One Parcel, Many Pockets: The Club Guide to Pooling Second-Hand LARP Kit Buys
Photo: UK LARP club members sorting second-hand costume and foam weapon kit on a village hall table, via s3.amazonaws.com
Second-hand LARP kit is often cheap until the postage arrives. A pair of boots here, a belt pouch there, a foam axe that costs more to ship than to buy — suddenly the bargain is less of a bargain and more of a low-level administrative hobby. This is why club-level group buys have started to make sense for a lot of UK LARP groups. One buyer, one parcel, one drop at the next event. Done well, it saves money and hassle. Done badly, it saves neither and adds a committee meeting.
Here is a working model for pooling second-hand kit orders as a club, from the first message to the awkward moment when someone's “excellent condition” tabard turns out to be more “experienced” than expected.
Start with a buyer, not a spreadsheet
The first mistake is opening a spreadsheet and inviting forty people to add rows. What you actually need is one trusted buyer with a clear brief and a deadline. This person is not the club treasurer, necessarily, but they should be the sort of member who reads listings properly, asks for measurements, and can say “no, that is not worth the money” without upsetting anyone.
Set a short buying window — a week is usually plenty. Everyone sends their wanted item, budget, size, and a link to the listing. The buyer confirms whether it is still available, negotiates where sensible, and pays. Crucially, the club should agree upfront that the buyer is not liable for seller behaviour, courier delays, or a listing that was always going to be a gamble. They are doing admin, not underwriting the whole venture.
The shared condition sheet
A group buy lives or dies on condition checks. Before anyone sends money, agree on a single shared sheet — a simple online document is fine — with columns for buyer, item, seller, price, postage share, condition notes, and whether photos were requested. Every item gets the same treatment: seams, soles, fastenings, foam integrity, odour, stains, missing parts. If the seller cannot provide a photo of the specific flaw area, that is a data point in itself.
This is not about being paranoid. It is about being consistent. One member might be happy with a scuffed leather bracer; another might expect something that looks fresh from the tannery. The sheet lets everyone see what was known before purchase, which makes later conversations much shorter.
Postage maths that feel fair
Splitting postage is where good intentions go to die. The fairest method is usually a base share plus weight. Everyone pays an equal share of the courier drop's base cost, then extra according to the bulk of their item. A cloak costs more to send than a pair of bracers. That is not controversial, but it needs to be said before the parcel arrives.
Use one courier for the whole drop where possible. A single tracked parcel to a club address or a trusted member's house is easier to manage than six separate deliveries. If the courier is Evri, Royal Mail, or Parcelforce, the same rule applies: one tracking number, one person watching it, one message to the group when it lands.
Bargaining wins and how to split them
If the buyer negotiates £10 off a £60 breastplate, who gets the saving? The cleanest answer is the person who wanted the breastplate. Club-wide splitting of individual haggling wins sounds generous but creates a maths problem nobody wants on a Sunday evening. Keep it simple: each buyer benefits from their own negotiation, and the shared saving is the postage. If the buyer spends two hours chasing sellers and arranging the drop, it is also reasonable for the club to buy them a pint at the next event.
One drop, one distribution plan
The parcel should land before an event, not on the morning of one. Give yourself at least five days for courier problems. Then nominate a distribution point: a club meet, a village hall, a car park handover, or a table at the next LARP. Bring the condition sheet, a permanent marker for labelling bags, and a phone with the original listings saved.
Everyone checks their own item at collection. This is the moment to flag a missing strap or a sole that has started to separate. Once kit leaves the table, it is much harder to prove when a problem appeared. A quick photo of each item at handover is not distrust; it is just good housekeeping.
When a dud turns up
Duds happen. The seller described it as “ready to play” and it arrived ready for the bin. The group's response should be decided in advance. Usually the buyer contacts the seller directly, because they are the one who paid. The club does not need to mobilise a tribunal. If the seller offers a partial refund, the buyer keeps it. If the item is genuinely dangerous — cracked foam core, rotten leather, a helmet with no padding — it comes out of the pool immediately and the group discusses whether to return it or retire it.
Disputes between club members are rarer but possible. The condition sheet is your friend. If the flaw was noted before purchase, it was a known risk. If it was missed, the buyer and recipient should talk it through like adults, ideally before the next group buy opens.
When a group buy is more trouble than it is worth
Not every club needs this. If your group has six members and two of them are already buying from the same seller, a group buy is overkill. If the items are high-value, fragile, or heavily regulated — certain weapons, for example — a single buyer carrying responsibility for everyone is a bad fit. And if your club already has a kit library or a trader who handles bulk orders, use that instead.
The best group buys are small, boring, and well documented. One buyer, one courier drop, one shared sheet, one distribution table. The savings are real, but the real win is fewer parcels, fewer missing deliveries, and more time spent talking about the game rather than the postage.