverbend allows participants to play goblins, orcs, and other monsters provided their garb and armor match the part.
These four principles effect various aspects of the game differently. For example, to create a sport that is enjoyable for everyone, playability is stressed more than realism for determining how a person may be killed. Realistically, someone who is 300 pounds and 6'8" who is wearing full armor would be nearly impossible for someone who is 5'4" and 100 pounds. In our game, though, the smaller opponent may use speed to level the playing field, if not gain a significant advantage. Riverbend remains a sport, though. Beyond the restrictions we place on our new recruits (which are intended to increase their skill and teach them to fight safely) everyone is allowed the same equipment. Riverbend remains a sport, and as such, you are only limited by your physical fitness and mental acuity.