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Post by 9thsshohenstaufen on Oct 6, 2008 10:25:48 GMT -5
Hey Folks,
I am interested in hearing what, to you, would be your ideal scenario rules?
Aside from the terrain and such, what I am really looking for is what "things" make a good/great scenario for you?
What rules do you like and/or think work well?
What have you seen or experienced that was not so good?
I have read some differing approaches to dealing with casualties, everything from hit cards, to folks going down and needing to be tended to by medics, to the traditional blankfire "Take off your helmet, walk off the field and recycle back into the game after 10-15 minutes" : I have also read about various medic rules and such. It seems like many things have been tried, but I am not sure what the results of some of these things have been.
What I am after is trying to find out from the collective body of experience out there what truly works and what does not.
Thanks in advance, Rolo
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Medic
Sergeant
I'm 12 not 25!
Posts: 1,539
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Post by Medic on Oct 6, 2008 16:06:33 GMT -5
I think Medic Rules would be awesome, but with bandages (I'm sure you've heard those ones).
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mccallion
Private 1st Class
Official Road Sign Reader (retired)
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Post by mccallion on Oct 6, 2008 18:38:24 GMT -5
i personally think that medic rules arnt good for a game
mccallion
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Cpl. Hicks
Sergeant
Unofficial Flaggrantly Wrong Weapons Policeman
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Post by Cpl. Hicks on Oct 6, 2008 18:49:29 GMT -5
I think they would be good for a game as long as there was more than 20 people on each side.
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azeeze
Private 1st Class
Posts: 622
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Post by azeeze on Oct 6, 2008 22:36:36 GMT -5
No Farbs.
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Post by shadycadence on Oct 6, 2008 22:57:41 GMT -5
Depends largely on your player base, and where they are "at" in their airsoft experience. Players with more trigger time are usually more open to adding another layer of complexity, while those with less trigger time tend to shy away from it. Noobs* like simple rules, they're excited enough already. ;D For instance; My home organization, the Minnesota Airsoft Association, is holding a private game for members only on a decomm'd NIKE missile base. Since it's around Halloween, they're doing a zombie game, pistols and shotguns. AEG as a backup only, semi only. (3 full auto AEG's are somewhere on the field...) You start with a pistol with 3 mags, then draw cards to see if you get a backup. It's you and 3 teammates, friendly fire wounds (head=dead,torso=2min bleed,arm or leg=inoperable), and you face 3 classes of zombies with varying degrees of skill/ferocity. Get to the safe zone is foremost, but there are missions, too.(there's lots more, but you get the idea) All at night. The only way we can pull this off is to have experienced players. *The term "noob" is not derogatory, and should not be taken as such.
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Post by 9thsshohenstaufen on Oct 7, 2008 7:22:12 GMT -5
I agree with that. I am looking at hosting an event in 2009, and one of the things I really want to stress is authenticity. No beards/goatees, modern guns, sunglasses, etc. However, aside from the aesthetics, what about the game play itself do you enjoy and what do you think is not such fun? For an innaugural event, I'd like to start it off on a good foot, and make folks want to return for many more. I am not very familiar with the various nuances of Airsoft, only recently having gotten into it, and having skirmished only a few times. I know what works and does not work so well in the blank fire world, but the airsoft element is kinda new to me, so any feedback on the good/bad/ugly of past events is appreciated. (And by bad and ugly, I am looking for things that did not work, not for a bashing of events, other units, etc.)
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Post by 9thsshohenstaufen on Oct 7, 2008 7:26:37 GMT -5
Depends largely on your player base, and where they are "at" in their airsoft experience. Players with more trigger time are usually more open to adding another layer of complexity, while those with less trigger time tend to shy away from it. Noobs* like simple rules, they're excited enough already. ;D For instance; My home organization, the Minnesota Airsoft Association, is holding a private game for members only on a decomm'd NIKE missile base. Since it's around Halloween, they're doing a zombie game, pistols and shotguns. AEG as a backup only, semi only. (3 full auto AEG's are somewhere on the field...) You start with a pistol with 3 mags, then draw cards to see if you get a backup. It's you and 3 teammates, friendly fire wounds (head=dead,torso=2min bleed,arm or leg=inoperable), and you face 3 classes of zombies with varying degrees of skill/ferocity. Get to the safe zone is foremost, but there are missions, too.(there's lots more, but you get the idea) All at night. The only way we can pull this off is to have experienced players. *The term "noob" is not derogatory, and should not be taken as such. Sounds like a fun time. I am looking at a population that would probably have the majority fall into the mid-level to noob group, with some that probably have a decent amount of experience. I am trying to frame the question around a WWII themed event that I would like to stress uniform and equipment authenticity at. The plot of land I have in mind is wooded, hilly and flat at different areas, has some open areas, and contains some ruined buildings on it as well. In short, I think it is a great spot for an airsoft event, its used for airsofting quite a bit already. What I would like to do is have an event there, and I want to make sure folks who make the commitment to drive many hours and spend the gas money to come out will find it worth their while and want to return for future events. Hence, I am looking for what tactical ideas you all experienced players have that, to you, make airsoft experiences memorable, both good and bad.
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Post by CharleyNovember on Oct 7, 2008 10:11:02 GMT -5
Medics - We use cards and time spent with a medic. You can draw anywhere from 2-5 minutes down with a medic or a dead car in which case the medic was not able to save you.
Arty - Tennis ball lobbing mortars are nice in an open area but you need a lot of ref's to help people call hits.
Use of WW2 tactics - Tactics used in WW2 were different then what people use now. It is nice to see people moving as a unit instead of moving as a herd of disinterested cats.
Multiple objectives. - I think people like it when you give them a main mission that needs to be accomplished in side a certain time like say an hour to take a communication bunker and blow it along with several other smaller missions that they may complete with or instead for points in the game. 50 pnts for blowing the communications bunker but you also have a few smaller machine gun nests they can take out for 15 pnts a piece. Maybe they can't accomplish the big one and they know it so they go for the smaller ones they can do or they put all in on the com bunker and choose that path. I think this makes for a more interesting game as it sometimes means making hard decisions much like you have to in the real world.
Fairness - Life is not fair but you should make it winnable by either side. Allow for the same number of points to be possible for both sides. Try and temper this with historical accuracy in regards to what actually happened if you are recreating a battle.
Respawns - We like to use respawns. We have used several methods either a certain amount of time like 5,10,15 minutes or we have used time on a clock and it is every 15 minutes on a clock we have a t respawn. My favorite is doing it be amount of people at respawn. You can only respawn when you have X amount of people at respawn like 5 people. You can easier control certain aspects this way. If you have a side that had a lot of reinforcements you would give them fewer people needed to respawn where as the other side would wait for more comrades to die to respawn. What this does is simulate conditions of the battle that happened.
Props - I like props that do something and look good. We built a Nebelwerfer prop and ran a phone from HQ to it. The phone actually worked and the Allies had to cut the line. We sometimes used air powered props to simulate explosives by running wire from it with a spool hooking up detonator and setting it off. In out modern efforts we have built concrete cones with flash drives in them. They were warheads that a team had to hook an actual laptop up to and had to put in secure codes to open a program on the flash drive to download information.
These are the things I like in a game and things that make it interesting for me. I try and use these in the games I do. Wish it was more historically correct but it is what it is. I look forward to your game.
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Post by Garrick Udet on Oct 7, 2008 10:37:55 GMT -5
I think the three most overlooked things are: 1. Spawn Locations 2. Commander Communication 3. Event Management
Spawn Locations are important. Make sure that they are outside of firing range to the nearest objective. Outside of line of sight is even better. If you are planning on running a scenario that is longer than 30 minutes, commanders of each side need to ensure that enough water and ammo are brought to their spawn areas.
Commander communication. For the most part, only games on commercial fields will have refs to coordinate games, and their involvement in your event will be variable (usually a compromise, but if you show that you and your group know what they're doing, ref involvement in my experience will be minimal and focused on safety, not game management). Regardless of whether or not you have dedicated refs, it's a good idea to keep commanders of both sides in radio contact to deal with any number of unforeseen circumstances. This allows for scenario start and end time to be coordinated as well as being able to make on the fly rule changes to the scenario (we had this happen at a couple of our events to improve gameplay). In the event of an emergency, it also allows both commanders the ability to end the game and address the emergency immediately.
Event Management: If you are going to run an event with multiple scenarios (ours have been anywhere from 1 to 9 scenarios in an event), as an event organizer your responsibility is to keep everybody moving. There is a tendency for folks to socialize following each scenario which can cut into the time remaining for playing. The event organizers and commanders need to be on top of getting everybody reloaded and refitted for the next game. If you provide time at the end of the event for socializing/camping/eating it helps to minimize this, but what you'll find is that there will always be one or two people holding things up. My advice is to try to stick to your schedule (you should have one planned in advance) and to get the scenario ready to start once you have 80-90% of the players ready. To help cut down on dead time between games, brief the commanders on the specifics of the next scenario and have them brief their units and develop their tactical plans on the way to the spawn points. Large group briefings that go on for more than 5 minutes tend to lose peoples attention. 5 minutes is enough time to cover all the safety rules before you start playing for the day. Let the commanders do their part in briefing their guys, it'll save you lots of headaches and questions.
My $.02
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Ersatzjack
Corporal
"That silly Franz... he thinks we are winning."
Posts: 1,093
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Post by Ersatzjack on Oct 7, 2008 15:47:58 GMT -5
More like 3-cents I think. FUN. Things that intrude on the fun should be eliminated. I know this is broad and I'm not going to discuss what in detail I'm talking about but I say organizers should adopt FUN as a philosphy and build around that central theme. Surprisingly, what might not be fun at the time of the event (poor weather) will be in reflection for those that toughed it out, so keep that in mind. In other words, realism doesn't conflict with fun. Don't lower standards to increase numbers as a rule. The dedicated players get annoyed and you lose more than you gain.
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Post by Warlord on Oct 7, 2008 16:23:04 GMT -5
I'd like to emphasize again what CharleyNovember said about scenario time limits. They are really something to consider. The skirmish we hosted last August included 2 timed scenarios and one open ended game. It really worked well for motivating the players to complete their objectives. It works for games with multiple objectives as well. For example, if a team has 2/3 of the main objectives at the end of 2 hours, they win. You can execute it a number of different ways.
This summer we made the mistake of running a continuous scenario. It didn't go as planned, the heat sapped everyone's strength, and the fighting lulled. I can see where it might work if the Germans had been defending a more static position, such as their camp. But instead they had to constantly move back and forth to plug holes in the line and prevent flanking action.
For spawns, we've tried a few different things. During the Bulge event in December, we gave the Germans unlimited spawns and forced the Americans to retreat to the next town when they were killed, to simulate the initial German gains. Then we reversed those rules halfway through so that the Americans had unlimited spawns and they were able to push the Germans back. I think it worked quite well.
The token system we used in July gave each team a certain number of respawns distributed at different objective locations. We gave the Americans almost 2X the reinforcements with the number of tokens they were issued. When a player was hit, they had to take a token from a bucket and place it in the "spent" bucket. With some refinement I think the system has the potential to work quite well, especially if combined with a short time-out.
Garrick pointed out the placing of spawn points. Also very important. We made the mistake of using some spawn points as objectives in July. I assumed that since we used a token system for respawns, the spawns would eventually run out for one team and the other would inevitable take over that objective. Sometimes this did not happen. The most reasonable spawn locations were inside of each team's encampment. I think at least one spawn must be out of reach of the opposing team.
Ersatzjack - YES. Overcomplicated rules can have that effect as well.
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Post by CharleyNovember on Oct 7, 2008 17:14:47 GMT -5
I know I will catch flak over this but. I have been using a different model and it seems to be working. If you have a large reenactor base to draw from that does not look down it's nose at airsoft it is easy to recruit for WW2 airsoft I don't have that luxury. In the past we have had a minimum standard at our larger events and the people really into it would get more and more repro and original gear and we invite them to small private games. This allows new people to try it out and those that really dig it to move on from there. We have not lost many "dedicated" players because of this I can only think of 2 and one was no loss at all. This doesn't work for everyone and some people no doubt hate it, but it works for my era and we continue to refine it as we have for the last few years.
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Post by Rekkon on Oct 7, 2008 17:54:14 GMT -5
Well I am going to chime in on the other side of one issue and say that I very much like long, continuous games. Do not even care if there is a lunch break. I do not think that the continuous run of Warlord’s summer event was a mistake. Maybe I just rate higher on the endurance scale than I give myself credit, but the Migano Gap was only four hours. I play that after work. Sure the Germans had to move around to plug holes, but I found that realistic, and it was not like we had to move more in total than the Americans. I am not against multiple, smaller scenarios (obviously our more “seasoned” members need time out to rest and take their Metamucil), I just prefer continuous play.
On spawn systems, separating objectives and spawn points is one way around the issue. Another is to have hit players sit out for five minutes or so. This way even if they are defending their spawn location, the attackers can knock them out long enough to claim the position. I have also played in (modern) events where a spawn point was disabled if it was under attack. However you work it, it is best not to have insta-spawning defenders. My personal preference is a single, uncappable spawn for the whole team, with all the objectives out in the field. This way part of your penalty for getting eliminated is a walk, and returning players are more in the dark about the exact tactical situation, which is closer to how things would be for fresh reenforcements. I have been in (again modern) games with the set respawns every quarter hour or so. That system works fine, but basically eliminates long term attrition as an option for the attackers. The relative worth of that loss depends on the field and event. I have not yet played a game where you respawn as soon as X number of dead people come back, but that system sounds intriguing, and I did like Warlord’s Battlefield 1942-esque token system. Good for battles of attrition thinks I.
A big issue that came to my attention this year regarding events was getting all the rules set down well in advance (like a month) and posted online where the players can read them beforehand. As Garrick mentioned, long briefings tend to lose people’s attention, and then you get guys fuzzy or ignorant of special rules, specifics, etc. Obviously there should be a verbal safety briefing. Some ‘in-game’ mission briefings and the like are fine, but general mechanics like do weapon hits count, medic rules (if any), should all be available early. Major mechanics should not be decided upon or modified the day of the event, unless it is a change necessary to salvage the game. I saw this firsthand at several events my local (modern) group has run, and you really want to minimize confusion and questions on gameday.
I am fine with (and typically enjoy) a couple extra layers of complexity for game flavor or whatnot, but you have to make sure it is compatible with your player base (and not be informing them of all the complexity gameday.
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YankeeDiv26
Staff Sgt.
Frustrated Mac Owner
BDM<33
Posts: 2,462
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Post by YankeeDiv26 on Oct 7, 2008 20:08:32 GMT -5
Close, but "nothing Flaggrantly Wrong" sounds better in my book. <YD>
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Post by CharleyNovember on Oct 7, 2008 20:18:40 GMT -5
I gotta say I would try and support a game that was fairly authentic. I don't want people checking my underwear to see if they are correct, but there is no reason you can not have a correct uniform with correct insignia and a correct period weapon if you are serious about WW2 airsoft. I don't think it would be unreasonable to ask people to not wear modern combat boots and leave the Led Zep shirt at home for the weekend. "Nothing Flaggrantly Wrong" sounds fair to me and friendly.
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Post by spitfire740 on Oct 7, 2008 20:53:26 GMT -5
I started out as the biggest farb/noob/mooch that ever started in this hobby. I went to my first event in 2005 I believe, and had the applesauce tiest impression. Luckily, they didnt turn me away, they let me borrow gear, and let me play even though I had a very unauthentic impression. Because of that i came back for more events, having a more authentic impression each time. As long as you ensure that accuracy is encouraged, but don't enforce it for new participants, u gain more members in the long run. I agree completely with what CharleyNovember is saying. Try to be as authentic as possible, if u physically don't have the exact items come time of the event, then dont sweat!
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Ersatzjack
Corporal
"That silly Franz... he thinks we are winning."
Posts: 1,093
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Post by Ersatzjack on Oct 7, 2008 23:33:43 GMT -5
I am not advocating against any of what Charlie November is saying and the important thing is to do what works. I think you can have a level of acceptance for "new" folks and we do. What I and others in the organization look for and insist on is continuous improvement until you reach the written standards (as posted on our website - so that no one can cry "I didn't know") and not just in kit but in tactics and sportsmanship. That said, new folks can easily come as partisans and look the part while they work on their WW2 impression. Any trip to the local Goodwill or similar stores can yield a play outfit and finding a useable and affordable WW2 gun is not impossible any longer.
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Post by 9thsshohenstaufen on Oct 8, 2008 10:19:03 GMT -5
Very informative, all, thanks so much for your contributions...
The trends I am starting to see are:
1) Authenticity should be medium/high to high (Which is good, I had planned that already. WWII uniforms and weapons are a must have, proper footwear, low-cap mags, etc.)
2) Varried missions (The plot of land has 2 ruined building areas about 1/2 mile apart, was thinking of making them objectives/staging areas. Say for scenario 1, make the Axis units hold one, the Allies the other. Fight it out till one side owns both. Scenario 2: Allies hold both areas, but must split forces between them. Axis need to take both objectives Scenario 3. Axis start at one building, have 60 minutes to get as many of their men to the other building as they can. If hit, you re-spawn at the origin point. Members who make it to the objective can continue to fight and hunt down Allied soldiers. Scenario 4. Divide forces into 1/3 and 2/3 groups, per side. Make the 1/3 element hold one of the buildings, against the other sides 2/3's group that is assaulting it. You are free to move members out of their original groups once the scenario goes live. Winning side controls both buildings
Anyhow, just some ideas, would like to hear responses to them.
3) Spawning/Hit taking-I think for simplicity's sake, I would follow the "hit=dead" rule. While I like the idea of medics and bleeding out and such, I think, for an innagural event, simplicity is the rule of thumb. Perhaps at future events, when groups and individuals get some more familiarity with each other, medic rules could be incorporated into things to give more realism. But for now, one hit=death is the way I think it would work best.
Spawning-I like the idea of timed re-spawns, say in 15 minute increments. I think that what I would like to do is to have rotating "spawn judges" be in charge of this. In other words, have a member of each side (Axis and Allied) either volunteer or be picked at random (perhaps via luck of the draw) to be, for 1 scenrio, a Spawn Judge. No repeat Spawn Judges would be allowed. If itIt could be done rabdomly pretty easily, I believe. For example each person playing gets a sealed envelope before the day's event kicks off, and at the safety briefing, they are asked to open it. In it, it will either be a blank sheet of paper, or a paper with a number on it, representing which numbered scenario you're to be a Spawn Judge of. That way, it is random, and no one is ever going to miss out on more then one scenario. I understand some people will drive long distances to play, and I'd hate to cut short their day by a 1/2 because of being a judge, so perhaps all scenarios would have a 90 min. time limit.
Players would be instructed that Spawn Judges, (Who perhaps could don let's say blaze orange hunting vests for the duration of the scenario for ease of recognition) are the rally point for KIA's to group around. They would be instructed to position themselves somewhat removed from the action, say a couple of hundred yards back from the MLR, and have the KIA's cluster around them. Every 15 minutes, they would release them back into the Game. I would prefer that the Axis rep. be the spawn judge for the Allied KIA's, and vice versa, so as to try and keep things "honest". (not having the Spawn Judge be too close to the MLR, cutting down the time by a few minutes, etc.) I realize, it could work both ways, but I tend to think most folks are pretty honest, and it would work out well.
Ok, I am rambling, and I realize it, but I am interested in feedback and reactions to the above. Thanks, Rolo
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Post by Rekkon on Oct 8, 2008 10:47:16 GMT -5
Comments:
1) Agree. As was mentioned, the MOA lets those without uniforms wears 40’s looking civilian clothing and play as partisans. We have gotten a fair number of new members this way. The MOA greatly prefers “low-cap” magazines (i.e. those that hold no more than three times their real steel equivalent, bolt actions excluded), but if there is a hitch with a lot of people only having high caps (which seems to be an issue with those that run Thompsons), we let them carry only one high cap. I attend plenty of modern games, and the pace of gameplay in WW II events is very different. I find it a refreshing change.
2) Sounds good. I really like your 1/3 vs. 2/3 idea. Solves the problem of numerical superiority for an assault while keeping all the attendees in play. Might have to swipe that one.
3) Decide how you want to handle weapon-in-hand hits. Some games have them disable your weapon until you return to a respawn point (to get a ‘new’ weapon). If you want to avoid that layer of complexity, either count them as killing hits or ignore them. The MOA does the former, but I have seen many groups do the latter. Another question that might come up with new airsofters is ricochets. The most common rule I have seen is that richoets do not count, unless they bounce off the piece of cover you are directly behind (i.e. I am hiding behind a tree and a BB hits it and glances into me.).
If you trust your players sufficiently, you could do away with spawn judges and have some large (and synchronized) clocks visible at the spawn points and mark respawns on them with tape or a non-permanent marker. Make sure everyone knows that you respawn every quarter hour or however you work it. Then no one loses play time for an event. In my experience, more veteran players tend to be more willing to sit out a round to ref, and those tend to be the people that know the rules better anyway, so asking for volunteers might yield better results than random envelopes.
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Post by CharleyNovember on Oct 8, 2008 10:47:39 GMT -5
I would think you would benefit from experienced airsoft game promoters and organizers in your area being able to help you with your first game. It may not be possible in your area. There may not be anyone that is both experienced game organizers and into WW2 airsoft. If that is the case you will still do fine I am sure but any hands on help right there local would make it easier for you.
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Lev
Private 1st Class
Posts: 454
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Post by Lev on Oct 8, 2008 11:20:49 GMT -5
Much of this has already been said, but it always helps to reiterate some of the most important points:
1) The more scenarios you play the more "wait time" you will incur. Every time a game stops peoples' gear comes off and the chatting begins.
2) Longer scenarios garner more play time, but shorter scenarios encourage speed and the importance of achieving your objectives. The longer the scenarios the less clarity and focus the game will have IMHO. It's a trade off.
3) KEEP IT SIMPLE. Shady may be right that more experienced players can hack complicated rules, but I personally prefer simplicity for all players. Nuances and mico-fart details rarely add to the enjoyment of a game.
4) Rely on your commanders who are responsible for communicating the rules of each scenario and enforcing the rules. Don't try and explain scenarios to all players in a pre-game briefing.
5) Instill a friendly and welcoming atmosphere during the game. The event organizers need to be the best example of this and talk the talk. Don't fall into the "you're a farb, f*ck off" attitude trap prevalent amongst so many reenactors. It will only encourage cheating and poor sportsmanship.
6) Organizers/commanders should be in radio contact. Someday I'd like to have authentic radios, but a modern Motorola fits into a pocket out of sight and is worth its weight in gold.
7) Use kill rags. Nobody likes getting shot after they're dead. Kill rags take the guesswork out of who's dead and who isn't.
-Udo
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Post by Garrick Udet on Oct 8, 2008 11:22:50 GMT -5
I second CharleyNovember on that one! I had participated in 3 airsoft games (all WWII) prior to Udo and I throwing our Minnesota "Summer Open" game in June. We chose a commercial paintball field that also does airsoft open games for the Minnesota Airsoft Association (so I knew they had experience with airsoft). This was a good choice for us (aside from the paint goo which thankfully didn't ruin any uniforms) for many reasons. In my years of paintball experience, I considered it my 'home' field as it was very close to my folks' place. As such I was very familiar with the field design, terrain and which types of games worked on each of the 3 fields. But this was the first time (aside from a buddy's bachelor party with 12 people) that I had to actually run an event. Having the safety net of a field owner who knows what's up is a nice reassurance (although the refs he assigned were totally green, probably because he figured we'd police ourselves).
To Udo's point above about breaks, yes that's completely correct.
At the event I laid out above, we ran 9 scenarios. All were 15 minutes in length with no respawns and focused on achieving focused tactical objectives. There was very little that I did to try to craft historical context or background around each scenario. This was a total departure from any format we've used before or since and it took some discipline on my part to keep myself on task to refit after each elimination much less everybody else. That said, I don't think anybody present at that event felt like they didn't get their $20 worth of airsoft in that day.
If you have a core group of players that has played together, figure out which style of event you gravitate towards. That should be what you do for your first event as you will be more comfortable with it and it should be easier to manage.
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Post by CharleyNovember on Oct 8, 2008 12:04:24 GMT -5
Oh and let me add one they just brought up. I had been a big fan of kill rags, however I prefer a new rule. At Jump To Destiny you simply had to take off your cover to show you were wounded or dead. This makes things very simple. Everyone has headwear once it comes off you are out of play everyone can see that for the most part at a fair distance and you don't wave a red flag to take away from the game feel.
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Post by Rekkon on Oct 8, 2008 12:11:25 GMT -5
The MOA used the 'remove headgear' rule when I first joined them, but we have since moved to using kill rags. I personally do not think they detract much from the game feel (the dead guys are walking away after all). Kill rags are highly visible. This is perhaps more of an issue for us given that pretty much all our fields are woods. Many times have I been at events where people get shot multiple times after death because they are in brush and have no kill rag. Kill rags are also pretty much a standard for modern airsoft.
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Post by Garrick Udet on Oct 8, 2008 12:56:25 GMT -5
While the MOA has just produced a batch of custom kill rags. My thought on this would be to combine the two by wearing a red do-rag or bandanna. No seriously, hear me out on this You put the bandanna on so that it is concealed under your cover/helmet. When eliminated, take your helmet off and you have a red rag tied to your head. It also doubles as a sweatband for those in warmer/muggier climates.
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Lev
Private 1st Class
Posts: 454
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Post by Lev on Oct 8, 2008 13:07:28 GMT -5
While the MOA has just produced a batch of custom kill rags. My thought on this would be to combine the two by wearing a red do-rag or bandanna. No seriously, hear me out on this You put the bandanna on so that it is concealed under your cover/helmet. When eliminated, take your helmet off and you have a red rag tied to your head. It also doubles as a sweatband for those in warmer/muggier climates. I don't like this idea for a number of reasons. First, it involves a doo-rag Second, since we're quickly moving into the realm of sonic grenades and stuff getting thrown around that could injure somebody, a future where helmets will be required as a safety precaution is not far off (much like ww2/ww1 reenacting). You wouldn't want to have people removing their helmets in game in such an environment. Simply waving the red flag is more than enough to indicate death along with yelling "HIT!"
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Post by Warlord on Oct 8, 2008 13:14:20 GMT -5
Agreed.
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Post by CharleyNovember on Oct 8, 2008 13:33:07 GMT -5
I played in a game in which I saw no problems with this rule as implemented. I don't feel helmets are a safety requirement. Different strokes for different folks. We have been using red dead rags for several years with both modern and historical games so it's not that I am unaccustomed to them, I just feel they are not needed in WW2 airsofting. This is our groups first go around without red rags I shall note any issues I see and be happy to switch back should I see a concern I assure you. I have plenty of red rags to bring to any other game though
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Lev
Private 1st Class
Posts: 454
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Post by Lev on Oct 8, 2008 13:56:50 GMT -5
One of the reasons we switched to red kill rags is that it was a general airsoft standard. We got sick of explaining to airsofters new to ww2 where we were different. So, we have attempted to streamline our rules to be more consistent with what airsofters are doing as a whole. As you said, Charley, to each their own. Not a hill to die on either way
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