as well as original ideas. The majority of player characters belong to one or other faction, with the exception of a group of non-aligned players collectively labelled "mercenaries." The factions average about 100 in size at Renewal (i.e. 1/8 of the average Renewal turnout of 800), but are presumed to govern (or at least represent) populations in the hundreds of thousands, appropriate to those of equivalent pre-Industrial states. In real-world terms, each faction is run as a more or less independent club, with a small administrative team assigned by CP and internal In- and Out-of-Character hierarchies. Many of the factions host websites for their members, and several of them stage small-scale "sanctioned" events set in the Renewal continuity. At events, members of a faction camp together; the factions' communal In-Character camps are the major focus of the game, with attacks against fortified camps and diplomatic missions between camps providing much of the storyline at each event. Within the broad faction concepts stated above may be found a broad spectrum of characters, from the comical to the serious, from a range of historical (or pseudo-historical) backgrounds, and from the mean and humble to the high-heroic. Formally, Renewal is an "Open World" campaign setting, so players are permitted to submit any concept they wish, with the exception that neither gunpowder-weapons nor any more advanced technology are permitted. See also Live action role-playing game List of live action role-playing groups References External links Live-action role-playing games