Post by Administrator on Nov 20, 2007 18:28:51 GMT 8
If you are going to organize games, here is my advice for all would be organizers:
1. Check all the safety gear. When in doubt of the quality, have the strongest gun present shoot the goggles at a range of about one foot. Kung sira, don't allow all the players wearing the same thing to play.
2. Don't let them push you around. You are the boss. However, be prepared to give people the benefit of the doubt. Be Firm but be Fair.
3. Though you are the boss, be prepared to listen to the other players, they may have some ideas you may want to use.
4. When it comes to it, the balance should always be towards safety first, then fun next. It is no fun if someone gets hurt.
5. Make sure everyone knows the safety rules, the code of conduct and the rules of the scenario you are playing. Brief your players before they are allowed to play.
6. Scenarios have three facets:
• The Objective and Victory Conditions
The Objective must be first thought out. That will determine the victory conditions. If the game is a hostage rescue, the objective of one side is to rescue the hostage, the objective of the other side is to hold the hostage for as long as possible. Victory for one is to rescue the hostage, for the other, prevent the hostage from being taken.
• Area of Play
Determine where you are going to play. What parts are out-of-bounds. For instance, if the playing field is declared to be the third floor only, and someone goes downstairs, runs to the other side of the building then climbs the fire escape and pops up behind everyone else, that player should be declared out of bounds.
• Order of Battle
The Order of Battle is who is on who's team. The teams do not have to be even. Some people will actually like it better if there are odds.
Be sure your players are properly briefed before each scenario as to the victory conditions, the playing areas and who is on what team. Don't be afraid to experiment--be creative in your scenarios.
7. If people complain about someone zombie-ing, have them come to you first--do not let them confront each other. Listen to one side first (without the other side there--mag-babarahan sila) then listen to the other side (without the first guy there). Also, check if there are witnesses. Kung walang definitive results, give the accused zombie the benefit of the doubt. But warn him kung may other people that complain (hindi pwede the same person--baka maging personal vendetta na yan!) about the same person zombie-ing, don't be afraid to eject that player.
8. Always fix a time limit for a game. If you don't people will "camp" in one spot and wait for the other side to find them.
9. Time limits are subjective. If you feel that a 30 minute game is almost done in 10 minutes, end it in 10. If it is almost time and you feel that the action is just getting started, be prepared to stretch it a few more minutes. Again, you are the boss--it is your call.
10. When marshalling, don't be afraid to say a person is hit if you see it. But do not call people out only because you think that they should be hit.
Example, Guy A runs out in the open and Guys 1, 2 & 3 start shooting him. Guy A gets across and Guys 1, 2 & 3 "claim" na Hit si Guy A. If you did not see the Hit, even if you saw Guy A running in the open and could not believe that Guys 1, 2 & 3 missed, sorry, they missed.
11. Always have emergency gear on hand. A doctor and an ambulance is the best, but a full fledged first aid kit is the acceptable. At worst, have a box of band-aids.
12. The Safety Rules and Code of Conduct are in the Table of Contents. You may modify them a little depending on your style of play (For example, you can play games wherein Friendly fire does not count.) But I caution against modifying the safety rules.
13. Be prepared to change the groupings of the teams. It keeps things interesting and allows you to get to play with different people.
14. The Organizer can play, but no God-mode (unless that is your scenario!). Be fair if you have to apply the rules--don't always rule in favor of your team.
15. When inviting for your game, please state the following in your invitation:
• Time and date of play.
The duration of play should also be mentioned in case there are going to catch up in the afternoon (or evening)
• Site game fee (if any).
Also mention if the fee is for whole day or if there is a half day rate.
• Location and how to get there.
If you can post a map in this forum, please do so.
• Type of terrain. (Jungle, MOUT, CQB, etc.)
• Limits on the fps/power of your weapons.
This will be determined by the terrain (CQB=very close combat, thus stronger guns are ill-advised), the type of players you are inviting (newbies often necessitate plain ACMs and simple springers, so as not to scare them away from the game), or types of scenarios you have planned. If the game is a mixed game or you will allow strong ACM AEGs/springers, please mention it in your invite, so the players can decide before hand if they wish to brave such firepower or not
• Facilities available
Such safe parking for those bringing their cars, if there are places to get food and something to drink, or they must bring their own. Make sure that your safety equipment, particularly your eye protection, are capable of withstanding the impact of the strongest gun you are allowing in the game (see rules 1 again).
16. Use a sign in sheet so you can track who has paid or not (if you are collecting fees).
1. Check all the safety gear. When in doubt of the quality, have the strongest gun present shoot the goggles at a range of about one foot. Kung sira, don't allow all the players wearing the same thing to play.
2. Don't let them push you around. You are the boss. However, be prepared to give people the benefit of the doubt. Be Firm but be Fair.
3. Though you are the boss, be prepared to listen to the other players, they may have some ideas you may want to use.
4. When it comes to it, the balance should always be towards safety first, then fun next. It is no fun if someone gets hurt.
5. Make sure everyone knows the safety rules, the code of conduct and the rules of the scenario you are playing. Brief your players before they are allowed to play.
6. Scenarios have three facets:
• The Objective and Victory Conditions
The Objective must be first thought out. That will determine the victory conditions. If the game is a hostage rescue, the objective of one side is to rescue the hostage, the objective of the other side is to hold the hostage for as long as possible. Victory for one is to rescue the hostage, for the other, prevent the hostage from being taken.
• Area of Play
Determine where you are going to play. What parts are out-of-bounds. For instance, if the playing field is declared to be the third floor only, and someone goes downstairs, runs to the other side of the building then climbs the fire escape and pops up behind everyone else, that player should be declared out of bounds.
• Order of Battle
The Order of Battle is who is on who's team. The teams do not have to be even. Some people will actually like it better if there are odds.
Be sure your players are properly briefed before each scenario as to the victory conditions, the playing areas and who is on what team. Don't be afraid to experiment--be creative in your scenarios.
7. If people complain about someone zombie-ing, have them come to you first--do not let them confront each other. Listen to one side first (without the other side there--mag-babarahan sila) then listen to the other side (without the first guy there). Also, check if there are witnesses. Kung walang definitive results, give the accused zombie the benefit of the doubt. But warn him kung may other people that complain (hindi pwede the same person--baka maging personal vendetta na yan!) about the same person zombie-ing, don't be afraid to eject that player.
8. Always fix a time limit for a game. If you don't people will "camp" in one spot and wait for the other side to find them.
9. Time limits are subjective. If you feel that a 30 minute game is almost done in 10 minutes, end it in 10. If it is almost time and you feel that the action is just getting started, be prepared to stretch it a few more minutes. Again, you are the boss--it is your call.
10. When marshalling, don't be afraid to say a person is hit if you see it. But do not call people out only because you think that they should be hit.
Example, Guy A runs out in the open and Guys 1, 2 & 3 start shooting him. Guy A gets across and Guys 1, 2 & 3 "claim" na Hit si Guy A. If you did not see the Hit, even if you saw Guy A running in the open and could not believe that Guys 1, 2 & 3 missed, sorry, they missed.
11. Always have emergency gear on hand. A doctor and an ambulance is the best, but a full fledged first aid kit is the acceptable. At worst, have a box of band-aids.
12. The Safety Rules and Code of Conduct are in the Table of Contents. You may modify them a little depending on your style of play (For example, you can play games wherein Friendly fire does not count.) But I caution against modifying the safety rules.
13. Be prepared to change the groupings of the teams. It keeps things interesting and allows you to get to play with different people.
14. The Organizer can play, but no God-mode (unless that is your scenario!). Be fair if you have to apply the rules--don't always rule in favor of your team.
15. When inviting for your game, please state the following in your invitation:
• Time and date of play.
The duration of play should also be mentioned in case there are going to catch up in the afternoon (or evening)
• Site game fee (if any).
Also mention if the fee is for whole day or if there is a half day rate.
• Location and how to get there.
If you can post a map in this forum, please do so.
• Type of terrain. (Jungle, MOUT, CQB, etc.)
• Limits on the fps/power of your weapons.
This will be determined by the terrain (CQB=very close combat, thus stronger guns are ill-advised), the type of players you are inviting (newbies often necessitate plain ACMs and simple springers, so as not to scare them away from the game), or types of scenarios you have planned. If the game is a mixed game or you will allow strong ACM AEGs/springers, please mention it in your invite, so the players can decide before hand if they wish to brave such firepower or not
• Facilities available
Such safe parking for those bringing their cars, if there are places to get food and something to drink, or they must bring their own. Make sure that your safety equipment, particularly your eye protection, are capable of withstanding the impact of the strongest gun you are allowing in the game (see rules 1 again).
16. Use a sign in sheet so you can track who has paid or not (if you are collecting fees).