
LARP (Live Action Role Playing) games are primarily about social interaction. As such, combat should be abstracted, and-- most of all, SAFE. PLEASE, use COMMON SENSE to ensure that any props (particularly weapons) you use are in no way dangerous, and that you DO NOT brandish, swing, or threaten in an unsafe manner with ANY weapon or prop.
Furthermore, it is NEVER your right to make another person feel uncomfortable or unsafe during a game. If the person drops character and tells you that you are doing so, it is imperative that you LISTEN to them and CEASE the offending behavior. MAKE SURE that it is explicitly okay with another individual before you touch, grab, or in any way initiate physical contact, and STOP WHEN THEY SAY STOP. The idea is for everyone to have fun, after all.

Also, characters ALWAYS USE DEFENSE ROLLS (as opposed to a static Defense
score) in combat. Thus, they should express their defense as a bonus
on their character card (Simply, Defense score minus ten.)
Slade Voidrunner wants to crack into the space station database via a handy terminal. He approaches a Referee and states his intention. He draws a 5 of diamonds(15), and adds his +2 Computer Use skill, announcing his result (17). The referee had a difficulty class of 15 in mind, and informs him of his success and what information he's garnered.
Had he drawn a 2 of clubs, for a total result of 4, the referee would have informed him that he failed to gain any information, but could try again.
Referees determine the amount time checks and re-checks (if possible) take. It is possible to take 10 and 20 when playing live action, but keep in mind that it means taking 10 to 20 times as long to perform a task.
Calling on the force adds a +3 bonus to all shuffle-draws for each d6
a character would be entitled in the tabletop RPG.
People in the vicinity who wish to participate in combat follow suit, and combat actions are resolved in standard initiative order. Characters announce what they are doing and shuffle-draw as appropriate to determine success or failure. Unlike standard Star Wars, Initiative is re-drawn before each round. If a character reaches an area where combat is occurring, they wait until the next initiative phase and join in.
On their initiative, Characters may perform any action taking up to six seconds, or move for up to three seconds and perform an attack action. They may also simply move for six seconds.
It is required to have a referee present to adjucate things such as range and cover bonuses. The decisions of the referee are binding, and should not be disputed during combat. The referee is encouraged to make quick judgment calls, particularly on range (things would slow to a horrible crawl if every blaster shot were tape measured or paced off).
Rather, a ref should be comfortable making calls like "That's a ways away to be shooting with a blaster pistol, Marek. I'm going to eyeball it at two range increments." Any disputes or complaints should be taken up civilly at the end of the evening.
Characters always use the optional "Defense roll" rules presented in the core rulebook. If a character is entitled to reactions to an attack (for example, Dissipate Energy, Deflect Blasters), they may make one reaction attempt per attack. They MAY announce this attempt after a failed defense shuffle-draw.
Weapons do a fixed amount of damage, determined by taking half the maximum value for each die, multiplying it by the number of dice of damage, and adding 1 for each die after the first. Add in any bonus damage due to strength after this calculation. In the case of a high-level Jedi wielding lightsabers, add 5 to the damage for each additional D8 they'd be entitled. (Examples: a blaster pistol that does 3d4 damage in tabletop does 8 damage in LARP. * damage potential of d4=2, 2X3=6, +2 for being 2 more than a single die. A lightsaber in the hands of a 5th level Jedi Guardian does 14 damage.
* max damage potential on d8=2, 4X2=8, 8 + 1 (for being 2d)=9, 9+5(for the Jedi damage bonus)=14)
Unarmed attacks do 1 damage, 3 damage if a character has the Martial Artist feat.
Critical threats are confirmed via another shuffle-draw, just as they would with another roll in tabletop.
Grappling is resolved in the same manner, though each participant should be comfortable with acting out the results (which may be visually desirable, particularly for a "human shield" hostage scenario). If they are not, it is the Referee's job to clearly announce what's occurring in a grapple.

Experience is rewarded by handing out poker chips. Depending on the act, the ref awards a red, blue, white, or any combination or number thereof. White tokens are worth 100 XP, blue 500, red, 1000. Reds should typically be awarded for accomplishing a major scenario goal, or phenomenal knock-your-socks-off role-playing.
Pre-determined DCs for goals- Place a 3X5 card in an envelope with the information that could only be garnered by a successful skill check ("about a half-dozen Stormtroopers were leading a single prisoner north of here. There was definitely a struggle. It looks like one of the troopers was injured or killed and dragged away"). Write a brief description of the check ("Attempts to track") on the front of the envelope, the DC on the side that will be facing down. Seal the envelope. When a character makes a check, they may look at (but not reveal) the DC on the envelope, and open it if they succeed.
It’s important that everyone be willing to suspend disbelief and accept the level of sophistication that you can accomplish. Nothing could be more discouraging to people who spent long hours constructing a set and preparing props and costumes for a LARP session only to have them mocked by a rude player.
Props are perhaps the easiest to prepare. Lightsabers, Comlinks, Blasters, and other gear are available at toy stores everywhere. You might want to add a little paint and detailing, but a decent reproduction of a Star Wars prop can often be found at toy and discount stores, at a very reasonable price.
Costumes can range from fairly simple and cheap to very expensive, depending on what you wish to play. A Rebel-sympathizing smuggler’s wardrobe could easily be an imaginatively configured vest, T-shirt, slacks and engineer boots from your closet. A truly convincing set of reproduction Stormtrooper armor starts at half a grand. Naturally, that kind of budget is beyond a lot of gamers (particularly if a scenario calls for a dozen Stormtroopers!) Simply using a white sweatsuit with black leather gloves might not have the same visual appeal, but it gets the idea across as long as players are willing to be imaginative.
Sets will probably be the most difficult to prepare for LARP sessions. Star Wars scenes can take place on Cities that cover entire planets, high-tech space stations with near bottomless pits, and massive hangars full of exotic starships. Keep in mind, however that many other exciting sequences take place in completely natural surroundings. The forests of Endor, the trackless jungles of Yavin IV, the desert wastes of Tatooine, and the rolling plains of Naboo are all the locations of pivotal Star Warsadventures. Thus, setting your scenarios in natural surroundings can save you the headache of trying to create a truly worthy set without sacrificing the grandeur of Space Opera.
That’s it. Feel free to adapt these guidelines for your own use.