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Garb Requirements Update Proposal
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Garb Revision Update v1.0.5

Last Updated 12-7-2015

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):

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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 designated 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.

Prohibited Visible Items

  1. Baseball caps
  2. Jeans of any color
  3. Athletic shorts
  1. Athletic shorts may be worn beneath wrap pants or similar garb provided they do not display visible neon colors or visible modern prints.
  1. Neon-colored modern pants
  1. Modern pants such as scrubs, tights, sweatpants, and track pants are acceptable in non-neon colors without modern prints
  1. Neon-colored modern shoes
  1. Sneakers, cleats, boots, and similar shoes are acceptable in non-neon colors without high-contrast logos or lettering
  1. Neon-colored modern safety
  1. Includes underarmor, sunglasses, goggles, braces, gloves, kneepads, etcetera
  1. T-shirts
  1. 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
  1. Fabrics containing prints depicting modern objects
  1. 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:

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

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.