Post by Berdugo on Jul 1, 2008 19:36:12 GMT -5
(Pls note: This article and the articles to follow are culled from unconventional-airsoft.com. The administrator of this forum has no intention of infringing the article. The only intention is with the hope of sharing this article for information of airsoft enthusiasts here in our locality)
1. The Chart Game (or, the Minimum Maintenance Objective-Based Game)This is a method of running an enjoyable game for two even-numbered teams that allows for dynamic and emergent play, but requires very little (if any) administration or refereeing. I try many different things with our group, and this one is definitely a success.
This is an enjoyable game style that avoids some of the bigger issues that tend to plague most milsims and other complex games. Certainly such games can really shine, but it’s nice to sometimes have something dynamic and objective-based that’s not quite so high-maintenance. In this game, the dynamic part is separated entirely from the objectives - but in such a way that gameplay isn’t made too static (aka boring). In other words, the objectives are not subject to change, but are made in a way to present an interesting challenge that leaves the teams themselves free to do what they want to try to accomplish them. At the same time, enough structure is provided to prevent the game from floundering.
OVERVIEW
I will explain how the game functions, give a sample setup and objectives, and finally describe the concepts.
If you are not interested in the theory or in rolling your own, just go to the sample game setup - it’s ready to use. Just make some posterboard, glue on some printouts, get some pens, and you’re set. Leave out any objectives you don’t like.
HOW THE GAME WORKS
(This game uses two teams of even numbers/capabilities, but with a little extra work you can modify the objectives to work with additional teams.)
Two teams each have a base. At this base is a chart which lists off various objectives. The objectives are mostly identical between the two teams.
The chart allows for the teams to individually mark off objectives when they are completed, and optionally, to mark ones currently being attempted as “in progress” if they so wish.
At the end of the game, the team that accomplished the most objectives wins.
Objectives
1. Obtain the code posted somewhere on a structure at the enemy base. Write the code in the space provided to complete this objective.
[Notes: A code (example: "3X85TB") is posted on a sheet of paper at each base. It should be mounted above head level (so bodies don't obscure it) somewhere in each base where there is at least two approaches it could be seen from. The code, obviously, should be different for each base.]
2. Retrieve the guidance module from the SAM Missile deployed at GPS coordinates (xxxxxxxxx.xx yyyyyyyyy.yy). Bring the module back here to accomplish this objective. There is only one missile with one module on the field. First come, first served. Bring your own GPS.
[Notes: Plant some sort of device or object to represent the guidance module before the game. Write the GPS coordinates of the object on both charts. Once one team has the module and achieves the objective, it cannot be completed by the other team. The module cannot be stolen back by the other team after the fact, etc.]
3. Take a digital picture of the enemy team’s commander, clear enough to make a positive ID. Check this objective off for completion, but keep the image stored in your camera as proof. (Bring your own camera.)
[Notes: Cell phone cameras work well for this. You need to designate a commander for each team at the beginning of the game so people know who to hunt for.]
4. Capture an enemy and make them sign the “confession” (sign in the space provided) of war crimes, then turn them loose to respawn.
[Notes: Here, I think that the simpler the prisoner rules, the better - but alter it to match your rules and group. If you don't have a prisoner rule, I would suggest that when hit, people "lie where they died" for 100 seconds before getting up and heading to respawn. During those 100 seconds, an enemy can touch you and take you prisoner. They won't search you and you can't escape. You have to come with them and do as they say until they make you sign (then turn you loose) or the group holding you is killed.]
5. On a hill in the field to the west is a transmission antenna (it’s a flag). You must radio in to me, and HOLD it erect on the top of the hill to enable it to transmit for no less than 15 mins straight. If the flag drops (like, you got shot) then the 15 mins starts over. I will tell you when the transmission is done. Complete the transmission to check off this objective.
[Notes: Obviously, you must change "on a hill to the west" to match your field. Just pick a distinctive and visible spot. You must put the flag there before the game starts. This objective requires that you be available on the radio to hear a team radio in to you, and you count the 15 mins. Note that both teams can complete this objective whenever they want. One team doing their transmission doesn't keep the other team from doing theirs later, though they could hold the area to prevent the other team from reaching the flag if they wish.]
6. TEAM A SECRET OBJECTIVE/ TEAM B SECRET OBJECTIVE: Revealed on game day to the respective teams only.
[Note: This deserves some special mention. Each team has ONE objective that isn't known to the other team; as you can see, the objectives are otherwise the same for both sides. Team A's objective was to plant a "bomb" inside Team B's base, where it had to remain undetected until the end of the game. Team B was provided with a "demolition charge" (a small pyro charge) with which to "destroy" the satellite dish on Team A's base.
For Team A, the "bomb" was a satchel with the following sign on it: "THIS IS A BOMB. Team A: If this bomb is inside the enemy base at the end of the game, you complete this objective. Team B: If at any time before the end of the game you find this bomb in your base, you can disarm it by taking it out of your base."
Team B was provided with a simple pyro charge to simulate a "demolition charge". The satellite dish was just a prop that was already present on the enemy base.]
7. Bonus Objective: FRAGGER
Obtain a grenade kill! Sign the killer’s name and the place it happened to achieve this.
[Note: This is for fun, and was a hit with our group. Bonus objectives can be used for tie-breaking.]
8. Bonus Objective: GLOCKER
Obtain a pistol kill! Sign the killer’s name and the place it happened to achieve this.
[Bonus objectives are fun, and can be used as tie-breakers.]
9. Bonus Objective: KNIFER
Obtain a rubber knife kill! Sign the killer’s name and the place it happened to achieve this.
[Bonus objectives are fun, and can be used as tie-breakers.]
KEY CONCEPTS
You may wish to modify some of the sample objectives above, or make your own. I hope you do!
The keys for good objectives that work are as follows:
Teams should be reasonably matched in terms of numbers, skill, etc.
You want the objectives to be a mixture of:
Things that can be attempted at any time vs. things you have to beat the other team to.
Things the other team can’t take away from you once it’s achieved.
Things only one team can accomplish (i.e. mutually exclusive objectives).
Things both teams can accomplish.
Things you can keep the other team from accomplishing.
Objectives should:
be Non-dependant (have no dependence on other objectives, and make no assumptions about what either team is or is not doing)
be Static (objectives cannot change part-way through the game)
be Evenly Spaced (not clustered in one part of the field) but also not so spread out that no one runs into each other.
be Compartamentalized (each objective is about as important as any other objective - in other words, no “occupy the enemy base to win” objectives)
be able to be completed by either brute force, or stealth (as the players choose). Note that objectives can still be recon-based or assault-based, just don’t make an objective that can ONLY be achieved ONE way.
be “When it’s done, it’s done” (nothing the other team can steal away from you once you have done it. You don’t want players to have to consolidate winnings or hold territory. This kills dynamic play. You want them playing hard, but when something is gotten, they move on to try whatever’s next. No one should have to stand guard for or on something.)
Have a clear and specific goals. “Get X and bring it here” is good. “Occupy position Y” is vague.
The goals is to allow teams to attempt objectives in whatever order or combination they wish, and be free to use whatever approaches they wish.
The game itself requires very little maintenance/organization (interteam-wise) since anyone who respawns or visits the base can simply look at the chart and know what’s going on. Of course, teams that wish to take a more organized approach (and gain the benefits of being more coordinated) can do so as well.
FINAL WORDS
I hope you are able to use this game concept and structure to make your own enjoyable games! If you find something that works, or just want to let everyone know how it worked out, post in the comments below!
You can also view other Game Scenarios and Concepts.
This was written by Site Operator. Posted on Tuesday, November 20, 2007, at 8:05 am. Filed under Game Scenarios. Bookmark the permalink. Follow comments here with the RSS feed. Trackbacks are closed, but you can post a comment.
2. Alternative to Medic Rules - Simple Wound System
This is kind of fun. It doesn’t work for EVERYTHING, but it can spice up the right game.
The idea is that the medic is usually a referee or a game admin. They carry a medic bag containing various tape, bandages, and disposable earplugs. Players that are “hit” receive medical attention in the form of a random or semi-random wound, which is simulated in a way that actually causes a handicap to the player’s gameplay. Read on for more details.
THE CONCEPT
As mentioned, the basic idea is to give players “wounds” that affect their gameplay.
I find that 2 wounds works well (1 hit = first wound, second hit = second wound, third hit = dead) but it can be different depending on your game or your group.
This can be useful in many ways, but particularly for scenarios where you don’t want someone to be dead/out of the game as soon as they’re hit - but you still want wounds to have some real negative effect.
THE SUPPLIES
The ideal medic bag for this system consists of the following inexpensive items:
A roll of Painter’s Tape (looks like green masking tape - it does not leave a residue, which is important).
Cloth bandages at least 1 foot square each. They can be stained with red paint for effect.
Cloth “strip” bandages, each at least 2 feet long.
Disposable hearing protection (the expanding foam plug kind).
Wounds can be random or pseudo-random. You may wish to give minor wounds first, then more serious ones. Or you may want to apply wounds that are related to the circumstances (example: if a grenade was involved, hearing loss might be appropriate). The best approach for your game is up to you.
Here are some sample wounds that can be simulated:
Hand Wound (from shrapnel, etc) - Have the player make a fist, then drape the square bandage over the whole hand and gather at the wrist. Wrap with the tape to hold it secure. Player loses use of their hand - even if it’s just their off-hand, when it comes time to reload or wind their hicap they’ll be cursing away.
Hearing Loss (from concussion, head wound, etc) - Player is given two disposable earplugs to insert. Their hearing is limited, they will find their situational awareness is affected, and communication must be via shouts, or hand signals.
Arm Wound - A strip bandage is used to restrict arm movement, similar to a sling. The wrist, elbow, or bicep can be loosely tied to a piece of the player’s gear to restrict range of movement. This is more serious than the hand wound.
Eye Wound (from shrapnel, etc) - Simulate one of the following by applying Painter’s Tape to the player’s goggles: Blind in One Eye (tape over one eye), or Tunnel Vision (tape over sides of goggles so no peripheral vision). Blind in both eyes should not be done for safety’s sake, except in tightly controlled circumstances.
Players will find that some of these are surprisingly debilitating in unexpected ways. For example, one player with earplugs (hearing loss) reported that while defending a structure, he was unable to tell where shots were coming from or whether they were under fire because he couldn’t hear the BB impacts on walls. It made his job much more difficult.
NOTE
Giving players physical handicaps can increase the risk of accidents on the field. Give due consideration to the environment and possible hazards to players before implementing any part of this system.
PAST EXPERIENCES AND SOME FINAL COMMENTS
In one game, this system was used to give wounds to POWs. When the POWs were broken out of the prison and needed to be escorted quietly to the border, the situation was complicated by the POWs’ wounds. Some did not have use of their primary hand (and could not effectively wield a weapon), some were partially deaf (earplugs) from the concussion of a blast which made them unable to hear low voices/whispers, others had tunnel vision or were blind in one eye which made it difficult to effectively watch their surroundings. Even though the POWs were not the main combatants, it was challenging to escort deaf, partially blind POWs quietly through enemy lines.
In another game, a team of players had to defend a building against waves of attackers. After each wave, the defenders who were hit were given a wound, and permitted to keep fighting. After a few waves the defenders - who were rapidly resembling a squad of walking dead - were finally overrun. This kind of thing can be used for games where you measure success not by direct elimination, but by how long a team holds out.
As a referee or game admin you can also use this system to give other effects. For example, the Painter’s Tape can be applied to the objective lens of a scope, preventing its use. This can simulate battlefield damage (such as a gun hit). Remember to use painter’s tape as it doesn’t leave a residue.
Want more? Read some more Game Scenarios and Concepts for some other things to spice up your games.
Got any results or improvements to share or suggest? Leave a comment below!
3. We’ve Created A Monster Game Scenario
The play area is a Lab Complex in which an effort to create a super-soldier has gone horribly wrong and has instead CREATED A MONSTER.One player is THE MONSTER.
The other players are the lab’s SECURITY FORCES, or INSANE SCIENTISTS who have armed themselves by looting the weapons cache.
OBJECT OF THE GAME
The object of the game for the MONSTER is to get as many “kills” as possible before being destroyed or running out of ammo. The MONSTER may not be shot except with the EXPERIMENTAL WEAPON. The MONSTER may shoot anyone.
The object of the game for the SECURITY FORCES is to find the EXPERIMENTAL WEAPON (hidden somewhere in the lab) and use it to DESTROY the MONSTER as soon as possible (ie to minimize casualties). SECURITY FORCES are able to re-enter play once eliminated (see rules). The SECURITY FORCES want to MINIMIZE the points gathered by both the MONSTER and the INSANE SCIENTISTS.
The object of the game for the INSANE SCIENTISTS is to eliminate the SECURITY FORCES and not get eliminated themselves. They may not re-enter play once eliminated. They gather points for eliminating SECURITY GUARDS and help protect the MONSTER.
THE STORY
An experiment gone horribly wrong has created a MONSTER bent on killing, killing, killing!
The lab’s SECURITY FORCES must destroy the monster. But there’s a catch - the monster may only be destroyed by the special EXPERIMENTAL WEAPON hidden somewhere in the lab. The SECURITY FORCES must find it first, then use it on the MONSTER.
To make matters worse, the creation of the monster has driven the scientists INSANE. The INSANE SCIENTISTS are now dangerous maniacs who have looted the weapons cache and will attack the SECURITY FORCES to protect the MONSTER they have created! Madness!
# OF PLAYERS
4-14 people total (or more depending on play area size)
TEAMS
THE MONSTER (1 player)
INSANE SCIENTISTS (not more than 2 for every 3-4 SECURITY GUARDS)
SECURITY FORCES (remaining players are all SECURITY GUARDS).
WEAPONS / AMMO
THE MONSTER: any weapons, maximum 2000 rounds total
INSANE SCIENTISTS: any weapons, 500 rounds total each player.
SECURITY FORCES: any weapons, any ammo - may also resupply when “killed” (see RULES)
MATERIALS NEEDED
One MONSTER IDENTIFIER (examples: monster mask, headband, armband, glowstick on helmet, etc)
SECURITY FORCES team identifiers (example: armbands)
INSANE SCIENTIST identifiers (examples: lab coats, dust masks, caps, etc.)
The EXPERIMENTAL WEAPON - a springer (or any other gun) with a bright ribbon tied to it.
One SCORECARD per “dead area” - Once eliminated, players make a mark on the card (keeps track of monster’s kills)
PLAY AREA
Any play area suitable for CQB (close quarter battle) will suffice - preferably with more than one entrance into the play area from the outside.
There should be a “Dead Area” just outside the play area. Eliminated SECURITY FORCES will go here, make a a mark on the scorecard (marking one kill for the monster) and re-enter play as a reinforcement after a 30-second delay. They may re-enter the play area from any available entrance.
INSANE SCIENTISTS may not re-enter play once eliminated (though they _do_ mark their elimination on the scorecard).
SECURITY GUARDS may re-supply any ammunition, etc at the DEAD AREA - but only when eliminated.
TIME LIMIT
There is no time limit to this game. It ends when the MONSTER is destroyed, or when the monster runs out of Ammo and can no longer gain points by shooting players.
RULES / SEQUENCE OF PLAY
1. The EXPERIMENTAL WEAPON is given to a random INSANE SCIENTIST. That player places the EXPERIMENTAL WEAPON inside the play area secretly and remains in the play area.
The EXPERIMENTAL WEAPON may not be placed in a room with a single entrance/exit. The player should not reveal the location of the EXPERIMENTAL WEAPON to other players.
The EXPERIMENTAL WEAPON may be concealed when hidden (placed behind something, in a drawer/cupboard, etc) but may not be buried, tossed into an inaccessible place, etc.
No one but the SECURITY FORCES may touch or move the EXPERIMENTAL WEAPON from now on, though anyone is free to look for it if they wish.
If a SECURITY GUARD is eliminated while holding the EXPERIMENTAL WEAPON, it is placed on the ground and the player heads to the DEAD AREA.
2. The MONSTER and the remaining INSANE SCIENTISTS have 30 seconds to enter the play area and position themselves anywhere they wish.
3. After those 30 seconds, the start of the game is signaled and the SECURITY FORCES enter the play area from any entrance.
If a SECURITY GUARD is eliminated, they proceed to the DEAD AREA, make a single mark on the SCORECARD, and may re-supply and re-enter play through any entrance as a reinforcement after a 30 second “dead time” wait in the DEAD AREA. INSANE SCIENTISTS may NOT re-enter play once eliminated, though they _do_ mark their elimination on the SCORECARD.
4. No one may shoot the MONSTER, except a SECURITY GUARD with the EXPERIMENTAL WEAPON. In game terms, the MONSTER is immune to everything but the EXPERIMENTAL WEAPON.
INSANE SCIENTISTS may shoot anyone but the MONSTER (yes, they may even shoot each other).
SECURITY FORCES may shoot INSANE SCIENTISTS.
SECURITY FORCES only may shoot the MONSTER, and only with the EXPERIMENTAL WEAPON.
Play ends when the MONSTER is shot with the EXPERIMENTAL WEAPON, or the MONSTER runs out of ammo (and can no longer gather points).
POINTS
Ideally, everyone should get a chance to play the MONSTER. The person who gets the most points as the MONSTER wins! (And the person who gets the most points as an INSANE SCIENTIST is the best maniac). Points are allocated as follows:
MONSTER eliminates a player (SECURITY GUARD or INSANE SCIENTIST) : 1 point per “kill”
INSANE SCIENTIST eliminates a SECURITY GUARD : 1 point per “kill”
As you can see, the only player who really gathers points is the MONSTER. Since the SECURITY GUARDS re-enter play as reinforcements when eliminated, the MONSTER has plenty of targets.
The INSANE SCIENTISTS can also gather points, but as they do not re-enter play as reinforcements, they are mostly used to “mix it up” and are good roles for “lone gunman” type players. Note that the MONSTER is perfectly able to shoot INSANE SCIENTISTS for those last few points.
The goal for the SECURITY GUARDS is to minimize casualties by finding the EXPERIMENTAL WEAPON and destroying the MONSTER as soon as possible to minimize the MONSTER’s points.
GAME BALANCE
(in any well designed game , all elements “even out”) The INSANE SCIENTISTS help prolong the game and help protect the MONSTER, but they also effectively “steal” a point from the MONSTER for every kill they make.
The SECURITY FORCES will eventually find the EXPERIMENTAL WEAPON and destroy the MONSTER, but the longer they take the more opportunity there is for the MONSTER to rack up points.
The MONSTER may find the EXPERIMENTAL WEAPON and “camp” on it, but if that happens the MONSTER will minimize his or her own points. (The INSANE SCIENTISTS will get all the kills in the meantime.) See OPTIONS below if you’d like to negate the “camping” effect altogether.
Worst case, the MONSTER will eventually run out of Ammunition and then be easy pickings for the SECURITY FORCES. (The game is therefore declared over when the MONSTER is out of ammo)
OPTIONS
Consider playing with 2 EXPERIMENTAL WEAPONS (placed by two different INSANE SCIENTISTS), making it impossible for the MONSTER to “camp” on it.
This can be done to negate the effect of some play areas (or some players) that may make camping a viable tactic. You can also play the game in a night or dark setting. All SECURITY FORCES must use flashlights on their weapons and may not turn them off. INSANE SCIENTISTS and the MONSTER may slink around in the darkness. You may play without the INSANE SCIENTISTS, in which case a neutral non-player should place the EXPERIMENTAL WEAPON at the start of the game. This makes for an overall shorter game with fewer elements for a more “pure” MONSTER score rating.
It is also less fun overall since the SECURITY FORCES have no one to shoot (except for shooting the MONSTER with the EXPERIMENTAL WEAPON) and the MONSTER gets all the fun. The EXPERIMENTAL WEAPON is at it’s best effect when the gun used is spectacular in some way.
For example, the gun may be fitted with a laser sight and/or tracer unit for added effect and clarity of use/shot origins when fired. Or the gun used can be a grenade laucher unit of some kind (essentially a BB shotgun) so it is noticeably different in looks and effect from the other guns in play.
1. The Chart Game (or, the Minimum Maintenance Objective-Based Game)This is a method of running an enjoyable game for two even-numbered teams that allows for dynamic and emergent play, but requires very little (if any) administration or refereeing. I try many different things with our group, and this one is definitely a success.
This is an enjoyable game style that avoids some of the bigger issues that tend to plague most milsims and other complex games. Certainly such games can really shine, but it’s nice to sometimes have something dynamic and objective-based that’s not quite so high-maintenance. In this game, the dynamic part is separated entirely from the objectives - but in such a way that gameplay isn’t made too static (aka boring). In other words, the objectives are not subject to change, but are made in a way to present an interesting challenge that leaves the teams themselves free to do what they want to try to accomplish them. At the same time, enough structure is provided to prevent the game from floundering.
OVERVIEW
I will explain how the game functions, give a sample setup and objectives, and finally describe the concepts.
If you are not interested in the theory or in rolling your own, just go to the sample game setup - it’s ready to use. Just make some posterboard, glue on some printouts, get some pens, and you’re set. Leave out any objectives you don’t like.
HOW THE GAME WORKS
(This game uses two teams of even numbers/capabilities, but with a little extra work you can modify the objectives to work with additional teams.)
Two teams each have a base. At this base is a chart which lists off various objectives. The objectives are mostly identical between the two teams.
The chart allows for the teams to individually mark off objectives when they are completed, and optionally, to mark ones currently being attempted as “in progress” if they so wish.
At the end of the game, the team that accomplished the most objectives wins.
Objectives
1. Obtain the code posted somewhere on a structure at the enemy base. Write the code in the space provided to complete this objective.
[Notes: A code (example: "3X85TB") is posted on a sheet of paper at each base. It should be mounted above head level (so bodies don't obscure it) somewhere in each base where there is at least two approaches it could be seen from. The code, obviously, should be different for each base.]
2. Retrieve the guidance module from the SAM Missile deployed at GPS coordinates (xxxxxxxxx.xx yyyyyyyyy.yy). Bring the module back here to accomplish this objective. There is only one missile with one module on the field. First come, first served. Bring your own GPS.
[Notes: Plant some sort of device or object to represent the guidance module before the game. Write the GPS coordinates of the object on both charts. Once one team has the module and achieves the objective, it cannot be completed by the other team. The module cannot be stolen back by the other team after the fact, etc.]
3. Take a digital picture of the enemy team’s commander, clear enough to make a positive ID. Check this objective off for completion, but keep the image stored in your camera as proof. (Bring your own camera.)
[Notes: Cell phone cameras work well for this. You need to designate a commander for each team at the beginning of the game so people know who to hunt for.]
4. Capture an enemy and make them sign the “confession” (sign in the space provided) of war crimes, then turn them loose to respawn.
[Notes: Here, I think that the simpler the prisoner rules, the better - but alter it to match your rules and group. If you don't have a prisoner rule, I would suggest that when hit, people "lie where they died" for 100 seconds before getting up and heading to respawn. During those 100 seconds, an enemy can touch you and take you prisoner. They won't search you and you can't escape. You have to come with them and do as they say until they make you sign (then turn you loose) or the group holding you is killed.]
5. On a hill in the field to the west is a transmission antenna (it’s a flag). You must radio in to me, and HOLD it erect on the top of the hill to enable it to transmit for no less than 15 mins straight. If the flag drops (like, you got shot) then the 15 mins starts over. I will tell you when the transmission is done. Complete the transmission to check off this objective.
[Notes: Obviously, you must change "on a hill to the west" to match your field. Just pick a distinctive and visible spot. You must put the flag there before the game starts. This objective requires that you be available on the radio to hear a team radio in to you, and you count the 15 mins. Note that both teams can complete this objective whenever they want. One team doing their transmission doesn't keep the other team from doing theirs later, though they could hold the area to prevent the other team from reaching the flag if they wish.]
6. TEAM A SECRET OBJECTIVE/ TEAM B SECRET OBJECTIVE: Revealed on game day to the respective teams only.
[Note: This deserves some special mention. Each team has ONE objective that isn't known to the other team; as you can see, the objectives are otherwise the same for both sides. Team A's objective was to plant a "bomb" inside Team B's base, where it had to remain undetected until the end of the game. Team B was provided with a "demolition charge" (a small pyro charge) with which to "destroy" the satellite dish on Team A's base.
For Team A, the "bomb" was a satchel with the following sign on it: "THIS IS A BOMB. Team A: If this bomb is inside the enemy base at the end of the game, you complete this objective. Team B: If at any time before the end of the game you find this bomb in your base, you can disarm it by taking it out of your base."
Team B was provided with a simple pyro charge to simulate a "demolition charge". The satellite dish was just a prop that was already present on the enemy base.]
7. Bonus Objective: FRAGGER
Obtain a grenade kill! Sign the killer’s name and the place it happened to achieve this.
[Note: This is for fun, and was a hit with our group. Bonus objectives can be used for tie-breaking.]
8. Bonus Objective: GLOCKER
Obtain a pistol kill! Sign the killer’s name and the place it happened to achieve this.
[Bonus objectives are fun, and can be used as tie-breakers.]
9. Bonus Objective: KNIFER
Obtain a rubber knife kill! Sign the killer’s name and the place it happened to achieve this.
[Bonus objectives are fun, and can be used as tie-breakers.]
KEY CONCEPTS
You may wish to modify some of the sample objectives above, or make your own. I hope you do!
The keys for good objectives that work are as follows:
Teams should be reasonably matched in terms of numbers, skill, etc.
You want the objectives to be a mixture of:
Things that can be attempted at any time vs. things you have to beat the other team to.
Things the other team can’t take away from you once it’s achieved.
Things only one team can accomplish (i.e. mutually exclusive objectives).
Things both teams can accomplish.
Things you can keep the other team from accomplishing.
Objectives should:
be Non-dependant (have no dependence on other objectives, and make no assumptions about what either team is or is not doing)
be Static (objectives cannot change part-way through the game)
be Evenly Spaced (not clustered in one part of the field) but also not so spread out that no one runs into each other.
be Compartamentalized (each objective is about as important as any other objective - in other words, no “occupy the enemy base to win” objectives)
be able to be completed by either brute force, or stealth (as the players choose). Note that objectives can still be recon-based or assault-based, just don’t make an objective that can ONLY be achieved ONE way.
be “When it’s done, it’s done” (nothing the other team can steal away from you once you have done it. You don’t want players to have to consolidate winnings or hold territory. This kills dynamic play. You want them playing hard, but when something is gotten, they move on to try whatever’s next. No one should have to stand guard for or on something.)
Have a clear and specific goals. “Get X and bring it here” is good. “Occupy position Y” is vague.
The goals is to allow teams to attempt objectives in whatever order or combination they wish, and be free to use whatever approaches they wish.
The game itself requires very little maintenance/organization (interteam-wise) since anyone who respawns or visits the base can simply look at the chart and know what’s going on. Of course, teams that wish to take a more organized approach (and gain the benefits of being more coordinated) can do so as well.
FINAL WORDS
I hope you are able to use this game concept and structure to make your own enjoyable games! If you find something that works, or just want to let everyone know how it worked out, post in the comments below!
You can also view other Game Scenarios and Concepts.
This was written by Site Operator. Posted on Tuesday, November 20, 2007, at 8:05 am. Filed under Game Scenarios. Bookmark the permalink. Follow comments here with the RSS feed. Trackbacks are closed, but you can post a comment.
2. Alternative to Medic Rules - Simple Wound System
This is kind of fun. It doesn’t work for EVERYTHING, but it can spice up the right game.
The idea is that the medic is usually a referee or a game admin. They carry a medic bag containing various tape, bandages, and disposable earplugs. Players that are “hit” receive medical attention in the form of a random or semi-random wound, which is simulated in a way that actually causes a handicap to the player’s gameplay. Read on for more details.
THE CONCEPT
As mentioned, the basic idea is to give players “wounds” that affect their gameplay.
I find that 2 wounds works well (1 hit = first wound, second hit = second wound, third hit = dead) but it can be different depending on your game or your group.
This can be useful in many ways, but particularly for scenarios where you don’t want someone to be dead/out of the game as soon as they’re hit - but you still want wounds to have some real negative effect.
THE SUPPLIES
The ideal medic bag for this system consists of the following inexpensive items:
A roll of Painter’s Tape (looks like green masking tape - it does not leave a residue, which is important).
Cloth bandages at least 1 foot square each. They can be stained with red paint for effect.
Cloth “strip” bandages, each at least 2 feet long.
Disposable hearing protection (the expanding foam plug kind).
Wounds can be random or pseudo-random. You may wish to give minor wounds first, then more serious ones. Or you may want to apply wounds that are related to the circumstances (example: if a grenade was involved, hearing loss might be appropriate). The best approach for your game is up to you.
Here are some sample wounds that can be simulated:
Hand Wound (from shrapnel, etc) - Have the player make a fist, then drape the square bandage over the whole hand and gather at the wrist. Wrap with the tape to hold it secure. Player loses use of their hand - even if it’s just their off-hand, when it comes time to reload or wind their hicap they’ll be cursing away.
Hearing Loss (from concussion, head wound, etc) - Player is given two disposable earplugs to insert. Their hearing is limited, they will find their situational awareness is affected, and communication must be via shouts, or hand signals.
Arm Wound - A strip bandage is used to restrict arm movement, similar to a sling. The wrist, elbow, or bicep can be loosely tied to a piece of the player’s gear to restrict range of movement. This is more serious than the hand wound.
Eye Wound (from shrapnel, etc) - Simulate one of the following by applying Painter’s Tape to the player’s goggles: Blind in One Eye (tape over one eye), or Tunnel Vision (tape over sides of goggles so no peripheral vision). Blind in both eyes should not be done for safety’s sake, except in tightly controlled circumstances.
Players will find that some of these are surprisingly debilitating in unexpected ways. For example, one player with earplugs (hearing loss) reported that while defending a structure, he was unable to tell where shots were coming from or whether they were under fire because he couldn’t hear the BB impacts on walls. It made his job much more difficult.
NOTE
Giving players physical handicaps can increase the risk of accidents on the field. Give due consideration to the environment and possible hazards to players before implementing any part of this system.
PAST EXPERIENCES AND SOME FINAL COMMENTS
In one game, this system was used to give wounds to POWs. When the POWs were broken out of the prison and needed to be escorted quietly to the border, the situation was complicated by the POWs’ wounds. Some did not have use of their primary hand (and could not effectively wield a weapon), some were partially deaf (earplugs) from the concussion of a blast which made them unable to hear low voices/whispers, others had tunnel vision or were blind in one eye which made it difficult to effectively watch their surroundings. Even though the POWs were not the main combatants, it was challenging to escort deaf, partially blind POWs quietly through enemy lines.
In another game, a team of players had to defend a building against waves of attackers. After each wave, the defenders who were hit were given a wound, and permitted to keep fighting. After a few waves the defenders - who were rapidly resembling a squad of walking dead - were finally overrun. This kind of thing can be used for games where you measure success not by direct elimination, but by how long a team holds out.
As a referee or game admin you can also use this system to give other effects. For example, the Painter’s Tape can be applied to the objective lens of a scope, preventing its use. This can simulate battlefield damage (such as a gun hit). Remember to use painter’s tape as it doesn’t leave a residue.
Want more? Read some more Game Scenarios and Concepts for some other things to spice up your games.
Got any results or improvements to share or suggest? Leave a comment below!
3. We’ve Created A Monster Game Scenario
The play area is a Lab Complex in which an effort to create a super-soldier has gone horribly wrong and has instead CREATED A MONSTER.One player is THE MONSTER.
The other players are the lab’s SECURITY FORCES, or INSANE SCIENTISTS who have armed themselves by looting the weapons cache.
OBJECT OF THE GAME
The object of the game for the MONSTER is to get as many “kills” as possible before being destroyed or running out of ammo. The MONSTER may not be shot except with the EXPERIMENTAL WEAPON. The MONSTER may shoot anyone.
The object of the game for the SECURITY FORCES is to find the EXPERIMENTAL WEAPON (hidden somewhere in the lab) and use it to DESTROY the MONSTER as soon as possible (ie to minimize casualties). SECURITY FORCES are able to re-enter play once eliminated (see rules). The SECURITY FORCES want to MINIMIZE the points gathered by both the MONSTER and the INSANE SCIENTISTS.
The object of the game for the INSANE SCIENTISTS is to eliminate the SECURITY FORCES and not get eliminated themselves. They may not re-enter play once eliminated. They gather points for eliminating SECURITY GUARDS and help protect the MONSTER.
THE STORY
An experiment gone horribly wrong has created a MONSTER bent on killing, killing, killing!
The lab’s SECURITY FORCES must destroy the monster. But there’s a catch - the monster may only be destroyed by the special EXPERIMENTAL WEAPON hidden somewhere in the lab. The SECURITY FORCES must find it first, then use it on the MONSTER.
To make matters worse, the creation of the monster has driven the scientists INSANE. The INSANE SCIENTISTS are now dangerous maniacs who have looted the weapons cache and will attack the SECURITY FORCES to protect the MONSTER they have created! Madness!
# OF PLAYERS
4-14 people total (or more depending on play area size)
TEAMS
THE MONSTER (1 player)
INSANE SCIENTISTS (not more than 2 for every 3-4 SECURITY GUARDS)
SECURITY FORCES (remaining players are all SECURITY GUARDS).
WEAPONS / AMMO
THE MONSTER: any weapons, maximum 2000 rounds total
INSANE SCIENTISTS: any weapons, 500 rounds total each player.
SECURITY FORCES: any weapons, any ammo - may also resupply when “killed” (see RULES)
MATERIALS NEEDED
One MONSTER IDENTIFIER (examples: monster mask, headband, armband, glowstick on helmet, etc)
SECURITY FORCES team identifiers (example: armbands)
INSANE SCIENTIST identifiers (examples: lab coats, dust masks, caps, etc.)
The EXPERIMENTAL WEAPON - a springer (or any other gun) with a bright ribbon tied to it.
One SCORECARD per “dead area” - Once eliminated, players make a mark on the card (keeps track of monster’s kills)
PLAY AREA
Any play area suitable for CQB (close quarter battle) will suffice - preferably with more than one entrance into the play area from the outside.
There should be a “Dead Area” just outside the play area. Eliminated SECURITY FORCES will go here, make a a mark on the scorecard (marking one kill for the monster) and re-enter play as a reinforcement after a 30-second delay. They may re-enter the play area from any available entrance.
INSANE SCIENTISTS may not re-enter play once eliminated (though they _do_ mark their elimination on the scorecard).
SECURITY GUARDS may re-supply any ammunition, etc at the DEAD AREA - but only when eliminated.
TIME LIMIT
There is no time limit to this game. It ends when the MONSTER is destroyed, or when the monster runs out of Ammo and can no longer gain points by shooting players.
RULES / SEQUENCE OF PLAY
1. The EXPERIMENTAL WEAPON is given to a random INSANE SCIENTIST. That player places the EXPERIMENTAL WEAPON inside the play area secretly and remains in the play area.
The EXPERIMENTAL WEAPON may not be placed in a room with a single entrance/exit. The player should not reveal the location of the EXPERIMENTAL WEAPON to other players.
The EXPERIMENTAL WEAPON may be concealed when hidden (placed behind something, in a drawer/cupboard, etc) but may not be buried, tossed into an inaccessible place, etc.
No one but the SECURITY FORCES may touch or move the EXPERIMENTAL WEAPON from now on, though anyone is free to look for it if they wish.
If a SECURITY GUARD is eliminated while holding the EXPERIMENTAL WEAPON, it is placed on the ground and the player heads to the DEAD AREA.
2. The MONSTER and the remaining INSANE SCIENTISTS have 30 seconds to enter the play area and position themselves anywhere they wish.
3. After those 30 seconds, the start of the game is signaled and the SECURITY FORCES enter the play area from any entrance.
If a SECURITY GUARD is eliminated, they proceed to the DEAD AREA, make a single mark on the SCORECARD, and may re-supply and re-enter play through any entrance as a reinforcement after a 30 second “dead time” wait in the DEAD AREA. INSANE SCIENTISTS may NOT re-enter play once eliminated, though they _do_ mark their elimination on the SCORECARD.
4. No one may shoot the MONSTER, except a SECURITY GUARD with the EXPERIMENTAL WEAPON. In game terms, the MONSTER is immune to everything but the EXPERIMENTAL WEAPON.
INSANE SCIENTISTS may shoot anyone but the MONSTER (yes, they may even shoot each other).
SECURITY FORCES may shoot INSANE SCIENTISTS.
SECURITY FORCES only may shoot the MONSTER, and only with the EXPERIMENTAL WEAPON.
Play ends when the MONSTER is shot with the EXPERIMENTAL WEAPON, or the MONSTER runs out of ammo (and can no longer gather points).
POINTS
Ideally, everyone should get a chance to play the MONSTER. The person who gets the most points as the MONSTER wins! (And the person who gets the most points as an INSANE SCIENTIST is the best maniac). Points are allocated as follows:
MONSTER eliminates a player (SECURITY GUARD or INSANE SCIENTIST) : 1 point per “kill”
INSANE SCIENTIST eliminates a SECURITY GUARD : 1 point per “kill”
As you can see, the only player who really gathers points is the MONSTER. Since the SECURITY GUARDS re-enter play as reinforcements when eliminated, the MONSTER has plenty of targets.
The INSANE SCIENTISTS can also gather points, but as they do not re-enter play as reinforcements, they are mostly used to “mix it up” and are good roles for “lone gunman” type players. Note that the MONSTER is perfectly able to shoot INSANE SCIENTISTS for those last few points.
The goal for the SECURITY GUARDS is to minimize casualties by finding the EXPERIMENTAL WEAPON and destroying the MONSTER as soon as possible to minimize the MONSTER’s points.
GAME BALANCE
(in any well designed game , all elements “even out”) The INSANE SCIENTISTS help prolong the game and help protect the MONSTER, but they also effectively “steal” a point from the MONSTER for every kill they make.
The SECURITY FORCES will eventually find the EXPERIMENTAL WEAPON and destroy the MONSTER, but the longer they take the more opportunity there is for the MONSTER to rack up points.
The MONSTER may find the EXPERIMENTAL WEAPON and “camp” on it, but if that happens the MONSTER will minimize his or her own points. (The INSANE SCIENTISTS will get all the kills in the meantime.) See OPTIONS below if you’d like to negate the “camping” effect altogether.
Worst case, the MONSTER will eventually run out of Ammunition and then be easy pickings for the SECURITY FORCES. (The game is therefore declared over when the MONSTER is out of ammo)
OPTIONS
Consider playing with 2 EXPERIMENTAL WEAPONS (placed by two different INSANE SCIENTISTS), making it impossible for the MONSTER to “camp” on it.
This can be done to negate the effect of some play areas (or some players) that may make camping a viable tactic. You can also play the game in a night or dark setting. All SECURITY FORCES must use flashlights on their weapons and may not turn them off. INSANE SCIENTISTS and the MONSTER may slink around in the darkness. You may play without the INSANE SCIENTISTS, in which case a neutral non-player should place the EXPERIMENTAL WEAPON at the start of the game. This makes for an overall shorter game with fewer elements for a more “pure” MONSTER score rating.
It is also less fun overall since the SECURITY FORCES have no one to shoot (except for shooting the MONSTER with the EXPERIMENTAL WEAPON) and the MONSTER gets all the fun. The EXPERIMENTAL WEAPON is at it’s best effect when the gun used is spectacular in some way.
For example, the gun may be fitted with a laser sight and/or tracer unit for added effect and clarity of use/shot origins when fired. Or the gun used can be a grenade laucher unit of some kind (essentially a BB shotgun) so it is noticeably different in looks and effect from the other guns in play.